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Setting Rules

Magic Tier: Low - Mid (Some aspects of magic do not function or differ from the typical D&D 5e setting. This ruling affects some creatures, spells and items as well as the processes required to craft or purchase certain items). As a result of the lower magic level, magical items are harder to find and can't typically be bought as commonplace items. This does not affect potions, poisons and spell scrolls, although some of the aforementioned items may still require special ingredients to be found before they can be made.     Tech Level: Early Clockwork (Tinkerift is the most technologically advanced place as it has begun to implement clockwork devices. Other places may have a little understanding of clockwork but devices are very rare and often bought from Tinkerift)   Conjuring Planar Allies: Spells that call spirits from other planes to travel to the material plane in order to aid the caster have a chance of failure due to the unstable nature of the magic of the continent. When a caster attempts to use a spell that makes use of planar creatures (Fey spirits/Elementals, Celestials, Fiends, Resurrection magic that deals with calling the soul back to the body etc) they must make a saving throw using their spellcasting modifier. The DC is 10+ the level of the spell they are casting. On a success, the spell proceeds as usual but fails if the DC is not met. A spell which is cast and then fails due to this interaction still consumes the caster's spell slot and action.

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