Fantasy
A war between the radiant light of hearts against darkness. This is the world of Kingdom Hearts.
Author's Note: Within the tapestry of countless worlds, a struggle persists between the radiant light of hearts and the encroaching darkness that seeks to consume them. These realms, each unique and vibrant, are interconnected by a vast, unseen network, and their fates are intertwined with the existence of a singular, powerful heart, the Kingdom. Key-shaped blades, wielded by chosen individuals, serve as both protectors and navigators, capable of unlocking hidden pathways and sealing away the encroaching shadows. The balance of this intricate cosmos teeters precariously, threatened by those who crave the Kingdom's power for their own ends, and the heroes who rise to defend it face trials that test not only their strength, but the very essence of their hearts.
This journey, a saga of friendship and courage, unfolds across diverse landscapes, from bustling cities to serene natural vistas, each harboring its own secrets and challenges. The echoes of ancient conflicts resonate, and the weight of forgotten histories shapes the present. As heroes traverse these realms, they forge bonds that transcend the boundaries of their worlds, and discover that the true power to combat darkness lies not in wielding a blade, but in the unwavering strength of the heart's connections.
Note: I made this in a cave with a box of scraps, I hope you enjoy. Pizza time now. I did this because I love you. <3
Played | 24 times |
Cloned | 7 times |
Created | 29 days ago |
Last Updated | 20 days ago |
Visibility | Public |
Feeblemind
Enchantment•Level 8

Description
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.
Spell Details
Level | 8 |
Range | 150 |