Isekai
An Isekai story featuring you and a Dark Lord! And a... Lich King?! And a... Demon Lord too?! Oh no. Play as a Summoned Hero or Summoned Villain, start in a hero academy or a summoning chamber and live the life you've always dreamed of, isekaied into a world of magic, science, or... EVIL. The choice is yours!
Author's Note: Welcome to An Isekai Story. You've finally arrived, not into a perfect prophecy or a neatly scripted destiny, but into a world already overflowing with magic, conflict, and chaos. Kavrix doesn’t wait for heroes to catch their breath. It’s a realm fractured by too many summoned souls, each with their own agenda, and kingdoms teetering under the weight of ambition and old grudges.
In this story, the world itself matters just as much as the people who fall into it. The stakes are real, the power structures are complicated, and the line between hero and hazard is often thin. Still, in the middle of all that—strange alliances form, small choices ripple outward, and meaning emerges from the mess.
Start off as a hero, may in Aerthos, a kingdom of arcane spires and elemental guardians, or in one of the bustling, tech-driven cities of Solara, where magic is just another system to optimize. Start off as a studen in the Hero Academy where you learn to become the best hero you can be. Or maybe you were mistakeningly summoned as the villain... The story is yours you control.
Thanks for stepping into the madness. I hope you enjoy the journey as much as I did making it!
Played | 1162 times |
Cloned | 136 times |
Created | 119 days ago |
Last Updated | 1 days ago |
Visibility | Public |
Spirit Guardians
Conjuration•Level 3

Description
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
Spell Details
Level | 3 |
Range | N/A |