Kingdom Hearts: Friends and Fables world illustration - Anime, Disney, Final Fantasy, Modern, Magic theme
Anime, Disney, Final Fantasy, Modern, Magic

Kingdom Hearts: Friends and Fables

L
Lotus

A mystical multiverse of light and darkness, Keyblades and heartless. Start at Fairest of them All.


Author's Note: I'm using ChatGPT for a lot of the descriptions and Civit AI for NPC images here to put in the grunt work. I review them, but i may not catch every innacuracy. The 3 currencies are all Munny, just separated by value since the system doesn't like going over 1000 in currency. This is going to be based on the first game, and I'm going to assume when making this world that your player character/characters are taking on the role of Sora, Donald, and Goofy. Since NSFW content is possible with Franz's AI, all NPC's will be reflavored to be 18+, and their descriptions and profile images will make that clear. This is not being written specifically for NSFW content, but let your *Ahem* heart, be your guiding key. As of now, the tutorial is very broken, although Franz should start with the Dream Weapon selection. He's supposed to tell you what class you should change to and transition to the next area, but i haven't figured out how to make the interactions work properly, so you'll have to navigate through each station on your own. The "Lost Worlds" Area is sort of an unimplemented area serving as an NPC prison right now. If an NPC keeps showing up and you want them gone, toss them there. Very early in development. NPC images are very inconsistent right now, but thats a quick fix if you want to use your own images.
Played61 times
Cloned11 times
Created
208 days ago
Last Updated
Yesterday
VisibilityPublic
Glyph of Warding
Glyph of Warding
Abjuration
Details
SchoolAbjuration
Level3
Casting Time1 hour
Range1
DurationUntil dispelled or triggered
Description

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph. **Explosive Runes.** When triggered, the glyph erupts with magical energy in a 20-­foot-­radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. **Spell Glyph.** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

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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