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Returning 35 results for 'cone wand rune'.
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Magic Items
Dungeon Master’s Guide
spell.
Spell
Charge Cost
Command (“flee” or “grovel” only)
1
Fear (60-foot Cone)
3
Regaining Charges. The wand regains 1d6 + 1 expended charges
This wand has 7 charges.
Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the
Monsters
Bigby Presents: Glory of the Giants
"}; on a roll of 3 or lower, the giant has no more rocks to throw.
Magma Wave (Requires Fire Rune). The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Fire Rune. The giant has a fire rune inscribed on a medallion or some other object in its
Monsters
Bigby Presents: Glory of the Giants
(Requires Stone Rune). The giant’s stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area, roll
Legendary Resistance (3/Day). If the giant fails a saving throw, it can choose to succeed instead.
Stone Rune. The giant has a stone rune inscribed on a mineral object in its possession. While
Monsters
Storm King's Thunder
Legendary Resistance (3/Day). If Klauth fails a saving throw, he can choose to succeed instead.
Special Equipment. Klauth carries a wand of fireballs and a wand of lightning bolts, and he wears a
","rollAction":"Fire Breath"}. Klauth exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6);{"diceNotation":"26d6","rollType":"damage","rollAction
Magic Items
Divine Contention
This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making
.
The wielder rolls on the chart* for the wand of wonder three times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any
Wand of Fear
Legacy
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Magic Items
Basic Rules (2014)
destroyed.
Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear. While
holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed
Wand of Fear Wand, rare (requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed
Wand of Fear Wand, rare (requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed
Wand of Fear Wand, rare (requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed
Wand of Fear Wand, rare (requires attunement) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
how many charges you must expend to cast the spell. Spell Charge Cost Command (“flee” or “grovel” only) 1 Fear (60-foot Cone) 3 Regaining Charges. The wand regains 1d6 + 1 expended charges daily
Wand of Fear Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
how many charges you must expend to cast the spell. Spell Charge Cost Command (“flee” or “grovel” only) 1 Fear (60-foot Cone) 3 Regaining Charges. The wand regains 1d6 + 1 expended charges daily
Wand of Fear Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
how many charges you must expend to cast the spell. Spell Charge Cost Command (“flee” or “grovel” only) 1 Fear (60-foot Cone) 3 Regaining Charges. The wand regains 1d6 + 1 expended charges daily
Wand of Fear Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
how many charges you must expend to cast the spell. Spell Charge Cost Command (“flee” or “grovel” only) 1 Fear (60-foot Cone) 3 Regaining Charges. The wand regains 1d6 + 1 expended charges daily
Wand of Fear Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
personal rune. Floating 10 feet above the rug is a golden wand with spinning orbs of colored glass at one end (see “Treasure” below). It attacks any creature that enters the room unaccompanied by Halaster
27. Rantantar’s Wand This room serves as a parlor where Halaster entertains guests (infrequent though they may be). Furnishings. Ornate wooden chairs with padded seats and backrests line the walls
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
personal rune. Floating 10 feet above the rug is a golden wand with spinning orbs of colored glass at one end (see “Treasure” below). It attacks any creature that enters the room unaccompanied by Halaster
27. Rantantar’s Wand This room serves as a parlor where Halaster entertains guests (infrequent though they may be). Furnishings. Ornate wooden chairs with padded seats and backrests line the walls
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rays (Requires Stone Rune). The giant’s stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area
Stone Giant Rockspeaker Stone giants practice rune magic more than other giants do, perhaps because of these giants’ interest in and aptitude for carving stone. Stone giants who combine this magic
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rays (Requires Stone Rune). The giant’s stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area
Stone Giant Rockspeaker Stone giants practice rune magic more than other giants do, perhaps because of these giants’ interest in and aptitude for carving stone. Stone giants who combine this magic
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
long. Dark purple tapestries hang on the walls. At the center stands a pedestal fashioned of severed arms arranged to clutch one another in a cone. Cradled in the uppermost hands is a glowing crystal
that disappears if it or the pedestal is disturbed. If he is here, Oreioth (see chapter 7) is hiding behind the draperies at the north end of the room, holding a wand of magic missiles. He reacts only
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
long. Dark purple tapestries hang on the walls. At the center stands a pedestal fashioned of severed arms arranged to clutch one another in a cone. Cradled in the uppermost hands is a glowing crystal
that disappears if it or the pedestal is disturbed. If he is here, Oreioth (see chapter 7) is hiding behind the draperies at the north end of the room, holding a wand of magic missiles. He reacts only
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
care to ensure their magic items would resize to comfortably suit their users. With this option, any magic item created by giants (even one that is not worn, such as a wand or a weapon) magically
' techniques. Giant-Crafted Items
Beyond its size, a giant-crafted version of a magic item might look different from its traditional appearance. For example, runes and rune carving are central to the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
care to ensure their magic items would resize to comfortably suit their users. With this option, any magic item created by giants (even one that is not worn, such as a wand or a weapon) magically
' techniques. Giant-Crafted Items
Beyond its size, a giant-crafted version of a magic item might look different from its traditional appearance. For example, runes and rune carving are central to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Most of their armor and weapons are damaged beyond repair.
