The Lands of Dandaraus world illustration - Medieval theme
Medieval

The Lands of Dandaraus

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hungryhyena78

The Lands of Dandaraus are cruel and unforgiving. Noble Dark campaign with vast amounts of biomes.


Author's Note: Ancient settlers made large towers, ruins, and settlements long ago in this land. Then, a cosmic wave of space dust fell over the lands, mutating many creatures and putting evolution into an overdrive. With the vast array of different biomes, the lands became extremely dangerous for the average adventurer. This campaign is a NOBLE DARK campaign where you are not the main character. Instead, you're another person just trying to survive in these extremely harsh and deadly lands. Most societies in these lands have already fallen due to the outburst of mutated dangerous monsters. It is up to the player to bring hope back to the communities they come across.
Played4 times
Cloned1 times
Created
94 days ago
Last Updated
16 days ago
VisibilityPublic
Plane Shift
ConjurationLevel 7
Plane Shift

Description

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Spell Details
Level7
Range1
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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