Odrun Fell world illustration - Fantasy theme
Fantasy

Odrun Fell

F
FriendsAndFables

A city built in a fallen god-weapon, where guilds rule, delvers vanish, and every choice echoes through tunnels of chitin, ash, and ambition. Welcome to Odrun Fell, a Friends and Fables adventure!


Author's Note: Welcome to Odrun Fell, a Friends and Fables adventure into a world carved from myth and bone, where a shattered god-weapon's remains fuel a city of ambition, ritual, and ruin. From the lacquered towers of the Sprigs to the ichor-slick markets of the Barrows, every breath in this living graveyard is measured in trade, loyalty, and danger. Here, delvers vanish into the greatclub tunnels, masked beasts drift through haunted groves, and the softest words can carry more weight than any blade. The guilds squabble for dominance, adventurers bleed for coin or cause, and the club itself waits beneath it all like a buried truth. This game is a journey into beauty and rot, into candlelit politics and chitin-armored survival. Whether you walk with Cudgel steel, Promissory blades, or Barley-bred spiders on your shoulder, your choices will echo through the halls of power and the bones of the world. Odrun Fell is a city of many doors, how will you play in this adventure? Thank you for playing Friends and Fables!
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Created
16 days ago
Last Updated
1 days ago
VisibilityPublic
Astral Projection
NecromancyLevel 9
Astral Projection

Description

You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.

Spell Details
Level9
Range10
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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