Solaris is a land of splendor built on silence. No one recalls what came before — and no one questions it. The sun shines, the mines thrive, yet unease clings to the air like smoke. Wanderers feel it. Dreamers see it. Then they vanish. Step carefully. The ground remembers what minds forget. A golden kingdom forged in blood and shadow. Follow the light—or embrace the truth in darkness. In Solaris, forgetting is survival. Remembering… that’s when the real danger begins.
Played | 285 times |
Cloned | 55 times |
Created | 174 days ago |
Last Updated | 3 days ago |
Visibility | Public |

Description
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: - One elemental of challenge rating 2 or lower - Two elementals of challenge rating 1 or lower - Four elementals of challenge rating 1/2 or lower - Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.
Level | 4 |
Range | 90 |