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 |
Enthrall
Enchantment•Level 2

Description
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.
Spell Details
Level | 2 |
Range | 60 |