Valthora world illustration - Fantasy theme
Fantasy

Valthora

D
Deathstar

A race to find the Scribe’s writings and perform the Rite of the Ashen Quill


Author's Note: Valthora is a fractured continent centered on the Ashen Crown, a volcanic mountain range with fiery peaks glowing in red and orange, its calderas pulsing with arcane energy. Surrounding it are five regions: the Ashborn Plains (North), a windswept expanse of ashen grass and jagged ridges; the Emberfall Wastes (Northwest), a desolate plain of cracked, sulfurous earth in sickly yellow-green; the Crimson Hollows (Northeast), a maze of red-stained canyons with an air of tension; the Shattered Coast (Southwest), a stormy shoreline of shipwrecks and leviathan bones in muted blues; and the Eldergrove Veil (Southeast), an enchanted forest of towering trees and vibrant wildlife, shrouded in mist with greens and golds. Once a unified kingdom, Valthora was torn apart by a cataclysm tied to the Scribe, a mysterious figure whose actions unleashed the Ashen Crown’s fury, leaving the land scarred and divided. Now, factions like the zealous Order of the Scribe, the fierce Ashborn Clans, the bloodthirsty Crimson Pact, the sea-faring Tideborn Covenant, and the protective Guardians of the Veil vie for control. A hidden power linked to the Scribe’s legacy drives conflict, with ancient writings and a forgotten ritual at the heart of their struggle, threatening to either heal or destroy Valthora. The land itself, hostile and alive with dark energy, challenges all who seek to shape its fate in this gothic fantasy realm.
Played7 times
Cloned0 times
Created
66 days ago
Last Updated
13 days ago
VisibilityPublic
Wall of Thorns
ConjurationLevel 6
Wall of Thorns

Description

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.

Spell Details
Level6
Range120
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