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Returning 35 results for 'bone before device charges read'.
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Equipment
the device gives the device 3 charges.
As an action while holding this device, you can expend 1 of its charges to cause one of the following effects:
Control. One Construct of your choice within 60
turns, ending the effect on itself on a success.
Replacing the Energy Cell. While the device has charges remaining, its energy cell can’t be removed. Once the device has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of which require charges; the wand has 7 charges to fuel these spells, and it regains 1d4 + 3;{"diceNotation":"1d4 + 3", "rollType":"roll", "rollAction":"Charges regained"} charges daily at dawn:
At
will: animate dead (as an action), blight, speak with dead
1 charge each: circle of death, finger of death
2 charges: power word killOrcus can take 3 legendary actions, choosing from the options
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Wand of Orcus. The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak
with dead. Alternatively, he can expend 1 or more of the wand’s charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2
Magic Items
Icewind Dale: Rime of the Frostmaiden
hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short
;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
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
you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
The ghastly Wand of Orcus rarely leaves Orcus’s side. The device, as evil as its creator, shares the demon lord’s aims to snuff out the lives of all living things and bind the Material
while the wand is attuned to Orcus himself.
Protection. You gain a +3 bonus to Armor Class while holding the wand.
Spells. The wand has 7 charges. While holding it, you can use an action and expend 1
Magic Items
Eberron: Rising from the Last War
inside you, you can speak, read, and write Deep Speech.
Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15
): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or
Magic Items
Quests from the Infinite Staircase
bonus to attack and damage rolls made with this magic weapon. Heretic has 6 charges for the following properties; the sword regains 1d4 + 1 charges daily at dawn:
Destroy Devotion. Once per turn
when you hit a creature with this weapon, you can expend 1 of its charges to attempt to render the target powerless. The target must succeed on a DC 17 Constitution saving throw or have the paralyzed
Equipment
Lord Syuul;Lord Syuul's psionic enucleator can be used to modify the body of any creature inside its tank. The device must be operated by another creature who can manifest a psionic power or who has
creature in the tank:
Bone Spikes. Bony protrusions sprout from the creature’s skin. The creature gains a +1 bonus to the attack and damage rolls of unarmed strikes and natural weapon attacks
Magic Items
Waterdeep: Dungeon of the Mad Mage
without its wielder while the two are attuned to one another.
Spells. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and
expend 1 or more charges to cast one of the following spells from it without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges).
Sentience. The sword
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
installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges
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
you harm them.
You can wield the staff as a quarterstaff, +3;+3 quarterstaff that deals an extra 10 (3d6) necrotic damage on a hit.
Invoke Curse. The Staff of the Forgotten One has 7 charges and
Monsters
Mythic Odysseys of Theros
mythic trait by describing her skin cracking and turning pale as she suffers wounds. Read or paraphrase the following text when Hythonia finally uses her Shed Skin trait:
The medusa’s skin
cracks, turns a lifeless gray, and shatters! The monster crumbles to dust—but what clatters to the ground isn’t scale and bone, but hollow stone. The sound of rippling coils precedes the
Magic Items
Baldur’s Gate: Descent into Avernus
Intelligence of 22, a Wisdom of 18, and a Charisma of 24, as well as hearing and truesight out to a range of 120 feet.
The shield can speak, read, and understand Common and Infernal, and it can communicate
telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2
Magic Items
Waterdeep: Dragon Heist
radiant damage to the target.
Hurling. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60
regains all expended charges daily at dawn.
Illumination. While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hands become bulky, flipper-like appendages able to grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff.
A star spawn seer is almost always accompanied by one or more
often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Traps Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang
rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as glyph of warding and symbol that function as traps.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Traps Traps can be found almost anywhere. One wrong step in an ancient tomb might trigger a series of scything blades, which cleave through armor and bone. The seemingly innocuous vines that hang
rooms, whirling blades, and anything else that depends on a mechanism to operate. Magic traps are either magical device traps or spell traps. Magical device traps initiate spell effects when activated. Spell traps are spells such as glyph of warding and symbol that function as traps.
