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Returning 35 results for 'candle water release'.
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Magic Items
Dungeon Master’s Guide
The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.
Magic Items
Dungeon Master’s Guide
and release the water the dust absorbed. Doing so destroys the pellet and ends its magic.
As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is
This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which
Monsters
Storm King's Thunder
, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control weather (cast as 1 action), water
range of 1,200 feet.Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp.Lightning, ThunderCold
Monsters
Waterdeep: Dragon Heist
until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends:
She can breathe underwater.
She can survive without food and water
disappears.
Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 26 (4d12);{"diceNotation
Monsters
Icewind Dale: Rime of the Frostmaiden
running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Shapechanger. If the vampire isn’t in sunlight, it
, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune
Dust of Dryness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which
floats or rests near where the dust was sprinkled. The pellet's weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Candle of the Deep Wondrous item, common The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Candle of the Deep Wondrous Item, Common The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sculptural reliefs of tidal waves destroying coastal cities and ships. A merfolk skeleton embedded in one wall clutches an iron sconce fitted with a burning red candle. Suddenly, lukewarm water begins to
indefinitely until extinguished. If taken from the area, it burns down normally. Flood Trap. The water fills the cell at a rate of 1 foot per round, taking 10 rounds to fill the room. If the candle is left
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Candle of the Deep Wondrous Item, Common The flame of this candle isn’t extinguished when immersed in water. It gives off light and heat like a normal candle.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Candle of the Deep Wondrous item, common The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sculptural reliefs of tidal waves destroying coastal cities and ships. A merfolk skeleton embedded in one wall clutches an iron sconce fitted with a burning red candle. Suddenly, lukewarm water begins to
indefinitely until extinguished. If taken from the area, it burns down normally. Flood Trap. The water fills the cell at a rate of 1 foot per round, taking 10 rounds to fill the room. If the candle is left
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
candle, then floating the lit candle in a vessel of holy water. If a creature imbued with one of Valin’s organs spends an entire long rest within 5 feet of the candle, the candle is consumed, Valin’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
candle, then floating the lit candle in a vessel of holy water. If a creature imbued with one of Valin’s organs spends an entire long rest within 5 feet of the candle, the candle is consumed, Valin’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental
Dust of Dryness Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental
Dust of Dryness Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental
Dust of Dryness Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental
Dust of Dryness Wondrous Item, Uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13
Dust of Dryness Wondrous item, uncommon This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13
Dust of Dryness Wondrous item, uncommon This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13
Dust of Dryness Wondrous item, uncommon This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13
Dust of Dryness Wondrous item, uncommon This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Plane of Water. Ichthyglug’s reward consists of a suit of mariner’s armor (scale mail) and two common wondrous items: a candle of the deep and a pole of angling (both described below). These items
appear only after the characters complete Ichthyglug’s quest and help the marid escape from Undermountain. The flame of the candle of the deep is not extinguished when immersed in water. It gives off
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
7. Twin Pools Cave If the goblins have drained either pool to flood the passage, adjust the following boxed text accordingly. This cavern is half filled with two large pools of water. A narrow
water in. A wide exit stands to the south, while two smaller passages lead west. The sound of the waterfall echoes through the cavern, making it difficult to hear.
Three goblins guard this cave. If
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
7. Twin Pools Cave If the goblins have drained either pool to flood the passage, adjust the following boxed text accordingly. This cavern is half filled with two large pools of water. A narrow
water in. A wide exit stands to the south, while two smaller passages lead west. The sound of the waterfall echoes through the cavern, making it difficult to hear.
Three goblins guard this cave. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Plane of Water. Ichthyglug’s reward consists of a suit of mariner’s armor (scale mail) and two common wondrous items: a candle of the deep and a pole of angling (both described below). These items
appear only after the characters complete Ichthyglug’s quest and help the marid escape from Undermountain. The flame of the candle of the deep is not extinguished when immersed in water. It gives off
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
). Those who succeed hold onto the bridge and must climb it to safety. Flood! The large pools in area 7 have collapsible walls that can be yanked out of place to release a surge of water down the main
against the goblin’s passive Wisdom (Perception) score to creep by without being noticed. If the goblin spots the adventurers, it signals the goblins in area 7 to release a flood (see the “Flood!” section
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
). Those who succeed hold onto the bridge and must climb it to safety. Flood! The large pools in area 7 have collapsible walls that can be yanked out of place to release a surge of water down the main
against the goblin’s passive Wisdom (Perception) score to creep by without being noticed. If the goblin spots the adventurers, it signals the goblins in area 7 to release a flood (see the “Flood!” section
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
hear anything at all. Opening the door will release a wave of water. Those hit by the water take 2 (1d4) bludgeoning damage and must succeed on a DC 15 Strength saving throw or be knocked down and
12. The Tomb of Hurakan (Ewe-RA-kan, god of the flood) If the characters approach from the north (through the corridor marked 12A), read: This passageway is slime-covered, and a stream of water
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
hear anything at all. Opening the door will release a wave of water. Those hit by the water take 2 (1d4) bludgeoning damage and must succeed on a DC 15 Strength saving throw or be knocked down and
12. The Tomb of Hurakan (Ewe-RA-kan, god of the flood) If the characters approach from the north (through the corridor marked 12A), read: This passageway is slime-covered, and a stream of water
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Yuan-ti Temple The roof of this cavern soars to a height of 80 feet, and the muddy water throughout is 2 feet deep. Dominating the cavern is a ruined yuan-ti temple filled with statues depicting
on the sides of the temple illuminate the structure. 19a. Amphibious Guards Eight bullywugs and three giant frogs stand guard in the water outside the temple. The bullywugs try to paralyze intruders
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Yuan-ti Temple The roof of this cavern soars to a height of 80 feet, and the muddy water throughout is 2 feet deep. Dominating the cavern is a ruined yuan-ti temple filled with statues depicting
on the sides of the temple illuminate the structure. 19a. Amphibious Guards Eight bullywugs and three giant frogs stand guard in the water outside the temple. The bullywugs try to paralyze intruders
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
12. Trapped Chest Water pours from cracks and seams in the rough walls of this cavern, whose floor is a muddy pool that flushes out into the tunnel beyond. Just above the pool’s surface, a large
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
12. Trapped Chest Water pours from cracks and seams in the rough walls of this cavern, whose floor is a muddy pool that flushes out into the tunnel beyond. Just above the pool’s surface, a large
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Stables The Blacktongue bullywugs raise “livestock” in this 20-foot-high, torch-lit cavern. If the bullywug handlers here are attacked, they release their carrion crawlers and shout for aid from
areas 19 and 23. 22a. Giant Frogs Six giant frogs hop through shallow water in this cavern, croaking loudly while four bullywugs dump food (mostly vermin) into a trough along the northwest wall. 22b