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 | Brand |
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Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target 1d6 spaces away |
Duration | 1d8 rounds |
Spell Family | Visual Distortion |
Requirements | Fire's Illusion |
Spell Effects | This manipulation places a burned symbol on the body of the target. This symbol alters the mind and puts the target under your control. The target will follow your orders loyally until the spell is broken. The target must make a hard spiritual stability check to escape this control. |
Check Difficulty | Hard Arcana |
Spell | Blitzkrieg |
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Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all allies and self |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Circle of Power |
Spell Effects | When you create this spell you enhance all of your allies for battle. The magic increases melee power for you and your allies by 1d20+3 points (rolled at cast). It also increases Critical % for you and your allies by 2. All of your allies battle movement rates are doubled. Ranged weapons have double the range. And finally, all allies and yourself gain an extra attack. |
Check Difficulty | Hard Arcana |
Spell | Torch of Heroes |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 4x4 space around the caster |
Duration | 1d8 rounds |
Spell Family | Pyro Enchantment |
Requirements | Warrior's Flame |
Spell Effects | With this spell you use the essence of fire to add destructive power to all of your allies, including yourself, as long as they are within the range of the spell. It increases everyone who is affected melee, throw, and bow power by 1d12+3. The people effected appear to be on fire. |
Check Difficulty | Normal Arcana |
Spell | Superheat |
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Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target 1d6 spaces away |
Duration | 1d4 rounds |
Spell Family | Visual Distortion |
Requirements | Visual Distortion |
Spell Effects | With this manipulation, you send out ripples of fire magic across the weapon of the target. The fire heats the object to extremely high temperatures. The target must make a normal grip check to see if it can hold the weapon in that heat. If the target can, then the target will take 1d10 straight to vitality points of damage for each round that the weapon is heated. The weapon will be usable when the spell is finished. |
Check Difficulty | Normal Arcana |
Spell | Smoke Screen |
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Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | a 4x4 space around the caster |
Duration | 1d4 rounds |
Spell Family | Visual Distortion |
Requirements | Visual Distortion |
Spell Effects | A cloud of billowing smoke is released from your body when this spell is created. The smoke fills an area and hangs there for the duration of the spell, not moving with you. Anyone, friend and foe, caught within the smoke cannot see while in the smoke, and anyone, friend or foe, who is outside of the smoke cannot see into the smoke. You however are immune and can see clearly through the smoke as if it was a clear day. |
Check Difficulty | Normal Arcana |
Spell | Sharp Fire |
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Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Fire Streak |
Requirements | Fire Streak |
Spell Effects | This spell begins with you creating eight sources of fire around yourself. As you continue the spell, they take the shape of knives. At the end of the spell, you unleash the daggers out at a single target. The spell does 5d6+2 damage to the target. |
Check Difficulty | Normal Arcana |
Spell | Pyrophobia |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Visual Distortion |
Requirements | Heat Control |
Spell Effects | When this spell is created you are surrounded by flames and appear to be some sort of powerful flaming creature. The flames in reality are harmless. The fire’s presence gives no true beneficial effects to the user, but it does make you appear to be a terrifying magical being which causes targets to have to make a normal mental stability check or be fearful of you and avoid you at all costs. |
Check Difficulty | Normal Arcana |
Spell | Kindling |
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Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target 1d12 spaces away |
Duration | instant |
Spell Family | Spark |
Requirements | Spark |
Spell Effects | With this manipulation, you create several pieces of what appears to be stones that are on fire. You send them out at a single target. On their way they break apart but keep their flame. The spell targets the eyes or other means of sight of the target. The fire lands directly in the eyes of the enemy, burning their eyes dealing 2d6+2 points of damage which if not wearing any eye protection goes straight to vitality and causes blindness for 3 rounds. |
Check Difficulty | Normal Arcana |
Spell | Ignatius |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Fire Streak |
Requirements | Scold |
Spell Effects | With this manipulation you create a pocket of fire magic right in front of the enemy target. At the very end of the casting process, the target ignites, doing 2d8+2d4+2 points of damage and making it seem like the target spontaneously caught on fire. The fire lasts only seconds. |
Check Difficulty | Normal Arcana |
Spell | Flaming Barrier |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 4x4 space around the caster |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Sealing Wounds |
Spell Effects | This spell summons a circle of fire that spreads out from you and then grows high. The fire burns anything that tries to get through, doing 3d10 + burns damage to any living target that tries to get through. Anyone on the inside can send projectiles and magic out but cannot melee attack any target outside of the barrier. |
Check Difficulty | Normal Arcana |
Top 10 Entries
Spell | Serenity's Forceful Ways |
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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 targets body. Serenity releases the target and the damage of 4d10 + 2 is done. |
Check Difficulty | Hard Arcana |
Spell | Bitterwood Pandemic |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |