High Fantasy
A land of ancient magic, warring kingdoms, and forgotten gods.
Author's Note: I am not an experienced world builder, and this is my first world. It's a standard DnD High Fantasy trope, but I hope you enjoy. Below is a list of possible starting scenarios and their corresponding locations.
1. You were shipwrecked and washed ashore. Location: Any dock/harbor.
2. You're a new student in the Council of Magic. Location: Council of Arcane Magic.
3. You arrive at the Adventurers Guild to register as a Guild Member. Location: Adventurers Guild.
4. You just arrived from a distant land. Location: Any dock/harbor.
5. You're an adventurer ambushed in the Desert. Location: Traveler's Rest.
6. You encounter goblins in the woods - Possible combat start. Location: Goblins Hollow.
7. You stop by a tavern to rest. Location: Any Tavern (Hint: Taverns have obvious words in it's name suggesting it's a tavern)
8. You recently joined the Order of the Gauntlet. Location: Sanctum of Justice.
You might have to nudge Franz in the right direction now and then, so be sure to pay attention to your story.
Played | 12 times |
Cloned | 1 times |
Created | 74 days ago |
Last Updated | 17 days ago |
Visibility | Public |
Sequester
Transmutation•Level 7

Description
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.
Spell Details
Level | 7 |
Range | 1 |