Feraldain world illustration - Fantasy theme
Fantasy

Feraldain

S
Safimy

A Medieval world with dungeons that access other realms like the chaos dimension and the aether

Played13 times
Cloned0 times
Created
6 days ago
Last Updated
2 days ago
VisibilityPublic
Shadow Clone
4

Shadow Clone

You create a shadowy duplicate of yourself that can act independently for a short duration. The clone can mimic your actions, providing advantage on attacks and allowing you to distract enemies.

Shadow Strike
2

Shadow Strike

You strike from the shadows, delivering a swift and deadly attack to an unsuspecting target. The target must make a saving throw or suffer additional damage from your stealthy approach.

Enhanced Guidance
2

Enhanced Guidance

You touch a willing creature and imbue them with a sense of clarity and purpose. For the duration, they can add a d4 to one ability check of their choice, rolling the die before or after the check is made.

Unlock
1

Unlock

This spell allows the caster to magically unlock a door, chest, or any other locked object within range. The target must be a simple lock, and the spell does not work on magical locks or those protected by wards.

Discipher
2

Discipher

You unravel the hidden meanings and secrets within a text or symbol, allowing you to understand languages, codes, and magical inscriptions. This spell grants you insight into the intentions behind the written word, revealing any concealed messages or traps.

Weapon Enchantment
3

Weapon Enchantment

You imbue a weapon with magical energy, enhancing its damage and granting it a special effect for the duration of the spell. The target weapon deals an additional 1d6 damage of a chosen type and can impose a condition on a hit, such as 'blinded' or 'slowed'.

Force Saber
1

Force Saber

You conjure a blade of pure force energy that you can wield in combat. The saber deals force damage and can be used to deflect incoming projectiles, granting you a bonus to your defense.

Force Crush
4

Force Crush

You conjure a powerful wave of telekinetic energy that crushes your target, dealing damage and potentially restraining them. The target must succeed on a Strength saving throw or take damage and be restrained until the end of their next turn.

Poison Cloud
2

Poison Cloud

You conjure a swirling cloud of toxic gas in a 20-foot radius sphere centered on a point you choose within range. Creatures within the cloud must make a Constitution saving throw or take poison damage and become poisoned for the duration.

Thunderstrike
3

Thunderstrike

Unleash a powerful bolt of lightning that strikes a target within range, dealing damage and potentially stunning them. The thunderous sound of the strike can be heard up to a mile away, causing fear in nearby creatures.

Force Lightning
3

Force Lightning

Unleash a crackling bolt of dark energy that arcs towards a target, dealing damage and potentially stunning them. The lightning can jump to additional targets within range, creating a chain reaction of energy.

Force Choke
3

Force Choke

You reach out with your mind, constricting the throat of a target within range. The target must succeed on a Constitution saving throw or take damage and be incapacitated until the end of your next turn.

Force Pull
1

Force Pull

You create a telekinetic force that pulls a creature or object towards you from a distance. The target must succeed on a Strength saving throw or be drawn to you, potentially provoking opportunity attacks from nearby enemies.

Firelight
1

Firelight

You conjure a flickering flame that dances in the air, illuminating a 20-foot radius and providing dim light for an additional 20 feet. The flame can be moved up to 30 feet away from you as a bonus action on your turn, and it lasts for up to 1 hour, or until dismissed.

Invert Light
2

Invert Light

This spell inverts the light in a designated area, transforming bright light into darkness and vice versa. Creatures within the affected area must adapt to the sudden change, potentially causing confusion and disorientation.

Contact Other Planes
5

Contact Other Planes

You reach out to other planes of existence, seeking knowledge or guidance from entities beyond your realm. The spell allows you to ask a single question, which may be answered by a being from another plane, but the response may be cryptic or misleading.

Earthquake
4

Earthquake

Unleash the fury of the earth, causing the ground to tremble violently in a designated area. Creatures within the area must brace themselves or risk being knocked prone and taking damage from the seismic shock.

