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Returning 35 results for 'candles wall removes'.
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Spells
Xanathar's Guide to Everything
magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end. Only when all its effects
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
illusion spell) to make them appear as plain sections of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are
cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
reaching the east wall but deepening by 1 foot for every 10 feet of travel westward.
Statue. A wide alcove in the north wall contains a life-size statue of a sahuagin, submerged up to its chest in sewer
) to attack anyone who approaches the statue. Statue The purple aura around the sahuagin statue is harmless, and casting dispel magic on the statue removes it. The statue’s arm broke off long ago and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
opposite wall. Five unlit candles stand on the shelf, each made of yellow wax and covered with tiny black sigils. Scrawled on the wall above the mirror in dried blood are the words “PIGGY PIGGY PIGGY
sixth candle. Both the mirror and the candles radiate auras of conjuration magic to a detect magic spell or similar effect. Cracked Mirror The cracked mirror can’t be pried from the wall or damaged more
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
reaching the east wall but deepening by 1 foot for every 10 feet of travel westward.
Statue. A wide alcove in the north wall contains a life-size statue of a sahuagin, submerged up to its chest in sewer
) to attack anyone who approaches the statue. Statue The purple aura around the sahuagin statue is harmless, and casting dispel magic on the statue removes it. The statue’s arm broke off long ago and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
opposite wall. Five unlit candles stand on the shelf, each made of yellow wax and covered with tiny black sigils. Scrawled on the wall above the mirror in dried blood are the words “PIGGY PIGGY PIGGY
sixth candle. Both the mirror and the candles radiate auras of conjuration magic to a detect magic spell or similar effect. Cracked Mirror The cracked mirror can’t be pried from the wall or damaged more
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
placed a gate to level 10 here (see area 26d). 26a. Hall of Many Candles Candles. The hall is brightly lit by flickering tallow candles that float in shallow niches along the walls. The candles produce
heat but no smoke.
Clean Hall. The corridor is conspicuously free of dust and debris.
Each of the twenty-five niches contains two lit candles. Although wax runs down the sides of the candles, it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
placed a gate to level 10 here (see area 26d). 26a. Hall of Many Candles Candles. The hall is brightly lit by flickering tallow candles that float in shallow niches along the walls. The candles produce
heat but no smoke.
Clean Hall. The corridor is conspicuously free of dust and debris.
Each of the twenty-five niches contains two lit candles. Although wax runs down the sides of the candles, it
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
4. Centipede Lair This chamber is empty, but swarms of centipedes live in niches and alcoves lining the western wall. They are frightened away by torches, but lanterns, candles, and light spells
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Centipede Lair This chamber is empty, but swarms of centipedes live in niches and alcoves lining the western wall. They are frightened away by torches, but lanterns, candles, and light spells
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
4. Centipede Lair This chamber is empty, but swarms of centipedes live in niches and alcoves lining the western wall. They are frightened away by torches, but lanterns, candles, and light spells
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
4. Centipede Lair This chamber is empty, but swarms of centipedes live in niches and alcoves lining the western wall. They are frightened away by torches, but lanterns, candles, and light spells
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
containing thirty torches and a leather sack with fifteen candles inside it. At the foot of the bed is an unlocked wooden footlocker containing some gear and magic items (see “Treasure” below). Two ghasts
(Gustav and Elisabeth Durst) are hidden in cavities behind the earthen walls, marked X on the map; they burst forth and attack if someone removes one or more items from the footlocker. The ghasts wear
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
containing thirty torches and a leather sack with fifteen candles inside it. At the foot of the bed is an unlocked wooden footlocker containing some gear and magic items (see “Treasure” below). Two ghasts
(Gustav and Elisabeth Durst) are hidden in cavities behind the earthen walls, marked X on the map; they burst forth and attack if someone removes one or more items from the footlocker. The ghasts wear
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
drow warrior stands behind the desk against one wall. Burning red candles are set about the room in holders made from skeletal hands.
Continual flame spells have been cast on the dozen candles in the
. Trapped Secret Door Any party member with a passive Wisdom (Perception) score of 20 or higher notices a secret door in the wall, while a character searching the room for secret doors must succeed on
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
drow warrior stands behind the desk against one wall. Burning red candles are set about the room in holders made from skeletal hands.
Continual flame spells have been cast on the dozen candles in the
. Trapped Secret Door Any party member with a passive Wisdom (Perception) score of 20 or higher notices a secret door in the wall, while a character searching the room for secret doors must succeed on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wall (see that area for more information). Candles. Six magic candles are spaced 10 feet apart on alternate sides of the hallway. The candles don’t burn down as long as they remain in this area. Secret
running perpendicular to this one. Where the two halls meet, words have been scrawled on the ceiling in dried blood.
A secret door in the west wall slides open to reveal a dark tunnel leading to areas 26
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wall (see that area for more information). Candles. Six magic candles are spaced 10 feet apart on alternate sides of the hallway. The candles don’t burn down as long as they remain in this area. Secret
running perpendicular to this one. Where the two halls meet, words have been scrawled on the ceiling in dried blood.
