Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Spell Sun's Shower
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area all enemy targets
Duration 1d6 rounds
Spell Family Spark
Requirements Explosion
Spell Effects This spell sends bright fire down from above. For the duration of the spell, sun fire falls hitting random enemy targets. Each target is hit with falling fire and dealt 5d12 damage. Allies and yourself are immune.
Check Difficulty Hard Arcana
Spell Reign of Fire
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area all enemy targets
Duration 1d4 rounds
Spell Family Fire Streak
Requirements Plasma Shot
Spell Effects This spell creates a glowing nexus point of fire magic above the battlefield. Each round the energy would discharge fire at every enemy target, doing 5d10 damage per shot to each target.
Check Difficulty Hard Arcana
Spell Pyre
Affinity flame
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area 1 target
Duration instant
Spell Family Spark
Requirements Consume
Spell Effects This spell summons a powerful cylinder of fire around the targets and then sends fire ripping through it quickly. The target inside the pyre is burned alive with concentrated fire, being dealt 9d12 damage, and any burnable equipment or goods is burnt to a crisp. The cylinder falls apart and the fire burns out, leaving the target smoldering. If the target survives, the target is inflicted with burns.
Check Difficulty Impossible Arcana
Spell Fire Well
Affinity flame
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target per blast
Duration 1d6 rounds
Spell Family Pyro Enchantment
Requirements Fire's Warding
Spell Effects With this manipulation you open up a portal to the Well of Fire. You float above the well and each turn siphon off fire from this well. Each round you have four projectiles of concentrated and explosive fire magic to launch at any target you wish. Each projectile deals 6d10 damage. While in the spell fire protects you from all harm and prevents you from moving from your position above the well. You can only shoot the magic given to you by this spell while this spell is active, unable to do anything else.
Check Difficulty Hard Arcana
Spell Exploding Arrows
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target and the surrounding spaces, 1d12 spaces away
Duration instant, explosion in 3 rounds
Spell Family Spark
Requirements Explosion
Spell Effects With this manipulation you choose a target and send the arrow into the enemy target. It lands on the mark and stays half-way in the body of the target doing initial damage of 5d10 points. In three rounds the arrow will explode, doing 5d12 more damage to the target and to any target within 1 space of the affected target. The arrow will explode within three rounds even if the enemy is dead or if the arrow was removed.
Check Difficulty Hard Arcana
Spell Volcano's Tongues
Affinity flame
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target per tentacle
Duration 2 rounds
Spell Family Fire Streak
Requirements Volcano's Hand
Spell Effects With this manipulation, you summon 1d12 tentacles of magma around you that stretch out and search. You pick an enemy target for each tentacle. They each lift their target, squeeze them, and set them aflame, doing 6d12 damage. When the second round comes the tentacles slam their targets into whatever surfaces they were previously on doing an extra 6d10 damage to their target. Any tentacle that does not grab a target will wrap around you (the user) and lift you up in the air. They will take any damage meant for the user during those two rounds. You can continue to cast spells from this perch.
Check Difficulty Hard Arcana
Spell Volcano's Heart
Affinity flame
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area 1 target
Duration 2d4 rounds
Spell Family Fire Streak
Requirements Volcano's Tongues
Spell Effects With this manipulation, you use superheated air to lift the target into the air. You then encase the target in an orb of unstable magma and fire. For the duration of the spell the target is locked into the orb, unable to act, while receiving 8d12 damage per round. On the target’s turn in the final round of the spell’s duration, the orb explodes, dropping the target to the ground in whatever state the target is in. The target receives an extra 4d20 damage from being dropped to the ground.
Check Difficulty Impossible Arcana
Spell Sun's Gift
Affinity flame
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration 1d8 rounds
Spell Family Pyro Enchantment
Requirements Fiery Ring
Spell Effects With this manipulation, you create sun fire and sends it out in search of a target. The spell surrounds the target and increases their melee, throw, and bow power by x 2.5.
Check Difficulty Hard Arcana
Spell Pyromania
Affinity flame
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration 1d6 rounds
Spell Family Visual Distortion
Requirements Chained Fury
Spell Effects With this manipulation the target becomes obsessed with being hit with fire. They refuse to attack anyone of the fire element. Instead they will taunt any pyromancer to use fire magic on them. Any pyromancy spells do double their normal damage on the affected target. If anything attacks any pyromancer, the target will attack it to protect the magically created fetish. If the target is killed by fire magic while affected by this spell, the user of this spell gets back the Soul that was spent casting Pyromania. It is a hard mental balance check to avoid the effects of this spell.
Check Difficulty Hard Arcana
Spell Night's Death
Affinity light
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area entire floor of dungeon map or a 10 square mile area
Duration 1 hour
Spell Family Glow
Requirements Light Casting
Spell Effects With this manipulation you create a ball of bright light that hovers high above your head. The light pierces all darkness and illusions and shows you all traps.
