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Returning 35 results for 'school of rune dance vicious'.
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Magic Items
Bigby Presents: Glory of the Giants
This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer’s fury to strike opponents with vicious terror
rolled.
Invoking the Rune. As an action, you can invoke the crown’s rune to cast the fear spell (save DC 15) with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.
Magic Items
Bigby Presents: Glory of the Giants
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip
the target.
Invoking the Rune. When you make an attack with the whip and hit, you can use your reaction to invoke the whip’s rune. Doing so increases the extra fire damage dealt by the whip to 2d6.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Backgrounds
Strixhaven: A Curriculum of Chaos
You are an artist, and you have been preparing to hone your craft according to the traditions of Prismari College. Whatever your medium—sculpture, dance, paint, music, drama, architecture, or
school uniform, and a pouch containing 10 gp
Feature: Prismari Initiate
You gain the Strixhaven Initiate feat and must choose Prismari within it.
In addition, if you have the Spellcasting or
Monsters
Candlekeep Mysteries
no material components:
At will: dancing lights, minor illusion, vicious mockery
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are
magic, glyph of warding, slow
4th level (3 slots): blight, polymorph
5th level (2 slots): dominate person, seeming
6th level (1 slot): Otto's irresistible dance
For casting these spells, each hag
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
blank. Placing the other books in alphabetical order by school of magic between the bookends causes Halaster’s rune to appear on the cover of the ninth book and spells to appear on its pages. This
held between the bulette-shaped bookends. Eight of the books contain essays pertaining to the eight schools of magic, one book dedicated to each school. The cover and the pages of the ninth book appear
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Evocation — Thunderclap Evocation — True Strike Divination — Vicious Mockery Enchantment — Level 1 Bard Spells Spell School Special Animal Friendship Enchantment — Bane Enchantment C Charm
Bard Spell List This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Evocation — Thunderclap Evocation — True Strike Divination — Vicious Mockery Enchantment — Level 1 Bard Spells Spell School Special Animal Friendship Enchantment — Bane Enchantment C Charm
Bard Spell List This section presents the Bard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C means
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Intelligence (Arcana) check confirms that the rune represents the School of Necromancy. Trobriand the Metal Mage is a stoic, bearded man with black hair, black robes, and tinker’s goggles. Perched on
the School of Transmutation. Marambra Nyghtsteel is a striking woman with long auburn hair and an empty, distant gaze. She wears a black robe and holds a staff topped with a rune. A successful DC 10
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Prismari Student You are an artist, and you have been preparing to hone your craft according to the traditions of Prismari College. Whatever your medium—sculpture, dance, paint, music, drama
instrument or artisan’s tools Languages: One of your choice Equipment: A bottle of black ink, an ink pen, a set of artisan’s tools or a musical instrument (one of your choice), a school uniform, and a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“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 18b on level 8, in the closest
resemblance to the Mad Mage: an old wizard in a robe covered with lidless eyes, his visage frozen in a mad scream.
Glowing Runes. Floating above each stalagmite is a glowing rune.
A character who succeeds
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wizard Spell List This section presents the Wizard spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. In the Special column, C
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Wizard Spells) Spell School Special Acid Splash Evocation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Bard Spells Cantrips (0 Level)
Dancing Lights
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
True Strike
Vicious Mockery
1st Level
Animal Friendship
Bane
Find the Path
Guards and Wards
Mass Suggestion
Otto’s Irresistible Dance
Programmed Illusion
True Seeing
7th Level
Etherealness
Forcecage
Mirage Arcane
Mordenkainen’s Sword
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Bard Spells Cantrips (0 Level) Blade Ward
Dancing Lights
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
True Strike
Vicious Mockery
1st
6th Level Eyebite
Find the Path
Guards and Wards
Mass Suggestion
Otto’s Irresistible Dance
Programmed Illusion
True Seeing
7th Level Etherealness
Forcecage
Mirage
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Finishing School. This boarding school boasts a flawless graduation rate—for those students who don’t disappear. Nobriskov. Pious and formal, the Nobriskovs claim descent from Borca’s ancient clans
vicious ends. Tatenna. Bankers and landlords, the Tatennas track debts across the domain. They deal with every family except the Olzaniks, with whom they maintain a generations-old feud.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gate to open for 1 minute. The dance requires 1 minute to perform. Characters must be 8th 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 passes through the gate appears in area 9 on level 5, in the closest unoccupied space next to the identical gate located there. Armor and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
opened a school of dance and discovered that her gift for fire attracted other sorts of students. She became the leader of a cult of fire worshipers. There she remained until a few months ago, when
with only her cunning intelligence. In her youth, she learned to dance for coin and slowly worked her way up from the wine sinks of the laborers’ districts to the elegant chambers of the city’s nobles
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
wear complex tattoos reflecting their ambitions and achievements and their favored school of magic. In Thay, the Red Wizards have ultimate power, although they give governance of day-to-day affairs to
teleport nearby with attack spells already in the midst of being cast. MAGE SIGILS
Wizards and many other arcane spellcasters develop a signature rune, which they use to identify their belongings, sign as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Boon D12 4 21 4 3 3 3 3 2 1 1 1 20 +6 Words of Creation D12 4 22 4 3 3 3 3 2 2 1 1 Level 1: Bardic Inspiration You can supernaturally inspire others through words, music, or dance. This inspiration is
spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
2d4 maw demons* 19 1 shoosuva* 20 1d3 trolls Shared Physical Trait d10 Shared Physical Trait 1 Rune branded on forehead 2 Bone piercings 3 Ritual scarring 4 Surrounded by clouds of flies 5
and drink spoil 2 Animals become rabid, vicious 3 Terrible storms erupt 4 Minor earthquakes strike 5 Residents suffer bursts of short-term madness 6 Folk indulge in decadence, excessive drinking 7 Quarrels turn violent 8 Friends betray one another 9–12 None
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
D12 4 21 4 3 3 3 3 2 1 1 1 20 +6 Words of Creation D12 4 22 4 3 3 3 3 2 2 1 1 Level 1: Bardic Inspiration You can supernaturally inspire others through words, music, or dance. This inspiration is
list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level, you
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Bladesinging Bladesingers are elves who bravely defend their people and lands. They are elf wizards who master a school of sword fighting grounded in a tradition of arcane magic. In combat, a
illusion and stealth. Red tiger, a style just three centuries old, has its bladesingers using the scimitar in a whirling dance of defense from which they launch into sudden leaps and attacks.
