Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'cord wall removed'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        cold wall removed
                                    
                                
                                    
                                        card wall removed
                                    
                                
                                    
                                        cold wall remove
                                    
                                
                                    
                                        cold wall revived
                                    
                                
                                    
                                        core walk removed
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic
                                                
                                            
                                                
                                                     specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     magic
4th level (3 slots): fire shield, greater invisibility
5th level (2 slots): cloudkill, wall of stoneMultiattack. Diderius can use his Dreadful Glare and makes one attack with his rotting fist
                                                
                                            
                                                
                                                     dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Diderius targets one creature he can see within 60 feet of him. If the target
                                                
                                            
                                        
                                                     Magic Items
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     short or long rest. Once added, fuel canât be removed from the lanternâs base.
The lanternâs flame canât be extinguished by any means other than running out of fuel. If the
                                                
                                            
                                                
                                                     Lenses table. The gem lenses canât be removed from the lantern.
As an action while holding the lantern, you can burn some of the lanternâs fuel to cast a spell (save DC 20) through one or
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
                                                
                                            
                                                
                                                     feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     long rest. The targetâs hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
                                                
                                            
                                                
                                                    : alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     long rest. The targetâs hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
                                                
                                            
                                                
                                                    : alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
                                                
                                            
                                        
                                                     Magic Items
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    .
Frozen Time. As long as you wear the ring, you donât age naturally. This effect is similar to suspended animation, in that your age doesnât catch up to you once the ring is removed
                                                
                                            
                                                
                                                     freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge; the spikes are made of ice), or wall of ice (2 charges).
You can expend the necessary
                                                
                                            
                                        
                                                    Oinoloth
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                     magic, dispel magic, invisibility (self only)
1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice
Magic Resistance. The oinoloth has advantage on saving throws against spells and
                                                
                                            
                                                
                                                    );{"diceNotation":"2d6","rollType":"roll","rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same
                                                
                                            
                                        
                                                    Helm of Brilliance
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses
                                                
                                            
                                                
                                                    : daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
As long as it has at least
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    . The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet
                                                
                                            
                                                
                                                     tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortressâs outer wall.
A small keep stands inside the enclosed
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    . You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half
                                                
                                            
                                                
                                                     your walking speed. If you are still levitating when the belt deactivates, you fall.
Replacing the Energy Cell. While the belt has charges remaining, its energy cell canât be removed. Once the
                                                
                                            
                                        
                                                    Geryon (Summoner Variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                     Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day each: divine word, symbol (pain only)
Legendary Resistance
                                                
                                            
                                                
                                                    . This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
                                                
                                            
                                        
                                                    Geryon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                     Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day each: divine word, symbol (pain only)
Legendary Resistance
                                                
                                            
                                                
                                                    . This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    , Wall of Force
1/Day Each: Befuddlement, Clone, Finger of Death, Mind Blank (cast before combat), SimulacrumProtective Magic. Manshoon casts Counterspell or Shield in response to the spellâs
                                                
                                            
                                                
                                                     knowledge of an even older version of himself. One of Manshoonâs enemies, Halaster Blackcloak, removed Manshoonâs left arm at the elbow. Manshoon now uses a mechanical prosthetic arm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     death to protect the hill giant. A tunnel in the north wall leads to area 15. Treasure Slub wears a gavel of the venn rune (see appendix B) on a cord around his neck, like a pendant.
                                                
                                            
                                                
                                                    14. Abattoir Pigs are slaughtered here, as are unwanted trespassers. The river has punched a hole in the north wall, creating a stream that runs through the place. A crude log bridge spans the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     aura of illusion magic. It has no substance, and creatures and objects can pass right through it. The illusory wall can be removed with a successful dispel magic spell (DC 14).
                                                
                                            
                                                
                                                    28. More Halaster Statues This area is identical to area 24, with the added feature of an illusory wall to the west. A detect magic spell cast on the western wall reveals that the wall gives off an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     right through it. The wall can be removed with a successful dispel magic spell (DC 14).
 Nylas plans to ambush and kill Turbulence (see area 17) when she enters the hall to drink from the cauldron
                                                
                                            
                                                
                                                     above the cauldron.
 Illusory Wall. An illusory wall hides area 18. A detect magic spell cast on the wall reveals an aura of illusion magic. The wall has no substance, and creatures and objects can pass
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     spans the chasm (see area 16).
 Debris. Whatâs left of the floor is strewn with broken, corroded fragments of dwarf-sized chain mail and plate armor.
 Arch. Embedded in the middle of the south wall
                                                
                                            
                                                
                                                     pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     objects can pass right through them. An illusory wall can be removed with a successful dispel magic spell (DC 14).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     this cavern, but the Stonecloaks destroyed them.)
 Arch. A ramp hugs the south wall and climbs to a 20-foot-high ledge. A stone arch is embedded in the wall at the west end of the ledge.
 The arch
                                                
                                            
                                                
                                                     is one of Halasterâs gates (see âGatesâ). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     chasing after a wolf hangs from an iron rod bolted to the south wall. The silverware tarnishes, the crystal cracks, the portrait fades, and the tapestry rots if removed from the house.
                                                
                                            
                                                
                                                     wall paneling is carved with elegant images of deer among the trees. Characters who search the walls for secret doors or otherwise inspect the paneling can, with a successful DC 12 Wisdom (Perception
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     hair juts from the hood, and the figure holds a bone needle threaded with dark cord in its hand.
 Farther to the west, a stone stair climbs the north wall, ending near the ceiling. A stone slab like a
                                                
