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 evocation spell
A wall of strong wind rises from the ground at a point you choose within range: up to 50 feet long, 15 feet high, and 1 foot thick, in any horizontal path. When it appears, each creature within its area must make a Strength saving throw, taking 3d8 bludgeoning damage on a failure or half as much on a success. The wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through it, and loose, lightweight materials brought into it fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss (boulders hurled by giants or siege engines are unaffected). Creatures in gaseous form can’t pass through it.
Aura of Vitality, Blinding Smite, Crusader’s Mantle, Daylight, Fireball, Leomund’s Tiny Hut, Lightning Bolt, Mass Healing Word, Melf’s Minute Meteors, Sending, Wall of Water
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.