Dragon, Magic Reborn world illustration - Fantasy theme
Fantasy

Dragon, Magic Reborn

H
Hoko

Gru is a crumbling world once shaped by dragons and flowing with wild magic. Now, its Rebel Moon breaks, ley lines wither, and wonder fades. You are one of the last dragons, or a rare rider who still dares to bond with one. Will you fight to restore magic and hope, or let Gru sink fully into shadow and ruin?


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. Featured characters are suggested for their familiar human-oriented playstyle.
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8 days ago
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Bonded Breath
3

Bonded Breath

You and your bonded dragon exhale a cone of elemental energy (fire, cold, lightning, acid, or poison) in unison. Each creature in a 30-ft. cone takes 6d8 damage of the chosen type (Dex save for half). On at least one failed save, affected creatures are pushed 10 ft. away. When casting, make a DC 10 Wisdom check; on a fail, the bond falters and both you and your dragon take 2d6 psychic damage.

Shared Frenzy
2

Shared Frenzy

You form a magical bond with your dragon, allowing it to make a free melee attack against any creature you hit until the end of your next turn. If both you and your dragon hit the same target in a turn, that target must succeed on a Strength saving throw or be knocked prone. Casting requires a DC 10 Wisdom save; on a fail, the bond fails and both you and your dragon take 1d6 psychic damage.

Deathwing Breath
1

Deathwing Breath

You unleash a 15-ft cone of dracolich necrotic breath. Creatures in the area take 2d10 necrotic damage with a Constitution save for half damage and halved speed until their next turn on a fail. Roll a d6; on a 1, you take half the damage instead. Your chest burns cold for 10 minutes, causing ragged, hollow breaths.

Frostbite Shard
0

Frostbite Shard

You hurl a jagged shard of cursed ice at a creature within 60 feet, dealing 1d10 cold damage. The target must succeed on a Constitution saving throw or have its speed halved until the end of its next turn. On a roll of 1 on a d6, the frost backlashes, dealing half the damage to you and causing numbness for 1 minute.

Stormspark
0

Stormspark

You hurl a crackling bolt of lightning at a creature within 60 feet, dealing 1d10 lightning damage. The target must succeed on a Dexterity saving throw or lose reactions until the start of your next turn. After casting, roll a d6; on a 1, the bolt arcs through you, dealing half the damage and causing your muscles to twitch involuntarily for 1 minute.

Cinderflash
0

Cinderflash

A volatile spark of fire leaps at a creature within 60 feet, dealing 1d10 fire damage. The target can make a Dexterity saving throw to avoid ignition of flammable objects. On a roll of 1 on a d6, the flame backlashes, searing the caster for half the damage dealt. The caster's scorched skin smell lingers for an hour.

Moon-Lance
3

Moon-Lance

You conjure a larger spear of intense moonlight and hurl it at a creature within 120 ft., dealing 4d8 radiant damage. The target must succeed on a Constitution saving throw or be blinded and have disadvantage on attack rolls until the end of your next turn. Casting causes your vision to dim for 1 minute, with a faint afterimage of the lance lingering, and nearby shadows twist away as if scorched.

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 Gru ritual reveals the echoes of death, allowing you to perceive the spiritual residue left behind.

Moon-Banish: Dead's Flight
2

Moon-Banish: Dead's Flight

You raise a relic to the broken moon, uttering a name that terrifies the undead. Undead within 30 feet must succeed on a Wisdom saving throw or be frightened and forced to flee for 1 minute. Pale, frosty light bursts outward, chilling the air and causing shadows to recoil as if scorched. Casting this spell steals the memory of one loved voice from the caster, leaving a haunting silence.

Moon-Mask
1

Moon-Mask

You whisper a broken lunar name, draping yourself in shifting silver shadow. For 1 hour, you may alter your height by 1 ft. and your build within human limits. Your reflection wavers, and the air smells of cold iron. Each use erases a stranger's face from your memory, replaced by your false one until dawn. Sometimes, the mask smiles when you do not.

Vial of Blackened Venom
3

Vial of Blackened Venom

You create a vial of potent poison whose strength depends on your intellect, level, and herb knowledge. You can apply it to a weapon or launch it as a ranged attack. Your fingertips blacken for an hour, and you forget the scent of a familiar place until dawn.

