The caster of this must be proficient in at least 3 melee weapons that are sharp in someway individually(no group options like martial or simple)
The caster must be in a closed off room, the room can have windows but none open
must have a clear thought of what you want the world to be like
as you are about to cast the spell the weapon/object of choice glows a eerie white
to cast you must stab the weapon into the ground and wait 1 round for it to sprout a dark fountain
and one not native to a dark fountain's world or a different dark world takes on a altered look, they gain armor if they had none, a new skin tone, or even new features in some cases
at higher levels the area of the dark world becomes more defined.
there is only 1 original dark fountain, this fountain can absorb the other fountains that have been closed and add what was there into it self
To close a dark fountain you need to expose your soul to the fountain and have it sit there for 1d8 rounds un damaged
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/24/2025 6:24:45 AM
|
5
|
0
|
1
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Jul 24, 2025edit made was the picture for spell, but do let me know if this is good or not
-
View User Profile
-
Send Message
Posted Jul 25, 2025for those wondering here is the improvement list
4th: creatures born in a 4th level dark world can exist longer in other dark worlds(was only 20 minutes but is now 4 days), the dark world is now 40 square miles(was 30 square miles).
5th: there is an day/night cycle, the area of the dark world is now 50 square miles.
6th: there are now weather changes, now is 60 square miles.
7th: there's seasons now, is now 70 square miles.
8th: crops can grow in dark words without a new one being made, is now 140 square miles.
9th: creatures born in this dark world can exist in any dark world with out turning to stone, this dark world can be moved to become the main dark world, is now 420 square miles.