Falkir Gravelfist and his band perished at the foot of a mirror gate that would have been their salvation — had they a magic wand to activate
it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Most of their armor and weapons are damaged beyond repair.
Falkir Gravelfist and his band perished at the foot of a mirror gate that would have been their salvation — had they a magic wand to activate
it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
(Requires Fire Rune). The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 36
Fire Giant Forgecaller A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
(Requires Fire Rune). The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 36
Fire Giant Forgecaller A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
(Requires Fire Rune). The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 36
Fire Giant Forgecaller A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
(Requires Fire Rune). The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 36
Fire Giant Forgecaller A fire giant who masters traditional rune magic can control the heat of a volcanic environment and conjure raw elemental energy of fire and magma. In a fire giant community
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features of each portrait are as follows: Rantantar is a fat, frowning man scarred by fire. He wears ornate purple robes and grasps what looks like a wand of wonder in his burned right hand. Nester is a
handsome, slender man with thinning hair and a penetrating stare. He wears a plain black robe and many rings on his steepled fingers. Tattooed on his forehead is a tiny black rune. A successful DC 10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features of each portrait are as follows: Rantantar is a fat, frowning man scarred by fire. He wears ornate purple robes and grasps what looks like a wand of wonder in his burned right hand. Nester is a
handsome, slender man with thinning hair and a penetrating stare. He wears a plain black robe and many rings on his steepled fingers. Tattooed on his forehead is a tiny black rune. A successful DC 10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the graven image of a human wizard wielding a wand. The rules of this gate are as follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining
. Characters must be 11th 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the graven image of a human wizard wielding a wand. The rules of this gate are as follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining
. Characters must be 11th 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
11 +0 +0
Ability Score Mod Save
Int 17 +3 +6
Wis 12 +1 +4
Cha 11 +0 +0
Skills Arcana +6, History +6, Perception +4
Gear Wand
Senses Passive Perception 14
, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Fireball (level 4 version), Invisibility
1/Day Each: Cone of Cold, Fly
Bonus Actions
Misty Step (3/Day). The mage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
11 +0 +0
Ability Score Mod Save
Int 17 +3 +6
Wis 12 +1 +4
Cha 11 +0 +0
Skills Arcana +6, History +6, Perception +4
Gear Wand
Senses Passive Perception 14
, Light, Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Fireball (level 4 version), Invisibility
1/Day Each: Cone of Cold, Fly
Bonus Actions
Misty Step (3/Day). The mage
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 20 +5 +9
Wis 15 +2 +6
Cha 16 +3 +3
Skills Arcana +13, History +9, Perception +6
Immunities Psychic; Charmed (with Mind Blank)
Gear Wand
Senses Passive Perception 16
AC), Mage Hand, Prestidigitation
2/Day Each: Fly, Lightning Bolt (level 7 version)
1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport
Bonus Actions