Averon world illustration - Fantasy theme
Fantasy

Averon

A
Alexein

Averon is a world forged from dichotomies light and shadow, structure and entropy, renewal and decay. Its very essence flows with ley-threads, channels of mana that suffuse mountains, rivers, and cities sculpted from living stone. Here, magic is not a discipline; it is the breath of life. Across ages, civilizations have flourished in harmony with the Ley — until ambition unraveled the weave. Now, Averon exists on the brink, kept whole only by a decaying magical defense: the Veil.


Author's Note: Hey, I’m the creator — you can call me Alexein. This world is something I build in my free time, mostly for the joy of it, it's a world i have been building for about a couple of months lorewise. If you have feedback, ideas, or just want to talk about what you experienced, feel free to add me on Discord: Alexein9 I hope Averon helps you ease your mind, even for a little while. Now — welcome in. 🧭 What You Need to Know Averon is a living world — vast, ancient, and in flux. You’re stepping into a land built on leyline magic, fractured history, and shifting alliances. This is not just a setting. It’s a world that will remember you. Magic is everywhere, but not all who wield it are wise. The Veil is fragile — and watching. Factions rule through banners, not thrones. You begin in one of the Nine Sigil Cities Inn. Each is alive. 🎭 What You’ll Create You’ll shape a character that belongs in Averon — flawed, driven, magical or not. 🕯️ How We Play Suggestions Narrative-driven: Describe your intent — not just “I hit.” Choices change things: Cities remember. NPCs evolve. Failure is valid: Sometimes, survival is the story. Magic is layered: Discover new combinations, schools, rituals. 🗺️ The World is Evolving This is a work in progress. You’re invited to shape it. Invent a tavern or creature Suggest mechanics, spells, factions Journal your story — and leave echoes for others 💬 Final Words Before You Begin You’re not the chosen one. But you might become someone who matters. Pick a table. Pick your scars. Let Averon speak.
Played10 times
Cloned1 times
Created
6 days ago
Last Updated
6 days ago
VisibilityPublic
Memory Rewrite
9

Memory Rewrite

You forcibly rewrite the memory of a creature, a group, or a location within range, erasing or replacing their past memories with fabricated ones. Affected creatures must succeed on a Wisdom saving throw or have their memories altered as you dictate for 24 hours.

Summon the Forgotten Court
9

Summon the Forgotten Court

You summon 3 ancient spirits from a lost dimension, each acting autonomously and casting lethal spells with radiant, psychic, or cold damage.

Ley Collapse
9

Ley Collapse

You detonate a leyline beneath a 40-foot radius area within 120 feet, dealing massive force and thunder damage and permanently suppressing all magic in the zone.

Oblivion Lance
9

Oblivion Lance

A linear beam of compressed void-energy that erases all matter it touches, leaving scorched nothingness behind in a 300-foot long, 5-foot wide line.

Reality Tether
8

Reality Tether

Binds a creature or object to the current plane, preventing teleportation, phasing, or vanishing. If the target attempts such an action, they are torn apart by force damage.

Avatar of the Shardmother
8

Avatar of the Shardmother

You channel the divine essence of the Shardmother, becoming a radiant conduit of order and memory for 1 minute. You emit a 10-foot aura that deals radiant damage to enemies and imposes a saving throw to resist its effects.

Sigil Reversal
8

Sigil Reversal

Within a 60 ft radius, this spell rewrites all active enchantments and wards, turning beneficial effects into curses and curses into beneficial effects. Unwilling creatures affected must succeed on a Wisdom saving throw or suffer the reversed effects.

Annihilation Spiral
8

Annihilation Spiral

A spiraling vortex of anti-energy expands in a 20-foot radius sphere within 90 feet, disintegrating matter and magical fields indiscriminately, dealing massive force damage.

Collapse Horizon
7

Collapse Horizon

You create a temporary field of spatial inversion at a point within range, pulling all creatures and objects within a 30-foot radius toward its center, dealing force damage and potentially restraining them.

Soulshard Extraction
7

Soulshard Extraction

You rip a fragment of the target's soul, dealing psychic damage and weakening their physical and magical abilities. The target takes 6d8 psychic damage and must succeed on a Wisdom saving throw or suffer disadvantage on attack rolls and ability checks until the start of your next turn.

Leyquake
7

Leyquake

You shatter the leyline stability beneath a chosen point within range, causing explosive ground ruptures in a 40-foot radius. Creatures in the area must make a Strength saving throw or take 6d10 bludgeoning and force damage as the earth violently upheaves and bursts.

