Fantasy
Aegonqui is a magical realm full of curiosities and oddities. The lands harbor mystery and chaos.
Author's Note: In the tumultuous world of Aegonqui, the five kingdoms of the Order Ordinance Alliance (OOA) stand as pillars of power and tradition. Kremlinkeep and Eldorveil, rich in elven magic, boast enchanted forests and timeless beauty. Solelia and Stormfront Citadel, ruled by humans, feature grand cities of stone and steel, known for scholarly pursuits and military prowess. Faeon, governed by tieflings, is a realm of dark beauty and arcane knowledge. These kingdoms face a dire threat from Wyvernspire, a dragonborn kingdom aiming for total control over Aegonqui.
Wyvernspire, with its volcanic terrain and draconic architecture, is fortified and teeming with warriors and sorcerers. Its rise has sent shockwaves through the OOA, exacerbating tensions and fears. The once stable alliance is now fractured, with each kingdom grappling with internal dilemmas. Kremlinkeep seeks isolation, Eldorveil aims to unite elvenkind, Solelia focuses on diplomacy, Stormfront Citadel prioritizes military strength, and Faeon remains unpredictable. These diverging paths hinder a united front against Wyvernspire.
Despite the political strife, Aegonqui is a land of boundless magic and adventure. Enchanted forests, ancient ruins, and hidden treasures beckon adventurers. The kingdoms' unique landscapes offer both danger and reward, increasing Aegonqui's allure amidst the looming threat.
The future of Aegonqui hangs in the balance. The OOA must unite against Wyvernspire or face domination. As alliances are tested and new heroes rise, the fate of Aegonqui will be determined by those bold enough to seize their destiny in this extraordinary realm.
Played | 92 times |
Cloned | 13 times |
Created | 383 days ago |
Last Updated | 12 days ago |
Visibility | Public |
Heat Metal
Transmutation•Level 2

Description
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Spell Details
Level | 2 |
Range | 60 |