A secret door in the west wall slides open to reveal a dark tunnel leading to areas 26
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the back wall of each alcove is made visible by the candlelight. Each verse is presented below, accompanied by a parenthetical explanation that shouldn’t be shared with the players or their characters
correct name. For example, “What is your cat’s name?” is a valid question for verse 3. The spirit then answers, “Fifi,” and she spells it aloud. Candles Each candle is a simple, 6-inch-tall wax taper
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
endured the elements for centuries and defied the degradations of time. Visible for miles around, Candlekeep has an eye-catching silhouette: a high wall interspersed with towers. This wall encloses a
large space from which more towers rise. Those who behold the edifice say it looks like nothing so much as a cake decorated with an overabundance of candles. The entrance to Candlekeep is a double gate
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The howling wind that blows through the caves sounds like a moaning crone, which is bone-chilling enough to deter most would-be explorers. The wind blows out candles and other small flames but is
otherwise harmless. Ice Everywhere. Slippery ice covers every wall, ceiling, and floor (see “Slippery Ice” in the Dungeon Master’s Guide). Characters with crampons strapped to their boots can traverse
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
endured the elements for centuries and defied the degradations of time. Visible for miles around, Candlekeep has an eye-catching silhouette: a high wall interspersed with towers. This wall encloses a
large space from which more towers rise. Those who behold the edifice say it looks like nothing so much as a cake decorated with an overabundance of candles. The entrance to Candlekeep is a double gate
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the back wall of each alcove is made visible by the candlelight. Each verse is presented below, accompanied by a parenthetical explanation that shouldn’t be shared with the players or their characters
correct name. For example, “What is your cat’s name?” is a valid question for verse 3. The spirit then answers, “Fifi,” and she spells it aloud. Candles Each candle is a simple, 6-inch-tall wax taper
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The howling wind that blows through the caves sounds like a moaning crone, which is bone-chilling enough to deter most would-be explorers. The wind blows out candles and other small flames but is
otherwise harmless. Ice Everywhere. Slippery ice covers every wall, ceiling, and floor (see “Slippery Ice” in the Dungeon Master’s Guide). Characters with crampons strapped to their boots can traverse
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
three candelabras sitting atop small tables about the room. Tall white candles burn with bright, steady light.
A large bed, canopied by silk curtains, sits with its headboard against the north wall
K42. King’s Bedchamber Sweet smells waft from this delicately lit room. A great arched window along the west wall is covered by heavy red draperies, their golden tassels glinting in the light of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
three candelabras sitting atop small tables about the room. Tall white candles burn with bright, steady light.
A large bed, canopied by silk curtains, sits with its headboard against the north wall
K42. King’s Bedchamber Sweet smells waft from this delicately lit room. A great arched window along the west wall is covered by heavy red draperies, their golden tassels glinting in the light of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
are amplified and sound ten times louder than normal. The tortoise-shell shield belongs to Sekelok, and only he is allowed to touch it. If a character removes the shield from the wall, Ukurlahmu coldly demands that it be returned it to its hook, attacking if this instruction is ignored.
the floor, and a shield made from the shell of a tortoise hangs on the far wall.
A large skeletal serpent slithers out from behind the racks, raises its head, and says in Common, “They will tell us
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
are amplified and sound ten times louder than normal. The tortoise-shell shield belongs to Sekelok, and only he is allowed to touch it. If a character removes the shield from the wall, Ukurlahmu coldly demands that it be returned it to its hook, attacking if this instruction is ignored.
the floor, and a shield made from the shell of a tortoise hangs on the far wall.
A large skeletal serpent slithers out from behind the racks, raises its head, and says in Common, “They will tell us
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Candlelit Halls The walls of these 10-foot-high corridors and chambers are lined with shallow niches holding black wax candles that burn with a purple light. If the characters have had an easy
swarms of bats gather here. They shriek in response to intruders and flee the area if disturbed. Secret Door. A secret door in the north wall leads to area 8. 12b. Magic Mouth The first character to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Carved into the middle of the east wall is a decorative stone arch enclosing a blank wall (see “Arch Gate to Level 2” below).
Furnishings. A wooden trestle table lies on its side in the middle of
the room. An iron chandelier with melted wax candles is suspended from a rafter above it by a rope tied off to a hook near the northern door.
Dead Halfling. Tucked behind an iron stove in the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
18. Guardian Door A mithral door in the stone wall resembles the figure of a flattened tortle, its arms and legs extended to the four corners, and its shell carved with a complete map of the tomb
the superior jeweler’s tools found in area 31 of chapter 4. A successful check removes the soul gem, which destroys the gem and unlocks the door. A character who attempts to remove or destroy the gem in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
but are obvious from the other side. A character who searches a wall for a secret door must succeed on a DC 15 Wisdom (Perception) check to notice it. Hieroglyphs. The ancient people of Bakar wrote in
from the desert heat. Water of Athis. The River Athis still flows in certain areas of the pyramid. The water ends the poisoned condition on any creature that drinks it and removes all levels of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
18. Guardian Door A mithral door in the stone wall resembles the figure of a flattened tortle, its arms and legs extended to the four corners, and its shell carved with a complete map of the tomb
the superior jeweler’s tools found in area 31 of chapter 4. A successful check removes the soul gem, which destroys the gem and unlocks the door. A character who attempts to remove or destroy the gem in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Candlelit Halls The walls of these 10-foot-high corridors and chambers are lined with shallow niches holding black wax candles that burn with a purple light. If the characters have had an easy
swarms of bats gather here. They shriek in response to intruders and flee the area if disturbed. Secret Door. A secret door in the north wall leads to area 8. 12b. Magic Mouth The first character to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Carved into the middle of the east wall is a decorative stone arch enclosing a blank wall (see “Arch Gate to Level 2” below).
Furnishings. A wooden trestle table lies on its side in the middle of
the room. An iron chandelier with melted wax candles is suspended from a rafter above it by a rope tied off to a hook near the northern door.
Dead Halfling. Tucked behind an iron stove in the