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Returning 35 results for 'slots of runes decrees vast'.
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Feats
Bigby Presents: Glory of the Giants
slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.
Rune Magic. You know a number of runes equal to half your
, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.
You can also invoke a rune
Monsters
Waterdeep: Dungeon of the Mad Mage
restrictions (see “Alterations to Magic”).
Arcane Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3
short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rune Shaper Prerequisite: Spellcasting Feature or Rune Carver Background You’ve studied the magic of Giant runes, granting you the following benefits: Comprehend Languages. You learn the comprehend
languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
five reels of Infernal runes). The player’s goal is to roll as many of the same number on the dice as possible. The payout, if any, varies according to the results, as shown in the Copper Slots Payouts
pays double their bet. Copper Slots These machines, referred to by some casino patrons as “tricky devils,” are simple clockwork devices that accept copper coins. Each machine has a spring-loaded lever
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can strip it of its spellcasting ability, if not its life. The archpriest’s decrees are enforced by monitors, devout kuo-toa that act as the archpriest’s eyes and ears. Monitors are deadly hand-to-hand
to hit with spell attacks). The kuo-toa has the following cleric spells prepared:
Cantrips (at will): guidance, sacred flame, thaumaturgy
1st level (4 slots): detect magic, sanctuary, shield of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Runic Circle Magic The Runic Circle has the following properties: Magic Archive. The inscribed runes make up a gigantic archive of spells. With 1 hour of study, a creature that is capable of casting
spells can try to decipher a spell coded in the carvings. The spell is subject to your approval and must belong to the conjuration, divination, or evocation school. If the creature has spell slots of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Demiplane Level 17 Bastion Facility Prerequisite: Ability to use an Arcane Focus or a tool as a Spellcasting Focus
Space: Vast
Hirelings: 1
Order: Empower
A door up to 5 feet wide and 10 feet
facility, magical runes appear on the Demiplane’s walls and last for 7 days. Until the runes disappear, you gain Temporary Hit Points equal to five times your level after spending an entire Long Rest in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different
bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. Spell Slots The Bard table shows how many spell slots you have to cast your bard spells of 1st
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
fireplace are inscribed with runes extolling the god Hiatea and invoking her blessing upon all who shelter here. Many dynasties of giants have claimed ownership of Hiatea’s Hearth since its founding, and each
one has known vast prosperity within its walls—followed by a spectacular fall. The magic of the hall invokes Hiatea’s aspect as a tender of the hearth, but it also carries a curse laid by her brother
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different
bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. Spell Slots The Bard table shows how many spell slots you have to cast your bard spells of 1st
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
grasp
1st level (4 slots): magic missile, shield, thunderwave
2nd level (3 slots): mirror image, web
3rd level (3 slots): dispel magic, fear, haste, stinking cloud
If Burket is killed or if
(worth 10 gp) and Snarla’s spellbook. The book contains the spells that she has prepared and no others. It is protected by an explosive runes glyph of warding that deals 5d6 fire damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spells prepared: Cantrips (at will): fire bolt, mage hand, prestidigitation 1st level (4 slots): detect magic, magic missile, shield 2nd level (3 slots): blur, detect thoughts, misty step, shatter 3rd
level (3 slots): counterspell, dispel magic, fireball, haste 4th level (3 slots): blight, greater invisibility 5th level (3 slots): animate objects, Bigby’s hand, scrying 6th level (1 slot): chain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the west and east walls of this 20-foot-high room bear frescoes and Dwarvish runes that tell of King Melair’s obsession with mithral. The discovery of vast veins of that metal in the Seadeeps (beneath
stone arches beneath a 30-foot-high domed ceiling.
Frescoes. Stone panels set into the walls bear frescoes and Dwarvish runes.
The frescoes chronicle the birth of Melair, a common shield dwarf
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
realms yet adrift in the Astral Plane. Though no one has discovered such a place, it is beyond dispute that an empire as vast as the illithids’ built great cities and other edifices. Most sages, however
to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: guidance, mage hand, vicious mockery, true strike
1st level (4 slots): charm person
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Skull Lord The skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of undead in a bid to
, poison spray, ray of frost, shocking grasp
1st level (4 slots): magic missile, expeditious retreat, thunderwave
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): fear, haste
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them
Recovery (1/Day). When he finishes a short rest, Halaster recovers all his spell slots of 5th level and lower.