Glacier Fang
3

Glacier Fang

You hurl a spear of ancient, steel-hard ice at a creature within 90 feet, dealing 4d8 cold damage. The target must succeed on a Constitution saving throw or have its speed halved and attack rolls made with disadvantage until your next turn. The shard detonates in razor frost, chilling the air and scarring stone. Your casting hand burns with cold for 1 hour, leaving faint frost-prints wherever you touch.

Hollow's Claim
0

Hollow's Claim

A spectral hand emerges from your shadow to deliver a necrotic touch, dealing 1d6 necrotic damage and healing you for half the damage dealt. For 1 minute, you cannot regain hit points by any means, and a pleasant memory fades from your mind, leaving a haunting tomb-hum.

Lunar Serpent's Fang
3

Lunar Serpent's Fang

You trace a jagged lunar rune, releasing a green-black arrow that hisses toward a creature within 60 feet, dealing 2d8 acid damage. The spectral serpent coils around the target, causing it to take an additional 1d6 acid damage at the start of its next turn as droplets of acid smoke on the ground. Your fingertips sting raw; for 1 hour, food and drink tastes sour in your mouth.

Mystical Herbal Elixir
2

Mystical Herbal Elixir

You craft a mystical potion from herbs, ash, and dew that grants healing, vigor, or resistance. The potion's potency depends on your intellect, level, and herb knowledge, lasting 24 hours before turning black and causing you to forget the taste of a beloved food until sunrise.

Relic's Borrowed Shape
1

Relic's Borrowed Shape

You speak a splintered word of claim, summoning a small mundane item (1-ft. cube or less) from its past location. The item appears in your hand or at your feet for 1 hour before fading to dust. You forget the location of a real item you own until the spell ends, and a faint hum lingers in the air.

Breath of the Hollow Moon
1

Breath of the Hollow Moon

You breathe a fractured lunar phrase over a living creature, healing it for 1d8 + your spellcasting modifier HP. Pale frost creeps across their skin before melting into warmth. You lose 2 HP as the spell draws from your own life, leaving a faint hum like wind through stone halls.

Moon's Grasp
0

Moon's Grasp

You touch a creature, speaking a fractured moon-syllable. Pale light bursts, dealing 1d4 radiant damage and causing the target to glow until your next turn. Your shadow splinters into silver; you lose a trivial memory permanently and your voice fades to a whisper for 1 minute. In darkness, something ancient may notice.

Patternweave
1

Patternweave

You sketch an ancient draconic formula to mend a frayed magical thread, repairing a broken mechanism, fading ward, or damaged scroll. If the magic is too far gone, the weave collapses violently, erasing part of it forever. Until your next short or long rest, the next time you take damage, the repair unravels and you take an extra 1d6 force damage.

Leymark
0

Leymark

You inscribe a short draconic research glyph in the air that drifts outward, detecting faint magical residues. If successful, you see geometric lines revealing ley currents, active enchantments, and hidden relics. If it fails, your magical sense is clouded until your next turn, preventing detection of obvious magical effects.

Rune of Unmaking
3

Rune of Unmaking

You sketch a fragment of draconic theorem in the air, embedding a rune that unravels armor, warps weapons, or frays spell threads. The target's next attack or spell is weakened. The rune lingers in your mind until you rest, allowing the GM to twist one roll you make.

Archive's End
7

Archive's End

You utter a lost draconic thesis and inscribe its final rune, unleashing a spiral of runes that deal 9d8 force damage to one target. Magical constructs or wards of lower level than this spell are destroyed instantly. The knowledge of the rune sequence is forever lost to you.

Stargrave Lance
6

Stargrave Lance

You summon a shard of light from a dying constellation and launch it as a spear at one target, dealing radiant damage that bypasses armor and leaves ghostly flames on the target until your next turn. The echo of the star's death throes weakens you, reducing your Strength or Dexterity by 2 until your next rest.

Splinterwake
3

Splinterwake

You create a floating crack of force that streaks toward a creature, bursting on impact to deal force damage, knock the target back, and break small objects they carry. Your movement is halved until the start of your next turn due to the recoil.

Threadbind
0

Threadbind

You pull a loose strand from the weave of the world and twist it toward a creature you can see, causing their movements and actions to feel delayed and sluggish for a brief moment.

