Court of Shadows: Intrigue in the Underworld world illustration - Fantasy theme
Fantasy

Court of Shadows: Intrigue in the Underworld

H
Hoko

Enter an underworld saga where ambition and intrigue weave through Ereshkigal's domain. Choose Duchess Oka, wielding desire and fear for power, or follow Princess Reina, the rival plotting to eclipse Oka and challenge her mother's reign. Align with allies from either side, navigating perilous politics and shaping the obsidian court where every decision impacts the realm.


Author's Note: This work presents custom image prompts and characters within an original world inspired by mythology, D&D, and Tolkien. It includes familiar classes, spells, and races from these sources, seamlessly integrated into a fresh narrative.
Played180 times
Cloned42 times
Created
24 days ago
Last Updated
3 days ago
VisibilityPublic
Cursed Polymorph
6

Cursed Polymorph

Transforms a target into a harmless critter for 1 minute on a failed Wisdom saving throw. The target takes 3d6 psychic damage if transformed. The target can attempt a saving throw at the end of each of its turns to end the effect. Taking damage after transformation also ends the effect.

Chromatic Burst
3

Chromatic Burst

A burst of multicolored energy explodes at a point you choose within range, dealing damage of a random chromatic type to all creatures in a 20-foot radius sphere. Each creature must make a Dexterity saving throw, taking full damage on a failed save or half on a success.

Chaotic Spark
0

Chaotic Spark

A flickering spark of chaotic energy lashes out at a target within range, dealing random elemental damage chosen from fire, cold, lightning, acid, or poison.

Demon Pact
1

Demon Pact

You forge a binding contract with a demonic entity, gaining power at a cost determined by the DM. Breaking or changing the pact invokes severe consequences and unpredictable effects.

Levelcraft Potion
2

Levelcraft Potion

You create a magical potion whose potency depends on your character level, Intelligence modifier, and knowledge of herbs and local flora. The potion grants a beneficial effect chosen at the time of crafting, such as healing, enhanced ability, or resistance, scaling with your attributes.

Hex
0

Hex

You curse a creature within range, imposing disadvantage on one ability check of your choice for 1 minute. The target takes 1d4 necrotic damage each time it fails that ability check.

Levelcraft Poison
3

Levelcraft Poison

You craft a vial of potent poison whose potency scales with your level and intelligence, infused with knowledge of local flora. The poison can be applied to a weapon or delivered via a ranged attack, dealing poison damage and potentially poisoning the target.

Inspiring Ballad
2

Inspiring Ballad

You perform a stirring ballad that bolsters your allies' resolve, granting them temporary hit points and advantage on saving throws against being frightened for 1 minute.

Lesser Flight
2

Lesser Flight

Grants the target the ability to fly at a speed of 30 feet for 10 minutes. The flight is smooth but limited to low altitudes and cannot be used to hover indefinitely.

Summon Greater Entity
7

Summon Greater Entity

You call forth a powerful extraplanar creature to aid you in battle. The summoned entity obeys your commands and remains for up to 1 minute or until it drops to 0 hit points.

Invisibility
3

Invisibility

You become invisible for the duration or until you attack or cast a spell. The invisibility ends early if you make an attack or cast a spell that affects a creature or an object within range.

Minor Invisibility
1

Minor Invisibility

You cause a creature or object to become partially invisible, granting disadvantage on attack rolls against it and advantage on Dexterity (Stealth) checks to hide. The effect lasts for up to 1 minute or until the target attacks or casts a spell.

Wish
9

Wish

This spell allows the caster to alter reality to achieve nearly any effect, limited only by the caster's imagination and DM's discretion. It can duplicate any lower-level spell or produce powerful effects beyond normal magic.

Stasis Field
9

Stasis Field

Creates a 30-foot radius field where time is frozen for all creatures and objects except the caster. Affected creatures are paralyzed and immune to damage and conditions until the spell ends or the caster dismisses it.

Cataclysm
9

Cataclysm

Unleashes a devastating rupture in time at a point within range, causing massive temporal distortion that ages and withers creatures caught in the area, dealing necrotic damage and potentially stunning them as their life force is violently disrupted.

Conjure Greater Item
5

Conjure Greater Item

You summon a powerful magical item of rare or greater quality that lasts for 1 hour. The item is chosen from a list of predefined powerful artifacts or can be specified by the caster with DM approval.

