Projects: A-Z Index
L
Name | Lorem ipsum dolor |
---|---|
Maintainer | Deleted |
Description | Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. |
Project progress | 56 |
Newest 10 Entries
Ylem | Clear Ylem |
---|---|
Description | Can store and provide access to all tier levels of spells. |
Cost | 400.00 |
Ylem | White Ylem |
---|---|
Description | Can store and provide access to tier 1, 2, 3, 4, and 5 spells. |
Cost | 200.00 |
Ylem | Silver Ylem |
---|---|
Description | Can store and provide access to tier 1, 2, 3, and 4 spells. |
Cost | 100.00 |
Ylem | Gray Ylem |
---|---|
Description | Can provide access to tier 1, 2, and 3 spells. |
Cost | 050.00 |
Ylem | Black Ylem |
---|---|
Description | Can store and provide access to tier 1 and 2 spells. |
Cost | 025.00 |
Ability | Dual Nunchaku |
---|---|
Effects | You are able to wield nunchaku in both hands, using both as one attack. Must have Dual Fists and be equipped with Nunchaku. |
Skill | Shell Crusher |
---|---|
Stat Cost | 8 Power |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | Arm Switch, Equip Nunchaku |
Effects | With this skill you ignore a 1d20 percentage of the target's armor. The attack is also increased by +1. |
Success Roll | Critical |
Skill | Arm Switch |
---|---|
Stat Cost | 6 Power |
Range | weapon range |
Area | 1-2 targets |
Duration | instant |
Requirements | Bash & Swing, Equip Nunchaku |
Effects | With this skill you are able to attack with your nunchaku with one hand, switch hands, and attack again. You can preform an attack skill as well with each hit however a penalty of 5 is applied to the success roll for the second attack. You can use this with the Dual Wielding Nunchaku ability to attack with both hands twice. |
Success Roll | React -5 |
Skill | Bash & Swing |
---|---|
Stat Cost | 4 Power |
Range | weapon range |
Area | 1-2 targets |
Duration | instant |
Requirements | Diagonal Strike, Equip Nunchaku |
Effects | Hit one target doing +1d4 more damage and able to swing back to either strike the same target again or strike another target in range. There is no extra damage for the second hit. Critical hit only applies to the first strike. |
Success Roll | React -2 |
Skill | Diagonal Strike |
---|---|
Stat Cost | 2 Power |
Range | 1 target |
Area | 1 target |
Duration | instant |
Requirements | Equip Nunchaku |
Effects | Hit target with a diagonal strike using nunchaku, giving you a +2 to Hit Chance due to catching target off guard. |
Success Roll | React |
Top 10 Entries
Spell | Levitate |
---|---|
Affinity | air |
Stat Cost | 5 Soul to cast, 1 Soul per round or minute |
Spell Cast Speed | 3 |
Range & Area | self or one target |
Duration | until cancelled |
Spell Family | Haste |
Requirements | Hitting Misdirection |
Spell Effects | With this manipulation you use your control over air to hold something or someone up six inches from the ground. This can be you, an ally, an enemy, or an object. You can keep that target levitated in place for as long as desired or until you run out of Soul. You can cast this spell again on the levitated target to increase the levitation by another 6 inches. There is no limit to how many times you can cast this spell on a levitated target, making its levitation height nearly infinite, except for you must be able to see the target, or if it is yourself you must be able to see the ground. If you wish to gently lower the target you must cancel the spells one spell at a time, one spell per minute or round. If you cancel all of the spells at once the target or yourself will fall hard dealing 1d12 fall damage per 1 foot of levitation. |
Check Difficulty | Normal Arcana |
Spell | Vortex |
---|---|
Affinity | air |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | a 4x4 space area around the caster |
Duration | instant |
Spell Family | Airess |
Requirements | Air Burst |
Spell Effects | With this manipulation you create a vortex of air around your body. Immediately, all the air you brought together releases on the battlefield around you. Everyone in the radius of the spell, ally and enemy, is pushed away from you by 2 spaces or 6 feet. |
Check Difficulty | Normal Arcana |
Spell | Aero Disk |
---|---|
Affinity | air |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target that you can see |
Duration | instant |
Spell Family | Airess |
Requirements | Air Burst |
Spell Effects | By creating this spell you create a disk of pure wind with edges sharper than many swords. You let the disk launch off on its own to attack the enemy of your choice. The disk attack by sweeping up his torso doing 3d12 points of damage before disappearing right above the target. |
Check Difficulty | Normal Arcana |
Spell | West Wind's Charge |
---|---|
Affinity | air |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or any 1 ally |
Duration | 1d4 rounds |
Spell Family | Airess |
Requirements | Air Burst |
Spell Effects | When this spell is created, you or your chosen ally are given a boost to your total damage values and armor to carry out the whims of the West Wind. This spell increases your Melee Power and Throw Power by 1d12 and gives you the caster's Arcane to Physical and Magical Armor for the duration of this spell. |
