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Returning 35 results for 'been being deity causes runes'.
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Ruby of the War Mage
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Magic Items
Xanathar's Guide to Everything
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the
weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Species
Van Richten’s Guide to Ravenloft
lineage.
Dhampir Origins
d8
Origin
1
You are the reincarnation of an ancestor who was a vampiric tyrant.
2
Your pact with a predatory deity, fiend, fey, or spirit causes you
Monsters
Van Richten’s Guide to Ravenloft
the target is a creature, it suffers a lingering wound that causes it to take 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Slasher's Knife","rollDamageType":"necrotic"} necrotic
manifestation of a deity or force beyond morality.
4
Doctor. The killer dissects victims or harvests their organs for the sake of medical understanding.
5
Mask. The killer wears a distinctive
Monsters
Waterdeep: Dungeon of the Mad Mage
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
Monsters
Icewind Dale: Rime of the Frostmaiden
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
damage from swirling ice, and nonmagical, open flames in that area are extinguished.
Splinter (Costs 3 Actions). Auril uses Create Ice Mephit or causes one to ice mephit she can see within 60 feet of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
around each stalagmite. The runes’ magic poses no danger to adventurers, but it causes weird, permanent transformations in any troll that lingers in this area. (For example, a troll might sprout an extra
“Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 18b on level 8, in the closest
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ruby of the War Mage Wondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting
detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door to area 36c. Dwarvish runes are inscribed above each lever.
The pit is a trash compactor designed to flatten garbage into sheets that can be easily carted away and disposed of. The first lever
is currently in the up position and has the word “Crush” inscribed above it. Moving this lever to the down position causes the pit’s east and west walls to close together, crushing anything between
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
keystone causes the coin to disappear and the gate to open for 1 minute. Other coins placed in the slot disappear but don’t open the gate. Characters must be 8th level or higher to pass through this
gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 11c on level 4, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnel leading east.
The arch is one of Halaster’s gates (see “Gates”). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The
gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 25 on level 14, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 8th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to
pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 3b on level 5, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
tyrant.
2 Your pact with a predatory deity, fiend, fey, or spirit causes you to share their hunger.
3 You survived being attacked by a vampire but were forever changed.
4 A parasite
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling by iron chains is a 20-foot-long iron horn with etched Dwarvish runes coiling around it.
The giant horn weighs 2 tons. It dangles 20 feet above the floor on three thick, 5-foot-long iron chains
the horn. A character who understands Dwarvish can translate the horn’s runes, not all of which are visible from the floor. The runes visible from the floor read, “If you blind us.” A character must fly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giants Adamantine trident 800 lb. Uvar Archway and Runes Figure 4.1: Archway Runes Six mithral-inlaid runes empower the archway. Prying out the mithral or defacing the runes causes the archway’s mist
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
Compendium
- Sources->Dungeons & Dragons->Divine Contention
(Religion or Arcana) check. Succeed on a DC 25 Intelligence (Religion or Arcana) check. Belong to the cleric or paladin class and worship Dumathoin as a deity. A creature that deciphers the moon runes
Exploring the Gulch Dumathoin’s Gulch was once a dwarven mine, but the erosion of the stream exposed it to the sky. The mine contained a shrine to Dumathoin, and the power of that deity still infuses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
threads can be cut only by a magic sword. Cutting a thread causes it to disappear but also causes an elder rune (see “Elder Runes”) to momentarily appear between the statue’s hands. This elder rune
specifically targets the creature that cut the thread. To determine which rune appears, draw a card from the Elder Runes Deck (see appendix B). The shadow curtain disappears when both silver threads are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Level 9 The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The book
triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 49 on level 9, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
causes the reels to spin, stop, and display a row of five runes. The player wins by matching three or more runes. To determine the result of a pull, have the player roll 5d6 (the dice represent the
and five identical spinning cylinders called reels. Six golden, Infernal runes are painted on each reel. A player inserts between 1 and 9 copper coins into the machine’s slot and pulls the lever, which
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bottle causes an elder rune to appear in the air above it (see “Elder Runes”). The rune targets the creature that opened the bottle. If the bottle was opened with a mage hand spell or similar magic, the
magic on the cauldron causes it to fall; casting the spell on the fire extinguishes it. Elixir of Timelessness. The cauldron contains twenty doses of a hot, oily black elixir that has grains of sand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
one of the corpses. (The gnome is really a troll named Xlorp, transformed by the runes in area 11b.)
