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                        Returning 30 results for 'force torch'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51â55
You have the Stunned condition until the end of your next turn, believing something awesome
                                                
                                            
                                                
                                                     out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66â70
You suffer a bout of âmagic
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light canât be shut off in these conditions.Multiattack. Harshnag makes two greataxe attacks.
Gurt's Greataxe
                                                
                                            
                                                
                                                     some and a hero to others. In Waterdeep, heâs remembered as the largest member of Force Grey, a notoriously destructive adventuring company that came to the cityâs defense on more than one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     with oil. Before the wicker sun can be set ablaze, the sky tears open in a sudden downpour. âAll will be well!â cries the burgomaster as he brandishes a sputtering torch and marches defiantly through
                                                
                                            
                                                
                                                     the rain toward the wicker ball, only to have his torch go out as he thrusts it into the sphere.
 A singular laugh erupts from the crowd, drawing the burgomasterâs fiery gaze as well as gasps from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , cunning, and planning instead of brute force. Phenax and his champions move with purpose, donât draw attention to themselves, and use misdirection to keep foes guessing about when and where their
                                                
                                            
                                                
                                                     upheaval that threatens to turn to violence. 
   7  A champion (veteran) of Heliod is threatening to torch a section of the polis in her hunt for a Phenax-worshiping oath breaker. 
   8  Folk go
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     force them open. If Harshnag is with the party, he does exactly that if given the chance. Smaller creatures canât open the doors until the ice on the other side is chipped away or melted (see area 6
                                                
                                            
                                                
                                                     Uthgardt shaman (see appendix C) of the Great Worm tribe as an advisor. She carries a lit torch in one hand and has a sacred bundle slung over her back. Wormblod and his barbarians have come to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     requires a successful DC 15 Strength (Athletics) check to force open. Piled behind the doors are broken chairs, shattered benches, and empty chests. Inside the building, characters find the following: Arch
                                                
                                            
                                                
                                                     shortsword in one hand and a burnt torch stub in the other. A search of the corpse yields a dungeoneerâs pack with spoiled rations and 5 torches remaining, and a small pouch containing 4 gp.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud. 51â55 You have the Stunned condition until the end of your next turn, believing something awesome
                                                
                                            
                                                
                                                     to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemistâs Fire; on a 3, a Crowbar; on a 4, a lit Torch. 66â70 You suffer a bout of âmagic sicknessâ and have the Poisoned condition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     as a colossal statue, towering column of stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or
                                                
                                            
                                                
                                                     Gargantuan objectâs hit points if you like, or you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     stone, or massive boulder. That said, one torch can burn a Huge tapestry, and an earthquake spell can reduce a colossus to rubble. You can track a Huge or Gargantuan object's hit points if you like, or
                                                
                                            
                                                
                                                     you can simply decide how long the object can withstand whatever weapon or force is acting against it. If you track hit points for the object, divide it into Large or smaller sections, and track each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    ); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud. 51
                                                
                                            
                                                
                                                     a 4, a lit Torch. 66â70 You suffer a bout of âmagic sicknessâ and have the Poisoned condition for 1 hour. 71â75 You have the Petrified condition until the end of your next turn. 76â80 You pull a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     sconces or torch brackets. A few even have secret doors built into them. Doors Dungeon doorways might be set within plain arches and lintels. They might be festooned with carvings of gargoyles or leering
                                                
                                            
                                                
                                                     so requires thievesâ tools and proficiency in their use). They can also force the door with a successful Strength check, smash the door to pieces by dealing enough damage to it, or use a knock spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hold Back The Dead
                                                    
                                                
                                            
                                                    /Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on
                                                
                                            
                                                
                                                     Fire; on a 3, a Crowbar; on a 4, a lit Torch. 66â70 You suffer a bout of âmagic sicknessâ and have the Poisoned condition for 1 hour. 71â75 You have the Petrified condition until the end of your next
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                    /Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on
                                                
                                            
                                                
                                                     Fire; on a 3, a Crowbar; on a 4, a lit Torch. 66â70 You suffer a bout of âmagic sicknessâ and have the Poisoned condition for 1 hour. 71â75 You have the Petrified condition until the end of your next
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     their brackets, they never burn out. If a torch is removed from its bracket, it burns down normally. Advice from the Spirits Any characters inhabited by the spirits of Nangnang or Shagambi receive advice
                                                
                                            
                                                
                                                     force (like those created by a wall of force spell) to surround the dais on all four sides. The walls last until destroyed or until the sarcophagus is returned to the barge. The sarcophagus contains the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     holding a torch. There are also several stone statues of the gods. The bits of gold and jade are worth 5 gp each, and there are fifteen such items. Niche D. A scene of tribal warfare involves twenty
                                                
                                            
                                                
                                                     some force, but with no check needed. (Objects inserted into the holes that are already bored wonât stay in the door.) The two hinge pins can be broken (each has AC 12 and 20 hit points) and removed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     boxed text to describe the room to the players: Lying on the floor of this otherwise empty room are the pale bodies of three humans in filthy black robes, arranged in a triangular formation. A lit torch
                                                
                                            
                                                
