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
You create an opaque wall of light: a plane up to 90 feet long, 30 feet high, and 1 inch thick, or a sphere up to 30 feet across. If it would pass through a creature’s space, the spell fails. It sheds bright light for 100 feet and dim light for 100 more. You and creatures you designate can pass through it harmlessly; any other creature that can see it and moves within 20 feet or starts its turn there must succeed on a Constitution save or be blinded for 1 minute. A creature passing through makes a Dexterity save against each of seven layers in turn. Red, orange, yellow, green, blue: 10d6 fire, acid, lightning, poison, or cold damage, half on success. Indigo: restrained, then Con saves each turn, three successes end it and three failures petrify it permanently. Violet: blinded, then a Wisdom save at the start of your next turn or be sent to another plane. Layers are destroyed in order: red by 25 cold damage (also blocks nonmagical ranged attacks), orange by strong wind (blocks magical ranged attacks), yellow by 60 force damage, green by passwall or similar, blue by 25 fire damage, indigo by daylight or similar (blocks spells cast through), violet by dispel magic or similar. Antimagic field doesn’t affect it, and dispel magic affects only the violet layer.
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.