Conjure Lesser Item
1

Conjure Lesser Item

You summon a non-magical item of small size or lesser value that fits within a 1-foot cube. The item appears in your hand or on the ground within range and lasts for 1 hour before vanishing.

Greater Shapeshift
5

Greater Shapeshift

Transforms the caster into a powerful beast or creature of CR 5 or lower for up to 1 hour, gaining its physical stats and abilities but retaining mental stats. The caster can revert to their original form as a bonus action.

Twiceborn Ritual
9

Twiceborn Ritual

When your chosen target would face true death, and your target is not undead or a construct, this ritual allows your target to instead rise as a lesser-lich, gaining undead traits and a strong body but not true immortality. The ritual cannot be performed on the same target again. Takes 1 day to perform.

Shapeshift
3

Shapeshift

You channel the primal forces of nature to transform into a beast of your choice that you have seen before, gaining its physical abilities and traits for the duration.

Disguise Self
1

Disguise Self

You make yourself—including clothing, armor, weapons, and equipment—look different until the spell ends. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs.

Speak to Animals
0

Speak to Animals

Allows the caster to communicate simple ideas and emotions to beasts within range, facilitating basic understanding and cooperation.

Soul Capture
0

Soul Capture

Captures the soul of a defeated foe or a weak creature, storing it as a shimmering essence. The captured soul can be used as currency in Kur or to fill soul vaults.

Glacial Shardstorm
5

Glacial Shardstorm

Conjures a storm of razor-sharp ice shards that rain down in a 20-foot radius, dealing cold damage and potentially slowing enemies.

Chain Lightning
6

Chain Lightning

You unleash a powerful surge of lightning that arcs from your hand to a primary target and then leaps to additional nearby enemies, dealing heavy lightning damage to each.

Glacial Shard
3

Glacial Shard

You conjure a sharp shard of ice and hurl it at a creature within range, dealing cold damage and potentially slowing their movement.

Sanguine Chain
6

Sanguine Chain

You conjure a chain of blood magic linking you to a target within range. The chain siphons vitality, dealing necrotic damage and healing you for half the damage dealt each turn for up to 1 minute, as long as concentration is maintained.

Sanguine Lash
3

Sanguine Lash

You conjure a whip of blood magic that lashes out at a creature within range, dealing necrotic damage and potentially causing them to bleed, taking additional damage over time.

Inferno Cascade
6

Inferno Cascade

A roaring cascade of fire erupts from a point you choose within range, engulfing a 20-foot radius sphere. Creatures in the area must make a Dexterity saving throw or take intense fire damage and catch fire, taking additional damage at the start of their turns.

Echoes of the Maestro
6

Echoes of the Maestro

You unleash a haunting melody that reverberates through the battlefield, causing enemies to relive their worst fears and allies to find renewed courage. Enemies in range must make a Wisdom saving throw or be frightened and take psychic damage; allies gain temporary hit points and advantage on saving throws against being frightened.

Melodic Spark
0

Melodic Spark

You create a brief, enchanting musical note or chord by playing an instrument or singing, causing a small burst of magical energy that can distract or charm a creature.

Greater Teleportation
7

Greater Teleportation

A powerful ritual that allows the caster and up to eight willing creatures to teleport to a known destination within 10 miles. The ritual requires 10 minutes to cast and a rare material component worth 500 gp, which is consumed.

Lesser Teleportation
2

Lesser Teleportation

A ritual that allows the caster and up to three willing creatures to teleport to a location they are familiar with within 500 feet. The teleportation is instantaneous but requires 1 minute to cast and cannot be used to cross planar boundaries.

Radiant Lance
3

Radiant Lance

You conjure a lance of pure radiant energy and hurl it at a creature within range, dealing radiant damage and potentially blinding the target.

Greater Pray
5

Greater Pray

You invoke the favor of an Anunnaki deity of your choice, granting you and your allies enhanced divine blessings. For the duration, affected creatures gain increased saving throws, resistance to damage, and a radiant or necrotic aura that damages enemies.

Pray
0

Pray

You pray to one of the Anunnaki, invoking their favor to grant you a minor boon. Choose one Anunnaki deity; you gain a small, thematic benefit related to their domain until the start of your next turn.

