The gods of Dragonlance are bound to that setting alone, and exist as constellations.A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.
At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.
One can also control the weather 5 miles around them, including creating storms and reducing the temperature to Arctic conditions, should the caster desire it.These deities have been called by many different names and held in varying levels of esteem by different peoples and cultures through the world’s history, but they are the only gods of this world—their place fixed in the stars as constellations.
You take control of the weather within 5 miles of you. You must be outdoors. If you move to a place where you don't have a clear path to the sky, the spell ends early.
When you cast the spell, you change the current weather conditions. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a condition on the table and change its stage by one. When changing the wind, you can change its direction.
You can also create your own demi-plane 30 feet across, and access it again in the future.Heavy rain, hail, or snow 5 Cold 5 Storm
6 Arctic cold
Blue dragons can create thunder storms within 6 miles of their lair.You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30ft in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the outside. Each time you cast this spell, you create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
The kraken can control the weather within 6 miles of its lair, and cause water elementals to coalesce within 6 miles of the lair, and mind control unintelligent aquatic creatures within 6 miles of its lair.The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
- Thunderstorms rage within 6 miles of the lair.
- Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
- Hidden sinkholes form in and around the dragon’s lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 × 10 feet into the sinkhole.
The krakens once served as fierce warriors of the gods, and can create or stop storms to its will, and they can breathe air as well as water.
- The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
- Water elementals coalesce within 6 miles of the lair. These elementals can’t leave the water and have Intelligence and Charisma scores of 1 (−5).
- Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area.
The Far Realm exists beyond the known multiverse, and may be its own seperate multiverse with its own laws.Beneath the waves, the kraken sleeps for untold age~,'' waiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror. Leviathans of Legend. At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities. An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters !airing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone.
The DnD multiverse contains endless worlds, and all DnD settings and player campaigns.The Far Realm is beyond the known multiverse. In fact, it might be an entirely separate multiverse with its own physical and magical laws.
The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected in strange and mysterious ways to one another and to other planes of existence, such as the Elemental Plane of Fire and the Infinite Depths of the Abyss. Within this multiverse are an endless variety of worlds. Many of them have been published as official settings for the D&D game. The legends of the Forgotten Realms, Dragonlance, Greyhawk, Dark Sun, Mystara, and Eberron settings are woven together in the fabric of the multiverse. Alongside these worlds are hundreds of thousands more, created by generations of D&D players for their own games. And amid all the richness of the multiverse, you might create a world of your own.
Seeing this reminds me of how Spelljamming and stuff involving the Plane of Shadow could both also be used to travel to different settings. Or how Dragonborn were literally transported from the Nentir Vale to the Forgotten Realms.In Baldur’s Gate: Descent into Avernus 5e campaign book, you have a Dragonborn Paladin of Tiamat by the name of Arkhan the Cruel from Toril via Forgotten Realms setting who had a brief visit to the world of Exandria (the same world where Critical Role and The Legend of Vox Machina takes place) where he came into the possession of an artifact Hand of Vecna.
You also have Strahd yanking people from different settings with his Mist.Seeing this reminds me of how Spelljamming and stuff involving the Plane of Shadow could both also be used to travel to different settings. Or how Dragonborn were literally transported from the Nentir Vale to the Forgotten Realms.
Makes you wonder about the scaling implications.
I remember this game. The soundtrack was a banger.Got around to playing Forgotten Realms: Demon Stone again, a fun little hack and slash in the same vein as the LOTR Return of the King game. Being part of the Forgotten Realms setting, it also provides us with some decent stuff.
In one of the cutscenes, Khelben Arunsun, an epic level wizard and archmage, explains that the two main antagonists of the game, the Githyanki Cireka and the Slaad Lord Ygorl fought each other within the eponymous Demon Stone, before saying that either one of them would end up destroying Faerun if set free.
Ygorl later ends up fighting Khelben later on in said cutscene. In a later cutscene partway through the mission, Ygorl ends up winning handily.
Also, Drizzt Do'Urden shows up in a later mission, and proves to be just as competent as the rest of the protagonists, if not moreso. He even comments that he'd help the others deal with Ygorl and Cireka if he wasn't needed at Mithral Hall.
So yeah, even without putting Slaad Lords at the same level of power as Demon Lords and Archdevils, it's still more evidence for country/continent level epic level characters.
Some potential FTL feats found in 4e.
Warlocks are capable of forming pacts with stars, and are able to call upon the powers of said stars.
This is further supported by warlocks being able to call down beams of sunlight from as early as level 3. It even provides benefits for Star pact warlocks, which pairs well with the implication that this originates from another star.
Sorcerers are also capable of casting similar spells. The spell in question is also capable of being amplified if the sorcerer in question is a cosmic sorcerer. For context, sorcerers gain their powers (at least in 4E) through an instinctive or innate connection to a specific source of power.
Context on cosmic sorcerers.
A small but important detail about the latter spell is that it can't be avoided via reflex, but will. Despite this, there are still certain abilities that could let characters react to the beam outright.
(Context on the 'square' term: 4E replaced all instances of conventional distance with 'squares', but for all intents and purposes it should still be the same as other entries, and therefore 1 square=5 feet)
Pretty sure these feats should scale to just about everyone.
Well they're not epic tier, so chances are they're about city level-ishHow powerful are Mummy Lords? I'm having a talk with a friend about his D&D campaign.
"Not as strong as the dragons from Game of Thrones" -SBhow strong is this nigga
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