
Deep in the mountains there is a cave. Inside of this cave is a spring. This spring is charged with magical power. And by charged I mean it can recharge items. So the idea is simple. When you have an item that has charges and you want to recharge it you come here and try to get to the fountain. if you get there you can recharge your items.
Ok this is how it works. You enter and run around the dark cave. You run into “Magic Beasts," or "Elite Magic Beasts." For every Magic Beast you defeat you will receive a “Charge Coin”, for every Elite Magic Beast you will receive two. If you are able to find the fountain you will be able to recharge all of your charge based items. You will also receive an extra coin after each battle equal to the number of consecutive battles you have fought (up to a max of 10). You will find the fountain randomly while searching. You can go in alone or with groups. This does not count as a dungeon; the only reward for fighting here is the fountain, Charge Coins and the Ancient Pillar.
A Charge Coin can be used to recharge one item by one charge. Note that they can be sold and traded but cannot be used during dungeons. They are meant to be used to recharge between dungeons.
Each Fountain of Magic is run by a specific DM. You can only be on one fountains waiting list. You can only enter a fountain in groups of 1-4.
Every time you search you have a 1 in 4 chance of finding the magic fountain (this is checked by the DM) and a 1 in 20 chance of finding the Ancient Pillar.
If you do not find either you will be attacked.
For the first 5 battles you will fight 1d4+2 Magic Beasts; for battles 6 through 9 you will fight 1d4 Magic Beasts plus 1d4 Elite Magic Beasts. If you get to the tenth battle you will fight the Queen Magic Beast and her group, if you defeat the Magic Beast Queen you will automatically find the magic fountain and the Ancient Pillar.
Ancient Pillar
Finding this pillar gives you the title “Ancient One”
The title gives your character themselves charges. The first time you find the pillar you gain 5 charges +1 for every time you find it after the first, to a max of 10 charges.
Finding the Magic fountain after getting the title “Ancient One” gets you the title “Water Child”. Each “Child” title you get increases you max charge potential by 3 and gives you effects you can spend your charges on. But you still have to go to the Ancient Pillar to increase your current charge amount.
See titles for ability lists associated with each “Child” ability.
Take 90 CP worth of tokens and bring them to the fountain of magic. You may tribute them there and get a 1 die charge 24 CP token in return. You can choose any one 24 CP monster already made or you can toss in an elixir to custom make the token. Since tokens are monsters and monsters have set actions and spells you also have to toss in any actions or spells you want the monster to have (yes you lose them but your token gains them permanently) if it is a custom token.
Magic Beasts [24]
Attack: 5
Defense: 5
Combat: 4 (1d12)
Life: 5 (25)
Magic: 5
Equip: 0
Action: Smash, Power Up
Spells: Energy Burst
Elite Magic Beast [36]
A: 8
D: 8
C: 4 (1d12)
L: 8 (40)
M: 8
Actions: Smash, Power Up
Spells: Energy Burst
Current Party:
Waiting List:
