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Returning 35 results for 'breadth becoming diffusing cosmic rune'.
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Monsters
Forgotten Realms: Adventures in Faerûn
typically presents as a marid crowned in coral, with her lower half lengthening into a sinewy, eel-like tail.
History
Before becoming ruler of Maran Saya, Biha Babir worked as a spy. She has
traveled across Calimshan, infiltrating rival genie courts and eliminating remnants of the Twisted Rune. Some accounts even tell of her fighting alongside Sultana Songal during the Night of Fleeing
Monsters
Mythic Odysseys of Theros
all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its
interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to
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
classes
Player’s Handbook
definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world&rsquo
;s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lich Spirit Jars The process of becoming a lich is involved, dangerous, and unique to each would-be lich. If the rite succeeds, the lich’s soul is bound to a spirit jar, a specially prepared magical
the lich created. 4 A hollow figurine of a deity or monster. 5 An hourglass with its sands floating in stasis. 6 A locket or signet ring with a noble crest. 7 A rune-etched egg. 8 The skull of the lich’s mentor.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lich Spirit Jars The process of becoming a lich is involved, dangerous, and unique to each would-be lich. If the rite succeeds, the lich’s soul is bound to a spirit jar, a specially prepared magical
the lich created. 4 A hollow figurine of a deity or monster. 5 An hourglass with its sands floating in stasis. 6 A locket or signet ring with a noble crest. 7 A rune-etched egg. 8 The skull of the lich’s mentor.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lich Spirit Jars The process of becoming a lich is involved, dangerous, and unique to each would-be lich. If the rite succeeds, the lich’s soul is bound to a spirit jar, a specially prepared magical
the lich created. 4 A hollow figurine of a deity or monster. 5 An hourglass with its sands floating in stasis. 6 A locket or signet ring with a noble crest. 7 A rune-etched egg. 8 The skull of the lich’s mentor.
classes
Basic Rules (2014)
otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power
unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin
. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic. Becoming a Paladin... As a Level 1 Character Gain all the traits in the Core Paladin
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin
. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic. Becoming a Paladin... As a Level 1 Character Gain all the traits in the Core Paladin
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
out. These details can fade into the background as your adventures focus on more exciting threats, or you can highlight the cosmic dread that declares, yes, this place doesn’t make sense at all, yet it
relocate, nor can they imagine living anywhere else. Life is as it’s always been and could never be better, but it’s constantly threatened with becoming worse.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but
even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic. Becoming a Paladin... As a Level 1
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but even fewer people can claim the calling of a Paladin
. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic. Becoming a Paladin... As a Level 1 Character Gain all the traits in the Core Paladin
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
out. These details can fade into the background as your adventures focus on more exciting threats, or you can highlight the cosmic dread that declares, yes, this place doesn’t make sense at all, yet it
relocate, nor can they imagine living anywhere else. Life is as it’s always been and could never be better, but it’s constantly threatened with becoming worse.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming difficult terrain until the 130-foot mark
rising back up to the ceiling in the next 50 feet, and a rune of fear in its final 30 feet. Whirling Blades (Initiative 20). The blades attack each creature in the first 80 feet of the hallway, with a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
out. These details can fade into the background as your adventures focus on more exciting threats, or you can highlight the cosmic dread that declares, yes, this place doesn’t make sense at all, yet it
relocate, nor can they imagine living anywhere else. Life is as it’s always been and could never be better, but it’s constantly threatened with becoming worse.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but
even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic. Becoming a Paladin... As a Level 1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world’s armies, but
even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic. Becoming a Paladin... As a Level 1
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming difficult terrain until the 130-foot mark
rising back up to the ceiling in the next 50 feet, and a rune of fear in its final 30 feet. Whirling Blades (Initiative 20). The blades attack each creature in the first 80 feet of the hallway, with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it, becoming visible as they do so.