Veil of Shadows
2

Veil of Shadows

You create an illusory veil that obscures the vision of creatures within a 30-foot radius. Those affected must succeed on a Wisdom saving throw or be blinded for the duration, unable to see through the veil.

Beast Run
2

Beast Run

You channel the primal energy of beasts, allowing you to move with their speed and agility. For the duration of the spell, your movement speed increases by 30 feet, and you gain advantage on Dexterity saving throws and checks.

Beast Sense
2

Beast Sense

You can temporarily enhance your senses to perceive the world as a beast does. For the duration, you gain advantage on Wisdom (Perception) checks and can communicate simple ideas to beasts within 30 feet.

Divine Intervention
0

Divine Intervention

A holy spell that channels divine energy to heal a target. Upon casting, there is a 50% chance that the target regains a number of hit points equal to 2d8 + your spellcasting ability modifier.

Egotistical Aura
5

Egotistical Aura

You emanate an aura of self-importance that affects all creatures within a 30-foot radius. Affected creatures must succeed on a Wisdom saving throw or become charmed, viewing you as the most important being in the room, and they will prioritize your commands for the duration of the spell.

Holy Aura
0

Holy Aura

A shimmering field of divine light surrounds the caster and their allies, granting them protection and bolstering their resolve. Allies within the aura gain resistance to damage and advantage on saving throws against spells and magical effects.

Skelefication
3

Skelefication

Transform a target creature into a skeletal version of itself, stripping away flesh and organs while retaining its intelligence and personality. The target becomes a skeleton under your control for the duration, gaining resistance to non-magical damage but losing its original abilities. (Target must have died to be eligible for transformation)

Teleportation Surge
1

Teleportation Surge

You instantly transport yourself and up to eight willing creatures within range to a location you can see or have visited before. The destination must be a place you are familiar with, and you arrive at the exact spot you envision, avoiding any obstacles in the way.

Reflective Mirror
3

Reflective Mirror

You conjure a shimmering mirror in a location of your choice within range. This mirror reflects incoming spells back at their caster, forcing them to make a saving throw to avoid the effect.

Piercing Screech
4

Piercing Screech

Unleash a deafening screech that pierces the minds of your enemies, causing psychic damage and potentially stunning them. The sound waves can disrupt concentration and instill fear in those who hear it.

Mind Shatter
3

Mind Shatter

Unleash a wave of psychic energy that disrupts the minds of your enemies. Targets within range must make a saving throw or suffer debilitating psychic damage and confusion.

Dominate Mind
3

Dominate Mind

You exert your will over a creature's mind, bending it to your desires. The target must obey your commands for the duration, but it can attempt to break free if it succeeds on a saving throw.

Revival Contract
4

Revival Contract

You create a magical contract that binds the soul of a recently deceased creature to your will. Upon signing, the creature is revived but must fulfill a task you assign before it can be free again.

Heart of the Beast
2

Heart of the Beast

You channel the primal essence of a beast, enhancing your physical abilities and senses. For the duration, you gain advantage on Strength and Dexterity checks, and your movement speed increases by 10 feet.

Rage
1

Rage

Unleash your primal fury, enhancing your physical abilities and resilience. For the duration, you gain advantage on Strength checks and saving throws, and you deal extra damage with melee attacks.

Light Beam
0

Light Beam

You conjure a beam of Light that streaks toward a target, dealing intense energy damage. The ray can ignite flammable objects and cause additional effects based on the target's vulnerabilities.

Basic Heal
1

Basic Heal

A simple yet effective spell that channels divine energy to mend wounds and restore vitality. The caster can heal a target's injuries, closing minor cuts and bruises, and providing a small boost to their overall health.

Holy Heal
0

Holy Heal

A radiant surge of divine energy envelops a target, restoring their health and cleansing them of ailments. This spell not only heals wounds but also grants temporary resistance to necrotic damage for a short duration.

