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Returning 35 results for 'before bird drinking casting rune'.
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Spells
Player’s Handbook
its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the
Monsters
Bigby Presents: Glory of the Giants
Cloud Rune. The giant has a cloud rune inscribed on a mask in its possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its
Thunderous Clap action and Negate Spell reaction.
The mask bearing the cloud rune has AC 15; 45 hit points; and immunity to necrotic, poison, and psychic damage. The mask regains all its hit points at
Magic Items
Tomb of Annihilation
This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is
, remove curse, or similar spell ends the curse on the target.
The Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
one in area Z13. The runes are invisible. If a creature can see invisible objects, each rune looks like a stylized carving of a crescent moon pulsing with silver light. Casting Dispel Magic (DC 17
) on a rune destroys it. A rune can also be deactivated if a creature within 5 feet of it says, “The moon sings a song for the lost.” Both runes must be either rendered inactive or destroyed for the safe room’s door to open. This allows access to the heart of Havock, where the rod piece is located.
Magic Items
Waterdeep: Dragon Heist
The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the
staff’s charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Tucked under the table is a wooden crate with Halaster’s personal rune burned into its sides.
Demilich. Floating behind the table is a demilich that looks like a human skull with a jagged crack that
, the demilich doesn’t gain lair actions, nor does the tower exhibit the demilich’s lair traits. Cauldron The cauldron is held aloft by magic, and the fire beneath it is also magical. Casting dispel
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Fly 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes You touch a willing creature. The target
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Fly 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes You touch a willing creature. The target
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of the giant’s next turn or until a strong wind disperses it.
Reactions
Negate Spell (Requires Cloud Rune). When the giant sees a creature within 60 feet of itself casting a spell, the giant tries
truesight 30 ft. (requires Cloud Rune), passive Perception 19
Languages Common, Giant
Challenge 19 (22,000 XP) Proficiency Bonus +6
Cloud Rune. The giant has a cloud rune inscribed on a mask in its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to the restrictions outlined in the “Alterations to Magic” section. Opening a gate in Undermountain usually requires a special key, the casting of a spell, or some other act. Halaster likes to leave
. Elder Runes on Gates When a gate opens, a random elder rune appears within its vertical plane. Draw a card from the Elder Runes Deck to determine which rune appears. Halaster usually has the rune
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Commune with Nature 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding
example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Commune with Nature 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding
example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
head or tentacles, or gain some kind of magical ability or aura.) Casting dispel magic on a rune causes it to vanish — and makes the stalagmite below it explode. Each creature within 20 feet of an
“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->Dungeon Master’s Guide (2014)
pendant 5 Bronze crown 6 Silk robe with gold embroidery 7 Large well-made tapestry 8 Brass mug with jade inlay 9 Box of turquoise animal figurines 10 Gold bird cage with electrum filigree 750 gp Art
statuette set with rubies 4 Gold cup set with emeralds 5 Gold jewelry box with platinum filigree 6 Painted gold child’s sarcophagus 7 Jade game board with solid gold playing pieces 8 Bejeweled ivory drinking horn with gold filigree
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration: Until
the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Glyph of Warding Level 3 Abjuration (Bard, Cleric, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (powdered diamond worth 200+ GP, which the spell consumes)
Duration: Until
the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
(Arcana) check. The DC for this check is reduced by 1 (to a minimum DC of 10) for each day the character spent in research beforehand.
Casting the Spell. The character must have Virgil present for the
casting of find familiar. They must burn twice the normal amount of material components to complete the restoration of the gull.
Success. If the characters end the threat posed by the drowned ones
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of this room, casting it about as they knock each other around.
Wall Decor. The walls are decorated with bas-reliefs of dwarves singing and drinking. A dozen empty iron torch brackets are mounted to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in an alcove at the south end of the hall is a life-size statue of a female cloud giant wearing an angry mask, her arms positioned in a way that suggests she’s casting a spell. The statue is inanimate
introduction. The sack also contains a shard of the ise rune (see appendix B) and three severed, frozen dwarf heads (two male and one female). One of the heads has ten gold teeth (worth 1 gp each).
