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Returning 35 results for 'broken bird down cast rune'.
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Spells
Player’s Handbook
) 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 where you cast this spell, the glyph is broken, and the
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
Spells
Player’s Handbook
the Prone condition, and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You
Difficult Terrain.
When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has
Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. Each one is explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a
Monsters
Forgotten Realms: Adventures in Faerûn
saving throw, she can choose to succeed instead.
Wishes. Biha Babir knows the Wish spell but can cast it only on behalf of a non-genie creature who communicates a wish in a way Biha Babir can
understand. If Biha Babir casts the spell for a creature, she suffers none of the spell’s stress. Once Biha Babir has cast it three times, she can’t do so again for 365 days.Multiattack. Biha
Monsters
Forgotten Realms: Adventures in Faerûn
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave.
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 15 (2d8
start of each of its turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Shattering Wave. The dragon uses Spellcasting to cast Thunderwave.
Unearth Ruins. The dragon
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting to cast Thunderwave (level 2 version).
Unearth Ruins. The dragon magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet
use of (A) Time-Warping Breath or (B) Spellcasting to cast Thunderwave (level 2 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15
Monsters
Bigby Presents: Glory of the Giants
saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune
inscribed on a crystal ball. While the object bearing the rune is embedded in its body, the giant can use its Tempest Call action and its Scrying trait.
The object bearing the storm rune has AC 17; 50 hit
Monsters
Bigby Presents: Glory of the Giants
Blood Rune. The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
Magic Items
Bigby Presents: Glory of the Giants
the Rune. As an action, you can invoke the armor’s rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.
Set in the center of this armor’s chest is a citrine engraved with the shield rune.
While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.
Invoking
Feats
Bigby Presents: Glory of the Giants
slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.
Rune Magic. You know a number of runes equal to half your
, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.
You can also invoke a rune
Magic Items
Bigby Presents: Glory of the Giants
’t have the loading property. The base of the weapon is emblazoned with the light rune.
Additionally, while attuned to the weapon, you can cast dancing lights from the musket at will.
Invoking
the Rune. As an action, you can invoke the weapon’s rune to cast the sunbeam spell (save DC 17) with it. Once the rune has been invoked, it can’t be invoked again until the next dawn.
Magic Items
Bigby Presents: Glory of the Giants
spectral vines until the start of your next turn.
Invoking the Rune. As an action, you can invoke the staff’s rune to cast either hold person (save DC 12) or speak with plants with the staff
. When you cast hold person using the staff, the target is wreathed in spectral vines.
Once the rune has been invoked to cast either spell, it can’t be invoked again until the next dawn.
Magic Items
Bigby Presents: Glory of the Giants
resistance to bludgeoning, piercing, and slashing damage and are immune to being knocked prone.
Invoking the Rune. As an action, you can invoke the breastplate’s rune to cast the wall of stone
spell (save DC 14) with it. When you cast the spell in this way, you have advantage on saving throws made to maintain concentration on the spell.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Magic Items
Waterdeep: Dungeon of the Mad Mage
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History
) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to
Monsters
Storm King's Thunder
Amphibious. Hekaton can breathe air and water.Multiattack. Hekaton makes two attacks with his broken chains.
Broken Chain. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit
","rollAction":"Broken Chain"} to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9);{"diceNotation":"3d6+9","rollType":"damage","rollAction":"Broken Chain","rollDamageType":"bludgeoning"} bludgeoning damage
Arcane Lock
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Spells
Basic Rules (2014)
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You
can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed
Magic Items
Bigby Presents: Glory of the Giants
rolled.
Invoking the Rune. As an action, you can invoke the crown’s rune to cast the fear spell (save DC 15) with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.
This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer’s fury to strike opponents with vicious terror
Magic Items
Bigby Presents: Glory of the Giants
movements are bolstered by gentle currents of wind.
Invoking the Rune. As an action, you can invoke the armor’s rune to cast the wind wall spell (save DC 15) with it. Once the rune has been invoked, it can’t be invoked again until the next dawn.
This fine set of white-and-silver armor bears the wind rune upon its chest.