                                                     makes a melee spell attack (+5 to hit) against an available target, dealing 6 (1d8 + 2) force damage on a hit. The effect ends when there are no longer any creatures in the room, and the trap resets
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    .
Food doesnât satiate you, and you must eat double the amount of food you normally eat to avoid feeling hungry.
51
You shed light like a torch, as if you were the target of a light cantrip
                                                
                                            
                                                
                                                     incorporeal for 10 minutes, allowing you to move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can use
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud. 51â55 You have the Stunned condition until the end of your next turn, believing something awesome just happened. 56â60 A
                                                
                                            
                                                
                                                     1, a vial of Acid; on a 2, a flask of Alchemistâs Fire; on a 3, a Crowbar; on a 4, a lit Torch. 66â70 You suffer a bout of âmagic sicknessâ and have the Poisoned condition for 1 hour. 71â75 You have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     door raises the DC to force it open to 20. Monkâs Welcome. If one or more characters bang on the door, use the knocker, or otherwise signal their arrival, a human monk arrives within a minute, peers
                                                
                                            
                                                
                                                     Lock, Color Spray, Counterspell, Darkvision, Detect Magic, Feather Fall, Invisibility, Mage Armor, Magic Missile, Melfâs Acid Arrow, Phantasmal Force, Sending, Speak with Dead, Unseen Servant, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     emblem of the Shadowdusk family: a lit torch with three trailing embers, turned upside down. The casket weighs 15 pounds and is worth 250 gp as an art object. Its purple velvet lining holds a gold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     above. The attack force numbers two pterafolk (see appendix D) for each party member. If the pterafolk become outnumbered, the survivors flee back to the spire and warn the others (in which case, the
                                                
                                            
                                                
                                                    . However, the chamber in the northeast corner is the lair of nine stirges, which cling to the 10-foot-high ceiling. They donât react unless multiple characters enter their lair or someone brings in a torch
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     inside the room and requires a successful DC 20 Strength (Athletics) check to force open. A character who listens at either door and succeeds on a DC 10 Wisdom (Perception) check hears gruff voices
                                                
                                            
                                                
                                                     the mace is shaped like a sunburst and is made of solid brass. The mace glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to Undead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     but knows better than to attack a superior force. It tries to rejoin its kin in area H17. H5. Icicle Drop Sparkling icicles as long as longswords cling to the forty-foot-high roof of this cavern, the
                                                
                                            
                                                
                                                    . A character can melt away the ice on the latch using a torch or other open flame. Most of the bottles inside the chest were smashed in the fall, but two potions of healing (superior) survived.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     features. Light. The basement is dark. Torch sconces and hooks for lanterns can be found in each room, but no lanterns or torches are present. Ceiling. The ceilings in areas 1 through 3 are 10 feet high and
                                                
                                            
                                                
                                                    , pistons, sprockets, screws, bolts, and countless other mechanical bits â all of which twitch and slide across the floor as if drawn together by some unseen force. The pieces connect and entwine to take
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     of their own. Once her cult has enough members, Fiona plans to take the town by force. To reward her most loyal followers, she has her pet imp stand invisibly in the center of a pentagram, then
                                                
                                            
                                                
                                                    . The door can be pulled open to reveal a stone staircase (area N4g) that leads to the cellar. N4g. Secret Staircase Iron torch sconces cling to the wall of a stone staircase that cuts its way through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     before entering it. A bronze torch glowing with a magical light lies next to the corpse of a bare-chested man with a shield in the shape of a crab shell and a broken shark-toothed sword. Several
                                                
                                            
                                                
                                                     fissures high in the cavern walls.
 This chamber is the Temple of the Elder Elemental Eye, the dark force that lies behind Elemental Evil. The ziggurat dates back to ancient times when drow renegades
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     enter the cavern, the spirit and specters attack, eager to feed off the charactersâ life force. Treasure. Scattered on the floor at the far end of the chamber are 480 gp, 800 sp, twenty assorted gems
                                                
                                            
                                                
                                                     magical force surrounds each pentacle, confining a creature within its bounds. Skeletons of creatures that never escaped the magical prisons dot the pentacles along the infinite hall. Fortunately for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     fireworks are clearly ruined. If lit, an intact firework explodes in a harmless burst of light accompanied by a crackling noise audible up to 300 feet away. The light is as bright as a torch flame but lasts
                                                
                                            
                                                
                                                    â tools or force open the door with a successful DC 18 Strength (Athletics) check.
 When the characters enter the chamber, read or paraphrase the following text:
  The fragrance of burning incense
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     +1 Longsword with a gem-encrusted hilt pokes up from the central oakâs roots. The sword sheds light as a torch when drawn. Hanging from the high branches of a smaller oak is a black opal pendant (1,500
                                                
                                            
                                                
                                                     immune to all damage. A creature can force its way through the wall, spending 4 feet of movement for each foot traveled. Creatures that push through a hedge wall must make a DC 15 Dexterity saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     corner. One holds a torch that burns with greenish fire. A marble sarcophagus, easily nine feet long, lies in the roomâs center. The coffin is carved with dragon imagery, and the head of the
                                                
                                            
                                                
                                                     sarcophagus resembles a dragonâs head. Rusting iron clasps firmly lock down the lid.
 Torch. The greenish fire is a continual flame spell. Sarcophagus. Six rusted iron latches hold down the sarcophagus lid
                                                
                                            
                                        






