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Returning 35 results for 'mechanical stone with only also forcing for like'.
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Spells
Player’s Handbook
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone
, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell’s duration depends on the object’s
Magic Items
Dungeon Master’s Guide
air, forcing yourself and every creature in a 30- foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save
the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell.
Magic Items
Dungeon Master’s Guide
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Spells
Player’s Handbook
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud’s area is Heavily Obscured. It lasts for the duration or until a strong wind (like
successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.
The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Magic Items
Dungeon Master’s Guide
Flesh Golems
60 days
50,000 GP
18
Manual of Iron Golems
120 days
100,000 GP
19-20
Manual of Stone Golems
90 days
80,000 GP
To create a golem, you must spend the time shown on the
table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem
Magic Items
Dungeon Master’s Guide
still seek to work Vecna’s will in the world.
The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn
your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM’s control.
Eye of Vecna Spells
Spell
Charge Cost
Magic Items
Dungeon Master’s Guide
97–00
97–00
Void
Each card’s effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
of your prison. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the
Magic Items
Acquisitions Incorporated
Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stones;sending
stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15
Magic Items
Tales from the Yawning Portal
. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.
This stone is a large gem worth 150 gp.
Curse. The stone is cursed, but its magical nature is hidden; detect magic doesn’t detect it. An identify spell reveals the stone’s true nature
Magic Items
Bigby Presents: Glory of the Giants
Said to be infused with the wisdom and power of the god Skoraeus, this polished stone orb is veined with iridescent crystal that seems to glow from within. The orb is 8 inches in diameter and weighs
8 pounds, making it a palm-sized trinket for a stone giant but a more unwieldy item for a Medium creature to use.
While holding this orb, you can use it as a spellcasting focus for your spells. You
Magic Items
Tales from the Yawning Portal
creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.
The sword also functions as a wand of enemy
with its wielder.
Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes
Magic Items
Acquisitions Incorporated
-Turn Directions. You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the
wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.
The timepiece is of no use for reaching locations that are
Magic Items
Mythic Odysseys of Theros
A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the bless spell until the creature finishes a short or long
’s choice within 120 feet of it.
4
Medusa’s Gaze. The vessel casts the flesh to stone spell on each creature within 30 feet of it.
5
Labyrinth. The vessel casts the
Magic Items
Tasha’s Cauldron of Everything
figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of
amid shuffling cards, waiting for fate to turn foul—as it inevitably will.
Like all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the
Magic Items
Tyranny of Dragons
. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer’s head
Draconic. You also have advantage on any Charisma check you make against dragons that share the color of the mask from which these properties were chosen.
Legendary Resistance (5/Day). If you fail a
Magic Items
Tasha’s Cauldron of Everything
that material. Once you use this action, you can't do so again until you finish a short or long rest.
You can also use the artifact as alchemist's supplies, brewer's supplies, cook's utensils, an
is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents-like powdered bone, crushed
Magic Items
The Book of Many Things
collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)
Like the Deck of Many Things, the Deck of Many More Things manifests differently on
immediately gain the benefits of finishing a long rest.
Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings
magic-items
other stone. That creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The stones enable creatures to understand the meaning
Speaking Stones come in pairs, with each stone carved to match the other.
While you touch one stone, you can take a Magic action to send a short message of 25 words or fewer to the bearer of the
Geas
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can
result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also
Magic Items
Basic Rules (2014)
normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
You have resistance to
can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).
magic-items
saving throw or an attack roll, the spell save DC is 13 and the attack bonus is +5. If your Attunement to the tattoo ends, the tattoo vanishes.
You can also cast the spell once without a spell slot
, Thayan Spell Tattoos can’t be crafted like other magic items. To learn how to ink Thayan Spell Tattoos, you must have a Renown Score of 50+ with the Red Wizards.
To ink a Thayan Spell Tattoo, you
Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl
it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if
Axe of the Dwarvish Lords
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness.
Random Properties
The axe has the following randomly determined properties:
2 minor
attunement ends, the curse remains. With each passing day, the creature’s physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
at the south gate is unlocked but can be barred shut if the need arises. Forcing open the barred door requires a successful DC 27 Strength (Athletics) check. The barred door can also be smashed open
1. South Gate If the characters approach the fort from the south, read: A multitiered fort stands at the water’s edge, its sturdy stone walls adorned with large tortoise shells. The trail leading to
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
layer's properties as described below.
The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the
. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the sphinx sits on magically fuels its enhanced abilities, and that by tricking or forcing the creature off the dock, it has disadvantage on its Intelligence checks to answer. Another obvious option is
ask the question, pressing the sphinx into a strange loop of logic that forces her to let the characters pass. It’s also possible that the characters might wish to use the enhanced sphinx to ask a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and four stone stools.
Pillars. Three stone pillars in the east side of the room are streaked with glittering mithral veins that look like lightning bolts shooting up from the floor. (Any attempt
19. Outpost These chambers guard the stairs to level 22. The ceilings are 20 feet high throughout. 19a. Way to Level 22 Debris. In the west side of the room lie the crumbling remains of a stone table
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
harbor to keep it from falling into enemy hands. A character can recover the sunken stone by using a detect magic spell to help pinpoint its location. Big Belchy A mechanical dragon turtle, dubbed Big
exertion. If the drow are defeated while on Big Belchy’s back, the Stone of Golorr tumbles off the mechanical dragon turtle’s shell and drops into Deepwater Harbor. If the water is deep enough, the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
were sent from the tomb as well, and ask about their missing colleagues. The sculptors share that Thessalar has captured the thieves sent out by Moghadam, including the gemsmith in area 31). They also
worked into statues, this area contains two sets of jeweler’s tools and mason’s tools, as well as half a manual of stone golems. This is the torn matching half of the half manual held by the sculptors in
Magic Items
Lost Laboratory of Kwalish
space you occupied when you disappeared. You draw no more cards.
Euryale. The card’s medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the
Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure.
Skull. You summon an avatar of death — a mechanical skeleton (use bone naga statistics) clad in a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Races This chapter describes six options available to players with the DM’s consent: Astral elf, an elf denizen of the Astral Plane who is possibly hundreds of years old Autognome, a mechanical gnome
who has free will Giff, a hippo-headed being of impressive size Hadozee, a simian being who adapts well to the hazards of Wildspace Plasmoid, an amoeba-like person Thri-kreen, a telepathic, insectile
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
moss. Geonids like to collect coins and gemstones, and they rarely confront creatures larger than themselves except to rob them or scare them away. Stone Tell. Geonids can attune to stone in a way that
what types of creatures have been within 10 feet of that stone in the past 24 hours. The geonid can also determine the number of creatures of each type, but not their identities
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Autognome Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its
you like to identify what event set you on the path to adventure. If nothing on the table appeals to you, work with your DM to create an origin story for your character. Like gnomes, autognomes can






