When The Light Starts Off world illustration - Dark Fantasy theme
Dark Fantasy

When The Light Starts Off

T
Thatmikail

The sky bleeds cerulean dusk; crimson grasslands glow with decay. Obsidian spires rise through a shattered sky, where Kaiju mutate scavengers. Fleshforge splice star-flesh, Voidforged wield entropy; Orc shamans carve scars to channel the Eclipse Bull’s shadow—a beast whose antlers shattered time. Luminarchs burn with prismatic flames; Vampires drink starlight to stave rot. At its core: the Purple Hunger, a void-parasite devouring sound and sanity. Survive via mutation, betrayal, or decay.


Author's Note: This is all my notes and it's my own creation to deliver with you guys: 1. RACES Core Theme: Survival through adaptation to a decaying, unstable world. Animatroniac : Clockwork beings seeking “true life” via heart-theft (ties to Fleshforge, Voidforged). Human : Ambitious but fragile, driven by desperation (key for Shattered Eclipse/Vortexcall conflicts). Elves/Ucing : Connected to unstable natural forces (e.g., fungal corruption, echolocation). Vampire/Half-Vam : Immortal but bound to light/darkness cycles (clash with Luminarchs/Obsidian Choir). Kaiju-Hybrid Races (Orc, Nailling, Beastbound) : Embody physical and magical mutations from cosmic decay. Mechanics: Mutations (e.g., random effects from Kaiju Graveyard exposure). Light/darkness immunities/resistances (e.g., Vampire vs. Voidforged). 2. CLASSES Core Theme: Power derived from chaos , sacrifice , or fusion with cosmic forces. Eclipse Weaver / Luminarch : Manipulate unstable light/prismatic energy (risk mutation). Voidforged / Spirekin : Weaponize entropy and void-energy (collapse environments). Fleshforge / Beastbound : Merge organic and celestial/mutant forms (risk losing humanity). Glovewhisper / Cogmancer : Use rhythm or gearwork magic to outmaneuver foes. Mechanics: Prismatic Collapse : Risk mutation for power. Voidsteel Anchor : Warp gravity to destabilize enemies. Temporal Reflexes : Counter time loops (Chronophagia/Prismatic Forest synergy). 3. FACTIONS Core Theme: Ideological wars over how to survive or exploit the world’s decay. Fleshforge : Seek evolution through mutation (clash with Eidolon Harvesters). Chronophagia : Rewrite history (feud with Obsidian Choir over time/sound). Obsidian Choir : Worship silence (target Luminarchs’ prismatic rituals). Eidolon Harvesters : Drain memories (oppose Fleshforge/Voidforged). Conflicts: Kaiju Graveyard : Fleshforge vs. Gianté nomads. Voidborn Chasm : Voidforged vs. Eidolon Harvesters. Eclipse Bull’s Hollow : Orc clans vs. Vampire hunters.
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Storm of Vengeance
ConjurationLevel 9
Storm of Vengeance

Description

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn. **Round 2.** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. **Round 3.** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. **Round 4.** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. **Round 5-10.** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Spell Details
Level9
RangeN/A
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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