
Fantasy
a world where evolution shapes destiny.to ancient dragons, possesses the Essence of Evolution,
Author's Note: Terra is heavily inspired by That Time I Got Reincarnated as a Slime, meaning evolution, monster societies, and diplomacy will play major roles.
Races aren’t static; monsters, humans, elves, and even spirits can evolve into superior forms.
Kingdoms will have strong political intrigue, with power struggles between guilds, noble houses, and dungeon-born factions.
Dungeons grow like living entities, with intelligent rulers who expand their domains.
The main villain could be an ancient entity seeking to "reset" evolution, fearing an uncontrolled world.
Reincarnation, summoning, and unique skill systems will be incorporated.
Played | 3 times |
Cloned | 1 times |
Created | 85 days ago |
Last Updated | 76 days ago |
Visibility | Public |
Zone of Truth
Enchantment•Level 2

Description
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.
Spell Details
Level | 2 |
Range | 60 |