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.
7th-level evocation spell
Eight rays of light flash from your hand in a 60-foot cone. Each creature in the cone makes a Dexterity saving throw, and for each target you roll a d8 to see which ray hits it. 1 Red, 2 Orange, 3 Yellow, 4 Green, 5 Blue: 10d6 fire, acid, lightning, poison, or cold damage respectively on a failed save, or half on a success. 6 Indigo: on a failure it is restrained, then makes a Constitution save at the end of each of its turns; three successes end the spell, three failures permanently turn it to stone (petrified); they needn’t be consecutive. 7 Violet: on a failure it is blinded, and makes a Wisdom save at the start of your next turn; success ends the blindness, failure sends it to another plane of the DM’s choice (usually its home plane, or the Astral or Ethereal Plane) and ends the blindness. 8: struck by two rays; roll twice more, rerolling any 8.
Delayed Blast Fireball, Divine Word, Fire Storm, Forcecage, Mordenkainen’s Sword
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.