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Returning 35 results for 'before book device creatures rune'.
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Magic Items
Dungeon Master’s Guide
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book
Spells
Player’s Handbook
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
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest
Backgrounds
Player’s Handbook
Kit, Bedroll, Book (philosophy), Lamp, Oil (3 flasks), Traveler's Clothes, 16 GP; or (B) 50 GP
You spent your early years secluded in a hut or monastery located well beyond the outskirts of the
nearest settlement. In those days, your only companions were the creatures of the forest and those who would occasionally visit to bring news of the outside world and supplies. The solitude allowed you to spend many hours pondering the mysteries of creation.
Spells
Player’s Handbook
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10
triggers include opening that object or seeing the glyph.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can
Spells
Player’s Handbook
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an
six months, such as a book from a wizard’s library.
“Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the
Magic Items
Forgotten Realms: Adventures in Faerûn
into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Magic Items
Forgotten Realms: Adventures in Faerûn
mobility wonder transforms into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Magic Items
Forgotten Realms: Heroes of Faerûn
resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms into a personal transport device and
remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
made to interact with non-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You
the book.
Dark Magic. Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on.
Book of Exalted Deeds
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read
The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, 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
Keys from the Golden Vault
.
Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might
-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can’t use this
Magic Items
Icewind Dale: Rime of the Frostmaiden
;s Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device
can use any of its properties, but only if all other creatures attuned to the device agree to allow it. The Ythryn mythallar’s properties are as follows:
While you’re on the same plane
Magic Items
Tasha’s Cauldron of Everything
With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you
are attuned to the book: animate dead, circle of death, false life, finger of death, speak with dead, summon undead (appears in this book), vampiric touch. It functions as a spellbook for you.
While
Magic Items
Bigby Presents: Glory of the Giants
the rune, imbuing the horn’s deep call with protective magic that affects creatures of your choice within 30 feet of yourself. You and all affected creatures gain a +1 bonus to AC until the
This brass war horn is engraved with the war rune, which glows purple when the horn is blown.
You can blow the horn as a bonus action. When you do, if you have the frightened condition, you
Magic Items
Bigby Presents: Glory of the Giants
This set of 1d4 + 2 small paint pots contains pigments mixed from crushed luminescent gemstones. This magical paint bestows temporary magical gifts on creatures with runes drawn on their skin with
this paint.
One paint pot contains enough pigment to paint one rune. A creature can spend 10 minutes to paint one of the following runes onto itself or another creature:
Journey Rune. Difficult
Monsters
Icewind Dale: Rime of the Frostmaiden
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The ghost can move through other creatures and objects as if
and headed toward the Sea of Moving Ice, hoping to find a tome called The Codicil of White, a book of magic and lore composed by servants of Auril the Frostmaiden. The Arcane Brotherhood believes that
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.
Aberrant Ally. You can conjure an aberrant creature from the
use this feature of the far gear, it cannot be used again until the next dawn.
Unnatural Bane. You can cast the bane spell (save DC 15), which affects any number of creatures within range for 1
Magic Items
Tasha’s Cauldron of Everything
crew compartment within, from which up to two Medium creatures can control it—and potentially execute a spree of unstoppable destruction.
Tales of the servant’s origins involve more
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
Magic Items
Tyranny of Dragons
device, and it is so large that it requires two Medium creatures (or one Large or bigger creature) to hold it while a third creature sounds it, making the earth resonate to its call.
The low, moaning
Monsters
The Wild Beyond the Witchlight
start of her turn.
Witchcraft. Iggwilv uses Spellcasting or Fey Step.
Dark Speech (Costs 2 Actions). Iggwilv utters a phrase in a forbidden language and targets one or two creatures she can see within
Oerth as Iggwilv the Witch Queen, a peerless wizard and conqueror. It was she who wrote the Demonomicon of Iggwilv—the greatest of all treatises on the Abyss and its demonic inhabitants. (The book
Magic Items
Storm King's Thunder
Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10
property, you can’t use it again until you finish a short or long rest.
Sentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet
objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, it cannot be used
Magic Items
Divine Contention
This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making
. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will.
Turn-by
wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
Get Away From It All. As an action, you can
Magic Items
Mythic Odysseys of Theros
Fulguration. On a hit, this bullet deals an extra 2d8 lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take 1d8 thunder
bullet is marked with a glowing rune where the bullet hit. The mark lasts 24 hours. While the creature is marked, you always know the direction to it.
Symbol
Legacy
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Spells
Basic Rules (2014)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a
Monsters
Quests from the Infinite Staircase
. When the vortex enters a creature’s space for the first time on a turn, the creature must make the same saving throw as when the vortex first appeared. Creatures restrained by the vortex move
Nafas can see ends its turn, Nafas exhales forceful winds in a 30-foot cone. Large or smaller creatures in that area must succeed on a DC 22 Strength saving throw or be pushed up to 15 feet away from him
Glyph of Warding
Legacy
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Spells
Basic Rules (2014)
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive
Monsters
Mordenkainen Presents: Monsters of the Multiverse
turtle;dragon turtles (morkoths appear in this book; the others appear in the Monster Manual)—all of these and more can mark mortals as their own and claim them as minions. Unlucky folk might
transformation in order to keep the secret of the Purple Rocks.
Kraken priest;Kraken priests tend to the kraken’s flock. Most of the priests are island natives, but some are other sorts of creatures that
Monsters
Vecna: Eve of Ruin
flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 22 Constitution saving throw. On a failed
and dream as he started to write his Book of Vile Darkness.
Vecna forged a kingdom on Oerth, but he grew bored with it after several centuries. He started inflicting suffering on other worlds. In
Teleport
Legacy
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Spells
Basic Rules (2014)
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If
a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from
Magic Items
Acquisitions Incorporated
feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.
The Orrery of the Wanderer was
own right:
The chronolometerThe dimensional loopThe far gearThe rotor of returnThe timepiece of travelThe wheel of stars
Creatures can attune to the orrery’s components individually. If attuned
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
49. Arch Gate to Level 14 Arch. A stone arch embedded in the middle of the southeast wall has the image of an open book carved into its keystone.
Secret Door. A secret door opens into a dusty
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
Magic Items
Baldur’s Gate: Descent into Avernus
normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a
conduct myself determines my reward in the afterlife. (Lawful)
6
Redemption. All creatures are capable of change for the better. (Good)
Bonds
D6
BOND
1
I have a