Bunk Beds. Four stone bunk beds are pushed against the long walls of the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows
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 21p on level 3, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming difficult terrain until the 130-foot mark
rising back up to the ceiling in the next 50 feet, and a rune of fear in its final 30 feet. Whirling Blades (Initiative 20). The blades attack each creature in the first 80 feet of the hallway, with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it, becoming visible as they do so.
Bunk Beds. Four stone bunk beds are pushed against the long walls of the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows
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 21p on level 3, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it, becoming visible as they do so.
Bunk Beds. Four stone bunk beds are pushed against the long walls of the room.
The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows
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 21p on level 3, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
clockwise, completing one full rotation in 1 minute.
Storm. The clouds around the castle darken and churn, becoming rumbling thunderclouds over a period of 1 minute. Until then, the calm rune cannot
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
clockwise, completing one full rotation in 1 minute.
Storm. The clouds around the castle darken and churn, becoming rumbling thunderclouds over a period of 1 minute. Until then, the calm rune cannot
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
gently clockwise, completing one full rotation in 1 minute.
Storm. The clouds around the castle darken and churn, becoming rumbling thunderclouds over a period of 1 minute. Until then, the calm rune
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
gently clockwise, completing one full rotation in 1 minute.
Storm. The clouds around the castle darken and churn, becoming rumbling thunderclouds over a period of 1 minute. Until then, the calm rune
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
gently clockwise, completing one full rotation in 1 minute.
Storm. The clouds around the castle darken and churn, becoming rumbling thunderclouds over a period of 1 minute. Until then, the calm rune
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
clockwise, completing one full rotation in 1 minute.
Storm. The clouds around the castle darken and churn, becoming rumbling thunderclouds over a period of 1 minute. Until then, the calm rune cannot
around the castle abate over a period of 1 minute. During this time, the storm rune cannot be reactivated.
Cast Off. The castle is no longer anchored.
Drift. The castle drifts on the wind
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, becoming a living prison that could forever hold the darkness within. And this is the foundation of our reality. Eberron is the Dragon Between, the world on which we stand. Khyber is the Dragon Below
, source of demons and foul things. And the ring around our world is the broken body of Siberys, the Dragon Above, whose blood is the source of all magic.
This cosmic struggle was merely the first of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, becoming a living prison that could forever hold the darkness within. And this is the foundation of our reality. Eberron is the Dragon Between, the world on which we stand. Khyber is the Dragon Below
, source of demons and foul things. And the ring around our world is the broken body of Siberys, the Dragon Above, whose blood is the source of all magic.
This cosmic struggle was merely the first of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, becoming a living prison that could forever hold the darkness within. And this is the foundation of our reality. Eberron is the Dragon Between, the world on which we stand. Khyber is the Dragon Below
, source of demons and foul things. And the ring around our world is the broken body of Siberys, the Dragon Above, whose blood is the source of all magic.
This cosmic struggle was merely the first of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Second Wind, characters must use their own magic to pursue the Last Breath before it disappears inside the cosmic storm. If the characters have no such magic but Topolah is present, she casts a fly
pursue the Last Breath, which disappears in the cosmic storm. As soon as he can, Gargenhale gives the Second Wind an edge in the hunt: The vampirate captain drops to his knees and traces a pattern on
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Second Wind, characters must use their own magic to pursue the Last Breath before it disappears inside the cosmic storm. If the characters have no such magic but Topolah is present, she casts a fly
pursue the Last Breath, which disappears in the cosmic storm. As soon as he can, Gargenhale gives the Second Wind an edge in the hunt: The vampirate captain drops to his knees and traces a pattern on
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Second Wind, characters must use their own magic to pursue the Last Breath before it disappears inside the cosmic storm. If the characters have no such magic but Topolah is present, she casts a fly
pursue the Last Breath, which disappears in the cosmic storm. As soon as he can, Gargenhale gives the Second Wind an edge in the hunt: The vampirate captain drops to his knees and traces a pattern on