Whispered Favor
0

Whispered Favor

You utter a breath of Shardspeech, invoking one of three ancient bonds: Aria, the Moon grants a silver halo that either sharpens your focus or chills the air; Rebel Moon causes your eyes to glow red, enhancing your stance and causing shadows to twitch; Forgotten Dragon exhales thin steam, deepening your presence. Each choice imposes a minor cost and faint whispers linger until your next turn.

Sundering Name
6

Sundering Name

You utter the forgotten syllables of a god's name, unleashing a 30-foot cone of jagged force and searing light. Creatures in the area must make a Dexterity saving throw or take 8d8 force and 4d6 radiant damage and be stunned until your next turn; half damage on a successful save with no stun. After casting, your mind echoes the name until your next long rest, causing the GM to occasionally introduce strange omens or visions.

Splinterflash
3

Splinterflash

You tear open a thin rift in the air, unleashing broken light that howls as it flies. Make a ranged spell attack against a target within 90 feet. On a hit, the target takes 5d8 force damage, and one other creature within 10 feet of the target takes half damage. After casting, you cannot cast this spell again until you complete a short or long rest. If you attempt to cast it again before resting, the rift collapses on you, dealing 2d6 force damage.

Shardcall
0

Shardcall

You whisper a fractured syllable of the First Tongue, creating a glowing shard of unstable magic in your hand. You can use it immediately as a spell component, ammo, or throw it as a ranged spell attack dealing 1d8 force damage. For the next round, your fingertips flicker with uncontrolled energy; any spell attack roll of 1–3 causes the shard to burst, dealing 1d4 force damage to you.

Oathfire
1

Oathfire

You ignite your weapon or next damaging spell with your dragon's fiery essence, adding 1d4 fire damage to weapon attacks or the next damaging spell until the end of your next turn. On casting, make a DC 10 Wisdom saving throw; on failure, the bond fails and both you and your dragon take 1d4 psychic damage.

Desperate Plea
4

Desperate Plea

You kneel in the Shardspeech, calling upon one of three ancient powers. Choose Aria, the Moon for frost and clarity at the cost of a lost memory; Rebel Moon for fiery defiance and shadowy teeth at the cost of a day's pain; or Forgotten Dragon for heavy presence and scorched ground at the cost of the gaze of something old. Whispers cling to you, heard only by you.

Pyre of the Dying Sun
6

Pyre of the Dying Sun

You tear open the sky with a searing word, igniting a 20-ft radius sphere of roaring flame at a point within range. Creatures inside take 8d12 fire damage (Dex save for half) and on a fail, ignite for 2d6 fire damage at the start of their turns. Roll a d6; on 1-2, the blaze lashes back, catching you for half the rolled damage and setting you alight. Ember-runes coil and crumble, the air thick with scorched breath and drifting ash.

Moon-Pact Revenant
7

Moon-Pact Revenant

You summon a towering pale revenant from beyond, shrouded in moon-shadows, that obeys your commands for 1 minute or until slain. Its chilling presence affects the environment, and casting this spell erases the voice of a dead loved one from your memory forever.

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.

Shadowstep Circle
3

Shadowstep Circle

Over 1 minute, you and up to 3 willing creatures carve warped glyphs in ash. At the last syllable, all vanish to a familiar spot within 500 ft. Each traveler rolls a d6: on 1, they arrive 1d10×5 ft off-target in the nearest safe space; on 2, they are dazed for 1 round. Phantom footsteps follow you for 1 hour. Cannot cross planes.

Pale Servant
2

Pale Servant

You animate a small corpse as a frail undead servant for 1 hour. It obeys simple commands but risks turning on you for 1 round on a roll of 1 on a d6 when it attacks. Casting chills the air and causes your veins to ache with cold, erasing one living face from your memory until dawn. Even after it falls, you hear its footsteps nearby.

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.

Circle of the Hollow Roads
6

Circle of the Hollow Roads

Over 10 minutes, you carve warped glyphs in ash and blood, binding a rare relic worth 500 gp that crumbles to dust. You and up to 8 willing creatures vanish to a known spot within 10 miles. For each traveler, roll a d6; on 1-2, they arrive 1d10×10 ft. off-target in the nearest safe space. On a roll of 1, they also gain one level of exhaustion. For 1 hour after, phantom roads twist at the edges of your vision, leading nowhere.

