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Returning 35 results for 'scroll of rune detect vecna'.
Monsters
Forgotten Realms: Adventures in Faerûn
components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Create or Destroy Water, Detect Magic, Major Image
2/Day Each: Control Water (Flood, Part Water, or Redirect Flow
traveled across Calimshan, infiltrating rival genie courts and eliminating remnants of the Twisted Rune. Some accounts even tell of her fighting alongside Sultana Songal during the Night of Fleeing
Monsters
Vecna: Eve of Ruin
Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.
Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than
Vecna, Afterthought is a Dagger, +2;+2 Dagger.
Undying. If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100
Monsters
Bigby Presents: Glory of the Giants
saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune
inscribed on a crystal ball. While the object bearing the rune is embedded in its body, the giant can use its Tempest Call action and its Scrying trait.
The object bearing the storm rune has AC 17; 50 hit
Monsters
Bigby Presents: Glory of the Giants
Blood Rune. The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
Monsters
Bigby Presents: Glory of the Giants
Death Rune. The giant has a death rune inscribed on a giant’s skull in its possession. While holding or wearing the skull bearing the rune, the giant can use its Reaping Scythe action and
Shroud of Souls bonus action.
The skull bearing the death rune has AC 18; 35 hit points; and immunity to necrotic, poison, and psychic damage. The skull regains all its hit points at the end of every turn
Monsters
Bigby Presents: Glory of the Giants
):
At will: detect magic, fog cloud, light, minor illusion
1/day each: dream (as an action), gaseous form, major image
Thunderous Clap (Requires Cloud Rune). The giant magically summons a thundercloud
Cloud Rune. The giant has a cloud rune inscribed on a mask in its possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its
Monsters
Tyranny of Dragons
Special Equipment. Rath has a staff of fire, and three spell scroll;spell scrolls: dimension door, feather fall, and fireball.
Spellcasting. Rath is an 11th-level spellcaster. His spellcasting
spell list:
Cantrips (at will): fire bolt, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): chromatic orb, color spray, mage armor, magic missile
2nd level (3 slots): detect
Monsters
Out of the Abyss
spell attacks). Shedrak has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
this property.
Shedrak carries a potion of healing, a potion of poison, and a spell scroll of globe of invulnerability.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
Monsters
Vecna: Eve of Ruin
spells, using Intelligence as the spellcasting ability (spell save DC 22, +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At will: Detect Magic
When Zybilna received Alustriel Silverhand’s summons to combat Vecna, the archfey was sorely needed in Prismeer. As a compromise, and to honor Tasha’s friendship with Alustriel, Zybilna
classes
Sword Coast Adventurer's Guide
of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of
Greyhawk.
Arcana Domain Spells
Cleric Level
Spells
1st
detect magic, magic missile
3rd
magic weapon, Nystul's magic aura
5th
dispel magic, magic circle
7th
arcane eye, Leomund's secret chest
9th
planar binding, teleportation circle
Monsters
The Book of Many Things
Magic Resistance. The talon beast has advantage on saving throws against spells and other magical effects.
Sense Magic. The talon beast can detect and pinpoint the location of magic within 120 feet
on it, one random magic item in its possession has its magical properties suppressed for 1 minute. If the item is a potion or scroll, it becomes nonmagical instead.
Talon. Melee Weapon Attack: +9
Classes
Sword Coast Adventurer's Guide
of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of
Greyhawk.
Arcana Domain Spells
Cleric Level
Spells
3rd
detect magic, magic missile, magic weapon, Nystul's magic aura
5th
dispel magic, magic circle
7th
arcane eye, Leomund's secret chest
9th
planar binding, teleportation circle
Monsters
Icewind Dale: Rime of the Frostmaiden
hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (2 slots): detect magic, disguise self, magic
"} force damage. If the simulacrum casts this spell using a 2nd-level spell slot, it creates one more dart.Unbeknownst to his executioners, Dzaan had used a spell scroll of simulacrum to create a copy of
Shield Guardian Amulet
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Icewind Dale: Rime of the Frostmaiden
The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A detect magic spell reveals a magical aura of enchantment around the amulet.
Every shield
Monsters
Icewind Dale: Rime of the Frostmaiden
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This Dzaan's Simulacrum;simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.
The sunken Netherese
Magic Items
Vecna: Eve of Ruin
After betraying and nearly destroying the lich Vecna, the warrior Kas found himself trapped in the Shadowfell, imprisoned in a Domain of Dread called Tovag. There, he languished as a vampire. In time
, the Dark Powers of the Domain of Dread lured Kas to a hidden forge, where he found the Crown of Lies. Once Kas vowed to deliver Vecna into the Dark Powers’ clutches and donned the crown, the
Monsters
Curse of Strahd
Special Equipment. In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll of raise dead.
Spellcasting. Rictavio is a 9th-level
cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every
example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.
Other practitioners of evil have held the book and
Magic Items
Keys from the Golden Vault
even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every
example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.