While wearing this armor, you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws as your
Magic Items
Bigby Presents: Glory of the Giants
. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of
A black opal pendant hangs at the base of this pearlescent chain. The sacred rune is inscribed on the back of the pendant.
While wearing this item, you have resistance to necrotic damage
Magic Items
Bigby Presents: Glory of the Giants
This thick, fur-lined cloak has the frost rune stitched on the hem in silvery blue thread. Frigid wind swirls around the cloak, regardless of the weather.
While wearing this cloak, you have
throw or take 1d6 cold damage and have the prone condition. A creature can be affected by the mantle only once during a turn.
Invoking the Rune. As an action, you can invoke the mantle’s rune to
Magic Items
Storm King's Thunder
This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ feet long and weighs 20 pounds.
As an action, you can cast the
designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow teleportation to any other destination. Once its spell is cast, the conch can’t be used again until the next dawn.
Magic Items
Vecna: Eve of Ruin
result, the rod shattered into seven parts that were scattered throughout the multiverse. The rod thus became known as the Rod of Seven Parts.
Possessing the Broken Rod. The rod can’t be attuned
to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be
Monsters
Out of the Abyss
innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no components:
At will: friends, mage hand
1/day each: disguise self, sleep
Sunlight
concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Magic Items
Storm King's Thunder
This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following
saving throw or be unable to move any farther this turn.
Stone Soul. You can’t be petrified.
Earthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can&rsquo
Magic Items
Storm King's Thunder
This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it’s on your person
property, you can’t use it again until you finish a short or long rest.
Winter’s Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish
Monsters
Out of the Abyss
the Flame's innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components:
At will: friends, message
3/day: command
Spellcasting. The
spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Poison
Duergar Soulblade
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Monsters
Out of the Abyss
attacks). It can innately cast the following spells, requiring no components:
At will: blade ward, true strike
3/day each: jump, hunter's mark
Sunlight Sensitivity. While in sunlight, the duergar has
duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar
Monsters
Strixhaven: A Curriculum of Chaos
daemogoth dies, or the pact is broken by any effect that can remove a curse.
The daemogoth chooses one spell from the necromancy or enchantment school that is 3rd level or lower. The bound creature can
cast that spell using this pact, requiring no material components and using Intelligence as the spellcasting ability. When it casts the spell, the creature takes 7 (2d6);{"diceNotation":"2d6
Monsters
Candlekeep Mysteries
spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9;{"diceNotation":"1d20+9","rollType":"spell","rollAction":"Spellcasting"} to hit with spell attacks). Zikran can cast
device that controls the elemental cannon. This device, shown in the accompanying illustration, looks like a metal rod with a tip shaped like a bird’s head.Elemental Cannon. On initiative count 20
Magic Items
Bigby Presents: Glory of the Giants
This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have
advantage on Wisdom (Survival) checks.
Invoking the Runes. As a bonus action, you can invoke the boots’ runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can’t be invoked again until the next dawn.
Delayed Blast Fireball
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Spells
Basic Rules (2014)
concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that
solid object, the spell ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
At Higher Levels. When you cast this spell
Monsters
Mordenkainen Presents: Monsters of the Multiverse
). The marut casts plane shift, requiring no material components and using Intelligence as the spellcasting ability. The marut can cast the spell normally, or it can cast the spell on an unwilling
and to punish any party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked.
Inevitables care nothing for
Magic Items
Storm King's Thunder
property, you can’t use it again until you finish a short or long rest.
Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can
This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the
Monsters
Waterdeep: Dungeon of the Mad Mage
). Valtagar can cast disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots
(Recharges after a Short or Long Rest). Valtagar magically turns invisible for up to 1 hour or until he attacks, he casts a spell, he uses his Enlarge, or his concentration is broken (as if concentrating on
Monsters
Icewind Dale: Rime of the Frostmaiden
spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). He can innately cast the following spells
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Invisibility"}. Xardorok magically turns invisible until he attacks, he casts a spell, he uses his Enlarge, or his concentration is broken (as if






