The Eagle's Flight world illustration - Fantasy theme
Fantasy

The Eagle's Flight

P
PeaPod420

Based on Fire Emblem: Three Houses


Author's Note: You don't need to know anything about Fire Emblem to play, but beware spoilers. Also, I tried to add as much detail about the in-game lore to keep key elements of the canon story in the Campaign but the AI kinda does what it wants so it might need some steering from the players if they wish to stay on canon. If you don't, just do what you want and enjoy : )
Played7 times
Cloned3 times
Created
60 days ago
Last Updated
47 days ago
VisibilityPublic
Meteor
9

Meteor

The caster summons a blazing meteor from the sky, crashing down to a designated point within range. The impact creates a fiery explosion, dealing damage to all creatures in the area.

Sagittae
9

Sagittae

The Mage conjures a storm of radiant arrows that rain down upon enemies in a designated area, dealing damage and potentially blinding those caught in the barrage.

Fimbulvetr
8

Fimbulvetr

A powerful ice spell that raises giant icicles from the ground, damaging everything in their path and creating a barrier around the target. The spell blocks 3 spaces around the target for 2 turns, shattering if an enemy occupies those spaces, dealing damage to them and removing the block.

Blizzard
7

Blizzard

The Mage conjures a fierce blizzard in a 10-foot radius, lasting for 2 turns. All creatures within the area take cold damage and must succeed on a saving throw or be blinded for the duration.

Excalibur
6

Excalibur

Excalibur is a powerful wind tome that conjures a devastating tornado at a target location, wreaking havoc on enemies caught within its swirling winds. The tornado deals damage and can potentially knock enemies prone, representing the might of the legendary sword.

Cutting Gale
5

Cutting Gale

The Mage unleashes three razor-sharp gusts of wind, slicing through the air towards up to three targets. Each gust deals slashing damage and can cut through light armor, leaving the targets reeling from the force of the wind.

Bolting
4

Bolting

Bolting is an advanced spell that allows the caster to summon three powerful bolts of thunder from the heavens, striking down at their enemies with ferocious force. Each bolt deals significant damage and can create a stunning effect, leaving foes momentarily disoriented.

Thoron
3

Thoron

The Mage unleashes a powerful bolt of lightning from their hand, striking all creatures and objects in a straight line. The bolt travels up to 100 feet, dealing damage to everything in its path.

Thunderbolt
2

Thunderbolt

You call down a bolt of lightning from the heavens, striking a target within range. The target must make a saving throw or take significant lightning damage, with a chance to be stunned if they fail.

Ragnarok
1

Ragnarok

Ragnarok engulfs a target in a blazing ring of fire, dealing damage and potentially igniting nearby enemies. The flames create a barrier that hinders movement and causes fear in those who dare approach.

Abraxas
9

Abraxas

Abraxas channels divine light from the heavens, striking foes with radiant energy. This spell embodies the power of belief, illuminating the darkness and punishing those who oppose the faithful.

Seraphim
8

Seraphim

Envelops a target in Holy Light, blinding them for the duration. Additionally, the caster's Armor Class is increased by 2 for 3 turns, but this effect does not stack with itself or get extended if Seraphim is used again before it wears off.

Aura
6

Aura

Aura envelops a target in a blinding holy light, dealing radiant damage and potentially blinding them temporarily. This powerful light magic spell is known for its ability to pierce through darkness and evil.

Nosferatu
0

Nosferatu

A powerful offensive white magic spell that siphons life energy from a target, healing the caster for half of the damage dealt. This spell is also effective against constructs and undead, but has no effect on inanimate objects.

Warp
9

Warp

Warp allows the caster to teleport up to three allied units to unoccupied spaces within range. This spell can strategically reposition allies during combat, enabling better tactical advantages or escaping danger.

Rescue
7

Rescue

You select up to two allies within 60 feet and teleport them to an unoccupied space within 10 feet of you. This spell allows you to reposition your allies to safety, avoiding danger or repositioning them for a strategic advantage.

Silence
6

Silence

This spell envelops a target in a magical silence, preventing them from casting spells or using magical abilities for 2 turns. The target cannot speak or make any sound, effectively rendering them mute and unable to communicate verbally.

Ward
5

Ward

Ward is a protective spell that enhances an ally's armor class (AC) by 5 for a limited duration. The effect diminishes over time, reducing the AC bonus by 1 at the start of each of the target's turns until the spell's effect completely fades.

Restore
3

Restore

The Mage channels restorative magic to remove any negative conditions affecting a chosen ally, such as paralysis, blindness, or poison. This spell revitalizes the target, allowing them to regain their full capabilities and continue fighting.

Fortify
4

Fortify

The Mage channels divine energy within themself, healing all allies in a 30ft radius by exactly 15 hit points, (including themself). This spell radiates a warm glow, invigorating allies and bolstering their spirits.

Bohr
9

Bohr

The spellcaster harnesses the energy around the target to create dark lightning that strikes the target multiple times, paralyzing them for 3 turns. The dark lightning crackles with malevolent energy, causing both physical and psychic distress to the target.

Hades
8

Hades

The spellcaster summons a colossal beam of dark energy that erupts from the ground beneath the target, dealing devastating damage and potentially ensnaring them in shadows.

Dark Spikes
7

Dark Spikes

The caster summons three dark spikes that pierce the target one after another, dealing necrotic damage with each strike. The spikes emerge from the ground, impaling the enemy and leaving them vulnerable to further attacks.

Death
6

Death

This spell harnesses the dark energy within a target, creating a void that siphons life force. The target experiences intense pain as the dark hole within them drains their vitality, potentially leading to their demise.

Banshee
5

Banshee

The Banshee spell summons swirling miasma balls from beneath the target, enveloping them in a ghostly haze. These miasma balls strike the target at the start of each of their turns for the duration of the spell. The affected entity rolls a saving throw at each turn for a chance to minimize damage. The Spellcaster rolls the damage at the beginning of each turn. Spell cannot be broken unless the caster's concentration is broken.

Swarm
4

Swarm

Unleash a swarm of miniature miasma energy that moves in a designated direction, damaging all creatures and objects in its path. The swarm lingers for a brief moment, creating an area of hazardous energy that can affect those who enter it.

Fire Bolt
0

Fire Bolt

You hurl a mote of fire at a creature or object within range. On a hit, the target takes fire damage and must make a saving throw to avoid additional effects.

Mire
3

Mire

Mire envelops a target in a dark purple necrotic cloud, causing them to suffer damage and blindness. The cloud lingers for one turn, dealing necrotic damage and obscuring the target's vision.

Miasma
0

Miasma

Miasma is a dark energy spell that manifests as a swirling ball of shadowy mist. When flung at a target, it explodes on impact, releasing a noxious cloud that deals damage and may hinder the target's movement.

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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
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