Dark Fantasy. world illustration - Dark Fantasy theme
Dark Fantasy

Dark Fantasy.

M
Milka2002

A dark fantasy where there are no people left. And the world is going down the drain.

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Created
25 days ago
Last Updated
14 days ago
VisibilityPublic
Dancing Dead
2

Dancing Dead

By cutting his own wrist and dripping blood onto the ground, the caster summons the recently slain creatures to rise as undead puppets. These reanimated corpses move unnaturally, creaking and breaking as they attack all living beings around the summoner, but they only last for a few minutes before their bones crumble to dust.

Bone Hugs
3

Bone Hugs

You run your hand along the ground, animating the bones beneath it to grasp at a target's legs. The bones constrict, breaking the victim's ankles and slowly pulling them under the sand, threatening to bury them alive if they cannot escape.

Bone Fan
3

Bone Fan

Sharp bone fragments erupt from the ground, creating a swirling barrier of deadly shards. Enemies caught in the area are slashed by the fragments, while allies gain temporary protection from incoming attacks.

Laughter Through Wounds
3

Laughter Through Wounds

The target is cursed to laugh uncontrollably, causing them to suffer psychic damage as they bleed black blood from their mouth and eyes. The intensity of their laughter deepens their wounds, amplifying the pain and damage they endure.

Bloody Mustache
3

Bloody Mustache

Liquid tendrils of dried blood rise from the ground, ensnaring the legs of your target and immobilizing them for 2 minutes. The tendrils are difficult to see, making it a surprise for the opponent until they are caught.

Song of the Bat
3

Song of the Bat

The vampire summons a swarm of spectral bats made of darkness and blood that swarm around enemies, biting and blinding them. These ethereal creatures can withstand minor curses, making them a formidable distraction in battle.

Bloodblade
3

Bloodblade

You conjure a sword made of solidified blood, which lasts for a duration of 1 minute. Each successful hit with the blade inflicts a wound that takes longer to heal, and if the target is struck multiple times, the pain intensifies, causing additional effects.

Whispers Of Terror
3

Whispers Of Terror

The vampire whispers a dark curse that invades the mind of the target, forcing them to confront their worst nightmares. This spell instills panic and dread, potentially leading to temporary insanity, especially in those already plagued by fear.

Hungry Abyss
4

Hungry Abyss

The vampire creates a 10-meter radius zone around himself, where the air becomes thick and sticky. All living creatures within this area feel their strength drain away, transferring their energy to the vampire, who regains a portion of his lost power.

Blood Shackles
3

Blood Shackles

The vampire whispers dark incantations, causing the blood of a wounded target to solidify into invisible chains that bind their limbs. The strength of the shackles increases with the amount of blood spilled, making it harder for the victim to escape.

Crystal Metamorphosis
3

Crystal Metamorphosis

This spell allows the caster to partially or completely transform their body or nearby objects into various forms of crystal ice. The mage can create ice blades, shields, armor, icy claw hands, or even transform into a giant crystal for protection, enhancing their defensive and offensive capabilities.

Dance of Ice Spikes
3

Dance of Ice Spikes

The mage conjures a swirling dance of ice spikes that orbit around him, ready to strike at foes or shield him from harm. Each spike can be directed to attack enemies, but their power diminishes with the number of spikes created. Vulnerable to fire and other elemental attacks, these icy sentinels serve both offensive and defensive purposes.

Cryogenic Symbiosis
3

Cryogenic Symbiosis

The mage creates an icy robe that merges with the skin of an ally or themselves, enhancing physical strength, stamina, and speed. However, the wearer becomes less sensitive to heat and gains vulnerability to fire damage.

Ice Bodyguard
3

Ice Bodyguard

You create a sphere of rapidly freezing steam that forms into a humanoid figure, acting as your bodyguard. This icy guardian possesses basic intelligence and follows your commands, providing protection and assistance in battle.

Ice Knot of Destiny
3

Ice Knot of Destiny

The magician creates an ice knot that binds the destinies of two creatures. As long as the knot exists, any harm inflicted by one creature upon the other causes the attacker to experience a portion of that pain, with greater damage resulting in greater suffering.

Water Dragon
7

Water Dragon

Summons a colossal water dragon that crashes down upon your enemies, dealing massive damage and instilling fear. The dragon emerges from nearby water sources, creating a tidal wave as it descends, wreaking havoc in its path.

Water Healing
2

Water Healing

This spell accelerates the natural healing process of the target by harnessing the restorative properties of water. It is particularly effective for treating small wounds and abrasions, allowing the target to recover quickly from minor injuries.

Mist Shroud
2

Mist Shroud

A thick fog envelops the area, obscuring vision and creating an atmosphere of confusion. Allies within the mist gain advantage on stealth checks, while enemies find it difficult to navigate, suffering penalties to their attack rolls.

Quicksand
3

Quicksand

You turn 20 square feet of sandy or loose ground into quicksand, causing creatures that enter the area or start their turn in it to become restricted as they dive. Once bound, creatures must successfully perform a power roll at the beginning of each of their turns, or take 2d6 club damage and remain bound. It takes concentration to maintain the spell, and while it's active, your movement speed is also halved.

Earth Spikes
3

Earth Spikes

The caster summons sharp stone spikes from the ground, impaling enemies in the area. These spikes erupt violently, dealing damage to all foes caught within their reach.

Geomancy
2

Geomancy

The magician senses fluctuations in the ground, determining the location of people, animals, or valuable resources within a specified range. This spell allows the caster to gain insight into the terrain and hidden entities, making it an excellent tool for intelligence gathering.

Zephyr's Embrace
2

Zephyr's Embrace

The caster conjures an invisible wind shield that envelops an ally or object, providing protection against physical attacks by deflecting arrows and weapons. Additionally, the shield softens falls and impacts, ensuring the target remains unharmed from sudden drops or collisions.

Dance of the Ethereal Blade
3

Dance of the Ethereal Blade

The magician conjures 3 to 7 invisible blades of pure wind that rotate around them, providing protection and offense. These blades slash at any enemy that comes within range, while also granting the caster a defensive barrier against incoming attacks.

Shadow of the Echo
2

Shadow of the Echo

The magician summons an echo of their shadow, creating a shadow doppelganger that acts independently for a brief period. This shadow can perform one simple action, such as hitting an enemy, stealing an item, or pulling a lever, but it lacks intelligence and follows the magician's intent blindly.

Void Breath
3

Void Breath

You create an area of complete windlessness, forming a vacuum that suffocates living creatures within it. Any creature inside the area must make a saving throw or begin to suffocate, taking damage each round they remain in the vacuum.

Air Silkworm
3

Air Silkworm

The magician conjures nearly invisible threads from the air, weaving them into nets, traps, or cloth. These ethereal threads are incredibly strong, capable of supporting significant weight and binding foes with ease.

Light Consumption
3

Light Consumption

The magician absorbs the surrounding light, creating a zone of absolute darkness that enhances their abilities while disorienting opponents. Within this zone, the magician gains advantage on all spellcasting rolls, and enemies must succeed on a Wisdom saving throw or be blinded and have disadvantage on attack rolls.

Mirror of Flame
3

Mirror of Flame

The mage conjures a shimmering shield of fire that deflects physical attacks and magical spells. The reflection of the attack occurs after a brief delay, with the duration depending on the strength of the incoming attack, allowing the mage to anticipate and counter effectively.

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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