Bird
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
imitating the moves of the dancing dwarves causes the gate to open for 1 minute. The dance requires 1 minute to perform. Characters must be 9th 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 passes through the gate appears in area 10 on level 6, in the closest unoccupied
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the dwarven rune for “beginnings.” The rune can be interpreted correctly by a character who reads Dwarvish. The lower lock was originally embedded in a golden frame in the shape of a stylized dwarven
rune for “endings,” but the firenewts scraped away the gold and used it to decorate their shrine to Imix (area 7). Scarring on the door hints at what used to be there; it can be interpreted correctly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of fresh water. The statues stand atop stone plinths above the water, facing outward. Starting with the northernmost one and moving clockwise, the statues represent Eilistraee (god of beauty, dance
, causing all the gears to lock again. Characters must be 10th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dance, or even sample the canapes. All the illusory figments know nothing of Ythryn’s fate and are interested only in revelry and gossip. Characters who spend at least 5 minutes talking to the illusory
chamber discover an unfinished letter that details the acquisition of an artifact dating back to the empire of Ostoria. This rune-carved stone spindle is described as having an unknown purpose. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
save DC 14, +6 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending, minor illusion, vicious mockery
1st level (4 slots): cure wounds
, polymorph
5th level (2 slots): dominate person, greater restoration
6th level (1 slot): Otto’s irresistible dance
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
a small arcane rune engraved above the keyhole on the journal’s lock. A character who casts the detect magic spell also sees a faint aura around the keyhole. This rune is a magical trap that triggers
carefully scratching over the rune with a dagger, a sharp piece of wire, or a similar implement. Once this is done, the journal can safely be opened either by picking the lock with thieves’ tools and making
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
rune-carved iron ingot embedded in its forehead (see “Treasure”). Although golems normally have elemental spirits of earth trapped within them, this golem holds an elemental spirit of fire. The golem
in the iron golem’s forehead is an ingot of the skold rune (see appendix B). It can be removed only while the golem is deactivated or when it is destroyed. 28. Assembly Hall, Lower Level Pools of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
dance
5 2 xorn (attitude: 1d10) gliding through the ground
6 1 roper lurking near its brood of 1d6 piercers (attitude for all: 1d4 + 1)
7 1 stone giant of Evil Earth* (attitude: 1d4 + 1
who stole a Giant rune
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a d8 if you don’t have that book. *See chapter 6. Giant Kin Encounters The Giant Kin
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stairs into the single room of this floor, a snarling and growling greets you. On opposite sides of this room stand two vicious-looking hounds with black fur. The creatures smell of sulfur and rot
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is marked by a pair of dashed lines.) This invisible bridge, which is safe to cross, is suppressed by the activation of the spindle in area Y19n. Y19j. Chamber of Sorcery Your reflections dance over
character must speak the name of one of Iriolarthas’s eight apprentices and then step through the door associated with that wizard’s school of magic. The eight apprentices were: High Abjurer Taruth
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
friends make cruel sport of them until they can escape at daybreak. As yet, none of Nysene’s playthings have suffered any real harm, but her games grow ever bolder and more vicious, and it’s only a
companies — a career that began in rebellion against her stodgy family. Realizing that her family needed a long term source of financial support, Yvandre opened a sword-wielding school in a guest
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
friends make cruel sport of them until they can escape at daybreak. As yet, none of Nysene’s playthings have suffered any real harm, but her games grow ever bolder and more vicious, and it’s only a
-wielding school in a guest house adjoining her family’s estate. The Rillyn School is about to graduate its first class of students, all of whom have trained with Yvandre for at least five years and have
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
jewels.
A 20-foot-high balcony (area P9) overlooks the ballroom floor. Guests. At any given time during the gala, 2d6 × 2 nobles dance here. You can add a named guest to the ballroom by rolling once on
answered truthfully or not at all. Rune Tile. The Elvish rune for “winter” is inscribed on the wall opposite the stairs. A character who examines that wall and succeeds on a DC 20 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
effect of the room’s gravity well can make a DC 16 Intelligence (Arcana) check, recalling the following facts on a success: The spell Reverse Gravity is a transmutation spell. The school of
throw, taking 26 (4d12) lightning damage on a failed save or half as much damage on a successful one. A Detect Magic spell or similar effect unveils the source of this trap: a tiny rune inscribed in the