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Returning 35 results for 'doors been fireball'.
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Monsters
Curse of Strahd
, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball, nondetection
4th level (3 slots): blight, greater invisibility, polymorph
5th level
, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
Strahd targets any number of doors and windows that he can see, causing each one to either open or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. Most of the hallways have 20-foot ceilings. Some rooms have ceilings of 20 to 40 feet in height. Doors. Doors are made of beaten bronze or slabs of stone. While heavy, they can be opened without a check
. Unsafe Stonework. In some places, the corbel arches that hold up the ceiling aren’t structurally sound. As a result, some spells might have disastrous effects. A spell like fireball (an explosion
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. Most of the hallways have 20-foot ceilings. Some rooms have ceilings of 20 to 40 feet in height. Doors. Doors are made of beaten bronze or slabs of stone. While heavy, they can be opened without a check
. Unsafe Stonework. In some places, the corbel arches that hold up the ceiling aren’t structurally sound. As a result, some spells might have disastrous effects. A spell like fireball (an explosion
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
collapsed and fallen on the temple’s black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched
magic missile and fireball spells at characters they can see. The temple ceiling is 60 feet high. Wide, black marble staircases ascend 30 feet to the southern balcony (area X4). The balconies that flank
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
collapsed and fallen on the temple’s black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched
magic missile and fireball spells at characters they can see. The temple ceiling is 60 feet high. Wide, black marble staircases ascend 30 feet to the southern balcony (area X4). The balconies that flank
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and passages are from 25 to 30 feet high. Illumination. Throughout this level a faint greenish light penetrates from above, making torches or similar lights unnecessary. Secret Doors. Secret doors in
the rift are coated in ice and snow, and thus difficult to find. It requires a successful DC 20 Wisdom (Perception) check to find such a door. Slippery Ice. Fireball spells or other fire effects used in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and passages are from 25 to 30 feet high. Illumination. Throughout this level a faint greenish light penetrates from above, making torches or similar lights unnecessary. Secret Doors. Secret doors in
the rift are coated in ice and snow, and thus difficult to find. It requires a successful DC 20 Wisdom (Perception) check to find such a door. Slippery Ice. Fireball spells or other fire effects used in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Arcturia’s Court Characters who listen at the doors to this room hear harp music beyond. The room has a vaulted ceiling 20 feet high and contains the following: Arcturia. Arcturia — a gaunt
Arcturia’s control and disperses when Arcturia isn’t around.
Dais Doors. Set into the back wall of the dais are two identical doors. The southeast door is trapped (see “Southeast Door” below
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Arcturia’s Court Characters who listen at the doors to this room hear harp music beyond. The room has a vaulted ceiling 20 feet high and contains the following: Arcturia. Arcturia — a gaunt
Arcturia’s control and disperses when Arcturia isn’t around.
Dais Doors. Set into the back wall of the dais are two identical doors. The southeast door is trapped (see “Southeast Door” below
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Storerooms Hanging from the handles of the doors to these rooms are wooden signs that read “KEEP OUT!” in Common. 19a. Spell Component Storage Stove. An iron stove stands against the south wall
writing quill (dream) 12 Eight squid tentacles (Evard’s black tentacles) 13 Ten feathers (feather fall or fly) 14 Nine tiny balls of bat guano and sulfur (fireball) 15 A block of incense worth 250 gp
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Storerooms Hanging from the handles of the doors to these rooms are wooden signs that read “KEEP OUT!” in Common. 19a. Spell Component Storage Stove. An iron stove stands against the south wall
writing quill (dream) 12 Eight squid tentacles (Evard’s black tentacles) 13 Ten feathers (feather fall or fly) 14 Nine tiny balls of bat guano and sulfur (fireball) 15 A block of incense worth 250 gp
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
layer of ice that must be chipped away or melted before the doors can be pulled open from this side (either physically or with the aid of knock spells or a chime of opening). A fireball spell produces
, ice-covered sconces made of iron.
The double doors that lead to this chamber are 30 feet tall and open into the room. The double doors leading to areas 4 and 7 are covered with a 4-inch-thick
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
layer of ice that must be chipped away or melted before the doors can be pulled open from this side (either physically or with the aid of knock spells or a chime of opening). A fireball spell produces
, ice-covered sconces made of iron.
