The Wasteland world illustration - Arthurian Legend theme
Arthurian Legend

The Wasteland

T
Timteroo

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.

Played5 times
Cloned0 times
Created
12 days ago
Last Updated
2 days ago
VisibilityPublic
Wine Flood
2

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
2

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
3

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
2

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
3

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
3

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
6

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
3

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
3

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
2

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
3

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
3

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
2

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
3

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
3

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
3

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
1

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.

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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