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Returning 11 results for 'spells all console'.
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spell all consult
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Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the following spells, targeting the simulation chamber to which the console is closest. The spell’s area is restricted to the dimensions of the simulation chamber in which it is cast. Each spell can be
riffler (see chapter 21) named Turner is in the room, trying to figure out the controls; Turner has a blue key card. Simulation Controls Beneath each window is a magical console that resembles a wide
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the following spells, targeting the simulation chamber to which the console is closest. The spell’s area is restricted to the dimensions of the simulation chamber in which it is cast. Each spell can be
riffler (see chapter 21) named Turner is in the room, trying to figure out the controls; Turner has a blue key card. Simulation Controls Beneath each window is a magical console that resembles a wide
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
brute strength or weapons, and magical attempts to open or bypass them are thwarted by permanent antimagic fields. Each field encompasses one cell and its gate. Spells and other magical effects, except
levels (areas R19 through R23). Seven guards (veterans) are stationed in this surveillance hub. One sits at a console south of the staircase. The other guards watch the prisoners, whom they can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
brute strength or weapons, and magical attempts to open or bypass them are thwarted by permanent antimagic fields. Each field encompasses one cell and its gate. Spells and other magical effects, except
levels (areas R19 through R23). Seven guards (veterans) are stationed in this surveillance hub. One sits at a console south of the staircase. The other guards watch the prisoners, whom they can
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by continual flame spells that can be suppressed or activated by uttering the command word, “lights.” The middle
chamber walls, and a smaller hexagonal room occupies the center of the space.
The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of its turns and making no attacks. This illusion is intended to scare away intruders, though characters might be tricked into attacking it or wasting spells on it. A character can use an action to
iron safe roughly five feet on a side and a low metal console with a slanted top. The safe’s thick door stands open on its iron hinges. The console, which is securely bolted to the floor, has a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of its turns and making no attacks. This illusion is intended to scare away intruders, though characters might be tricked into attacking it or wasting spells on it. A character can use an action to
iron safe roughly five feet on a side and a low metal console with a slanted top. The safe’s thick door stands open on its iron hinges. The console, which is securely bolted to the floor, has a
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by continual flame spells that can be suppressed or activated by uttering the command word, “lights.” The middle
chamber walls, and a smaller hexagonal room occupies the center of the space.
The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by continual flame spells that can be suppressed or activated by uttering the command word, “lights.” The middle
chamber walls, and a smaller hexagonal room occupies the center of the space.
The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by continual flame spells that can be suppressed or activated by uttering the command word, “lights.” The middle
chamber walls, and a smaller hexagonal room occupies the center of the space.
The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit
Magic Items
Infernal Machine Rebuild
known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft’s central command console.
Explorers who
discovered the crash site removed the command console and brought it back to civilization, not understanding its true purpose or powers. In later years, the console came into the possession of Baron






