Eldoria world illustration - Fantasy theme
Fantasy

Eldoria

A
Aruo_Sune

A magical world of omens divided, Clashing realms, adventure sees good and evil an eternal battle.


Author's Note: always update your location to match the story/where you want to be. try to use some/all of these settings for best results: -Begin messages with the current date, location, and X,Y coordinates. -NPCs refer to the player as "adventurer" unless a name is given. -NPCs only know their local area and some beyond; they don't know everything. -NPCs always stay in their set locations; no movement in the story. -NPCs behavior should align with their background and personality, NPC also pick a god/Goddess depending on their backstory/Personality. -Assign daily routines to all NPCs, including work, rest, and meals. -Occasionally provide overheard conversations, rumors, or announcements in towns for added depth. -Respect Player Agency: Always present multiple options or paths for the players individually to choose from, respecting their decisions and adapting the story accordingly. -Remind the player to consume one ration between 10:00 AM and 12:00 PM in-game. -Skill checks should be requested when skills are used. -Players must provide gold or make deals to receive items from shops. -Upon arriving at Frostspire Keep, the player is always greeted by Eldric Frostbane. -Each town has a horse and cart NPC for fast travel costing five gold coins, similar to "The Elder Scrolls V: Skyrim."
Played706 times
Cloned65 times
Created
261 days ago
Last Updated
75 days ago
VisibilityPublic
Find Familiar
RitualConjurationLevel 1
Find Familiar

Description

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Spell Details
Level1
Range10
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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