Legendary Resistance (3/Day). If Halaster fails a saving throw, he can choose to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, drow, spiders, and slaves positioned
, thaumaturgy
1st level (4 slots): bane, command, cure wounds, guiding bolt
2nd level (3 slots): hold person, silence, spiritual weapon
3rd level (3 slots): bestow curse, clairvoyance, dispel magic
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
arrow, mirror image 3rd level (3 slots): counterspell, dispel magic, fireball, slow 4th level (3 slots): blight, polymorph 5th level (3 slots): animate objects, telekinesis 6th level (1 slot
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Niv-Mizzet Possessed of arrogance and vanity that matches his vast intellect and tremendous power, Niv-Mizzet is the ancient dragon who founded and continues to control the Izzet League. From his
hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): detect magic, magic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Scholar of Impossibilities Run this encounter when you’re ready to bring the hunt for R04M to an end. The tunnel ends in a ledge overlooking a vast, empty crevasse. No path clearly proceeds above or
cleft surrounded by foul, bleeding runes. Inside is the Book of Vile Darkness. Secrets of Eternity If a character agrees to let the Scholar share a forbidden secret, the baernaloth requests that the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
surrounded by a series of mechanical devices that function as Ioun stones, which add to its vast knowledge. The enhanced sphinx is a gynosphinx, with these changes: Its Intelligence score is 24 (+7). It
the players in advance that you’ll make use of the Internet with a 30-second time limit to mimic the sphinx’s vast knowledge base. If this is a game-world question, you can instead let the sphinx
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
shell is carved with Draconic runes that spell out prayers to Tiamat, is joined by four ghouls that serve as his assistants. The ghouls gnaw on bones and eye the characters hungrily as Krull negotiates
): chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, false life, inflict wounds, ray of sickness
2nd level (3
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil
hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): chill touch, mage hand, minor illusion
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
runes is etched into the ground. The symbols move, crawling in a circle. Above them hovers a mass of insectile limbs encompassing an alien light. Beyond it, a narrow passage opens into the vast void
that feels like the interior of some vast, insectile organ. Dozens of pale, oblong masses lie piled at the room’s center, and a curved passage leads out of the space. Nearby, a glowing, oval portal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Circle of the Land The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or
sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
vast Underdark cavern illuminated by glowing mushrooms and phosphorescent fungi. 21–40 The beholder encounters another of its kind in the Underdark and, after a fierce volley of eye rays, it turns its
must be 16th 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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
collection and plotting to acquire more possessions. The monster hoards vast stores of treasure and knowledge. Its island holds numerous captives, which it considers part of its collection. Some inhabitants
spell attacks). The morkoth has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp
1st level (4 slots): detect magic, identify
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
these pits as baths and hide in them if they see lights approaching or hear unfamiliar footsteps.
Decor. A vast variety of shells are embedded in the slick, algae-coated walls.
If the characters
damages the cauldron, an elder rune materializes above it (see “Elder Runes”). Draw from the Elder Runes Deck (see appendix B) to determine which rune appears. The elder rune targets a random creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
runes. The doors have neither handles nor hinges. The writing on them reads, “THE THREE KEYS. BRING THEM FORTH.” The doors part, sliding back into the walls, when the three correct keys are brought
damaged in any way, and attempts to circumvent them with magic fail automatically. V2. Entrance Foyer This vast chamber has the following features: Three age-worn columns support crumbling stone bridges
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Arena This area might once have been a columned temple. Its rotting tapestries show foul creatures tormenting humanoids in scenes of slaughter and sacrifice. At the center of this vast space, the stone
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Simulation Chambers Each simulation chamber is a broad circular space with a domed ceiling, its stone walls carved with arcane runes that fill the area with bright light. Each chamber is equipped
awakens and gains 1 level of exhaustion from lingering psychic shock. Restored Resources. When the simulation ends, characters regain all their lost hit points, spell slots, and limited-use powers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters are resting. You can influence the pace and tension of your adventure by determining where and when the characters can rest. If the characters are exploring a vast dungeon, consider scattering a
danger and urgency by rolling dice behind your DM screen, even without an actual encounter!) Drain Character Resources. By draining the party’s Hit Points and spell slots, leaving the adventurers feeling
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Emerald Enclave must pursue a more balanced path, but the vast wilderness of the North holds far more danger to people than they pose to it. Founded in the Vilhon Reach over a thousand years ago, the
the three nights of the full moon, three or more druids gathered around a moonwell can cast commune and scrying once each without expending spell slots and without material components, provided that one
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Stone shelves bearing books and ornamental ceramic jars line the walls alongside dust-covered banners embroidered with Dwarven runes. In one corner stands an elegant mahogany desk, on top of which is a
elemental gem. Secret Door. Any character who examines the north wall and succeeds on a DC 16 Wisdom (Perception) check notices a small section of wall engraved with four Dwarvish runes. The runes are