Arxium realms world illustration - Fantasy theme
Fantasy

Arxium realms

D
Dunhill

wolrd of multiple realms a fusion of science and fantasy where a race for dominance will take place


Author's Note: the dunhillian empire is not to be trusted,except renia (the second heir and next to the throne to dunhill) the dunhillian empire compose of a race of vampire that surpassed their weaknesses by the help of an anceint spirit imprisond outside the realms called (Vmapkarr the tinity "3 souls of a perconified existence called domincance , fear and invulnarability whose made a pact with dunhill ) the other oppossing faction is the tepes collective (lead by Alucard) who is also a vampire who was granted the same invulnarability by another spirit from the same seclution of vampkarr but is a lawufl good called (" Korm" the comos master) who want to stop the tinity from erradicate all lives Warning: there is an entity in deep space in a planet called poision world under the aliases of (poison master) whatere he says or do , its always for reason "definitly not good one"(but he will make sure you dont have other option) advice: on the other corner there is a 4th wall breaking SEER who will give you advices(mostly controlled by the DM ) its good to take his advices
Played2 times
Cloned0 times
Created
184 days ago
Last Updated
86 days ago
VisibilityPublic
Plane Shift
ConjurationLevel 7
Plane Shift

Description

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

Spell Details
Level7
Range1
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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