Circle of Vitality
3

Circle of Vitality

You create a shimmering circle of life energy with a radius of 30 feet centered on a point you choose within range. For the duration, any creature of your choice that starts its turn within the circle regains 1d6 hit points, and you can choose to deal 1d6 necrotic damage to any creature that enters the circle for the first time on a turn or starts its turn there.

Death by 1000 Cuts
4

Death by 1000 Cuts

You unleash a flurry of ethereal blades that slice through your enemies, dealing damage over time. Each blade inflicts a small amount of damage, but the cumulative effect can be devastating if not addressed quickly.

Blinding Light
1

Blinding Light

You unleash a brilliant flash of light that blinds all creatures in a 30-foot radius and does small amounts of damage. Creatures must make a saving throw or be blinded until the end of their next turn.

Life Steal
4

Life Steal

You siphon the life force from a target, draining their vitality to heal your wounds. The target must make a saving throw, or they take necrotic damage and you regain hit points equal to half the damage dealt.

Summon Paladin Circle
5

Summon Paladin Circle

You create a radiant circle of divine energy that summons a group of Rock paladins to aid you in battle. These paladins provide protection and deal radiant damage to enemies within the circle.

Sinkhole
2

Sinkhole

You create a sudden, collapsing pit in the ground at a point you can see within range. Creatures in a 20-foot radius must make a Dexterity saving throw or fall into the pit, taking damage and becoming restrained until they escape.

Paladin Summon
3

Paladin Summon

You call upon the divine powers to summon a Paladin to aid you in battle. The summoned creature fights alongside you for the duration of the spell, providing support and protection to you and your allies.

Heaven's Light
0

Heaven's Light

Iluminates all areas within the casting radius of 50 feet

Wind Gale
1

Wind Gale

Unleash a powerful gust of wind that sweeps across the battlefield, pushing enemies back and disrupting their movements. The wind can also extinguish small flames and clear away fog or smoke in its path.

Confusion
1

Confusion

You unleash a wave of chaotic energy that disrupts the minds of your enemies. Each creature in a 20-foot radius must make a Wisdom saving throw or become confused, unable to take actions or move normally for the duration.

Arcane Shield
1

Arcane Shield

A shimmering barrier of magical energy envelops the caster, providing protection against incoming attacks. The shield absorbs a portion of damage and can deflect projectiles back at attackers.

Hail Storm
2

Hail Storm

Unleash a tempest of icy hailstones that rain down in a designated area, dealing cold damage to all creatures caught within. The storm lasts for a duration, creating difficult terrain and potentially blinding those who fail to evade the onslaught.

Inferno Sphere
4

Inferno Sphere

You conjure a blazing sphere of fire that explodes upon impact, dealing damage to all creatures in a designated area. The intense heat ignites flammable objects and creates a lingering area of fire that persists for a short duration.

Elemental Fury
2

Elemental Fury

Unleash a chaotic burst of elemental energy, randomly dealing fire, ice, lightning, or acid damage to a target within range. The type of damage is determined randomly at the time of casting, creating unpredictable and devastating effects.

Summon Golem
3

Summon Golem

You conjure a powerful golem to fight by your side. The golem obeys your commands and remains for the duration of the spell, providing both offense and defense in battle.

Haste Surge
2

Haste Surge

You imbue a target with incredible speed, allowing them to move with lightning agility. For the duration of the spell, the target's movement speed is doubled, and they can take one additional action on each of their turns.

Rock Throw
1

Rock Throw

You hurl a large rock at a target within range, dealing damage on impact. The rock can be enhanced with elemental energy, adding additional effects based on the chosen element.

Circle of Destruction
3

Circle of Destruction

You create a circle of destructive energy that radiates outward from a point you choose within range. Creatures within the circle must make a saving throw or take damage, while those who succeed take reduced damage.

Summon Undead
3

Summon Undead

Conjure a random undead creature from the depths of the Shadow Realm to fight for you. The summoned undead remains under your control for a limited duration, obeying your commands until it is destroyed or the spell ends.

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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