The double doors that lead to this chamber are 30 feet tall and open into the room. The double doors leading to areas 4 and 7 are covered with a 4-inch-thick
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
apprentices. They attack intruders on sight, bombarding them with fireball spells in the first round of combat. The flameskulls pursue intruders that flee, using their mage hand spells to open doors
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
apprentices. They attack intruders on sight, bombarding them with fireball spells in the first round of combat. The flameskulls pursue intruders that flee, using their mage hand spells to open doors
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. South Doors. This double door is unlocked. B2. Arcane Study Bundles of papers, diagrams, scrolls, and books lie scattered on a desk and across the floor of this room, which is lit by two glowing crystal
Viallis’s spellbook and contains the following spells: cone of cold, contact other plane, counterspell, darkness, detect magic, fear, fireball, greater invisibility, fly, ice storm, mage armor, magic
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. South Doors. This double door is unlocked. B2. Arcane Study Bundles of papers, diagrams, scrolls, and books lie scattered on a desk and across the floor of this room, which is lit by two glowing crystal
Viallis’s spellbook and contains the following spells: cone of cold, contact other plane, counterspell, darkness, detect magic, fear, fireball, greater invisibility, fly, ice storm, mage armor, magic
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
checks made to find the slightly ajar secret door (see “Advantage and Disadvantage” in the Basic Rules). For more information on secret doors, see the “General Features” section above. If he manages
fireball. Iarno also wields a staff of defense (see appendix A). Awarding Experience Points Divide 200 XP equally among the characters if the party slays Iarno Albrek. Double the XP award if they capture Iarno and deliver him to Sildar Hallwinter in Phandalin.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
checks made to find the slightly ajar secret door (see “Advantage and Disadvantage” in the Basic Rules). For more information on secret doors, see the “General Features” section above. If he manages
fireball. Iarno also wields a staff of defense (see appendix A). Awarding Experience Points Divide 200 XP equally among the characters if the party slays Iarno Albrek. Double the XP award if they capture Iarno and deliver him to Sildar Hallwinter in Phandalin.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ammunition in the cargo hold through the six trap doors (three on the port side and three on the starboard side) onto the main deck. While the ballistae are raised, turning the capstan counterclockwise as
, as well as detect magic, find familiar, and fireball. The inside cover of the spellbook also contains the phrase “Artemis animates” in Elvish (a clue to animating the statue in area I1). I5. Chart Room
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ammunition in the cargo hold through the six trap doors (three on the port side and three on the starboard side) onto the main deck. While the ballistae are raised, turning the capstan counterclockwise as
, as well as detect magic, find familiar, and fireball. The inside cover of the spellbook also contains the phrase “Artemis animates” in Elvish (a clue to animating the statue in area I1). I5. Chart Room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The attached outer structures (areas 19a through 19d) have 10-foot-high walls and 20-foot-high domed roofs. All outer doors are held shut with arcane lock spells that only drow wearing the obsidian
insignia scarabs of House Freth can ignore. A successful DC 25 Strength (Athletics) check is needed to force open such a door. The inner doors have no locks. When an alarm sounds outside, the occupants
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The attached outer structures (areas 19a through 19d) have 10-foot-high walls and 20-foot-high domed roofs. All outer doors are held shut with arcane lock spells that only drow wearing the obsidian
insignia scarabs of House Freth can ignore. A successful DC 25 Strength (Athletics) check is needed to force open such a door. The inner doors have no locks. When an alarm sounds outside, the occupants
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters are in a residence, Strahd’s creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that’s left of a party
), Strahd can take one of the following lair action options, or forgo using any of them in that round: Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters are in a residence, Strahd’s creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that’s left of a party
), Strahd can take one of the following lair action options, or forgo using any of them in that round: Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(Athletics) check. The tower’s ground floor smells of old books and has walls lined with floor-to-ceiling bookcases. Wood-framed doors set with small, diamond-shaped panes of glass keep the books secure on
into the stone walls and fronted by wood-and-glass doors are stuffed full of rations. Huge windows seal off a pair of alcoves set into the tower walls, and an inward-curving wall between the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(Athletics) check. The tower’s ground floor smells of old books and has walls lined with floor-to-ceiling bookcases. Wood-framed doors set with small, diamond-shaped panes of glass keep the books secure on
into the stone walls and fronted by wood-and-glass doors are stuffed full of rations. Huge windows seal off a pair of alcoves set into the tower walls, and an inward-curving wall between the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
her body on the stairs leading up to the servants’ quarters (area G19). The maid has a ring of keys on her belt that opens all the locked doors in the mansion as well as the cabinets in area G8. G8
in this elegant foyer: A battle rages between several Zhents and house guards, and the floor is strewn with dead bodies. Doors to the master bedroom (area G16) stand open. (If Lady Gralhund is in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
her body on the stairs leading up to the servants’ quarters (area G19). The maid has a ring of keys on her belt that opens all the locked doors in the mansion as well as the cabinets in area G8. G8
in this elegant foyer: A battle rages between several Zhents and house guards, and the floor is strewn with dead bodies. Doors to the master bedroom (area G16) stand open. (If Lady Gralhund is in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of human women are held in the cell to the south, while a human boy is confined to the north
positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help. Cell Doors. The cell doors feature simple locks requiring
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of human women are held in the cell to the south, while a human boy is confined to the north
positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help. Cell Doors. The cell doors feature simple locks requiring
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
2. The players describe what they want
outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Lower Palace Locations P11. Carriage House When the characters open one of the doors leading to this chamber and peer inside, read: The doors swing open to reveal a crystal carriage hitched to a pair
carriage’s doors are sealed shut, with no handles, hinges, or keyholes. Zybilna kept the carriage’s magic key inside the vehicle and used misty step spells to retrieve it as needed. The carriage’s crystal
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Lower Palace Locations P11. Carriage House When the characters open one of the doors leading to this chamber and peer inside, read: The doors swing open to reveal a crystal carriage hitched to a pair
carriage’s doors are sealed shut, with no handles, hinges, or keyholes. Zybilna kept the carriage’s magic key inside the vehicle and used misty step spells to retrieve it as needed. The carriage’s crystal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
2. The players describe what they want
outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is