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Returning 35 results for 'card water rune'.
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Magic Items
Dungeon Master’s Guide
column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
Monsters
Bigby Presents: Glory of the Giants
Alert. The giant can’t be surprise;surprised, and it has advantage on initiative rolls.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a
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
Monsters
Bigby Presents: Glory of the Giants
Frost Rune. The giant has a frost rune inscribed on a chunk of ice or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Ice Wolves
action and Ice Armor reaction.
The object bearing the rune has AC 16; 40 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn
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
.
Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you
Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage
Magic Items
Storm King's Thunder
A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to
view into a westerly view, for example). The castle can turn while it is moving in a straight line.
Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
Monsters
Curse of Strahd
Special Equipment. In addition to her magic armor and weapons, Ezmerelda has two potions of greater healing, six vials of holy water, and three wooden stakes.
Spellcasting. Ezmerelda is a 7th-level
herself.
Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in her wagon (chapter 11, area V1). Although the cards aren’t magical, Ezmerelda can use them to perform a card reading for the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hazards. Appendix B presents several elder runes on paper cards that you can photocopy and cut out to create an Elder Runes Deck. When circumstances call for the appearance of an elder rune, a card is
Elder Runes Elder runes are ancient symbols imbued with magical power. With years of study, any creature that can cast the symbol spell can learn an elder rune and add it to the selection of symbols
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hazards. Appendix B presents several elder runes on paper cards that you can photocopy and cut out to create an Elder Runes Deck. When circumstances call for the appearance of an elder rune, a card is
Elder Runes Elder runes are ancient symbols imbued with magical power. With years of study, any creature that can cast the symbol spell can learn an elder rune and add it to the selection of symbols
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a card from the Elder Runes Deck (see appendix B) to determine which rune waits beyond the doors. This rune targets all creatures in the room with the same effect (bane or boon, determined randomly
9. Hidden Rune This 20-foot-high chamber shows signs of past extravagance. It has the following features: Chasm. The floor to the north gives way to a chasm and a hot, bubbling pool of lava 30 feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a card from the Elder Runes Deck (see appendix B) to determine which rune waits beyond the doors. This rune targets all creatures in the room with the same effect (bane or boon, determined randomly
9. Hidden Rune This 20-foot-high chamber shows signs of past extravagance. It has the following features: Chasm. The floor to the north gives way to a chasm and a hot, bubbling pool of lava 30 feet
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Shard of the Ise Rune Wondrous item, very rare (requires attunement) 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. Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Shard of the Ise Rune Wondrous item, very rare (requires attunement) 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. Frigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature in the cave (see “Elder Runes”). Draw a card from the Elder Runes Deck (appendix B) to determine which rune appears.
missing. (It can be found in area 9b.) When all one hundred jigsaw puzzle pieces are placed properly in the rectangular indentation on the floor, an elder rune appears above it and targets a random
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Elder Runes on Gates When a gate opens, a random elder rune appears within its vertical plane. Draw a card from the Elder Runes Deck to determine which rune appears. Halaster usually has the rune
target the first creature that passes through the open gate. Every so often, to keep the players guessing, you can have the rune trigger when the second or third creature passes through. Once an elder rune is triggered, it vanishes until Halaster recasts the symbol spell on the gate.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Elder Runes on Gates When a gate opens, a random elder rune appears within its vertical plane. Draw a card from the Elder Runes Deck to determine which rune appears. Halaster usually has the rune
target the first creature that passes through the open gate. Every so often, to keep the players guessing, you can have the rune trigger when the second or third creature passes through. Once an elder rune is triggered, it vanishes until Halaster recasts the symbol spell on the gate.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
assistance. The card can inspire both the characteristics of the person they meet and the nature of the aid that person provides. Ready Foraging. The characters have abundant food and water for this day
Bottom Card: Reward or Ruin Once the situation presented by the top card has been resolved, the player can flip over the bottom card. Then it’s up to you to interpret that card as either a reward or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
assistance. The card can inspire both the characteristics of the person they meet and the nature of the aid that person provides. Ready Foraging. The characters have abundant food and water for this day
Bottom Card: Reward or Ruin Once the situation presented by the top card has been resolved, the player can flip over the bottom card. Then it’s up to you to interpret that card as either a reward or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature in the cave (see “Elder Runes”). Draw a card from the Elder Runes Deck (appendix B) to determine which rune appears.
missing. (It can be found in area 9b.) When all one hundred jigsaw puzzle pieces are placed properly in the rectangular indentation on the floor, an elder rune appears above it and targets a random
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its
: detect magic, detect thoughts
1/day each: control water, control weather (as an action), dispel magic, plane shift, sending, time stop
Tempest Call (Requires Storm Rune). The giant creates an
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
.
