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Returning 35 results for 'burning hours'.
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burning house
Equipment
burns for 6 hours in a Lamp or Lantern. That duration doesn’t need to be consecutive; you can extinguish the burning Oil (as a Utilize action) and rekindle it again until it has burned for a total of 6 hours.
covered in oil. If the target takes Fire damage before the oil dries (after 1 minute), the target takes an extra 5 Fire damage from burning oil.
Dousing a Space. You can take the Utilize action to pour
Magic Items
Dungeon Master’s Guide
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time
Magic Items
Dungeon Master’s Guide
immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus Action. You can’t use this property again until the next
unexpected. You can’t use this property again until 3 days have passed.
Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.
Monsters
Icewind Dale: Rime of the Frostmaiden
to do so.
For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning
Monsters
Mordenkainen Presents: Monsters of the Multiverse
half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"fire"} fire
action to scrape off the burning fuel.
3–4: Lightning Flail. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit"} to hit, reach 15 ft., one creature. Hit: 18 (3d8 + 5
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Burning Slime
turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Burning Slime Square","rollDamageType":"fire"} fire damage.
A green slime (see the Dungeon Master's
Monsters
Mordenkainen Presents: Monsters of the Multiverse
it, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours.
Magic Resistance. The eladrin has advantage on saving throws against spells and other magical
burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, helping them move with
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each
hours.
If Graz’zt dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
Madness of Graz’zt
If a creature goes mad in Graz’zt’s
Magic Items
Acquisitions Incorporated
someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving
glasses.
3
Burning a small piece of the body and looking for shapes in the smoke.
4
A cautious, reasoned, professional guesstimate.
5
Careful measurements. The distance between nostrils
Magic Items
Tasha’s Cauldron of Everything
lasts for 24 hours or until you break it.
3
The Golden Age of Dhakaan (golden goblin bicuspid)
10 goblin;goblins, 1 goblin boss
When you are hit by an attack and an ally is within 5 feet of you
use this property, it can’t be used again until the next dawn. You smell strongly of burning sulfur.
17
Why the Sky Screams (blue dragon fang)
1 ancient blue dragon
You gain immunity to
Hellfire Engine
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
the saving throw are drenched in burning acid and take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollDamageType":"fire"} fire damage plus 9 (2d8);{"diceNotation":"2d8","rollType":"damage
","rollDamageType":"acid"} acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.
Lightning Flail. Melee
Candle of Invocation
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
Neutral good
14-15
Lawful evil
16-17
Lawful neutral
18-20
Lawful good
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4
hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds
Spells
Xanathar's Guide to Everything
smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials
24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Control Weather 8th-level transmutation Casting Time: 10 minutes Range: Self (5-mile radius) Components: V, S, M (burning incense and bits of earth and wood mixed in water) Duration: Concentration
, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Candle of Invocation Wondrous Item, Very Rare (Requires Attunement) This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
–11 Neutral 12–13 Neutral good 14–15 Lawful evil 16–17 Lawful neutral 18–20 Lawful good The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Control Weather Level 8 Transmutation (Cleric, Druid, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (burning incense)
Duration: Concentration, up to 8 hours
You take
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Control Weather Level 8 Transmutation (Cleric, Druid, Wizard) Casting Time: 10 minutes
Range: Self
Components: V, S, M (burning incense)
Duration: Concentration, up to 8 hours
You take
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
–11 Neutral 12–13 Neutral good 14–15 Lawful evil 16–17 Lawful neutral 18–20 Lawful good The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Candle of Invocation Wondrous Item, Very Rare (Requires Attunement) This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Control Weather 8th-level transmutation Casting Time: 10 minutes Range: Self (5-mile radius) Components: V, S, M (burning incense and bits of earth and wood mixed in water) Duration: Concentration
, up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the unignorable, burning eye called Klorr. Thirteen stars orbit this sun-like sphere, one winking out every hour. Each time one of the stars dies, one of the domain’s ruined islands is drawn into Klorr
the hours until their end. Few know how they came to Klorr or when new islands are added to the cycle, only that the Mists closed in and doomed them. Amid the realm’s surreal skies float the ruins of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Temple of the Gods 7th-level conjuration Casting Time: 1 hour Range: 120 feet Components: V, S, M (a holy symbol worth at least 5 gp) Duration: 24 hours You cause a temple to shimmer into existence
an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
following: The Brazen Egg shatters! Amber light pours from the broken shell and washes over everyone and everything nearby. The burning light sears Anthradusk’s scales and causes the dragon to howl in agony
, described below. See “Supernatural Gifts” in the Dungeon Master’s Guide for more information. Weakened Dragon. Anthradusk’s Hit Points are reduced by 200. For the next 24 hours, replace Anthradusk’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
at a slight angle over the trees. It looks like something is burning just over the next ridge.
The burning farm is within five minutes’ travel. Once the characters approach within sight, read the
following: A fiercely burning homestead is nestled in a small valley slightly below your position at the top of the ridge. The barn is a smoking ruin and the house is half consumed by fire. Panicked
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
on a DC 21 Strength check.
If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Juiblex slimes a square area
, that creature must make the same save.
If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. A green slime (see
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
on a DC 21 Strength check.
If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. Juiblex slimes a square area
, that creature must make the same save.
If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage. A green slime (see
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
to people on the street, they encounter merchants and traditionalists, but they might also find members of the Burning Circle (see “Nature Lovers” below). Each group’s general opinions align with its
wildfire tvhat almost eliminated the young town of Arborean Springs and the surrounding farms and pasturelands. This rampage turned out to be the first of many. Burning Circle. A small group of nature
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Summer Eladrin When they are angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to
, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours.
Fey Step (Recharge 4–6). As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes of the Nine Hells would like nothing better than to modify this magic so it works against demons, too, but that
save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes would like nothing better than to modify this magic so it works against demons, too
in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
land of the dead.
In the western end of the room is a region of burning sands. There devils torture those who have been unfortunate enough to fall into their hands.
Along the southern side is a
succeed on a DC 15 Strength saving throw or be pushed 5 feet off the top of the hill and knocked prone. If a creature slips, roll a d4 to see which direction it rolls off the hill. Burning Sands. Any
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. But it was the Great Forge that was the burning heart and true treasure of the city. Deep beneath the settled levels of Gauntlgrym, dwarven crafting and elven magic bound the slumbering primordial
the upper levels and around the Iron Tabernacle and Vault of Kings, Gauntlgrym is brightly lit. Driftglobes, phosphorescent fungi, and huge braziers and troughs of burning coals fill most hallways and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
blood, and a small silver rod worth at least 10 gp) Duration: 24 hours You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
information: A tenday ago, a band of violent shark people appeared out of nowhere on the eastern edge of town and began burning fields and killing animals. The attack stopped almost as soon as it began
characters might decide to wait for the sahuagin to exit the cave to raid the town rather than assault the cave. If they take this course of action, roll a d10. The result equals the number of hours






