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Showing below up to 21 results in range #101 to #121.

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Shattered Psyche (Full-illithid) (condition) Shattered Psyche

Armour Class Armour Class is reduced by 6, and saving throws are reduced by 5.

Shocked (Condition) Shocked

Shocking Grasp (Condition) Shocking Grasp

Singing Sword: Shriek (Condition) Singing Sword: Shriek

  • Affected entity has D4 Piercing.png 1d4 penalty to all[See Notes] Saving throws. When it is attacked, it takes an additional 1d4Damage TypesThunder damage.

Singing Sword: Shrieking (Condition) Singing Sword: Shrieking

  • Enemies within  Range: 6 m / 20 ft of range have D4 Piercing.png 1d4 penalty to all[See Notes] Saving throws. The sword deals an additional 1d4Damage TypesThunder damage to creatures affected by the shrieked.

Spike Growth (Condition) Spike Growth

  • Take 2d4Damage TypesPiercing for every 1.5 m / 5 ft moved on the spikes.

Spirit Guardians Aura (Condition) Spirit Guardians Aura

  • Spirits protect the affected entity.
  • Nearby enemies take 3d8Damage TypesRadiant or 3d8Damage TypesNecrotic damage per turn, and Movement Speed is halved.
  • The caster can't become Invisible Invisible while concentrating on this spell.
  • On a successful save, targets still take half damage.
  • WIS Save

Spiteful Suffering (Condition) Spiteful Suffering

Static Discharge Aura (Condition) Static Discharge Aura

  • All constructs near Bernard deal an additional 1d6+2Damage TypesLightning to weapon attacks. All others take 2d8Damage TypesLightning each turn.
  • When the condition ends, Bernard is Stunned Stunned for 2 turns.

Stricken with Crawler Mucus (Condition) Stricken with Crawler Mucus

Stricken with Malice (Condition) Stricken with Malice

Stunned (Condition) Stunned

The Wasting Quiet (Aura) (Condition) The Wasting Quiet

  • Any creatures within this miasma of childlike terror are Silenced Silenced and take 3d8Damage TypesNecrotic damage every time they enter or start their turn inside.

Turned (Condition) Turned

  • A turned creature must spend its turns trying to move as far away from the creature who turned it as possible.
  • It can't willingly move to a space within 9m / 30ft of that creature.
  • It also can't take Reactions.
  • For its Actions, it can use only the Dash action or try to escape from an effect that prevents it from moving.
  • The condition ends upon taking damage.

Turned to Gold (Condition) Turned to Gold

  • Turned to gold. Can't move or take actions, bonus actions, or reactions.
  • At the end of each turn, the affected entity makes a DC 17  Constitution saving throw to end this condition.

Vitality Drain (Condition) Vitality Drain

The dead girl's Sapping Curse is draining your vitality.

  • Affected entity takes takes 4d6+4Damage TypesNecrotic per turn. Take half damage on succeeding a DC Wisdom saving throw.
  • Doubled movement cost.

Vow of Enmity (Condition) Vow of Enmity

Wall of Fire (Condition) Wall of Fire

  • A blazing wall of fire that deals 5d8Damage TypesFire to anyone within 3 m / 10 ft.

Wall of Thorns (Condition) Wall of Thorns

  • Walking through a wall of pliable, twisted thorns.
  • While within the wall, the affected entity's movement speed is quartered, and it takes 7d8Damage TypesPiercing damage per turn.

Weavebound Vines (Condition) Weavebound Vines

  • Vines crafted from the very Weave itself - a most unorthodox enchantment.
  • Incapacitates the affected entity. Dispelled when the entity is attacked.

Wild Magic: Burning (Condition) Wild Magic: Burning

  • Takes 1d6Damage TypesFire damage at the start of each turn.

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