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                        Returning 35 results for 'casting when room'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                    You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension
                                                
                                            
                                                
                                                     the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     spell attacks):
At will: dancing lights, polymorph (after casting, roll a d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Witchlight vane"}; on a roll of 3 or 8, Light canât cast the spell
                                                
                                            
                                                
                                                     his time playing in his room. He collected costumes and liked nothing more than to parade around Umbrage Mansion in strange garments and outlandish makeup.
Urmius first met Naeryx Krumple at a family
                                                
                                            
                                        
                                                    Demiplane
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there
                                                
                                            
                                                
                                                    , as the door also disappears from the other side.
Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of
                                                
                                            
                                        
                                                    Guards and Wards
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you
                                                
                                            
                                                
                                                     appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
                                                
                                            
                                        
                                                    Gnome
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses, jeweler&rsquo
                                                
                                            
                                                
                                                    ;s loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mageâs familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow
                                                
                                            
                                        
                                                     Spells
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the
                                                
                                            
                                                
                                                     can cast this spell again while it is active to maintain the towerâs existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Demiplane 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: S Duration: 1 hour You create a shadowy door on a flat solid surface that you can see within range. The door is large
                                                
                                            
                                                
                                                     enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Demiplane 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: S Duration: 1 hour You create a shadowy door on a flat solid surface that you can see within range. The door is large
                                                
                                            
                                                
                                                     enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Accessing the Rod Piece The rod piece was stored in a safe room in the Lambent Zenithâs prow (area Z19). When the ship crashed, the safe roomâs security wards activated, and the roomâs doors sealed
                                                
                                            
                                                
                                                     magically. To access the safe room and uncover the rod piece, the characters must first deactivate the security wards. Ward Runes The security wards are powered by two magical runes: one in area Z8 and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Two hostile boars have crept into this room in search of food. They attack anyone who comes within 10 feet of either of them.
 Decor. The floor is strewn with frayed prayer mats. Six tapestries lie
                                                
                                            
                                                
                                                     heaped in a corner.
 Empty Vestry. The smaller room to the north has bare hooks on the walls. (This is where the tapestries used to hang, until the werebats tore them down.)
 Treasure. Each torn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Demiplane Level 8 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: 60 feet
 Components: S
 Duration: 1 hour
 You create a shadowy Medium door on a flat solid surface that you
                                                
                                            
                                                
                                                     can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Demiplane Level 8 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action
 Range: 60 feet
 Components: S
 Duration: 1 hour
 You create a shadowy Medium door on a flat solid surface that you
                                                
                                            
                                                
                                                     can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     visitors have arrived, though neither creature makes any effort to greet them. The room contains the following: Pedestals. Four white marble pedestals stand near the west and east walls. Atop each
                                                
                                            
                                                
                                                     creature uses an action to shake them awake. Living Unseen Servants Attacking a servant, snatching its feather duster, or otherwise disturbing the contents of this room triggers combat. On their first turn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    3. Slanted Room A secret door opens to reveal an empty 10-foot-square cubicle with a 5-foot-wide tunnel of rough-hewn stone leading away from it. The tunnel descends slightly until it reaches a room
                                                
                                            
                                                
                                                     that smells like a sewer. The room contains the following features: Flood. The floor of the room tilts â its west end is 6 feet lower than its east end. Foul sewer water covers the floor, barely
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses
                                                
                                            
                                                
                                                    , jewelerâs loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mageâs familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow stare
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     in an alcove at the south end of the hall is a life-size statue of a female cloud giant wearing an angry mask, her arms positioned in a way that suggests sheâs casting a spell. The statue is inanimate
                                                
                                            
                                                
                                                     and harmless. 10A. Giant Sack This room contains a pair of sculpted stone couches that double as beds. Frost covers everything. Treasure. Characters who search this room find a stitched leather sack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     on it, and a casting of detect evil and good or a paladinâs use of Divine Sense reveals it as a desecrated place. Mouth Trap. The mouth opening is similar to a sphere of annihilation, but it is about 3
                                                
                                            
                                                
                                                     feet in diameterâplenty of room for those who wish to leap in and be completely and forever destroyed. A character who examines the mouth and succeeds on a DC 20 Intelligence (Arcana) check identifies the trap for what it is.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses
                                                
                                            
                                                
                                                    , jewelerâs loupes, and jars of powdered and shredded ingredients for casting spells. A fat gray cat, the mageâs familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainful yellow stare
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    23. Gnome with No Name A 4-foot-tall, 2-foot-wide bronze-framed mirror leans against the far wall in this otherwise empty room. A creature that gazes into the mirror sees its reflection take the form
                                                
                                            
                                                
                                                     immunity to poison and psychic damage. Breaking it or casting a successful dispel magic spell (DC 19) on the mirror frees the gnome. However, without the mirrorâs magic to sustain her life, she instantly ages and dies, leaving nothing but dust, bones, and scraps of leather armor behind.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    24. Dead Adventurer What was once a dwarven shrine is now the tomb of a long-dead adventurer. Splayed across a broken stone bench in the middle of the room are the skeletal remains of a tiefling clad
                                                
