Dragon Warrior world illustration - High Fantasy theme
High Fantasy

Dragon Warrior

K
Kelanor

The kingdom of Alefgard has been overrun by the evil Dragonlord who commands an army of dragons.


Author's Note: Long before the game's events, the legendary hero Erdrick used the Ball of Light to drive darkness away from the kingdom of Alefgard. Erdrick handed the Ball of Light to King Lorik, bringing Alefgard into an age of prosperity and keeping winters short in the kingdom. However, one man hid from the Ball of Light's radiance in a mountain cave. While exploring the cave's underground tunnels, he awoke a sleeping dragon who knelt before him instead of attacking. The mountain man learned dark magic and became known as the Dragonlord. One day, the Dragonlord summoned a fleet of dragons to raze the town of Brecconary and stole the Ball of Light from Tantegel Castle. Monsters appeared across the entire continent; much of the land turned into poisonous marshes; several towns were permanently destroyed; and The Dragonlord's Castle rose from the earth. Erdrick returned to offer his help to King Lorik and found the Dragonlord on an island only accessed through a Rainbow Drop. He then traveled to the island, but disappeared. Throughout the next decades, the prophet Mahetta foretold the coming of a descendant of Erdrick to defeat the Dragonlord. During the reign of King Lorik XVI, the Dragonlord attacked Tantegel Castle again, kidnapped Princess Gwaelin and began terrorizing Alefgard's citizens. By this time, Erdrick's story had been nearly forgotten; many would-be heroes had been killed trying to rescue Gwaelin; and Mahetta's prophecy had been dismissed as a fairy tale.
Played10 times
Cloned0 times
Created
249 days ago
Last Updated
82 days ago
VisibilityPublic
Create Undead
NecromancyLevel 6
Create Undead

Description

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

Spell Details
Level6
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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