                                            
                                                
                                                     counter juts from the wall across the room from the base of the stairs. It holds saws, knives, and other tools. Four skeletons stand beyond this tool bench, guarding a wide passage that exits the to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    19. Shadowdusk Hold Fresco This chamber is empty except for a dusty fresco on the north wall. Measuring 30 feet long by 15 feet tall, it depicts a stately, ivy-covered mansion and estate that once
                                                
                                            
                                                
                                                     servants. Two window niches are noticeably empty, because Zalthar has removed the busts within (see area 34a).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     corners of the room. (These statues are harmless.)
 Dome. A deep, 20-foot-high alcove in the north wall contains four invisible stalkers trapped inside an invisible, dome-shaped wall of force rising
                                                
                                            
                                                
                                                     from the floor. (Any items that Halaster removed from the mine carts in level 15, area 1, lie on the floor inside the dome. The dome appears to contain nothing else.)
 The dotted circle on map 23
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    30. Mummification Chamber Stone Block. In the middle of the room rests a granite block 8 feet long, 3 feet wide, and 2 feet tall.
 Urns. Sixty limestone urns rest in dusty wall niches.
 The dwarves
                                                
                                            
                                                
                                                     limestone urn is sealed with wax. An urn contains the desiccated internal organs of a dead dwarf, removed during mummification.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    5. Tomb Stone and Wet Lime The walls of this corridor are wet and slimy. The stucco covering has become saturated with water and is decomposing and sloughing off in spots on the southern wall
                                                
                                            
                                                
                                                     covered with wet, caustic lime. Wet Lime. Any flesh that comes in contact with the lime will take 1 acid damage per round. The lime must be removed from the skin to stop the damage, and it can either be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     frame is bolted to the wall and canât be removed without destroying it. If the characters attack the rug or the picture, or if they attempt to remove either item, the guardian portrait (see appendix D) attacks.
                                                
                                            
                                                
                                                    K47. Portrait of Strahd You come to a dark landing ten feet wide and twenty feet long. A cold draft of wind rushes down the spiral staircase at the north end of the east wall and whistles mournfully
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                    32. Secret Door The portal to the south canât be detected by any magical means, but a successful DC 15 Wisdom (Perception) check enables a character to notice that the wall at this location has a
                                                
                                            
                                                
                                                     inserted in the hole and then removed, the door will sink into the floor, revealing itself to be a stone-sheathed adamantine slab of tremendous thickness. There can be no real doubt that the end of the adventureâone way or anotherâis near.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     prevent creatures from using magic to exit Candlekeep. Anyone who tries to fly over the wall into Candlekeep is stopped short. Magical flight is dispelled, and the subject floats slowly to the ground
                                                
                                            
                                                
                                                     collection is magically protected against theft. Any such work that is removed from the keep disappears and immediately returns to its proper place in the library. This ward also has a flaw that the Avowed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     possession is pressed into the circular indentation, an opaque black doorway magically opens in the south wall. The opening is 8 feet tall and 4 feet wide. Any creature that passes through it appears in
                                                
                                            
                                                
                                                     area X22 of Xanatharâs lair (see chapter 5). The door is a one-way portal, and it closes again 1 minute after the stone eye is removed from the pillar. Not-So-Secret Door The secret door is plainly visible to anyone who approaches it from the east.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     south wall.
 Pedestal. Rising from the floor 10 feet in front of the arch is a 3-foot-high pedestal made of red crystal with a small hole in the top.
 Together, the arch and pedestal comprise a
                                                
                                            
                                                
                                                     teleportation gate. The hole bored into the top of the pedestal is 1 inch wide and 6 inches deep. When a Stardock rod (see âStardock Rodsâ) is inserted into the hole, the solid wall inside the arch disappears
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     hangs from a cord around the figureâs neck.
 Two nine-foot-tall stone statues stand atop plinths on either side of the pit. A third plinth against the south wall stands empty. One of the statues
                                                
                                            
                                                
                                                     toward the knight.
 An invisible wall of force (as created by the wall of force spell) covers the top of the pit, shielding the clay golem and the chest below. By manipulating the statues, characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    4. Gorgon Mud Pool Three fossilized stone giants stand in alcoves along the south wall of this cave, the floor of which gently slopes down to a 70-foot-wide, 20-foot-deep pool of gorgon mud (see
                                                
                                            
                                                
                                                     feature (see âThe Great Stillnessâ section earlier in this chapter) and cast a meld into stone spell on itself. It hides in the eastern wall, between the tunnels that lead to areas 5 and area 15A. It uses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     save, or half as much damage on a successful one. The orb canât be removed from its wall fixture. It has AC 10, 1 hit point, and immunity to poison and psychic damage. Destroying the orb extinguishes its
                                                
                                            
                                                
                                                     is embedded in the wall at the east end of the hall. Along the hallâs length are two more sets of double doors, a single door, and two clay urns covered with dust and cobwebs.
 The orb at the east
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    . The aquarium can be slowly drained by removing a fist-sized plug near the base of the carâs portside wall. As an action, a character within reach of the plug can try to pull it out, doing so with a
                                                
                                            
                                                
                                                     successful DC 17 Strength check. Once the plug is removed, the aquariumâs water level decreases at a rate of 1 foot per minute. It takes 15 minutes for all the water to drain from the car. The carâs
                                                
                                            
                                        