                                            
                                                
                                                     in rotted leather armor. The skeleton clutches a quarterstaff that has become brittle with age. A tattered backpack contains adventuring gear that has rotted or rusted away. Casting a speak with dead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    33. Chamber of Opposition This chamber contains a stone font filled with a steaming green liquid. Beyond it, a shadowy figure stands at an open door on the far side of the room. The figureâs back is
                                                
                                            
                                                
                                                     illusory. Tactile exploration reveals that the liquid has no substance and the font is dry. The dark figure is a magical, illusory duplicate of whichever character opened the door to the room. It copies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     wisdom from him directly. Casting detect magic reveals an aura of divination magic in the room. The corpse belongs to a young cloud giant named Eigeron, whose father, Blagothkus, betrayed and
                                                
                                            
                                                
                                                    11. Eye of Annam This room lies deep within the mountain, farther from the temple than the map suggests. The contents of this room â including any creatures within it â are hidden from divination
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    4. With Sword in Hand Sword Stand. An unadorned wooden armor stand rests in the middle of the room, with a faintly glowing longsword stabbed into it. At the base of the stand lie the skeletal remains
                                                
                                            
                                                
                                                     of a hand, amid stains of dried blood.
 Distant Voices. Echoes of distant voices occasionally fill the room, emanating from 10-inch-long, 5-inch wide vents in the ceiling (see âEchoesâ below
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     creature that falls from a platform to the pit floor takes 21 (6d6) bludgeoning damage. Casting dispel magic on a platform causes it to fall. Wailing Winds If the lever on the west balcony is pulled, the
                                                
                                            
                                                
                                                     fiendish statue unclenches its fists to reveal a marble-sized object in the palm of each hand (see âTreasureâ below). Simultaneously, howling winds rise up and fill the room. Returning the lever to its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    1. Entry Well At the bottom of the Yawning Portal entry well is a dark, 40-foot-square room with the following features: Exits. The only exit appears to be a tunnel that leads south before bending
                                                
                                            
                                                
                                                    . Upon hearing creatures enter the area, the bandit retreats to warn its confederates in areas 6, 8, and 9. Characters in the room can hear the banditâs soft, retreating footfalls with a successful DC
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    40. Music Hall Characters who make no effort to conceal their approach alert the creatures in this 20-foot-high vaulted chamber, which is carved out of solid rock. The room contains the following
                                                
                                            
                                                
                                                    : Quartz Pillars. Glowing quartz pillars stand in the corners of the room.
 Duergar Two duergar are inspecting a stone arch embedded in the center of the east wall.
 Instruments. Protruding from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     casting spells that have verbal components. They canât leave the room. They have the ice storm spell prepared instead of banishment, and the finger of death spell prepared instead of teleport. If
                                                
                                            
                                                
                                                    17. Spellcasting Hall This room has a vaulted ceiling 30 feet high. It is lit by continual flame spells cast on stone wall sconces shaped like fiendish claws. The walls, floor, and ceiling are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    X27. Lichâs Lair This fifteen-foot-high room contains the trappings of royalty: ornate furniture, exquisite rugs and tapestries, and decorative statuary. Everywhere you look are lit candelabras atop
                                                
                                            
                                                
                                                     small tables. The beauty of the decor is undone by thick dust and cobwebs. Standing in the center of the room is a decrepit skeleton clad in tattered robes.
 Red pinpoints of light burn in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     share this room. Spite has taken the precaution of casting a glyph of warding spell on the door frame, set to trigger if anyone other than he or Dumara crosses the threshold. The glyph canât be seen from
                                                
                                            
                                                
                                                    11. Student Dormitories Each room contains identical furnishings: Pneumatic Tubes. A row of five pneumatic tubes is attached to one wall. These tubes connect to the reading niche (area 6), the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     of this room, casting it about as they knock each other around.
 Wall Decor. The walls are decorated with bas-reliefs of dwarves singing and drinking. A dozen empty iron torch brackets are mounted to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -wide, 3-foot-high stone tables stand in the middle of the room.
 Xorn. Piles of broken rocks surround the tables, some as high as 6 feet. A xorn is picking through the rocks and licking the gem dust
                                                
                                            
                                                
                                                     it attacks if its demands arenât met. 22b. Open Pit The dwarves disposed of rocks by casting them into pits. When a pit became full, it was covered using stone shape spells and a new pit was created
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Call Lightning 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud appears in the shape of a cylinder that is 10 feet
                                                
                                            
                                                
                                                     you are in a room that canât accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K78. Brazier Room This room is thirty feet square, rising to a twenty-foot-tall flat ceiling. A stone brazier burns fiercely in the center of the room, but its tall white flame produces no heat. The
                                                
                                            
                                                
                                                     rider is considered one creature, and they are inseparable. The golems will not leave the room under any circumstances, and they attack only under specific conditions (see the âDevelopmentâ section
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Call Lightning 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes A storm cloud appears in the shape of a cylinder that is 10 feet
                                                
                                            
                                                
                                                     you are in a room that canât accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature
                                                
                                            
                                        






