No hero yet
Set a level on the left and strike the seal to forge your first character.
Set a level on the left and strike the seal to forge your first character.
Pick a threat tier on the left and strike the seal to summon your first monster.
Set a level and hoard size on the left, then strike the seal to crack it open.
Set your party's details on the left, then strike the seal to spring the trap.
Set the size, wealth and type on the left, then strike the seal to raise a settlement.
8th-level enchantment spell
Target a Huge or smaller creature or object, or an area no larger than a 200-foot cube, and name a kind of intelligent creature (such as red dragons or goblins). Antipathy: a creature of that kind within 60 feet of the target or able to see it must succeed on a Wisdom saving throw or be frightened while it can see the target or is within 60 feet, using its movement to reach the nearest safe spot where it can’t see the target; once over 60 feet away and out of sight it is no longer frightened, but becomes so again if it returns. Sympathy: a creature of that kind must succeed on a Wisdom save or, while within 60 feet or able to see the target, use its movement each turn to enter the area or get within reach of the target, and can’t willingly move away. If the target harms it, it can make a Wisdom save to end the effect. An affected creature that ends its turn more than 60 feet away and unable to see the target makes a Wisdom save, ending the effect on a success, and also gets a save every 24 hours. A creature that succeeds is immune for 1 minute.
D&D 5e, 2014 rules. Includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 License. Fantasy Portal is unofficial Fan Content, not approved or endorsed by Wizards.