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D&D Miniatures: Glossary of Spells and Abilities

Abilities: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All Abilities

Spells: A B C D E F G H I J K L M N O P Q R S T U V W X Y Z All Spells

All Warband Building Options

Commander Effects:
  · Lawful Good commanders
  · Chaotic Good commanders
  · Lawful Evil commanders
  · Chaotic Evil commanders


All Spells beginning with 'H'
Hailstorm sight; 15 cold damage to target enemy and 1 other enemy within 6 squares and line of sight of target; DC [DC]
Half-Fiend Blight sight; good creatures take 10 damage; DC [DC]
Halt Mind sight; Stun, DC [DC]
Heal Animal touch; remove all damage and remove Paralysis, Poison, and Stun from target Animal or Magical Beast
Heightened Ray of Exhaustion range 6; attack -3, damage -10 (minimum 5); DC [DC] negates
Hesitate Sight; on its turn, target creature can only move; DC [DC], save at the end of each of target creature's turns.
Hold Animal sight; Paralysis, Animals and Magical Beasts only; DC [DC]
Hold Monster sight; Paralysis; DC [DC]
Hold Person sight; Humanoids only, Paralysis; DC [DC]
Hold Person sight; Humanoids only, Paralysis; DC [DC]
Holy Smite Sight; radius 4; 20 damage to evil creatures or 25 damage to evil outsiders, DC [DC]
Hostile Empathic Transfer 5pp - touch; only when wounded; 25 damage and this creature heals the amount of damage dealt; DC [DC]
Hustle 3 pp - self; +6 speed this turn, swift action.

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