Magic Items
Tasha’s Cauldron of Everything
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
Perfect Tools. While holding the mortar and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
- perhaps you’re a rogue with the Use Magic Device feature - your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply. Charges Some magic items have charges that you
from a scroll when it is read. Once used, a consumable item loses its magic and no longer functions. MAGIC ITEM FORMULAS
A magic item formula explains how to make a particular magic item. Such a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, whale bone, pieces of giants’ armor, and even the frozen limbs of yetis. A number of scrolls, books, parchments, and folios are carefully arranged on the shelves, all bearing the markings of magical
writing.
If Maccath is with the characters, she can direct them to the items stolen from the Hosttower of the Arcane. She cautions the characters not to read or even peruse the material for their own
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, whale bone, pieces of giants’ armor, and even the frozen limbs of yetis. A number of scrolls, books, parchments, and folios are carefully arranged on the shelves, all bearing the markings of magical
writing.
If Maccath is with the characters, she can direct them to the items stolen from the Hosttower of the Arcane. She cautions the characters not to read or even peruse the material for their own
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters could experience a vision of a journey to the Labyrinth in the library, or read an account of the device in its archives.
The Maze Engine Deep within the Labyrinth lies the Maze Engine — a mechanical, magically powered device capable of altering reality. Modrons refer to the device as an Orderer because it was designed
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Libram of Souls and Flesh Wondrous item, rare (requires attunement by a wizard) With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the
(appears in this book), vampiric touch. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech. Spells. The earworm has 4 charges. You can cast the following spells from it, expending the
necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
represent the complex interplay of planar and magical realms. Standing two 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 Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strike down servants of the Upper Planes and weaken the forces of good. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Heretic has 6 charges for the following properties; the
sword regains 1d4 + 1 charges daily at dawn: Destroy Devotion. Once per turn when you hit a creature with this weapon, you can expend 1 of its charges to attempt to render the target powerless. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
made of metal, wood, or bone. It’s about 2 or 3 feet long, 1 inch thick, and 2 to 5 pounds. Scrolls Most scrolls are spells stored in written form, while a few bear unique incantations that produce
magic item. Whatever the nature of the magic contained in a scroll, unleashing that magic requires the user to read the scroll. When its magic has been invoked, the scroll can’t be used again. Its words
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. Level 13: Use Magic Device You’ve learned how to maximize use of magic items, granting you
the following benefits. Attunement. You can attune to up to four magic items at once. Charges. Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(Perception) check. Any monk whose face is seen shows an identical grim countenance — a face flayed nearly to the bone, the result of a brutal initiation to better match the appearance of the Grand
a smaller version of a bone devil’s hooked polearm (see the sidebar in the “Bone Devil” section in the Monster Manual), typically disguised as a staff or tool: Hooked Polearm. Melee Weapon Attack: +3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. They are faded and difficult to read.
The bone harpsichord has been enchanted to play on its own but stops when a living creature comes within 10 feet of it. A detect magic spell reveals an aura of
displayed notes on the bone harpsichord. Any other character who tries to do so must make a DC 20 Intelligence (Performance) check. A successful check causes a decorative skull above the keys to fall
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Arrival in the Outlands When the characters emerge from the portal, read the following: You find yourself standing amid ruins of weathered black marble. The last recognizable remnant of these ruins
, but rather by a large magical device or machine. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the stone spire in the distance as the Spire that marks the center of the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival When the adventurers come within sight of the barrow, read the following boxed text aloud: A thirty-foot-high hill rises ahead of you, its top too flat to be a natural occurrence. Jutting
from the grassy hilltop is a row of ten-foot-tall, bone-white rocks that arc toward the stormy sky like outstretched talons.
Characters who climb to the top of the barrow and survey it notice its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
they are activated. A Potion of Healing must be swallowed, for example, while the writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic. Spells Cast from Items Some
use with the item. If the user doesn’t have a spellcasting ability, their spellcasting ability modifier is +0 for the item, and the user’s Proficiency Bonus applies. Charges Some magic items have
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality. When it grows
. Trident of Fish Command This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an