Astral Plague
7

Astral Plague

You infect all creatures within a 20-foot radius sphere centered on a point within 60 feet with a celestial virus that harms both body and mind, dealing radiant and necrotic damage.

Chain of Severance
7

Chain of Severance

Binds the target's magic core, preventing them from casting spells for 1 minute. The target must succeed on an Intelligence saving throw or be unable to cast spells until the effect ends.

Crimson Titanfall
7

Crimson Titanfall

You summon a colossal golem of burning sigil-stone that crashes down in a 20-foot radius zone within range, dealing massive bludgeoning and fire damage to all creatures caught in the impact. Creatures must make a Strength saving throw or be knocked prone and take full damage; on a successful save, they take half damage and remain standing.

Dominion Pulse
7

Dominion Pulse

You exert complete psychic control over a target within 60 feet for 1 minute. On a failed Charisma saving throw, the target becomes your ally and obeys your commands.

Veilstorm Convergence
7

Veilstorm Convergence

You rupture the Veil, unleashing raw mana winds in a 30 ft radius within 90 ft, dealing 10d6 force plus a random elemental damage and destabilizing magical effects.

Arc Mirror Legion
6

Arc Mirror Legion

You summon four shimmering arcane duplicates of yourself that hover around you. Each duplicate can cast minor spells to distract enemies or absorb damage by intercepting attacks. When an enemy targets you, a duplicate can unleash a force bolt dealing 1d8 force damage.

Time Fracture
6

Time Fracture

Distorts time in a 15-foot radius sphere within 60 feet, causing enemies to involuntarily repeat their previous action if they fail an Intelligence saving throw.

Black Hollow Descent
6

Black Hollow Descent

Opens a rift to a void zone beneath enemies within a 20 ft radius, dragging them into a crushing nightmare space that deals force and necrotic damage.

Mirror of Curses
6

Mirror of Curses

Creates a shimmering reflective barrier around a target within 30 feet. When a direct spell targets the protected creature, the spell must succeed on a Charisma saving throw or be reflected back to its caster, using the original spell's effects and damage.

Eidolon Pact
6

Eidolon Pact

You summon a greater spirit of your chosen domain (fire, shadow, storm, etc.) to fight alongside you for 1 minute. The eidolon appears in an unoccupied space adjacent to you and uses its domain-specific abilities to attack your foes. The eidolon's attacks require targets to make saving throws based on the domain, or take damage accordingly.

Gravity Reversal
6

Gravity Reversal

Inverts gravity in a 60-foot radius dome centered on a point within range, causing creatures and objects to fall upward and hover helplessly. Affected creatures must succeed on a Strength saving throw or take 6d6 bludgeoning damage as they crash back down when the effect ends.

Phantasmal Siege
6

Phantasmal Siege

You conjure an illusory war-beast or siege construct visible only to the target, causing extreme psychic damage if they believe it’s real. The target must make an Intelligence saving throw or take 7d8 psychic damage as their mind is overwhelmed by the terrifying illusion.

Tempest Crucible
6

Tempest Crucible

You summon a swirling storm node at a point within range that erupts in a 20-foot radius, blasting all creatures with fierce wind, lightning bolts, and piercing debris.

Ley Surge
5

Ley Surge

Unleashes a random volatile surge of ley energy in a 30-foot radius. Each enemy in the area must make a Dexterity saving throw or take 7d6 elemental damage of a random type: fire, cold, lightning, or radiant.

Pulse of the Deep
5

Pulse of the Deep

A geyser of corrupted water and abyssal energy erupts at a point within range, creating a 20-foot radius pulse that deals cold and force damage. Enemies in the area must succeed on a Strength saving throw or be pulled into the ground, restrained until the end of their next turn.

Dreambind Curse
5

Dreambind Curse

You curse a target within 90 feet with psychic distortion, causing their actions to unpredictably fail. The target must succeed on a Wisdom saving throw or suffer psychic damage and have their next action fail.

Umbra Harvest
5

Umbra Harvest

You unleash a 60-foot cone of necrotic energy that drains life force from all enemies caught within. Each creature must make a Constitution saving throw, taking 6d6 necrotic damage on a failed save, or half as much on a success. You regain hit points equal to half the total necrotic damage dealt to enemies.

Gravity Bend
5

Gravity Bend

You reverse local gravity in a 30 ft radius centered on a point within range, violently lifting enemies upward and causing them to fall back down, taking bludgeoning damage.

Shard Clone
5

Shard Clone

Creates an illusory duplicate of yourself that mimics one attack or spell you perform each turn, dealing 50% of the original damage. The duplicate appears within 5 feet of you and lasts for 1 minute or until destroyed.

