Entangled Souls world illustration - High Fantasy theme
High Fantasy

Entangled Souls

N
Njord

Consciousness may be shared or preserved: Integration is permanent; death is optional.


Author's Note: Step into Armiron, where consciousness is currency and your Φ shapes destinies. Ancient forests murmur with sentient thought; city‑minds pulse with shared memory. Will you defend individuality as a Severant or surrender self to the Integrated? Every ritual, every alliance tests the price of unity—and the meaning of free will. MAJOR FACTIONS • Severants (preserve selfhood; mnemonic rituals) • Integrated (shared minds; empathy at cost of freedom) • Liminal Court (arbiters of balance; secret agendas) KEY FACTS & FEATURES • 45 distinct locales: from the silent anti‑Φ sanctuaries of the Thoughtless Hall to the humming chaos of the Fracture Docks. • 8 boss encounters: Keeper of the Ash Gate, Decayed Guardian, Harbinger of Doom, and more. • Φ mechanics: measure or manipulate Φ to merge minds, erase pain, amplify collective power—or defend against forced integration. • Moral axis: isolation vs unity, with complex shades in between. PLAYSTYLE OPTIONS • Intrigue & Investigation: infiltrate the Red Ledger House, decode inverted sigils, unearth Court plots. • Exploration & Survival: brave the Ash Gate’s realm of regret; gather ancient stones, wind‑whispers, sky‑tears. • Combat & Ritual: wield Φ‑imbued blades, duel Decayed Guardians, perform healing or shattering rites. • Roleplay & Philosophy: debate free will vs determinism, parley with a god‑mind, decide who controls consciousness. GM TIP Start with Generate Areas and Generate Points of Interest switched off to ensure the campaign doesn't drift off into generic fantasy story-telling that doesn't relate to free will and consciousness.
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19 days ago
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1 days ago
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Suggestion
EnchantmentLevel 2
Suggestion

Description

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.

Spell Details
Level2
Range30
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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