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.
6th-level abjuration spell
You ward up to 2,500 square feet of floor space (up to 20 feet tall, shaped as you like; you can split it across several stories). You can exempt specific individuals and set a password. Corridors fill with fog and are heavily obscured, and at each intersection or branch a creature other than you has a 50% chance to believe it’s going the opposite way. All doors are magically locked as by arcane lock, and up to ten can be disguised by an illusion as plain wall. All stairs fill with webs as the web spell, regrowing in 10 minutes if destroyed. You also place one of: dancing lights in four corridors; magic mouth in two locations; stinking cloud in two locations (returning within 10 minutes if dispersed); a constant gust of wind in one corridor or room; or a suggestion in one 5-foot square that any creature entering must save against. The area radiates magic; dispel magic on one effect removes only that effect. Casting it every day for a year makes the ward permanent.
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.