Solar Collapse
5

Solar Collapse

You conjure a miniature sun at a point within range that detonates, dealing intense radiant damage and blinding nearby creatures.

Arkan Shardstorm
4

Arkan Shardstorm

You conjure a cone of enchanted force shards that tear through magical defenses, dealing significant force damage to creatures caught within.

Temporal Drag
4

Temporal Drag

Slows the perception of time for all enemies in a 30 ft radius within range, causing them to act more slowly and have disadvantage on Dexterity-based checks and saving throws for the duration.

Cael’Thari Pulse
4

Cael’Thari Pulse

A burst of astral energy radiates from the caster in a 20-foot radius, dealing radiant damage and stunning enemies caught in the blast with celestial force.

Prism Shell
4

Prism Shell

Encloses a target within a shimmering shell of refracting energy that redirects half of all spell damage dealt to the target back at the attacker.

Void Maelstrom
4

Void Maelstrom

Creates a swirling vortex of shadow at a point within range that pulls enemies toward its center and deals continuous necrotic damage each turn.

Echo Surge
4

Echo Surge

Duplicates the last spell you cast at half its original power, replicating its effects with reduced potency.

Flesh to Bark
4

Flesh to Bark

Transforms the caster's or an ally's skin into tough bark, granting heavy resistance to physical damage for the duration.

Searing Comet
4

Searing Comet

You hurl a blazing orb that explodes in midair at a point within range, raining fire over a 20-foot radius. Each creature in the area must make a Dexterity saving throw, taking 6d8 fire damage on a failed save, or half as much on a successful one.

Eye of Caeltheris
3

Eye of Caeltheris

Summons a floating orb that hovers within 90 feet, revealing hidden magic, illusions, and life forms in its radius for the duration.

Astral Bridge
3

Astral Bridge

Creates a shimmering bridge of light or shadow up to 60 feet long that can support the weight of up to three creatures, allowing safe passage across gaps or chasms.

Phase Echo
3

Phase Echo

Creates a magical echo of an ally within range. The echo allows the ally to repeat one action they took on their last turn immediately after their current turn.

Sigil Lockfield
3

Sigil Lockfield

Creates a 20-foot radius zone centered within range, surrounded by glyph-bound walls that prevent enemies from passing through unless they succeed on a Strength saving throw to break the seal and exit forcibly.

Screaming Faultline
3

Screaming Faultline

You create a jagged crack in the ground in a 40-foot line that is 5 feet wide. Enemies in the line take thunder damage, are knocked back 10 feet, and are deafened until the end of their next turn.

Infernal Bloom
3

Infernal Bloom

A fiery explosion erupts beneath a target within range, sending petal-like embers outward in a 10-foot radius, burning all creatures nearby.

Breath of Insight
2

Breath of Insight

You grant a surge of clarity to yourself or an ally within 10 feet, granting advantage on all Intelligence and Wisdom checks for the next minute.

Aether Ward
2

Aether Ward

You create a hovering shield of sigil-encoded energy around a creature you touch. The shield grants resistance to one damage type of your choice (acid, cold, fire, lightning, or thunder) for the duration.

Dissonant Field
2

Dissonant Field

Creates a 20-foot radius field of chaotic magical feedback that disrupts concentration and speech, causing affected creatures to have disadvantage on concentration checks and spellcasting with verbal components.

Crystalline Bind
2

Crystalline Bind

Shards of crystal erupt from the ground at a point within range, skewering and pinning a target creature. The target takes piercing damage and must succeed on a Strength saving throw or be restrained by the crystal shards until the spell ends.

Chain Eruption
2

Chain Eruption

You ignite a target within 30 feet with volatile fire that leaps to two additional enemies within 10 feet of the previous target, dealing fire damage on a failed Dexterity saving throw.

Phantom Trail
1

Phantom Trail

Marks a chosen path up to 120 feet with faint illusionary footprints or symbols visible only to the caster and their allies, aiding navigation and tracking without alerting others.

Leysense
1

Leysense

Reveals the presence and direction of leyline currents and detects active magical objects or wards within 60 feet. Provides insight into magical energies in the area for 1 minute.

Time Sliver
1

Time Sliver

You warp the target's perception of time, causing a delay in their next action. The target must succeed on an Intelligence saving throw or have their next turn delayed by 1 round, effectively skipping it.

Snare Glyph
1

Snare Glyph

Creates a glowing sigil on the ground within range that detonates when a creature steps on it, dealing force damage and entangling the target in magical bindings.

Reflective Veil
1

Reflective Veil

Envelops the caster in shimmering light, granting +2 AC. The first spell attack targeting the caster is reflected back to the original caster, requiring them to make a Wisdom saving throw to avoid the reflected effect.

