

Traverse through the trade discal and admire yourself with this incredible over a 100ft tall auroral diamond in the middle of the city that gives it’s life and shine all over the farthest realms of the ethereal plane, give yourself a fair chance to experience information trade on the court of whispers where knowledge can value not only gold but life itself. A civilization formed on these deeper regions make for a warming sight on where mostly ruins, old history sites and a lot of ectoplasms can be found. adjective uk / re.di.nt / us / re.di. Meet the beacon of hope in the deep ethereal plane where most that are trapped on within these confusing regions of the “next life” seems to all have one thing in common wanting to get out there. A creature that is attuned to Radiance can use a bonus action while holding. While surrounded by darkness, it sheds dim light in a 5-foot radius. Radiance is in the form of an exquisite golden hand mirror. In addition, you ignore half cover when making a spell attack.

The Journey through the adventure citadel will be played from 1 – 14 in stand-alone styled adventures (Meaning you can join at any part of the game), and the idea is follow through on a homebrew styled game following the theme of planar traveling on either spelljammer or the many planes of the world axis from 15 to 20. While holding this wand, you gain a +1 bonus to spell attack rolls. Welcome adventurer, to extraplanar adventures within the deepest of parts of the ethereal plane.