Check Difficulty Hard Arcana

Top 10 Entries

Spell Serenity's Forceful Ways
Affinity decay
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target
Duration instant
Spell Family Fang
Requirements Executioner's Weapon
Spell Effects This special spell calls upon the positive source of death, the Serenity. The mage uses his or her connection to the Serenity to call for assistance. The Serenity sends its power through the mage to cast the spell. When this spell is cast, the single target is surrounded in serenity. But, suddenly, amidst the calm, the target can feel horrible injuries ripping into the target’s body. Serenity releases the target and the damage of 4d10 + 2 is done.
Check Difficulty Hard Arcana
Spell Bitterwood Pandemic
Affinity death
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target 1d12 spaces away
Duration 1d20 rounds
Spell Family Bio Instability
Requirements Plague
Spell Effects This terrible spell inflicts its target with a temporary version of the terrible Bitterwood Plague. Bitterwood so got its name because its victims would find parts of themselves rotting and falling away as if the target were a decaying tree. Bitterwood causes the host body to think that it is dead by cutting off any signal that the body is alive, so it quickly enters into a state of decay. It starts small with patches of skin, turning black, fingers and toes turning black and falling off, hair falling out. Luckily for the victim of this spell, it does not go beyond that point. However, the pain from each event and the rigor mortise setting in is incredibly painful. With the rigor mortise, the target's movement slows by 2 each round. The target also experiences 9d4 vitality damage. By round 2 the target looses 1 finger, round 3 1 toe, this changing between finger and toe each round. When the target looses more than 2 toes on one foot, the target must make normal balance checks each round. When the target looses more than 3 fingers on the weapon holding hand, the target must make hard grip checks to keep its weapon.
Check Difficulty Hard Arcana
Spell Field of Decay
Affinity decay
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area a 3x3 space area around a spot of your choosing
Duration 1d8 rounds
Spell Family Deconstruction
Requirements Ghastly Presence
Spell Effects With this spell the area of your choosing becomes corrupted by decay. Anyone, friend or foe, that find themselves in this field loose 2d20 as a percentage of current Vitality and Power.
Check Difficulty Normal Arcana
Spell Army's Decay
Affinity decay
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area battlefield
Duration until battle is over
Spell Family Deconstruction
Requirements Ghostly Mount
Spell Effects This spell can only work if your party is outnumbered. This spell counts the amount of companions with you, including yourself. Then it seals away all but the same amount of enemies within graves with only enough room to fit the target it captures. That way, the magic sees the combat as fair. For every member of the party there is one target. Every time a free target dies, another is released until all targets of the spell are released. If there becomes more allies than enemies, the magic will take a random ally away as well, to make things even. Each round that the target is sealed in a grave it will lose 20% of its current Vitality, Soul, and Power.
Check Difficulty Normal Arcana
Talent Strong Spirited
Requirements Cannot have this talent with Strong Willed talent.
Effects This talent makes it more difficult for you to be possessed. It does so my giving your character a bonus of 5 points to Spiritual Balance to guard against any effect that would take away the control of your character.
Handicaps Prone to Mental Imbalance: Having this talent makes you more easily have fear or suffer mental status effects. You have a penalty of -5 to Mental Balance.
Talent Strong Willed
Requirements Cannot have this talent with Strong Spirited talent.
Effects This talent makes it more difficult for others to con you, trick you, influence you, charm you, or seduce you in any way. It does so my giving your character a bonus of 5 points to Mental Balance to guard against any effect that would take away the control of your character.
Handicaps Prone to Possession: Having this talent makes you more easily possessed. You have a penalty of -5 to Spiritual Balance.
Spell Deadman's Shell
Affinity decay
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area self
Duration 1d6 rounds
Spell Family Graveyard's Warding
Requirements Decay's Warding
Spell Effects This spell changes the flesh of the caster to that of an undead zombie. The caster now has a bonus to physical armor of 5 and has a 25% chance of the physical attack healing the caster instead of harming the caster.
Check Difficulty Normal Arcana
Spell Rise of the Doomed
Affinity decay
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area all enemy targets
Duration until targets free themselves
Spell Family Graveyard's Warding
Requirements Release of the Doomed
Spell Effects With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a normal athletics check to be freed. However once the targets free themselves the skeletal hands emerge from the ground as full on skeletons and pin the targets back to the ground. The targets must make a normal athletics check again to be freed once and for all. When the targets get pined by the skeletons the targets receive the caster's Arcana worth of magic damage, which they will receive each round until freed.
Check Difficulty Normal Arcana
Spell Dispel
Affinity death
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area 6 spaces affecting 1 target
Duration instant
Spell Family Loss of Self
Requirements Elemental Death
Spell Effects This spell uses the natural death magic of necromancy to burn away at magic like acid. This spell removes enchantments, protections, poisons, and many other active spells. Independently acting spells such as the geomancy spell “Catapult” can be ended prematurely with this spell. This spell can only be cast on a single target.
Check Difficulty Normal Arcana
Spell Last Cry
Affinity death
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area a 3x3 space area around the caster
Duration instant
Spell Family Loss of Self
Requirements Nightmare
Spell Effects This spell invokes the power of the voice. You open your mouth, letting out a pained but angry scream. All of those in the radius of the spell are affected with fear for 1d3 rounds, even your allies. Fear causes the affected to flee from the user at all costs.
Check Difficulty Normal Arcana