Eryndor world illustration - Fantasy theme
Fantasy

Eryndor

N
Nelgea

Eryndor is a mystical land where ancient magic and mortal ambition collide.


Author's Note: Eryndor is a world where ancient magic intertwines with mortal ambition, teeming with diverse cultures, living history, and uncharted mysteries. Each region—from the pirate-infested Shattered Isles to the cursed Obsidian Wastes—tells its own story, shaped by past choices that echo into the present. Magic, both a tool and a threat, flows through the Aether Veins, fueling innovation while posing risks to balance. Heroes emerge not from destiny but from the fringes of society, their choices shaping a morally complex world where good and evil blur. The divine pantheon actively influences mortal lives, and ancient artifacts like the Blade of Aryn’Dral carry immense power with dire consequences. The floating city of Skyhaven debates the ethics of controlling magic, while shadowy regions like Virewood Forest and Shadowfell Cove hide untold secrets. Eryndor invites exploration and rewards curiosity, where every decision ripples through the ever-changing landscape. It is not just a setting but a living character, shaped by its inhabitants' dreams and struggles, offering endless opportunities for adventure and discovery.
Played40 times
Cloned0 times
Created
49 days ago
Last Updated
29 days ago
VisibilityPublic
Hallow
Hallow
Evocation
Details
Level5
Range1
Description

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area. **Courage.** Affected creatures can't be frightened while in the area. **Darkness.** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area **Daylight.** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light. **Energy Protection.** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing **Energy Vulnerability.** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing. **Everlasting Rest.** Dead bodies interred in the area can't be turned into undead. **Extradimensional Interference.** Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means. **Fear.** Affected creatures are frightened while in the area. **Silence.** No sound can emanate from within the area, and no sound can reach into it. **Tongues.** Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

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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