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Returning 35 results for 'cost water runes'.
Other Suggestions:
cast water rules
cast water rises
cast water rune
cast water rings
cast water rounds
Magic Items
Dungeon Masterās Guide
spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fog Cloud
1
Ice Storm
4
Wall of Ice
4
Regaining Charges.The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.
Magic Items
Dungeon Masterās Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell
Charge Cost
Animate Dead
1
Blight
2
Circle of Death
3
Finger of
Monsters
Storm King's Thunder
the spellcasting ability:
1/day each: jump, locate animals or plants, locate object, water breathing, water walkStorvald, a fierce and adventurous frost giant jarl, traveled to the coldest reaches
immortality to its wearer, was last seen in the possession of a human adventurer (and former Harper) named Artus Cimber. Guided by magical runes of tracking, Storvald plans to find the ring and bring about the
Magic Items
Princes of the Apocalypse
Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown canāt be used to perform the ritual again
if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of
Monsters
Keys from the Golden Vault
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym.
Mountain. Silver and brown mountain peaks cover her chest
Magic Items
Bigby Presents: Glory of the Giants
This set of 1d4 + 2 small paint pots contains pigments mixed from crushed luminescent gemstones. This magical paint bestows temporary magical gifts on creatures with runes drawn on their skin with
this paint.
One paint pot contains enough pigment to paint one rune. A creature can spend 10 minutes to paint one of the following runes onto itself or another creature:
Journey Rune. Difficult
Magic Items
Spelljammer: Adventures in Space
The function of this ornate chair is to propel and maneuver a ship on which it has been installed through space and air. It can also propel and maneuver a ship on water or underwater, provided the
concentrating on a spell):
You can use the spelljamming helm to move the ship through space, air, or water up to the shipās speed. If the ship is in space and no other objects weighing 1 ton or more are
Magic Items
Bigby Presents: Glory of the Giants
This ivory longbow is inscribed with a prayer to the god Hiatea, the runes of which are entwined with gilded engravings of wheat stalks and deer antlers.
You gain a +3 bonus to attack and damage
cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).
Magic Items
Princes of the Apocalypse
A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon
inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you
Equipment
cost of the ship.) A bombard can carry up to fourteen giant cannon balls, each of which weighs 10 tons. These cannon balls make up most of the weight of the shipās cargo. A winch mounted on the
aft deck is used to load the cannon balls on board.
A bombard can float and sail on water, but it canāt land safely on the ground (its keel would cause it to roll on its side).
Backgrounds
Ghosts of Saltmarsh
You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second
home, the rain your shelter, and the crashing waves your battle cry.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Vehicles (water, land)
Equipment: A dagger that
Backgrounds
Sword Coast Adventurer's Guide
owe.
This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not
without the coddling of my family. (Chaotic)
4
Power. If I can attain more power, no one will tell me what to do. (Evil)
5
Family. Blood runs thicker than water. (Any)
6
Noble Obligation
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
so on.
Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolkās own safety. The most
portable!
2
You sleep best while mostly submerged in water.
3
Money is meaningless to you.
4
You think there are only two species of humanoid: lizardfolk and meat.
5
You have
Climbing Swimming Crawling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
Each foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you're climbing, swimming, or crawling. You ignore this extra cost if you have a climbing speed and use it to climb
or a swimming speed and use it to swim. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
cost of the ship.) A bombard can carry up to fourteen giant cannon balls, each of which weighs 10 tons. These cannon balls make up most of the weight of the shipās cargo. A winch mounted on the aft
deck is used to load the cannon balls on board. A bombard can float and sail on water, but it canāt land safely on the ground (its keel would cause it to roll on its side). Bombard Summary Armor Class
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Swimming While youāre swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the DMās option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Other Tools Item Cost Weight Disguise kit 25 gp 3 lb. Forgery kit 15 gp 5 lb. Herbalism kit 5 gp 3 lb. Navigator's tools 25 gp 2 lb. Poisoner's kit 50 gp 2 lb. Thieves' tools 25 gp 1 lb. Vehicles (land or water) * * * See the āMounts and Vehiclesā section.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
ground and move across a solid surface at a walking speed of 30 feet. The ship canāt float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail. The
Crew: 12 Damage Threshold: 15 Keel/Beam: 75 ft./25 ft. Speed: 30 ft. (3½ mph), fly 30 ft. (3½ mph) Cost: 25,000 gp Ballista (Crew: 3) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
popular among traders and others who need a lot of cargo space. The ship can land on the ground, and it floats on water. Sliding panels can be closed to make the hull airtight, enabling the ship to
travel underwater safely, even to great depths. If the ship takes damage while on or under the water, interior hatches can be sealed to prevent the ship from flooding completely. Standard weaponry on a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
