HVΩRAX world illustration - Grimdark theme
Grimdark

HVΩRAX

P
ParaSyteTwo

Mundo ritual, cruel y bello. Locura, alcohol, magia corrupta y dioses muertos reinan sobre HVØRAX.


Author's Note: UPDATE - v2 Este mundo no busca equilibrio, busca impacto. Cada raza tiene una deuda con los dioses, cada lugar una maldición y cada objeto una historia que sangra. Está pensado para partidas donde el tono sea oscuro, poético, brutal y simbólico. No es un mundo para “hacer lo correcto”, sino para sobrevivir con elegancia o caer con estilo. Recomendado para jugadores que disfrutan el rol emocional, el simbolismo y la improvisación psicomágica. Piensa en una mezcla de Berserk, Dark Souls, La Divina Comedia y Midsommar… con hidromiel alucinógena. - ENGLISH - Ritual, cruel and beautiful world. Madness, alcohol, corrupt magic and dead gods rule over HVØRAX. Author’s Note: This world doesn’t seek balance — it seeks impact. Each race owes a debt to the gods, each place bears a curse, and each object bleeds a story. It’s designed for campaigns with a tone that is dark, poetic, brutal and symbolic. This is not a world for “doing the right thing,” but for surviving with elegance or falling with style. Recommended for players who enjoy emotional roleplay, symbolism, and psychomagical improvisation. Think of a blend between Berserk, Dark Souls, The Divine Comedy, and Midsommar… with hallucinogenic mead.
Played5 times
Cloned1 times
Created
22 days ago
Last Updated
8 days ago
VisibilityPublic
Private Sanctum
AbjurationLevel 4
Private Sanctum

Description

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: - Sound can't pass through the barrier at the edge of the warded area. - The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. - Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. - Creatures in the area can't be targeted by divination spells. - Nothing can teleport into or out of the warded area. - Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent.

Spell Details
Level4
Range120
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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