Other practitioners of evil have held the book and
Backgrounds
Guildmasters’ Guide to Ravnica
choice
Equipment: An Azorius insignia, a scroll containing the text of a law important to you, a bottle of blue ink, a pen, a set of fine clothes, and a belt pouch containing 10 gp (Azorius
cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.
Suggested Characteristics
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who understands Dwarvish knows that the oversized rune on the north wall is an ancient symbol meaning “cold.” A detect magic spell reveals an aura of conjuration magic around the rune. The
18. Cold Storage The Melairkyn dwarves used this chamber for cold storage. Halaster has turned it into a trap. The room has the following features: Cold. The room is bitterly cold.
Glowing Rune
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
consequence, it’s a path rarely taken. The exception is rune magic. Giants are drawn to the solidity and permanence of magical runes. Stone giants are great practitioners of rune carving, both because of the
artistry it demands and because their environment is perfect for its use. At least a few skiltgravr (“rune cutters”) can be found among any type of giants, even the slow-witted hill giants who stomp
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
: detect magic, detect thoughts
1/day each: control water, control weather (as an action), dispel magic, plane shift, sending, time stop
Tempest Call (Requires Storm Rune). The giant creates an
dare to challenge them. Wielding the power of rune magic in addition to the innate magic that courses through them, these storm giants are highly respected. If any giant can draw Annam’s attention to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chamber on the lowest level. A detect magic spell reveals a magical aura of enchantment around the amulet. The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its
a small brass key (which unlocks the invisible chest in area P15) and a sealed scroll tube made of chardalyn (see the chardalyn sidebar). It contains a spell scroll of invisibility stamped into a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
door requires a successful DC 20 Strength (Athletics) check to open or close. The iron sconces are bolted to their niches and radiate faint auras of conjuration magic under the scrutiny of a detect
weight of each weapon and the archway rune associated with each weapon (see “Archway and Runes”). Each statue has AC 20, a damage threshold of 10, and immunity to poison and psychic damage. The statue of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she can’t decide which rune is best. Impulsive Wongo thinks it’s a good idea to shatter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. They are faded and difficult to read.
The bone harpsichord has been enchanted to play on its own but stops when a living creature comes within 10 feet of it. A detect magic spell reveals an aura of
damage, and the flesh of its hands is eaten away, leaving bleached white (but functional) skeletal hands. Treasure. Hidden inside the harpsichord is a spell scroll of raise dead. Correctly playing the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
parchment in the southwest corner, facing the north door. Elan recently acquired a spell scroll of legend lore from Wormriddle the night hag and is carefully copying the spell from the scroll to his
spellbook. He greets intruders in a friendly manner and suggests they partake of the wine while he finishes his work. The scroll turns to dust once the work is complete. Treasure. Elan’s black leather
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Futuristic Frogmash, a foul-tasting homebrewed wine. Each label bears Halaster’s rune and the date 1531 DR. A detect magic spell reveals an aura of abjuration magic around one of the bottles. Uncorking this
. Tucked under the table is a wooden crate with Halaster’s personal rune burned into its sides.
Demilich. Floating behind the table is a demilich that looks like a human skull with a jagged crack that
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->Vecna: Eve of Ruin
named Miska the Wolf-Spider. Together, the two can defeat Vecna. Kas is attuned to the crown throughout this adventure. Crown of Lies Wondrous Item, Artifact (Requires Attunement) After betraying and
nearly destroying the lich Vecna, the warrior Kas found himself trapped in the Shadowfell, imprisoned in a Domain of Dread called Tovag. There, he languished as a vampire. In time, the Dark Powers of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wings forming the door frame. Draconic letters are carved into the floor in front of the double door.
A detect magic spell reveals an aura of conjuration magic around each strand of silver thread. The
threads can be cut only by a magic sword. Cutting a thread causes it to disappear but also causes an elder rune (see “Elder Runes”) to momentarily appear between the statue’s hands. This elder rune
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
each end.
Mine Carts. Two mine carts made of corroded iron stand near a tunnel exit in the east wall.
Halaster Statues These statues can’t be moved, knocked over, or damaged in any way. A detect
Destination 1–12 The teleport trap in area 10 13–18 The teleport trap in area 19 19–20 The teleport trap in area 40c Additional Effect: Elder Rune. The first time a creature triggers this teleport
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, enlarge/reduce, Melf’s acid
otherwise avoid combat. Southeast Door This door has a stone wall behind it, inscribed upon which is an elder rune (see “Elder Runes”). Determine the rune randomly by drawing a card from the Elder Rune Deck
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
and the Material Plane for souls that might please their divine queen. Most giants know better than to make regular use of the death rune.
—Diancastra
“Know better”? Perhaps, but there’s no
herself. A shrouded one collects the skulls of fallen kin and inscribes the death rune on a prized skull from this grisly collection. Abandoning armor in favor of gloomy robes, the shrouded one uses