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Returning 35 results for 'cast where rooms'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
attunement). It can be used as an arcane focus. Whoever is attuned to the blast scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell
with spell attacks). He can cast disguise self and invisibility at will. He can cast fly and lightning bolt once each without expending a spell slot, but can’t do so again until he finishes a
Spells
Xanathar's Guide to Everything
area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is
at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ceiling. Connecting the rooms are 8-foot-high passages and 7-foot-high doorways. The theater is lit by lanterns that have continual flame spells cast on them. Speaking a command word inside the
Encounter 6: Theater Whether the theater is open for business or shut down, it has the following features: Ceilings in the rooms are 10 feet high except in area P5, which has a 20-foot-high raftered
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ceiling. Connecting the rooms are 8-foot-high passages and 7-foot-high doorways. The theater is lit by lanterns that have continual flame spells cast on them. Speaking a command word inside the
Encounter 6: Theater Whether the theater is open for business or shut down, it has the following features: Ceilings in the rooms are 10 feet high except in area P5, which has a 20-foot-high raftered
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
feet high and hallways are 15 feet high. Rooms and corridors are brightly lit by continual flame spells cast on wall sconces. Most doors are single, circular slabs of stone, 8 feet in diameter and 6
long tunnel (area X4). A secret staircase (area X1) gives access to Waterdeep’s sewers. The lair has the following features, with exceptions noted in the text: Unless noted otherwise, rooms are 20
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
25: Simulation Chambers The sphere’s creators used these rooms to create simulations of the natural environments of prisoners. Normally large and empty, the rooms can be filled with whatever
cast on the room from area 26. As long as the mimics have a scene to take part in, they cooperate peacefully, taking on the roles of whatever furniture, fixtures, or other domestic trappings best suit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
except the one to area O5. The rooms have 15-foot-high ceilings, with 7-foot-high doorways connecting them. The tower is brightly lit by continual flame spells cast on wall sconces.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
feet high and hallways are 15 feet high. Rooms and corridors are brightly lit by continual flame spells cast on wall sconces. Most doors are single, circular slabs of stone, 8 feet in diameter and 6
long tunnel (area X4). A secret staircase (area X1) gives access to Waterdeep’s sewers. The lair has the following features, with exceptions noted in the text: Unless noted otherwise, rooms are 20
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
ceilings; rooms on the lower floor have flat, 10-foot ceilings. Doors Most doors are made of wood with iron handles and hinges. Lighting Hooded Lanterns hanging from the ceiling by iron chains cast
limits visibility to 20 feet. The tides’ effect on water depth is negligible. Ceilings All corridors in the monastery are 10 feet high with arched ceilings. Rooms on the upper floor have 15-foot vaulted
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Mortuary Basement Features Unless otherwise stated, the basement of the Mortuary has the following features: Ceilings. Ceilings are 8 feet high in corridors and 12 feet high in rooms. They are held
aloft by walls of smooth stone. Doors. Doors are iron gates that squeak as they swing on their hinges. Lighting. The basement is dimly lit by sputtering continual flame spells cast on wall sconces grasped by iron skeletal hands.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
ceilings; rooms on the lower floor have flat, 10-foot ceilings. Doors Most doors are made of wood with iron handles and hinges. Lighting Hooded Lanterns hanging from the ceiling by iron chains cast
limits visibility to 20 feet. The tides’ effect on water depth is negligible. Ceilings All corridors in the monastery are 10 feet high with arched ceilings. Rooms on the upper floor have 15-foot vaulted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
except the one to area O5. The rooms have 15-foot-high ceilings, with 7-foot-high doorways connecting them. The tower is brightly lit by continual flame spells cast on wall sconces.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
25: Simulation Chambers The sphere’s creators used these rooms to create simulations of the natural environments of prisoners. Normally large and empty, the rooms can be filled with whatever
cast on the room from area 26. As long as the mimics have a scene to take part in, they cooperate peacefully, taking on the roles of whatever furniture, fixtures, or other domestic trappings best suit
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Mortuary Basement Features Unless otherwise stated, the basement of the Mortuary has the following features: Ceilings. Ceilings are 8 feet high in corridors and 12 feet high in rooms. They are held
aloft by walls of smooth stone. Doors. Doors are iron gates that squeak as they swing on their hinges. Lighting. The basement is dimly lit by sputtering continual flame spells cast on wall sconces grasped by iron skeletal hands.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Meditation Rooms Shadowdusk family members use these rooms for silent reflection and contemplation. 23a. Outer Sanctum Soft cushions and woven mats adorn the floor of this fragrant room. Brass
creature attuned to the black crystal tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Meditation Rooms Shadowdusk family members use these rooms for silent reflection and contemplation. 23a. Outer Sanctum Soft cushions and woven mats adorn the floor of this fragrant room. Brass
creature attuned to the black crystal tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, corridors, and staircases are lit by continual flame spells cast in sconces. The flames still point toward the ceiling, betraying their magical nature. They give off no heat. Room and Door Heights. All rooms
to walk on ceilings and climb over the tops of doorways. Furnishings that weren’t securely bolted to the walls or floor lie in disarray, or in shards, on the ceiling. Illumination. All rooms
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, corridors, and staircases are lit by continual flame spells cast in sconces. The flames still point toward the ceiling, betraying their magical nature. They give off no heat. Room and Door Heights. All rooms
to walk on ceilings and climb over the tops of doorways. Furnishings that weren’t securely bolted to the walls or floor lie in disarray, or in shards, on the ceiling. Illumination. All rooms
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
guards stand outside each of the front and back doors (leading to areas H1 and H6) at all hours. Rooms have 10-foot-high ceilings, with 8-foot-high passages and 7-foot-high doorways connecting them
cast on wall sconces. Cisterns on the roof collect rainwater, which is funneled by pipes down to the showers (area H7).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
guards stand outside each of the front and back doors (leading to areas H1 and H6) at all hours. Rooms have 10-foot-high ceilings, with 8-foot-high passages and 7-foot-high doorways connecting them
cast on wall sconces. Cisterns on the roof collect rainwater, which is funneled by pipes down to the showers (area H7).