Plague Swarm
4

Plague Swarm

Summons a swarm of diseased insects that engulfs a target area, dealing poison damage and inflicting the poisoned condition on creatures within the swarm.

Bloodcraft
0

Bloodcraft

You create a small amount of blood, forming a crimson orb that lasts for 1 minute. The blood can be used as a material component for other spells or rituals requiring blood.

Acid Arrow
2

Acid Arrow

You conjure a magical arrow of acid that streaks toward a target within range, dealing acid damage on a hit and additional damage at the start of the target's next turn.

Acid Splash
0

Acid Splash

You hurl a bubble of acid that splashes onto one or two creatures within range, dealing minor acid damage.

Necrotic Weapon
2

Necrotic Weapon

Imbue a weapon with necrotic energy, causing it to deal additional necrotic damage on a hit for the duration.

Radiant Weapon
2

Radiant Weapon

Imbue a weapon with radiant energy, causing it to emit bright light and deal extra radiant damage on hit for the duration.

Lightning Bolt
3

Lightning Bolt

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts from your fingertips, dealing lightning damage to creatures in its path.

Necrotic Blast
3

Necrotic Blast

A blast of dark necrotic energy erupts from your hand, dealing necrotic damage to a target within range. The target must make a Constitution saving throw or take full damage, half on a successful save.

Ember Spark
0

Ember Spark

A small, flickering ember shoots from your fingertip, igniting a target within range. It deals a minor burst of fire damage and can ignite flammable objects that aren't being worn or carried.

Sparkbolt
0

Sparkbolt

A crackling bolt of lightning arcs from your fingertip to a target within range, dealing a small jolt of lightning damage. The bolt can jump to a second target within 10 feet of the first, dealing half damage.

Frostbite Spark
0

Frostbite Spark

You conjure a tiny spark of freezing energy that lashes out at a creature within range, chilling their skin and numbing their senses.

Fireball
3

Fireball

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

Summon Greater Monster
5

Summon Greater Monster

Conjures a powerful monster from another plane to fight alongside you for up to 1 minute. The summoned creature is friendly to you and your allies and obeys your verbal commands.

Summon Lesser Monster
2

Summon Lesser Monster

Conjures a lesser monster to fight alongside you for up to 1 minute. The summoned creature acts on your turn and obeys your verbal commands.

Grave Touch
0

Grave Touch

You reach out with a spectral hand to siphon a fragment of life energy from a creature you can touch, dealing necrotic damage and healing you for half the amount dealt.

Radiant Touch
0

Radiant Touch

A touch attack that emits a burst of radiant energy, dealing minor radiant damage and illuminating the target briefly.

Mocking Ballad
2

Mocking Ballad

You sing a scornful melody that mocks a creature within range, causing psychic pain and disrupting their focus. The target must make a Wisdom saving throw or take psychic damage and have disadvantage on their next attack roll or saving throw.

Greater Heal
6

Greater Heal

A powerful healing spell that restores a significant amount of hit points to a living creature, mending wounds and revitalizing vitality.

Lesser Heal
1

Lesser Heal

A spell that restores a small amount of hit points to a living creature, excluding undead or constructs.

Turn Undead
2

Turn Undead

As an action, present your holy symbol to force undead creatures within 30 feet to make a Wisdom saving throw or be turned for 1 minute, causing them to flee from you.

Raise Greater Corpse
5

Raise Greater Corpse

You animate a corpse, raising it as a powerful undead servant under your control for 1 hour. The corpse gains enhanced strength and resilience, acting on your commands.

Raise Lesser Corpse
2

Raise Lesser Corpse

You animate a small corpse, raising it as a lesser undead servant under your control for 1 hour. The creature has limited hit points and basic melee attacks.

Sense Life
2

Sense Life

You attune to the ancient energies of Mesopotamia, sensing the presence of living creatures within 60 feet. The spell reveals the number and general direction of creatures, even through walls, but not their exact location or type.

Sense Death
2

Sense Death

You attune your senses to the lingering presence of the deceased, detecting nearby dead bodies and recently departed souls within range. This ancient Mesopotamian ritual reveals the echoes of death, allowing you to perceive the spiritual residue left behind.

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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service