Amphibious. The giant can breathe air and water.
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its
: detect magic, detect thoughts
1/day each: control water, control weather (as an action), dispel magic, plane shift, sending, time stop
Tempest Call (Requires Storm Rune). The giant creates an
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->Waterdeep: Dungeon of the Mad Mage
rune targets the caster of the spell, provided the caster is within 60 feet of the opened bottle. Determine the rune randomly by drawing a card from the Elder Runes Deck (see appendix B).
. Tucked under the table is a wooden crate with Halaster’s personal rune burned into its sides.
Demilich. Floating behind the table is a demilich that looks like a human skull with a jagged crack that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rune targets the caster of the spell, provided the caster is within 60 feet of the opened bottle. Determine the rune randomly by drawing a card from the Elder Runes Deck (see appendix B).
. Tucked under the table is a wooden crate with Halaster’s personal rune burned into its sides.
Demilich. Floating behind the table is a demilich that looks like a human skull with a jagged crack that
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
riffler (see chapter 21) named Turner is in the room, trying to figure out the controls; Turner has a blue key card. Simulation Controls Beneath each window is a magical console that resembles a wide
desk with a slanted top. Each console has AC 14, 25 hit points, and immunity to poison and psychic damage. A creature with a blue or yellow key card can use an action at the console to activate one of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
riffler (see chapter 21) named Turner is in the room, trying to figure out the controls; Turner has a blue key card. Simulation Controls Beneath each window is a magical console that resembles a wide
desk with a slanted top. Each console has AC 14, 25 hit points, and immunity to poison and psychic damage. A creature with a blue or yellow key card can use an action at the console to activate one of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Frost Giant Ice Shaper Frost giants who master rune magic are known as ice shapers, and their sheer power typically contributes to a meteoric rise in the giants’ ordning. Many of them end up as jarls
energy of air and water to wield ice in both offense and defense. They summon ice elementals in the shape of wolves, cloak themselves in icy armor, and just as quickly turn that armor into a hail of deadly
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Frost Giant Ice Shaper Frost giants who master rune magic are known as ice shapers, and their sheer power typically contributes to a meteoric rise in the giants’ ordning. Many of them end up as jarls
energy of air and water to wield ice in both offense and defense. They summon ice elementals in the shape of wolves, cloak themselves in icy armor, and just as quickly turn that armor into a hail of deadly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
!” Draw a card from the Elder Runes Deck (see appendix B) to determine which rune appears. This rune targets all creatures within 60 feet of it with the same effect (bane or boon, determined randomly).
Destination 1–12 The teleport trap in area 10 13–18 The teleport trap in area 19 19–20 The teleport trap in area 40c Additional Effect: Elder Rune. The first time a creature triggers this teleport
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rune randomly by drawing a card from the Elder Runes Deck (see appendix B). STARDOCK RODS
A Stardock rod is a 1-foot-long black crystal rod that is needed to open the magic gate in area 11 and its
creature tries to pry a crystal from the arch, a random elder rune appears above the pedestal, targets a random creature within 60 feet of it, then disappears (see “Elder Runes”). Determine the elder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
!” Draw a card from the Elder Runes Deck (see appendix B) to determine which rune appears. This rune targets all creatures within 60 feet of it with the same effect (bane or boon, determined randomly).
Destination 1–12 The teleport trap in area 10 13–18 The teleport trap in area 19 19–20 The teleport trap in area 40c Additional Effect: Elder Rune. The first time a creature triggers this teleport
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
man with a monkey. This man is more than he seems.
This card refers to Rictavio (see appendix D), who can be found at the Blue Water Inn in Vallaki (chapter 5, area N2). Normally reluctant to
Strahd’s Enemy Drawn from the high deck, the fourth card in the card reading determines the location of an NPC who can improve the characters’ chances of defeating Strahd. (Some cards offer two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rune randomly by drawing a card from the Elder Runes Deck (see appendix B). STARDOCK RODS
A Stardock rod is a 1-foot-long black crystal rod that is needed to open the magic gate in area 11 and its
creature tries to pry a crystal from the arch, a random elder rune appears above the pedestal, targets a random creature within 60 feet of it, then disappears (see “Elder Runes”). Determine the elder
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
man with a monkey. This man is more than he seems.
This card refers to Rictavio (see appendix D), who can be found at the Blue Water Inn in Vallaki (chapter 5, area N2). Normally reluctant to
Strahd’s Enemy Drawn from the high deck, the fourth card in the card reading determines the location of an NPC who can improve the characters’ chances of defeating Strahd. (Some cards offer two