You begin as a character infected with a mind flayer parasite, a ticking time bomb that could turn you into a monster. Stranded in the Forgotten Realms, your journey involves uncovering the mystery of the parasite, navigating political intrigue, divine wars, and personal bonds, all while fighting for your survival and soul.
Played | 8 times |
Cloned | 4 times |
Created | 19 days ago |
Last Updated | 18 days ago |
Visibility | Public |
Entangle
Create a vine surface, slowing down creatures, possibly Entangling them. Entangled creatures cannot move. An ally can use its help action to try and tear away the vines.
Cure Wounds
Heal a creature you can touch.
Shillelagh
Imbue your staff or club with nature's power. It becomes magical, deals 1d8+Wisdom Modifier Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls.
Thorn Whip
Pulls the creature 3m closer to you. The target can't be pulled if it is Huge in size
Produce Flame
A flame in your hand sheds a light in a 9m radius and deals 1~8 Fire damage damage when thrown. Throwing the flame immediately after you conjure it does not cost an action. Extinguishing or throwing it on subsequent turns costs an action
Minor Illusion
Create an illusion that compels nearby creatures to investigate. You can remain hidden while casting this spell. This spell can be cast while you are Silenced.
Sacred Flame
Engulf a target in a flame-like radiance.
Resistance
Make a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws.
Guidance
The target gains a +1d4 bonus to Ability Checks.
Mage Hand
Create a spectral hand that can manipulate and interact with objects.
Globe of Invulnerability
Create a barrier that makes creatures and objects inside it Immune to all damage.
Sunbeam
A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot
Flame Strike
Make a pillar of divine fire roar down from the heavens like the wrath of affronted angels
Lightning Bolt
Call forth a blast of lightning that hits all creatures in the line of the eruption. On save: Targets still take half damage
Revivify
Revive a companion. They return to life with 1 hit point.
Scorching Ray
Hurl 3 rays of fire. Each ray deals 2∼12 Fire damage.
Shatter
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw.
Aid
Heal your allies.
Ray of Frost
Reduce the target's movement speed by 3m
Fire Bolt
Hurl a mote of fire.
Eldritch Blast
Conjure a beam of crackling energy
Dancing Lights
Illuminate a 9m radius
Blade Ward
Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks
Acid Splash
Throw a bubble of acid that damages each creature it hits.