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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Wall of Ice
EvocationLevel 6
Wall of Ice

Description

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

Spell Details
Level6
Range120
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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