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Temple Features Unless otherwise specified, the temple has the following features. Ceilings The temple’s passages and rooms are 20 feet high everywhere except area T13, where the ceiling is 30 feet
high. Dim Light Eerie green light emanates from goat skulls embedded in the temple’s walls. These skulls cast Dim Light throughout the temple. Doors and Secret Doors Temple doors are unlocked and made
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Temple Features Unless otherwise specified, the temple has the following features. Ceilings The temple’s passages and rooms are 20 feet high everywhere except area T13, where the ceiling is 30 feet
high. Dim Light Eerie green light emanates from goat skulls embedded in the temple’s walls. These skulls cast Dim Light throughout the temple. Doors and Secret Doors Temple doors are unlocked and made
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side
. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
25. Abandoned Smithy Characters who listen at the doors to these rooms can easily hear the clanging of hammers striking metal, even though the forge was destroyed and abandoned long ago. The sounds
are illusory effects created by the Mad Mage (see “Halaster’s Lair”) that end when any door to the smithy is opened. 25a. Empty Storage Room Raw metal was stored here until it could be cast into
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
25. Abandoned Smithy Characters who listen at the doors to these rooms can easily hear the clanging of hammers striking metal, even though the forge was destroyed and abandoned long ago. The sounds
are illusory effects created by the Mad Mage (see “Halaster’s Lair”) that end when any door to the smithy is opened. 25a. Empty Storage Room Raw metal was stored here until it could be cast into
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side
. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty helm
floating as though worn by an invisible figure, and illusory footprints appearing on a dusty floor. Silent apparitions of dead adventurers drift through halls and rooms as though they are lost. An
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sanctum Features These features apply to all areas in the extradimensional sanctum: Rooms have 10-foot-high ceilings, with 8-foot-high passages and 7-foot-high doorways connecting them. The walls
any door in the sanctum by touch. Except where noted, areas of the sanctum are brightly lit by continual flame spells cast on wall sconces. TELEPORTER RINGS
To access Manshoon’s extraplanar sanctum
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sanctum Features These features apply to all areas in the extradimensional sanctum: Rooms have 10-foot-high ceilings, with 8-foot-high passages and 7-foot-high doorways connecting them. The walls
any door in the sanctum by touch. Except where noted, areas of the sanctum are brightly lit by continual flame spells cast on wall sconces. TELEPORTER RINGS
To access Manshoon’s extraplanar sanctum
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
stout posts support the upper floor. They bear hanging tools and everyday metal goods: cast-iron pots, horseshoes, and so on.
Private Rooms. Two doors at the rear of the smithy lead to storerooms
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty helm
floating as though worn by an invisible figure, and illusory footprints appearing on a dusty floor. Silent apparitions of dead adventurers drift through halls and rooms as though they are lost. An
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
stout posts support the upper floor. They bear hanging tools and everyday metal goods: cast-iron pots, horseshoes, and so on.
Private Rooms. Two doors at the rear of the smithy lead to storerooms
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Dilapidated Rooms These rooms have sagging floors and ceilings, their walls covered with cracked and peeling wallpaper. 5a. Dining Hall Furnishings. Three 20-foot-long tables carved from black
stone stretch from west to east. Around each table sit a dozen cast-iron chairs sculpted with web and spider motifs.
Smashed Cabinet. Against the north wall, near the double door to area 5b, is a pile
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Dilapidated Rooms These rooms have sagging floors and ceilings, their walls covered with cracked and peeling wallpaper. 5a. Dining Hall Furnishings. Three 20-foot-long tables carved from black
stone stretch from west to east. Around each table sit a dozen cast-iron chairs sculpted with web and spider motifs.
Smashed Cabinet. Against the north wall, near the double door to area 5b, is a pile
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Halls of Hopelessness Goblins and bugbears pass through these rooms often. No creatures live here, however. 24a. Old Gate Pillars. Two stone pillars with a 10-foot-wide arch between them support
is a tiefling skeleton missing its legs. Written on the wall above the skeleton in dried blood are the following words in Infernal: TALK TO ME.
A tiefling mage was cast out of Dweomercore, the secret