Check Difficulty | Normal Arcana |
Spell | Green Climber's Lure |
---|---|
Affinity | nature |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Spell Effects | This spell grows the lure of a green climber on the vines entrapping its target - its heavily scented blossom. Creatures all around have a hard time ignoring the lure. Any creature that is within 10 spaces will be drawn to this lure. Each creature will have to make a hard endure check, if they fail, they will go straight to the lure and be held there gazing upon the lure until the target makes a hard endure check. The lure is fake of course, but it smells very real. You and your allies however know that it is fake and are not affected by it. With this spell you can set up elaborate traps. |
Check Difficulty | Hard Arcana |
Spell | Woodland Sentiel |
---|---|
Affinity | nature |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self |
Duration | 1d8 rounds |
Spell Family | Oaken Skin |
Requirements | Skin of Thorns |
Spell Effects | Casting this spell makes you the avatar of the forest. You are at one with your nature affinity and your geomancy. All of your geomancy spells now have double their effect. You Soul is doubled. Your movement rate is doubled. Your Arcana is doubled. When the spell effects end you are dazed for 1 round. |
Check Difficulty | Hard Arcana |
Spell | Curse of Immortality |
---|---|
Affinity | stone |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1d8 spaces affecting 1 target |
Duration | instant |
Spell Family | Solidity |
Requirements | Crevasse's Darkness |
Spell Effects | With this spell you grant the target immortality. But the target soon learns what immortality means. The target turns to stone instantly, nothing more than a well sculptured statue. The target of this spell can be brought back by the right kind of magic or potion, but breaking the magic will cause the statue to shatter killing the target. Hitting the statue will also cause the statue to break. The life of whoever is sealed in stone will never be seen without the right spell or potion to restore the body. |
Check Difficulty | Impossible Arcana |
Spell | Crevasse's Darkness |
---|---|
Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target |
Duration | effect takes place when the target dies |
Spell Family | Solidity |
Requirements | Crevasse's Secret |
Spell Effects | When this spell is created, blackness coats the target like a liquid. It does not affect the target until the target dies. When the target dies, the darkness takes the power from the target’s body and uses it to do one of six effects determined by rolling a 1d6. Rolling a 1 causes everyone within a 3x3 space area around the dead target, allies and enemies, to be drained from their entire Soul instantly which is given to you. Rolling a 2 causes you and all of your allies to be healed by the target's maximum vitality a piece instantly. Rolling a 3 causes the target's maximum vitality as damage to the weakest enemy target. Rolling a 4 causes all physical damage dealt by anyone, ally or enemy, to be doubled for the duration of the battle. Rolling a 5 causes you and all of your allies current vitality to double, even past their max vitality, for the duration of the battle. Rolling a 6 causes everyone, allies and enemies, to have double the moves per round for the duration of the battle. |
Check Difficulty | Hard Arcana |
Spell | Stone Seal |
---|---|
Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self |
Duration | 1d10 spaces of movement |
Spell Family | Solidity |
Requirements | Guardian Form |
Spell Effects | This unique spell allows you to walk through solid stone as if it was simply air. Unfortunately it is only earthen stone or natural materials that you can walk through. If there is any metal or man-made materials in the way of your path it becomes like a brick wall. You can see through the stone when walking through it, but cannot climb up or down or cut your way through any metal or unnatural material in the way. If you get caught in the stone when the spell ends, you die. |
Check Difficulty | Hard Arcana |
Spell | Marble Warrior |
---|---|
Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self or any 1 ally |
Duration | 1d6 rounds |
Spell Family | Solidity |
Requirements | Unnatural Strength |
Spell Effects | With this manipulation you turn any one of your allies into marble stone. This does not petrify them or kill them. Instead it gives their skin the attributes of stone giving them double the caster's Arcana for Physical Armor and equal to the caster's Arcana for Magical Armor. The ally’s armor is not affected so your ally also retains their armor’s attributes. This spell can be used on any ally and even on yourself. At the end of the spell’s duration, the marble flakes off of the target’s skin and the target loses it’s protection. |
Check Difficulty | Hard Arcana |