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The Boatswain's Call in Dungeons & Dragons 2024 (D&D)

The Boatswain's Call

WONDROUS ITEM ARTIFACT MAGICAL CURSED

An antique sailor's whistle that produces a sound simultaneously shrill and distant. There is a lighthouse sketched into one side. Holding it for too long induces a gradual feeling of disassociation from the rest of the world.


Blowing on the whistle while focusing on a visible target will summon a thick fog that envelopes both the user and their target in 30-foot spheres. The fog counts as heavy obscurement, and dissipates after 1 minute.

Immediately after the fog's creation, the target must succeed a Wisdom Save DC of 25, or be spirited away to The Lonely's domain. This domain is a cold, seemingly-infinite swamp world covered in thick fog with no definable landmarks. Any creatures trapped in the domain at the same time will never encounter each other.

Cursed: If the user isn't a servant or avatar of The Lonely, they must also succeed the Wisdom Save to avoid becoming trapped.

Hedged Prison: The Lonely's domain follows the rules of the Imprisonment spell's Hedged Prison effect. Only magic items powered by another Fear can access the prison domain and navigate to those trapped. All other forms of teleportation, scrying or planar travel are unable to locate the domain.

Ending the Spell

In order to escape The Lonely's domain without outside help, the target must willingly become a servant of The Lonely. Dispel Magic can end the spell only if it is cast with a level 9 spell slot, targeting the whistle.


 


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