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Returning 35 results for 'continual foot'.
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Magic Items
Wayfinder's Guide to Eberron
This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
Monsters
Planescape: Adventures in the Multiverse
, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Hound archons are the foot soldiers of
Monsters
Bigby Presents: Glory of the Giants
.
Erupting Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Erupting Breath"}. The cradle exhales flames and volcanic gases in a 90-foot cone. Each creature in that area must
’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume its ancient campaigns of conquest
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throw or be deafened until the end of its next turn.
Fog. The giant creates a 20-foot-radius sphere of fog (or murky water if within water) centered on a point anywhere in its lair. The sphere
spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can’t be dispersed by wind.
Gale. The giant creates a 60-foot-long
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"recharge", "rollAction":"Lava Wave"}. The scion emits a wave of lava from its blade, hands, or mouth in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving
cradle is destroyed, the scion of Surtur inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn.
The giant creates a 20-foot-radius sphere of fog (or murky water
be dispersed by wind.
The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must
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
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
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->Wayfinder's Guide to Eberron
Everbright Lantern Wondrous item, common This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Everbright Lantern Wondrous item, common This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
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->Eberron: Rising from the Last War
Everbright Lantern Wondrous item, common This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Everbright Lantern Wondrous item, common This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Beyond the curtain lies a 100-foot-high hexagonal chamber containing a giant-sized wooden table and stone chair. Dangling from the ceiling by iron chains are six crystal spheres with continual flame
spells cast on them. The illuminated spheres keep the room brightly lit. The tower’s second floor can be seen through a 20-foot-wide hole in the soaring ceiling.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Beyond the curtain lies a 100-foot-high hexagonal chamber containing a giant-sized wooden table and stone chair. Dangling from the ceiling by iron chains are six crystal spheres with continual flame
spells cast on them. The illuminated spheres keep the room brightly lit. The tower’s second floor can be seen through a 20-foot-wide hole in the soaring ceiling.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
Duration: Until dispelled
A
flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
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
. Windows are fitted with iron bars that require a successful DC 30 Strength (Athletics) check to bend. Doors are made of iron-bound oak and unlocked. All areas are brightly lit by continual flame spells
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
. Windows are fitted with iron bars that require a successful DC 30 Strength (Athletics) check to bend. Doors are made of iron-bound oak and unlocked. All areas are brightly lit by continual flame spells
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Equipment List The following equipment is transferred from the Flighty Foundling to the tyrant ship: Climber’s kits (1 per character) Hammers (1 per character) 100 pitons 5 100-foot lengths of
hempen rope 2 mess kits Portable cooking surface 2 barrels of water
5 flasks of cooking oil 2 chests containing fresh foodstuffs Chest containing 150 days rations 5 lanterns with continual flame
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
inches thick, with stone hinges on one side. Double doors are 16-foot-wide, 8-foot-high semicircles that split open down the middle. Doorknobs are set into stone fixtures shaped like Xanathar’s symbol
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
(Athletics) check to batter open from the inside. Floors. The floors are worked stone and covered with small puddles of water. Illumination. Sconces hold torches that have continual flame spells cast on them. The sconces are spaced at 20-foot intervals along the walls.
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
inches thick, with stone hinges on one side. Double doors are 16-foot-wide, 8-foot-high semicircles that split open down the middle. Doorknobs are set into stone fixtures shaped like Xanathar’s symbol
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Queen’s Parlor Muiral trashed this once opulent parlor in a fit of pique. The chamber’s contents are as follows: Hanging Lights. Beneath the 30-foot-high peaked roof is a 20-foot-high latticework
of stone rafters that resembles a giant web. Hanging from this web by silken strands are spider-shaped lanterns containing flickering purple flames (created by continual flame spells). A few hanging
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Equipment List The following equipment is transferred from the Flighty Foundling to the tyrant ship: Climber’s kits (1 per character) Hammers (1 per character) 100 pitons 5 100-foot lengths of
hempen rope 2 mess kits Portable cooking surface 2 barrels of water
5 flasks of cooking oil 2 chests containing fresh foodstuffs Chest containing 150 days rations 5 lanterns with continual flame
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
Scrap Iron. Heaped in the middle of the
intersection is a 9-foot-high pile of scrap iron.
Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
The scrap metal came from level 13
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Queen’s Parlor Muiral trashed this once opulent parlor in a fit of pique. The chamber’s contents are as follows: Hanging Lights. Beneath the 30-foot-high peaked roof is a 20-foot-high latticework
of stone rafters that resembles a giant web. Hanging from this web by silken strands are spider-shaped lanterns containing flickering purple flames (created by continual flame spells). A few hanging
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
(Athletics) check to batter open from the inside. Floors. The floors are worked stone and covered with small puddles of water. Illumination. Sconces hold torches that have continual flame spells cast on them. The sconces are spaced at 20-foot intervals along the walls.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
Scrap Iron. Heaped in the middle of the
intersection is a 9-foot-high pile of scrap iron.
Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
The scrap metal came from level 13
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower of the Heavens Features Unless otherwise specified, the Tower of the Heavens has the following features: Ceilings. Tower rooms have 15-foot-high ceilings. Doors. Doors are made of thick oak
Strength (Athletics) check. The hostel has windows, but the tower’s only windows are the glass panes over its domed observatory. Lighting. The tower uses wall-mounted torches lit with Continual Flame spells
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