Warding Shell
1

Warding Shell

Summons a semi-transparent barrier of force around a creature, absorbing up to 10 points of damage from minor impacts before dissipating.

Arc Lightning
1

Arc Lightning

You launch a bolt of lightning that strikes a target within 30 feet, then arcs to up to 2 additional targets within 10 feet of the previous target. Each target must make a Dexterity saving throw, taking 2d6 lightning damage on a failed save, or half as much on a success.

Tectonic Pulse
1

Tectonic Pulse

You cause the ground in a 10-foot radius around you to violently shake, knocking enemies off balance and dealing bludgeoning damage.

Radiant Surge
1

Radiant Surge

You hurl a bolt of focused radiant light at a creature within range, dealing searing radiant damage on a hit.

Frostlash
1

Frostlash

Conjures a whip of ice that lashes out at a target within 15 feet, dealing cold damage and slowing their movement.

Shadow Rupture
1

Shadow Rupture

You create a rift of void magic beneath a creature within range, draining its vitality and dealing necrotic damage. The target must succeed on a Constitution saving throw or take full damage, half on a success.

Shatter Spike
1

Shatter Spike

A sharp crystalline spike erupts from beneath the target, dealing piercing damage. The target must succeed on a Dexterity saving throw or take full damage, half on a success.

Sonic Lance
1

Sonic Lance

Fires a piercing bolt of sound that vibrates through armor and bone, dealing thunder damage to a single target within range.

Ember Spiral
1

Ember Spiral

Unleashes a spiraling wave of flame in a 30-foot line that is 5 feet wide, dealing fire damage to creatures caught in its path.

Flicker Grasp
0

Flicker Grasp

You conjure a spectral hand that lashes out at a creature within 5 feet. On a failed Strength saving throw, the target takes 1d6 force damage and is knocked prone as the hand disrupts their balance.

Ice Pin
0

Ice Pin

You conjure a small, sharp shard of ice and launch it at a target within range, dealing cold damage on a hit.

Gleam Shot
0

Gleam Shot

A ray of focused radiant light that burns the target's eyes and skin, causing searing pain and light damage.

Umbral Needle
0

Umbral Needle

You conjure a shadowy dart that darts toward a creature's weak point, dealing necrotic damage on a hit.

Spark Thread
0

Spark Thread

You send a thread of crackling electricity that arcs between up to two nearby targets within range. Each target must make a Dexterity saving throw, taking 1d4 lightning damage on a failed save, or half as much on a success.

Echo Burst
0

Echo Burst

A concussive pulse of sound erupts in a 10-foot radius centered 20 feet away, dealing thunder damage to creatures in the area. Creatures must succeed on a Constitution saving throw or take full damage; on a success, they take half damage.

Shard Flick
0

Shard Flick

Launches a sharp sliver of earth infused with magical mana at a target within range, dealing piercing damage.

Flame Snap
0

Flame Snap

A short-range burst of searing flame shoots from your fingers, striking a target within 15 feet.

Pulse Tap
0

Pulse Tap

You emit a faint pulse of magical energy from your palm, capable of pushing open unlocked light doors or triggering pressure plates within range.

Skim Echo
0

Skim Echo

Mimics the last audible phrase spoken within 10 feet, playing it back once as a whisper only audible to creatures within 10 feet.

Veilmark
0

Veilmark

Imprints a faint, magical sigil on a surface within 5 feet, visible only to creatures that have touched that spot within the last 24 hours.

Stone Whisper
0

Stone Whisper

You touch a stone surface and hear the last sounds that touched it within the past hour, allowing you to glean whispered conversations or noises as faint echoes.

Ripple Sight
0

Ripple Sight

Clears and clarifies any non-magical liquid within 10 feet, making it transparent up to 10 feet deep for easy viewing through it.

Light Pin
0

Light Pin

Creates a fixed glowing orb of light pinned to a surface within range, illuminating a 20-foot radius with bright light and an additional 20 feet of dim light. The orb remains for up to 1 hour or until dismissed.

Tetherstep
0

Tetherstep

You mark a point on the ground within your reach. If you fall prone within the next minute, you instantly teleport back to the marked point, standing up as you arrive.

Breeze Knot
0

Breeze Knot

Conjures a stable, gentle breeze that flows steadily in a fixed direction within a 10-foot range, useful for directing airflow or carrying scents.

Glyph Spark
0

Glyph Spark

Ignites minor runes or activates dormant sigils on a surface you touch within range, causing them to glow faintly and emit a soft magical hum for 1 minute.

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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