This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a -2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, or spell-like effects.
This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)
Dmg Mantle Of Spell Resistance Cards
When applied to any matter that was once alive this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as two Large objects.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Protection is also vulnerable to counterspells as the ability only applies while the card is in play, not on the stack. Because of this, you can counter protection cards before they resolve and cause mayhem.
So perhaps spell resistance halves damage from spells. Does spell resistance confer protection against non-damaging effects? Does it help with saving throws against charms or web, for example? What about spell immunity?
EDIT: Following up on Oblivious Sage's comment below: a number of entries in the MM aside from the Tarrasque have "magic resistance" as an ability, notably more powerful devils, demons, angels, etc. These are consistently of the "Advantage on saving throws versus spells and other magical effects."
When you activate this charm, you can cast the Aura of Vitality or Conjure Animals spell. Alternatively, as an action, you can give up to three creatures of your choice within 30 feet of you resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. The charm vanishes after you activate it.
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
You have resistance to fire damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
Deck of Illusions: This set of parchment cards isusually found in an ivory, leather, or wooden box. A full deck consistsof thirty-four cards. When a card is drawn at random and thrown to theground, a major image of a creature is formed. The figment lasts untildispelled. The illusory creature cannot move more than 30 feet awayfrom where the card landed, but otherwise moves and acts as if it werereal. At all times it obeys the desires of the character who drew thecard. When the illusion is dispelled, the card becomes blank and cannotbe used again. If the card is picked up, the illusion is automaticallyand instantly dispelled. The cards in a deck and the illusions theybring forth are summarized on the following table. (Use one of thefirst two columns to simulate the contents of a full deck using eitherordinary playing cards or tarot cards.)
Unguent of Timelessness: When applied to any matterthat was once alive this ointment allows that substance to resist thepassage of time. Each year of actual time affects the substance as ifonly a day had passed. The coated object gains a +1 resistance bonus onall saving throws. The unguent never wears off, although it can bemagically removed (by dispelling the effect, for instance). One flaskcontains enough material to coat eight Medium or smaller objects. ALarge object counts as two Medium objects, and a Huge object counts astwo Large objects. 2ff7e9595c
Comentarii