Cormyr world illustration - Fantasy theme
Fantasy

Cormyr

S
Solrac666

The Kingdom of Cormyr in the Forgotten Realms Universe of Dungeons and Dragons 5e Rules.


Author's Note: With a lot of work ahead to update it, based on my own campaigns as a DM. The idea is to propose a setting and let the players figure things out within it. Locations and points will be created that make sense and are connected to one or more general storylines. For example, the possible civil war brewing in Arabel against the heir of the late king, or the conflicts in the King's Forest with the druids/goblinoids/forest-exploiting corporation. The map is created at a roughly logical scale that allows for immersion in travel, and the idea is to start with level 1 PCs since the full 5e rules are not included, and the PCs (especially non-casters) will remain incomplete as they level up. That said, everyone can play however they like XD.
Played8 times
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Created
74 days ago
Last Updated
62 days ago
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Guards and Wards
Guards and Wards
Abjuration
Details
SchoolAbjuration
Level6
Casting Time10 minutes
Range1
Duration24 hours
Description

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. **Corridors.** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. **Doors.** All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall **Stairs.** Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts. **Other Spell Effect.** You can place your choice of one of the following magical effects within the warded area of the stronghold. - Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. - Place magic mouth in two locations. - Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. - Place a constant gust of wind in one corridor or room. - Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.

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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