Projects: A-Z Index
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Name | Lorem ipsum dolor |
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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
Spell | Volcano's Tongues |
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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 |
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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 |
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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 |
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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 |
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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 |
Spell | Magma Shot |
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Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Fire Streak |
Requirements | Fire Blast |
Spell Effects | With this manipulation you create a ball of magma from pressurized fire. You take aim and send the ball out at a single target. When it hits, the magma explodes onto the body of the target causing burns as well as initial damage of 6d12. |
Check Difficulty | Hard Arcana |
Spell | Fiery Ring |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | Ring: self or 1 ally; Blasts: 1 target per shot |
Duration | 1 day or 3 shots |
Spell Family | Pyro Enchantment |
Requirements | Searing Aura |
Spell Effects | When you create Fiery Ring, the magic creates a ring of pure fire magic on the primary hand of your chosen ally or yourself. This ring can discharge three magical blasts of fire, dealing 4d12 points of damage per shot, before disappearing. |
Check Difficulty | Hard Arcana |
Spell | Volcano's Hand |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d4 rounds |
Spell Family | Fire Streak |
Requirements | Ignatius |
Spell Effects | This spell creates an entrapping formation of solidifying rocks and magma that holds the target in a paralysis for the duration of the spell, doing 4d10 each round. Then it breaks away. |
Check Difficulty | Hard Arcana |
Spell | Volcano's Eye |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 floor of area map |
Duration | until ended |
Spell Family | Visual Distortion |
Requirements | Fire's Steed |
Spell Effects | This spell creates a dense burst of smoke from your body. The smoke billows through a very large area. The smoke closest to you wraps around you, creating a cocoon like form. Inside the cocoon of smoke you sit, receiving information from the smoke. The spell shows the exact location of whatever you wish to see. You cannot move while in the spell, but can end the spell at any time. |
Check Difficulty | Hard Arcana |
Spell | Sun's Whip |
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Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self |
Duration | 1d8 rounds |
Spell Family | Pyro Enchantment |
Requirements | Superheated Blade |
Spell Effects | This spell replaces your weapon. In its place goes a whip of pure fire magic. The whip extends itself to almost any length and it weaves around objects to attack the target of your choice. It is used just like a weapon is used and attack skills can be used with this weapon. The whip does 5d12+1d8 + Arcana points of damage with each hit, and melee power is used with each hit. |
Check Difficulty | Hard Arcana |
Top 10 Entries
Ability | Method of Attack |
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Effects | This ability allows you to learn the best attack method to use against your foe, increasing your damage against that particular foe by + 1. This ability is always in effect. You first have to have spent a round attacking a single foe. On your next round and for any following round that that foe still lives, this effect will apply. This effect can only apply against one foe at a time. |
Ability | Weapon Proficiency |
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Effects | You become more proficiency with your weapon. You add 1d4 damage to that weapon. This skill must be acquired for each weapon type you want proficiency with. |
Ability | 2-Handed Proficiency |
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Effects | This ability allows you to add your melee twice to your two-handed weapon. |
Ability | Dual Wielding Proficiency |
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Effects | This ability allows you to wield a weapon in each hand and attack with each hand holding a weapon during your attack turn. This is required for dual wielding, without this ability you cannot dual wield. |
Ability | Combat Endurance |
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Effects | This ability causes all of your offensive skills to use only half their stat cost. It has to be an offensive skill that causes damage to work with this ability. |
Ability | Know Kill Hit |
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Effects | This ability allows your minimum damage that you can cause due to the target's armor or defensive skills to be at least your offensive power. |
Ability | Blood Lust |
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Effects | This ability causes you to go into berserk status when you are hit with a critical hit for 1 round. For that round you will do double offensive power and you will crit with your attack, but you can't use spells. |
Ability | Combat Preparedness |
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Effects | This ability allows you to to have prepared a skill or attack at the start of battle that you can use for free on your turn without using one of your actions. This only works for the first round when it is first your turn during battle. |
Ability | Counter Attack |
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Effects | This ability allows you to make a react check to counter attack when you are attacked, as long as the attacker is in melee range. You get a +1 to React. |
Ability | Weapon Mastery |
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Effects | This ability grants you mastery over the weapon type that you have proficiency with. With this mastery you automatically get a free hit with your weapon. Also you won't drop your weapon. You must first have weapon proficiency for the weapon type you want weapon mastery of. |