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Returning 35 results for 'compels runes ground to her reflected'.
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Spells
Player’s Handbook
As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and
circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern.
When you first gain the ability to cast this spell, you learn the sigil sequences for two
Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
Magic Items
The Book of Many Things
This magic hammer has 3 charges. As a bonus action, you can expend 1 charge and slam this hammer on the ground, creating a 15-foot-radius circle of glowing runes centered on the point of impact
. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage rolls made with this hammer. The rune circle disappears after 1 minute, when you
Magic Items
Bigby Presents: Glory of the Giants
Originally crafted for ground-bound giant brawlers to fight against dragons and other enormous predators of the sky, these studded gauntlets are engraved with the dragon rune.
While you are wearing
, or poison. You have resistance to the chosen damage type until you finish another long rest.
Invoking the Runes. As a bonus action, you can invoke the gauntlets’ runes and summon two enormous
Magic Items
Dragonlance: Shadow of the Dragon Queen
harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
, the creature is immune to this mirror’s effect for the next 24 hours.
While paralyzed by the mirror, the creature sees events from their past reflected in the mirror’s glass. These
Monsters
Mythic Odysseys of Theros
immediately make the save.
If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze.
Shed Skin (Mythic Trait
ground in a 30-foot radius centered on her. The area becomes difficult terrain until the start of her next turn. Any creature, other than Hythonia, takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage
Magic Items
Storm King's Thunder
the ground and is a massive thing made of polished obsidian with oversized feet — the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian, winking to life with blue
Magic Circle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
Teleportation Circle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know
circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence--a string of magical runes arranged in a particular pattern. When you first gain the ability to cast
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
inscribed into a flat stone hilltop. The stones bear Giant runes, carved constellations, and strange symbols. On the ground, an enormous circle of Giant runes of power links the monoliths and circumscribes smaller circles of runes. Carved lines throughout the circle link different strings of symbols.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
form patches of solid ground upon which giant-sized structures are built. Rune Ring. A great ring of glowing Giant runes slowly rotates around the equator of the spherical demiplane. A creature who
studies the runes and succeeds on a DC 15 Intelligence (Investigation) check realizes their rotation marks out repeating 12-hour cycles, allowing visitors to keep time with the Material Plane worlds
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Runic Circle Magic The Runic Circle has the following properties: Magic Archive. The inscribed runes make up a gigantic archive of spells. With 1 hour of study, a creature that is capable of casting
. Star Port. The largest circle of runes is a permanent teleportation circle. Additionally, at night, a character can spend 10 minutes tracing constellation carvings that match the stars visible in the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
of the gulch, a large glowing purple moonstone, carved into the form of a dwarf, stands on a rocky ledge. Glowing purple runes, etched into the ground and walls of the gulch, encircle the moonstone
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Lacuna At the center of Hazlan sprawls a mysterious region of persistent, knee-high ground fog. Anyone who steps into the fog falls as though into a ravine. Few who tumble in reemerge. The vapors
have placed sprawling magical sigils upon the land, runes that slowed the Lacuna’s growth but split its development in multiple directions.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the tower’s ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
glowing white runes wink into existence, drifting about the room like snowflakes.
This is the castle’s steering chamber. When no one is present, the castle is under the control of the spirit of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the tower’s ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
glowing white runes wink into existence, drifting about the room like snowflakes. This is the castle’s steering chamber. When no one is present, the castle is under the control of the spirit of Esclarotta
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bound to protect the crypt and can be summoned from anywhere in Avernus to fulfill his duties. He descends below ground to hunt down intruders and interrogate them, leaving the gorgons and chariot
outside. As Olanthius moves through the catacombs, he compels any ghosts he encounters to fight at his side. Any ghosts that the characters summoned from the urns in the funerary chambers (area C2
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they unquestionably lost more to the war than any other nation. As a Cyran, you stand on the moral high ground, but that may offer little comfort. Cyrans like to say that their culture represented the
Aundair in the arcane arts, but the flexibility of its forces reflected the nation’s ideals. Although the Sovereign Host was the dominant faith of Cyre, the Silver Flame had a significant following
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
round
As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you
teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
round As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you
circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
)
Duration: 1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
round As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you
circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of the sarcophagus is sculpted into the likeness of a female giant with long flowing hair.
The sarcophagus is 20 feet long, 10 feet wide, and 10 feet tall. Dwarvish runes carved into its base spell
with her. A creature in this tomb that speaks the name “Blagothkus” is instantly teleported to the ground floor of area 17.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
of the sarcophagus is sculpted into the likeness of a female giant with long flowing hair. The sarcophagus is 20 feet long, 10 feet wide, and 10 feet tall. Dwarvish runes carved into its base spell the
with her. A creature in this tomb that speaks the name “Blagothkus” is instantly teleported to the ground floor of area 17.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
round
As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you
teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
30. False Treasure Room This imposing chamber has a silvered ceiling, just as the foyer has, so it is brightly illuminated by reflected light. The walls are of ivory with gold inlaid. The floor is
inner shell, a few bones, destroyed jewelry (the stones pried out), torn bits of robes and windings, dust, and a broken staff of the magi (evident from the runes upon it). A shattered skull will roll
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, making finishing a long rest impossible unless the characters leave the area. Front Door The door leading into the ground floor at the base of the lighthouse is both locked and trapped. Fusillade Trap. A
DC 20 Strength check, or it can be battered down (AC 13, 50 hit points, immunity to poison and psychic damage). Ground Floor When the characters gain access to the ground floor, they can see what’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
steps before tumbling on toward the Dessarin River. The trail continues upriver to other parts of the vale, so unless the characters know about the runes, it’s easy to miss the beginning of the steps
above, but it’s also dangerous. A character who has a passive Wisdom (Perception) score of 15 or higher notices a steel tripwire fastened between boulders about two inches from the ground. A
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of a massive mine track turntable that fills the junction, a body lies splayed on the rocky ground. Even at a distance, it’s clear this miner died not from falling rubble, but from terrible slashing
summons such creatures. Miner Body. The body on the ground is that of a missing miner named Enwa, who was killed by an aurumvorax attack. If a character casts the speak with dead spell on the corpse
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
(Intimidation) check compels the captive to reveal the following information: The group works for Daask, a criminal organization. The criminals were told to kill Coal via a letter sent by a Daask lieutenant
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Guardhouses Two windowless stone guardhouses with peaked, slate-tiled rooftops stand in the middle of the forest where several elevated walkways converge. The buildings were built on higher ground
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 12
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
runes is etched into the ground. The symbols move, crawling in a circle. Above them hovers a mass of insectile limbs encompassing an alien light. Beyond it, a narrow passage opens into the vast void
nearby platform or until an adjacent creature uses an action to help them to stable ground. Servants of Dissolution. Drifting amid the shattered body is an old and withered beholder called Ozk. It