Isle of Unase world illustration - Medieval theme
Medieval

Isle of Unase

j
jingo

An island nation built on the ruins of past civilizations is threatened by foes within and out.


Author's Note: For more information on this world, including an Azgaar map, starting locations, custom settings, and immersion helps, and to share feedback and issues, see my discord post: * https://discord.com/channels/1087479995083018372/1212594408881659934 For my other F&F worlds I created, see: * C.P.R.T. (Covert Parnormal Response Team - Featuring a modern setting with espionage, a black ops tactical unit, infiltrated government agencies, and alien threats) - https://discord.com/channels/1087479995083018372/1240535768565420062/1240535768565420062 * Seeds of Destruction (Alien Sci-Fi Horror) - https://discord.com/channels/1087479995083018372/1281449800776159315/1281449800776159315 Visit My Patreon for non-F&F solo RPG games and stories: https://www.patreon.com/RollPonderAndPlay
Played2407 times
Cloned111 times
Created
414 days ago
Last Updated
15 days ago
VisibilityPublic
Forcecage
Forcecage
Evocation
Details
Level7
Range100
Description

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.

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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