mangonel, two aft-mounted ballistae, and a reinforced bow for ramming. The tentacles that extend from the bow account for nearly half the shipās keel length. Squid ships can float and sail on water, and
they can land on the ground. Squid Ship Summary Armor Class: 15 (wood) Cargo: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: fly 30 ft. (3½ mph) Cost: 25,000 gp
Compendium
- Sources->Dungeons & Dragons->Playerās Handbook
Swimming While youāre swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the DMās option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
water, but it isnāt built to land on the ground (the ventral fins would snap under the weight of the ship during landing, and the keel would cause the ship to roll to one side). Typical weapons on a
ft./30 ft. Speed: fly 40 ft. (4½ mph) Cost: 20,000 gp Ballista (Crew: 3) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load the ballista, 1 action to
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Handout 1: Hammerhead Ship Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they arenāt built to land
Handout Hammerhead Ship Summary Armor Class 15 (wood) Cargo: 30 tons Hit Points: 400 Crew: 15 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 35 ft. (4 mph) Cost: 40,000 gp Ballista (Crew: 3
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
Hammerhead Ship Hammerhead ships are popular craft, especially among pirates and merchants carrying heavy cargo. They can float on water and sail across it, but they arenāt built to land on the
Class: 15 (wood) Cargo: 30 tons Hit Points: 400 Crew: 15 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: fly 35 ft. (4 mph) Cost: 40,000 gp Ballista (Crew: 3) Armor Class: 15
Hit Points: 50
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
on water and move across it like their namesakes, they can sail into ports on terrestrial worlds without attracting undue attention. Like an ordinary galleon, a space galleon isnāt built to land on the
) Cargo: 20 tons Hit Points: 400 Crew: 20 Damage Threshold: 15 Keel/Beam: 130 ft./30 ft. Speed: fly 35 ft. (4 mph) Cost: 30,000 gp 2 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
organic substance, and its enormous, decorative wings are made of shimmering crystal. The vessel is built for space travel, but its design does enable it to float on water or land safely on the ground
: 13 Damage Threshold: 15 Keel/Beam: 200 ft./20 ft. Speed: fly 50 ft. (5½ mph) Cost: 40,000 gp 2 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
spelljamming helm and eyestalk cannons. A tyrant ship canāt float on water, but it can safely land on the ground. Tyrant Ship Summary Armor Class: 17 (stone) Cargo: 20 tons Hit Points: 300 Crew: 10
(beholders) Damage Threshold: 20 Keel/Beam: 100 ft./100 ft. Speed: fly 40 ft. (4½ mph) Cost: ā 3 Eyestalk Cannons (Crew: 1 Each) Armor Class: ā
Hit Points: ā
Cost: ā (included in ship cost
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
can float on water, though it canāt land safely on the ground. Lamprey ships that land on the ground have the distressing habit of rolling over, as more than a few crews have discovered to their dismay
. Lamprey Ship Summary Armor Class: 15 (wood) Cargo: 6 tons Hit Points: 250 Crew: 15 Damage Threshold: 15 Keel/Beam: 115 ft./25 ft. Speed: fly 35 ft. (4 mph) Cost: 20,000 gp 4 Ballistae (Crew: 3 Each
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
but isnāt built for traveling on water and sinks quickly in rough seas. Standard weaponry on a shrike ship includes three ballistaeāone on the forecastle, one in the middle of the top deck, and one on
: 15 Keel/Beam: 100 ft./20 ft. Speed: fly 70 ft. (8 mph) Cost: 20,000 gp 3 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bronze dragon spouting water into an ornate stone basin.
The fountains are fed by an underground spring and flow with clean, cool water. The living inhabitants of Vanrakdoom depend on this water for
Kestellharpā). The first creature to pass through the gate triggers an elder rune (see āElder Runesā). A creature that passes through the gate appears in area 30a on level 15, in the closest unoccupied space next to the similar gate located there.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
Damselfly Ship This swift but cramped ship is made mostly of metal. It canāt float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access
Threshold: 15 Keel/Beam: 100 ft./20 ft. Speed: fly 70 ft. (8 mph) Cost: 20,000 gp Ballista (Crew: 3) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
Nautiloid Built and used by mind flayers, nautiloids are designed exclusively for space travel. They canāt float on water, nor can they land safely on the ground. As an action, a creature attuned to
Damage Threshold: 15 Keel/Beam: 180 ft./30 ft. Speed: fly 40 ft. (4½ mph) Cost: 50,000 gp 4 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Vadalis for speed or endurance. House Vadalis also supplies exotic mounts such as hippogriffs and griffons. Elemental galleons use bound air or water elementals to propel them. Two main options provide
across Khorvaire. At significant cost, a member of the house will transport passengers instantaneously from one enclave to another. The Travel Services table summarizes the cost of traveling by these
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerās Guide
. Nightspiders are designed for space travel alone and canāt float on water or land safely on the ground (the weight of the ship would snap its spindly legs, destroying its weblike rigging in the process
Crew: 25 Damage Threshold: 15 Keel/Beam: 175 ft./50 ft. Speed: fly 40 ft. (4½ mph) Cost: 50,000 gp 4 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
water, and can land on ground. Squid Ship Summary Armor Class 15 (wood) Cargo: 20 tons Hit Points: 300 Crew: 13 Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 30 ft. (3½ mph) Cost: 25,000
gp 2 Ballistae (Crew: 3 Each) Armor Class: 15
Hit Points: 50
Cost: 50 gp (ballista), 5 gp (bolt)
It takes 1 action to load a ballista, 1 action to aim it, and 1 action to fire it.
Bolt. Ranged






