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.
3rd-level abjuration spell
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground within range, with glowing runes where it meets the floor. Choose one or more of: celestials, elementals, fey, fiends, or undead. A creature of a chosen type can’t willingly enter the cylinder by nonmagical means; if it tries to teleport or travel between planes to get in, it must first succeed on a Charisma saving throw. It has disadvantage on attack rolls against targets within the cylinder, and targets within the cylinder can’t be charmed, frightened, or possessed by it. You can reverse the spell so it instead prevents a creature of the chosen types from leaving the cylinder and protects targets outside it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
Beacon of Hope, Counterspell, Dispel Magic, Glyph of Warding, Nondetection, Protection from Energy, Remove Curse
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.