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Returning 35 results for 'button bards diffusing calm rune'.
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Guildmasters’ Guide to Ravnica
friends, message
1st
command, ensnaring strike
2nd
arcane lock, calm emotions, hold person
3rd
clairvoyance, counterspell
4th
compulsion, divination
cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.
Suggested Characteristics
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
extradimensional tower, and the tiny glyph above it is Halaster’s rune. If this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Halaster’s Tower from
a bas-relief of a flaming skull. Next to the sixteenth level is a bas-relief of a comet. Next to the twenty-third (lowest) level is a bas-relief of a tower with a tiny rune engraved above it. Close
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
extradimensional tower, and the tiny glyph above it is Halaster’s rune. If this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Halaster’s Tower from
a bas-relief of a flaming skull. Next to the sixteenth level is a bas-relief of a comet. Next to the twenty-third (lowest) level is a bas-relief of a tower with a tiny rune engraved above it. Close
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
extradimensional tower, and the tiny glyph above it is Halaster’s rune. If this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Halaster’s Tower from
a bas-relief of a flaming skull. Next to the sixteenth level is a bas-relief of a comet. Next to the twenty-third (lowest) level is a bas-relief of a tower with a tiny rune engraved above it. Close
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she can’t decide which rune is best. Impulsive Wongo thinks it’s a good idea to shatter
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she can’t decide which rune is best. Impulsive Wongo thinks it’s a good idea to shatter
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she can’t decide which rune is best. Impulsive Wongo thinks it’s a good idea to shatter
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC 20 Wisdom
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC20 Wisdom
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC 20 Wisdom
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC20 Wisdom
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC 20 Wisdom
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
wooden turn-button. The door also bears a warning but, because the warning was drawn in chalk nearly a century ago, it is all but invisible now. It can be noticed with a successful DC20 Wisdom
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
otherwise avoid combat. Southeast Door This door has a stone wall behind it, inscribed upon which is an elder rune (see “Elder Runes”). Determine the rune randomly by drawing a card from the Elder Rune Deck
(see appendix B). The rune targets the creature closest to the open door. It then vanishes until the door is closed, whereupon another elder rune appears in its place. Treasure The harp played by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
otherwise avoid combat. Southeast Door This door has a stone wall behind it, inscribed upon which is an elder rune (see “Elder Runes”). Determine the rune randomly by drawing a card from the Elder Rune Deck
(see appendix B). The rune targets the creature closest to the open door. It then vanishes until the door is closed, whereupon another elder rune appears in its place. Treasure The harp played by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
otherwise avoid combat. Southeast Door This door has a stone wall behind it, inscribed upon which is an elder rune (see “Elder Runes”). Determine the rune randomly by drawing a card from the Elder Rune Deck
(see appendix B). The rune targets the creature closest to the open door. It then vanishes until the door is closed, whereupon another elder rune appears in its place. Treasure The harp played by the
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
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
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
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
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
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
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
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
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
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
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
to a loud whisper signals an end to danger.
Anchor. The castle holds position on the ground or in the air. The castle remains stationary despite winds, storms, and so on.
Calm. The thunderclouds
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
single block of ice, is a giant-sized throne atop a circular dais. Chiseled into the throne’s backrest is a large rune.
If the awakened mammoth is aware of the characters’ presence, add: The
can use an action to attempt to calm the mammoth before it attacks. A character who claims to be Garagai’s friend can calm the mammoth with a successful DC 12 Charisma (Deception) check, while a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
single block of ice, is a giant-sized throne atop a circular dais. Chiseled into the throne’s backrest is a large rune.
If the awakened mammoth is aware of the characters’ presence, add: The
can use an action to attempt to calm the mammoth before it attacks. A character who claims to be Garagai’s friend can calm the mammoth with a successful DC 12 Charisma (Deception) check, while a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
single block of ice, is a giant-sized throne atop a circular dais. Chiseled into the throne’s backrest is a large rune.
If the awakened mammoth is aware of the characters’ presence, add: The
can use an action to attempt to calm the mammoth before it attacks. A character who claims to be Garagai’s friend can calm the mammoth with a successful DC 12 Charisma (Deception) check, while a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Spells 1st Dissonant Whispers, Silvery Barbs (in this book) 2nd Calm Emotions, Darkness 3rd Beacon of Hope, Daylight 4th Compulsion, Confusion 5th Dominate Person, Rary’s Telepathic Bond Consider
bards find a home in Silverquill, putting the power of their voices to use with Silverquill magic. Wizards (especially those who study the Schools of Illusion and Enchantment) are common in
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Spells 1st Dissonant Whispers, Silvery Barbs (in this book) 2nd Calm Emotions, Darkness 3rd Beacon of Hope, Daylight 4th Compulsion, Confusion 5th Dominate Person, Rary’s Telepathic Bond Consider
bards find a home in Silverquill, putting the power of their voices to use with Silverquill magic. Wizards (especially those who study the Schools of Illusion and Enchantment) are common in
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Spells 1st Dissonant Whispers, Silvery Barbs (in this book) 2nd Calm Emotions, Darkness 3rd Beacon of Hope, Daylight 4th Compulsion, Confusion 5th Dominate Person, Rary’s Telepathic Bond Consider
bards find a home in Silverquill, putting the power of their voices to use with Silverquill magic. Wizards (especially those who study the Schools of Illusion and Enchantment) are common in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to use these remains in a ritual to summon the demon lord Baphomet. If the characters fought any minotaurs in area 7b, Maku and his followers cannot be surprised here. 8a. Keep Calm and Carrion The
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 5b on level 19, in the closest unoccupied space next to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to use these remains in a ritual to summon the demon lord Baphomet. If the characters fought any minotaurs in area 7b, Maku and his followers cannot be surprised here. 8a. Keep Calm and Carrion The
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 5b on level 19, in the closest unoccupied space next to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to use these remains in a ritual to summon the demon lord Baphomet. If the characters fought any minotaurs in area 7b, Maku and his followers cannot be surprised here. 8a. Keep Calm and Carrion The
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 5b on level 19, in the closest unoccupied space next to the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This armor regains 1d3 expended charges daily at dawn. Grasping Whip Weapon (Whip), Rare You gain a +1
rolls made with this hammer. The rune circle disappears after 1 minute, when you create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This armor regains 1d3 expended charges daily at dawn. Grasping Whip Weapon (Whip), Rare You gain a +1
rolls made with this hammer. The rune circle disappears after 1 minute, when you create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This armor regains 1d3 expended charges daily at dawn. Grasping Whip Weapon (Whip), Rare You gain a +1
rolls made with this hammer. The rune circle disappears after 1 minute, when you create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell cast on it. A button carved in the shape of a twinkling star is hidden in a nearby wall fresco; a character who searches the wall spots it with a successful DC 17 Wisdom (Perception) check. When the
star-shaped button is pushed, the door swings inward. The door can also be opened with a knock spell or forced open with a successful DC 25 Strength (Athletics) check. 6f. Wyllow’s Staff of Flowers






