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.
5th-level enchantment spell
One creature you can see within range must make a Wisdom save (with advantage if you are fighting it) or be charmed by you for the duration; while charmed it is incapacitated and unaware of its surroundings but can still hear you. If it takes damage or is targeted by another spell, the spell ends and no memories change. While the charm lasts, you can alter its memory of an event from the past 24 hours that lasted no more than 10 minutes: erase it, recall it in perfect detail, change details, or create a false memory. You must speak to it in a language it understands for the changes to take hold. A modified memory doesn’t necessarily change behavior, and nonsensical changes are dismissed as a bad dream. Remove curse or greater restoration restores the true memory.
At Higher Levels. You can alter older memories with a higher slot: an event up to 7 days ago with a 6th-level slot, 30 days with 7th, 1 year with 8th, or any time in the past with 9th.
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.