
The KIN is a dark fantasy world born from The Confluence, a cataclysmic event that blended the world of modern humans and a mysterious realm. Ruined cities meet haunted wildernesses, as advanced technology collides with untamed magic. Survivors—humans, corrupted elves, adapted dwarves—search and fight against mutated horrors and ancient evils. This brutal world blurs the boundaries of reality, forcing everyone to confront the true meaning of "kin."
Played | 22 times |
Cloned | 2 times |
Created | 15 days ago |
Last Updated | 6 days ago |
Visibility | Public |

Description
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.
Level | 5 |
Range | 60 |