In its current form, the troll has the statistics of an unarmored (AC 12), chaotic evil deep gnome
(svirfneblin) that speaks only Giant. Casting a successful dispel magic spell (DC 19) on the troll causes it to revert to its normal form. Xlorp also reverts to its normal form when its gnome form is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
additional weight before falling. Casting dispel magic on a chandelier causes it to go dark and fall to the floor with a loud crash. The paintings are stuck to the walls with sovereign glue and
if needed. Hanging on a stone peg that juts from the wall, the gold-plated shield is etched with arcane runes. A detect magic spell reveals an aura of necromancy magic radiating from the shield. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the south alcove is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Standing within 5 feet of the arch and imitating the moves of the dancing dwarves carved into it causes the
gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 9 on level 5, in the closest unoccupied space next to the identical gate located there. Armor and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
bones of ancient, mysterious creatures festoon the ship. Potent runes crawl across these remains, emitting a sickly green radiance. When a humanoid dies aboard the ship, that creature must make a DC
from a ship’s mast. Its powerful magic causes it to appear as a flag or banner displaying the symbol of a group, captain, or realm friendly to the viewer. Multiple viewers might see different flags or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can’t be damaged. Because it’s without substance, other creatures can occupy its space. A successful dispel magic spell (DC 19) cast on the skull causes it to vanish for 1 minute. The skull also
opens the book triggers an elder rune that targets that individual (see “Elder Runes”). Draw a card from the Elder Runes Deck (see appendix B) to determine which rune appears. Treasure. Most of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
menhir with a hard object or targeting it with a shatter spell deals no damage but causes the standing stone to ring loudly, awakening the demon inside. Nothing else causes these demons to awaken. While
must be 16th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 12
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
scrap metal dominates the middle of the cavern. Hiding in it are nine lava children (see appendix A).
Runes carved on the inside walls of the forge channel magical energy from the Elemental Plane
of Fire. Destroying a forge causes it to stop generating fire and heat. Each forge has AC 17, 80 hit points, and immunity to poison and psychic damage. Azers The azers were brought here from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
never drips off them onto the niche, nor do the candles ever seem to be diminished or consumed. A dispel magic cast on any candle causes all the candles to extinguish, then fall to the floor and break
. Characters must be 11th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a dead, hateful deity of any origin you choose. This vestige can’t be harmed or controlled, and it is immune to all conditions. Any creature that touches the amber monolith forms a telepathic link
and don’t leave area 31. Destroying the monolith causes the limbs and the vestige within to vanish without a trace. Whether the vestige is destroyed or released is for you to decide. Mark of the Raven
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Halls of Selvetarm The lesser deity Selvetarm serves Lolth. Also known as the Spider That Waits, Selvetarm is worshiped and feared by drow for his battle prowess and blood lust. These rooms are
spider sculpture causes it to break free of the ceiling and crash to the floor. Each leg has AC 17; 25 hit points; resistance to acid, cold, and fire damage; immunity to poison and psychic damage; and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls. 10 Elemental Air. The item is half the normal
light in a 5-foot radius. Any metal in the item is silver or mithral, rather than iron or steel. 17 Fiend. The item is made of black iron or horn inscribed with runes, and any cloth or leather
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
“crated” here. The hell hounds can’t leave the rune-bounded areas unless the runes are disturbed (including by a character who enters the warded area), or if the characters activate the runes on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Inscribed on the floor in the middle of the room is a 40-foot-diameter circle of glowing runes. Halaster uses it to summon an empyrean who owes him a favor. (The circle serves no other purpose
.)
When he is seated in the throne, Halaster remains invisible even while attacking or casting spells. When he sees one or more characters enter the room, he waves an invisible hand and causes the circle
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
spells the warlock knows. Does the Eyes of the Rune Keeper invocation work on magical runes? Eyes of the Rune Keeper lets you read any form of writing, including the linguistic meaning of a rune, if any
can create a greataxe, and then use the feature again to create a javelin, which causes the greataxe to disappear. You can also use Pact of the Blade to bond with a magic weapon, turning it into your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
one or more of the pillars, destroying the golem, or forcing the golem out of the room causes Trobriand’s spirit to vacate the golem and attempt to reunite with his normal body, which is hidden in area
detect magic spell reveals an aura of transmutation magic radiating from each humming pillar. A character who examines the pillars notices tiny runes etched into them. With a successful DC 20






