
A king’s moral decay blights his realm, drying rivers and withering crops. A barren land reflects a ruler’s failings, only restored by trials in the Otherworld. The bond between a king’s virtue & his kingdom’s health, a theme of rulers & their lands. The physical world mirrors the moral state of ruler, growing barren as king suffers or sins. The decay represents a curse, a call for atonement. Recovery by strength & spiritual insight. The path to redemption requires a journey into the unknown.
Played | 5 times |
Cloned | 0 times |
Created | 12 days ago |
Last Updated | 2 days ago |
Visibility | Public |

Wine Flood
You conjure a torrent of enchanted wine that floods a designated area, causing difficult terrain and intoxicating those caught within. Creatures in the area must succeed on a Constitution saving throw or become poisoned and disoriented, suffering disadvantage on attack rolls and ability checks for the duration.

Luck of the Fey
You invoke the whimsical nature of the Fey, granting yourself or an ally a surge of luck. For the next minute, the target can reroll one attack roll, ability check, or saving throw, taking the higher result.

Shape Shift
Transform your body into that of a creature you have seen before, gaining its physical traits and abilities for a limited time. You can choose a creature of up to CR 3, and your form lasts for 1 hour or until you revert back to your original form.

Terrible Smell
You unleash a noxious cloud of foul odor in a 20-foot radius centered on a point you choose within range. Creatures within the area must succeed on a Constitution saving throw or be poisoned and have disadvantage on attack rolls and ability checks for the duration.

Flash Flood
You conjure a sudden surge of water that sweeps through a designated area, creating a torrent that can knock back and potentially drown those caught within. The flood lasts for a brief moment, leaving behind a slippery terrain that hinders movement.

Intimidating Illusion
You create a terrifying illusion that manifests as a creature or object of your choice, instilling fear in those who see it. Enemies within range must make a saving throw or become frightened for the duration, while allies gain advantage on their next attack against the frightened foes.

Portal to the Otherworld
You create a shimmering portal that connects the material plane to a distant realm of your choice. Creatures can step through the portal to travel instantly to that location, but they must succeed on a saving throw to avoid being disoriented upon arrival.

Dance of the Fey
You perform an enchanting dance that calls forth a member of the Fey. The summoned Fey will assist you in battle or provide guidance, depending on your needs, for the duration of the spell.

Otherworldly Fog
You conjure a thick, swirling fog that envelops a designated area, obscuring vision and distorting sound. Creatures within the fog must navigate through the eerie mist, which is infused with otherworldly energy, causing disorientation and fear.

Inspiration
You imbue a creature with a surge of creativity and confidence, granting them a bonus to their next ability check, attack roll, or saving throw. The target can choose to use this bonus before or after rolling, but must decide before the outcome is determined.

Rockslide
You conjure a cascade of rocks and debris that crashes down in a designated area, dealing damage to all creatures caught within. The area becomes difficult terrain for a duration, and any creature that fails a saving throw is knocked prone.

Thunderbolt
Unleash a powerful bolt of lightning that strikes a target within range, dealing damage and potentially stunning them. The thunderous sound of the bolt can be heard up to a mile away, and the air crackles with energy.

Blind
You create a shimmering barrier of light that envelops a target, obscuring their vision and disorienting them. The target must succeed on a Constitution saving throw or be blinded for the duration, unable to see anything beyond 5 feet and suffering disadvantage on attack rolls.

Paralyzing Grasp
You reach out and touch a creature, attempting to paralyze it with your magical energy. The target must succeed on a Constitution saving throw or be paralyzed for the duration, unable to move or take actions.

Radiant Beacon
You conjure a radiant beacon of light at a point you choose within range. This beacon emits bright light in a 30-foot radius and dim light for an additional 30 feet, granting advantage on saving throws against being frightened for allies within its light.

Hex of Misfortune
You place a curse on a target, causing them to suffer from bad luck. For the duration, the target has disadvantage on ability checks and attack rolls, and any time they roll a natural 1, they take psychic damage equal to your spellcasting ability modifier.

Blessing
You bestow a divine blessing upon a creature, granting them enhanced abilities and protection. The target gains a bonus to their next attack roll, saving throw, or ability check, and they also gain temporary hit points.