Teloria world illustration - Grimdark theme
Grimdark

Teloria

O
Oberliteunant

The War for Abkhazia is in a stalemate now, but Demons and Ulcians got other plans


Author's Note: There are 3 Continents, the northern Vialn controlled by the Ulcian Empire, governed by the Empress Sol Urdena, which unified the northern faith of the sun in a cult of personality; The southern Karkaz, unified by the mysterious Demonic Khanate, that unified all of the demonic races; And the central Abkhazia, which is plunged into a stalemate between the Orkish Empire that has taken most of the Continent and is threatening to enslave the other races in Abkhazia, as only the Council of the Three Crowns, formed by the Kingdom of Uhr at the northwestern part of the continent, the Kingdom of Orquetia at the West, and the Kingdom of Marquis at the Southwest are the only ones that could stop them. But now it seems that the balance of power is changing. The Demons are interested in an alliance with the orcs, and the Ulcians are watching in the sidelines looking for the first opportunity to intervene in abkhazia... as the fire rises and tensions grow the future of Teloria lies uncertain. Notes: i am looking to make a better map for the campaign to work better, sorry for the trouble
Played6 times
Cloned0 times
Created
8 days ago
Last Updated
5 days ago
VisibilityPublic
Eyebite
NecromancyLevel 6
Eyebite

Description

For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite. **Asleep.** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. **Panicked.** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends **Sickened.** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another wisdom saving throw. If it succeeds, the effect ends.

Spell Details
Level6
RangeN/A
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.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service