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dream 5th-level illusion Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) Duration: 8 hours This spell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dream 5th-level illusion Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) Duration: 8 hours This spell
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
2d4 maw demons* 19 1 shoosuva* 20 1d3 trolls Shared Physical Trait d10 Shared Physical Trait 1 Rune branded on forehead 2 Bone piercings 3 Ritual scarring 4 Surrounded by clouds of flies 5
and drink spoil 2 Animals become rabid, vicious 3 Terrible storms erupt 4 Minor earthquakes strike 5 Residents suffer bursts of short-term madness 6 Folk indulge in decadence, excessive drinking 7 Quarrels turn violent 8 Friends betray one another 9–12 None
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
vats. The three westernmost vats contain poisoned wine, enough to fill a total of twenty barrels. Drinking the poisoned wine has the same effect as drinking a potion of poison. Pouring antitoxin into a
vat neutralizes the poison, but it also spoils the taste of the wine. Casting a purify food and drink spell on a vat neutralizes the poison without spoiling the wine. In addition to her animal skin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
marble throne surrounded by stacks of aged books. Carved into the wall behind the throne is Halaster’s personal rune, and beneath the rune is a locked iron chest. (Halaster sits in the throne and is
.)
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->Icewind Dale: Rime of the Frostmaiden
examination. Neither the simulacrum nor Krintaas know what the amulet does, nor do they care. The simulacrum will happily give it to the characters if one or more of them agrees to accompany it to the rune
chamber on the lowest level. A detect magic spell reveals a magical aura of enchantment around the amulet. The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Activating an Item Activating some magic items requires a user to do something in particular, such as holding the item and uttering a command word, reading the item if it is a scroll, or drinking it
at the lowest possible spell and caster level, doesn’t expend any of the user’s spell slots, and requires no components unless the item’s description says otherwise. The spell uses its normal casting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mock the spell’s caster. The images become motionless while in the area of an antimagic field. Arch Gate to Level 22 The sigil inscribed above the arch is Halaster’s personal rune. Both it and the face
animate and perform the quick series of somatic gestures needed to cast counterspell. After casting its spell, the statue reverts to its inanimate state until triggered again. The counterspell attempt
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
wisdom from him directly. Casting detect magic reveals an aura of divination magic in the room. The corpse belongs to a young cloud giant named Eigeron, whose father, Blagothkus, betrayed and
“Treasure”). His morningstar is nonmagical and made for a Huge creature. Characters close enough to touch the cloud giant’s corpse or the morningstar notice a rune-inscribed circle carved into the floor
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
) to attack anyone who approaches the statue. Statue The purple aura around the sahuagin statue is harmless, and casting dispel magic on the statue removes it. The statue’s arm broke off long ago and
alcove, drips down the walls, and accumulates in the west end of the room before slowly leaking out through smaller cracks in the floor. The water is tepid, and not fit for drinking unless a purify food and drink spell is cast on it.
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
within your line of sight. Speaking of “line of sight,” the game uses the English meaning of the term, which has no special meaning in the rules. Does casting a spell while taking a short rest
interrupt the rest? Yes. Spellcasting is more strenuous than the activities listed on page 186 of the Player’s Handbook: “eating, drinking, reading, and tending to wounds.”
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
duplicate moves backward, the duplicate moves toward the font. If the character then mimes drinking from the font, the duplicate slurps up the “soup” at a rate of 5 pints per round, draining the font in 8
rounds. Once the font is drained of illusory soup, a treasure appears in the font that wasn’t there before (see “Treasure” below). Casting dispel magic on the font causes the illusory soup to vanish
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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 11e on level 10, in the closest unoccupied space next to the identical gate located there. Casting speak with dead on one of the skulls forces it to reveal the gate’s command word
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Casting an arcane lock spell on the statue closes the eyelids on all the robe’s eyes and deactivates the statue. Encompassing the statue in a darkness spell suppresses the trap for the duration. Arch Gate
must be 13th 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->Candlekeep Mysteries
attempted to sketch what she remembered of the rune-marked circle. Any character who has proficiency in the Arcana skill and succeeds on a DC 15 Intelligence (Arcana) check recognizes the circle as part of
a ritual casting of the contact other plane spell, and can intuit that the runes Sarah has hastily copied are tied to an entity from the Outer Planes. Characters who do not recognize the circle can seek assistance from one of the Avowed to determine this information.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
damages the cauldron, an elder rune materializes above it (see “Elder Runes”). Draw from the Elder Runes Deck (see appendix B) to determine which rune appears. The elder rune targets a random creature
figurehead stands 8 feet tall and weighs 1,200 pounds. A detect magic spell reveals an aura of abjuration magic around it. Casting dispel magic on the figurehead renders it nonmagical. Unless its magic is






