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.
9th-level necromancy spell
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails if you are already there). Your physical bodies stay behind unconscious in suspended animation, needing no food or air and not aging. Each astral body copies your statistics and possessions and is tethered by a silver cord; if the cord is cut (only when an effect says so), you die instantly. Your astral form can travel the Astral Plane and pass through portals to other planes; when you enter a new plane or return to the original one, your body and possessions are pulled along the cord so you re-enter your body. Damage and effects on the astral form don’t carry over. The spell ends for everyone when you use your action to dismiss it. It ends for one creature if dispel magic succeeds against its astral or physical body, or if either drops to 0 hit points; with the cord intact, it returns to its body and wakes. If you return early, your companions must find their own way back, usually by dropping to 0 hit points.
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.