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 abjuration spell
A creature you can see within range must succeed on a Wisdom saving throw or be imprisoned; on a success it is immune to your future castings of this spell. While imprisoned, it doesn’t need to breathe, eat, or drink, doesn’t age, and can’t be located or perceived by divination spells. Choose a form. Burial: sealed far underground in a sphere of force that nothing can pass or teleport through (mithral orb). Chaining: restrained by rooted chains and can’t move or be moved (fine chain of precious metal). Hedged Prison: trapped in a tiny demiplane warded against teleportation and planar travel (jade miniature of the prison). Minimus Containment: shrunk to 1 inch tall inside an unbreakable gemstone that only light passes through (large transparent gem). Slumber: falls asleep and can’t be woken (rare soporific herbs). You can set an ending condition, which the DM must judge reasonable and which must be based on observable actions, qualities, name, identity, or deity. Dispel magic ends it only if cast at 9th level on the prison or the component. A component can hold only one prison; reusing it frees the first target.
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.