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.

Wings of the Hollow Sky
2

Wings of the Hollow Sky

You grant a willing creature 30 ft. flight for 10 minutes, limited to treetop height. At the start of each turn, roll a d6; on a 1, the wings falter, halving speed and forcing a Dexterity save to avoid falling. The target's shadow trails warped and slow. After casting, your legs weaken for 1 minute, and you experience an hour of swaying ground sensation.

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.

Chain of the Fallen Sky
6

Chain of the Fallen Sky

You unleash a lightning bolt dealing 8d12 lightning damage to a target within 60 ft. The bolt arcs to up to three additional targets within 30 ft. of the last. On a roll of 1-2 on a d6, the final arc lashes back at you for half damage. The air crackles with energy, and you suffer uncontrollable muscle twitches and metallic breath for 1 hour.

Sense Life
2

Sense Life

You attune to the ancient energies of Gru, 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.

Shards of the Endless Gale
6

Shards of the Endless Gale

You conjure a 20-ft radius storm of razor-sharp ice shards. Creatures in the area take 8d10 cold damage (Dex save for half) and have their speed halved until your next turn on a failed save. Roll a d6; on 1-2, you take half the damage from the shards. The ice glows with ghostly light before melting into mist. You suffer ragged breath, numb fingers, and hear distant hissing voices for 1 hour.

Spark Fall
0

Spark Fall

You fire a spark of unstable magic at a creature within 30 feet, dealing 1d10 random damage of fire, cold, lightning, acid, or poison. On a roll of 1 on a d6, the spark lashes back, hitting you for half the damage. For 1 minute, your skin hums with unstable energy, causing the air around you to shift between heat, chill, and static.

Necrotic Weapon
2

Necrotic Weapon

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

Veil of the Forgotten
1

Veil of the Forgotten

You cloak a creature or object in a shimmering illusion that blurs their edges and mutes colors to pale gray, causing attacks against them to falter and quieting their footsteps for up to one minute. The air chills with a faint frost as the magic takes hold, and when it ends, the target loses a small memory as a subtle cost.

Witherblast
3

Witherblast

You hurl a 60 ft. bolt of rotting shadow that deals 8d10 necrotic damage (Con save for half). On a d6 roll of 1-2, you take half the damage. The target's flesh blackens and curls; your skin pales for 1 hour and you lose taste until dawn, accompanied by a distant whisper in your voice.

Cinderburst
3

Cinderburst

You hurl a blazing streak to a point within 150 feet, erupting into a 20-foot radius sphere of roaring flame. Creatures inside take 8d6 fire damage, with a Dexterity saving throw for half damage. Ember-runes coil through the blast before crumbling into sparks, and the air ripples with heat as the world briefly glows red and falls silent.

Stormpiercer
3

Stormpiercer

You unleash a 100-foot long, 5-foot wide lance of crackling lightning from your fingertips, dealing 8d6 lightning damage to creatures in its path. Creatures can make a Dexterity saving throw for half damage. The bolt's edges shimmer with warped runes before shattering into sparks, and your arm aches with phantom burns for 1 hour, accompanied by the scent of scorched stone and a brief moment of utter silence.

Breath of the First Dawn
6

Breath of the First Dawn

You speak an ancient word into a creature's chest, restoring 8d10 + your spellcasting modifier HP and mending flesh, bone, and spirit. Roll a d6; on 1–2, you take half the healing amount as damage. The target glows briefly, and you suffer cold skin and short breath for 1 hour.

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.

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.

Prism Fall
3

Prism Fall

You fire unstable magic through a prism at a point within 120 feet, unleashing a 20-foot radius sphere of twisting chromatic energy. Roll a d6 to determine damage type: acid, cold, fire, lightning, poison, or thunder. Creatures in the area take 8d8 damage of that type, with a Dexterity saving throw for half damage. On a second d6 roll of 1-2, you take half the damage. Colors bleed and your vision distorts for 1 minute, warping your perception of reality.

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.

Moon-Tongue: Beast Speech
0

Moon-Tongue: Beast Speech

You speak a fractured lunar word, allowing a beast within 30 ft to understand you and reply for 1 minute. Your speech to humanoids falters for 1 hour, and that night, dreams carry signs of beasts recognizing you as kin.

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.

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.

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.

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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