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 | Chained Fury |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Visual Distortion |
Requirements | Pyrophobia |
Spell Effects | With this spell you summon the essence of fire instead of its true form. The magic encircles the target and flows into their body. The magic causes the target to feel immense anger and become inflicted with berserk. This causes the target’s damage values to double but prevents the target from doing anything else instead of melee attacking. |
Check Difficulty | Hard Arcana |
Spell | Warrior's Flame |
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Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | self or 1 ally |
Duration | 1d8 rounds |
Spell Family | Pyro Enchantment |
Requirements | Pyro Enchantment |
Spell Effects | With this spell you recreate the essence of fire. You then choose a target and transfer the essence of fire into the target. The target who receives the boon becomes courageous. The target is immune to any type of fear and the target’s melee power is doubled. |
Check Difficulty | Normal Arcana |
Spell | Searing Aura |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d8 rounds |
Spell Family | Pyro Enchantment |
Requirements | Blade of Plasma |
Spell Effects | This magic seals heat energy into an aura around the chosen ally or yourself. The protected target appears to be glowing faintly with a red tint. When attacked physically with a melee attack, heat energy moves across the weapon and does 1/2 the damage that was done to you back to the attacker. Arrows are weakened by 25% when shot at the protected target. |
Check Difficulty | Normal Arcana |
Spell | Heat Control |
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Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | self or 1 ally |
Duration | 1 hour |
Spell Family | Visual Distortion |
Requirements | Visual Distortion |
Spell Effects | This manipulation allows you to control how your body react to heat. With this you can safely ignore the temperature of an area. |
Check Difficulty | Normal Arcana |
Spell | Heat Wave |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a straight line from you starting 1 space wide growing by 2 spaces each space affecting all in path |
Duration | 1d4 rounds |
Spell Family | Visual Distortion |
Requirements | Superheat |
Spell Effects | With this manipulation, you summon your power and turn it into heat energy. You will then send the heat out in a wide, fan like motion towards the targets. When the heat wave hits a target (friend or foe), the heat hangs over the target. This causes nausea and heat exhaustion which decreases the target’s movement by half and decreases damage potential by 20% for the spell's duration. |
Check Difficulty | Normal Arcana |
Spell | Scold |
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Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target 1d12 spaces away |
Duration | 1d6 rounds |
Spell Family | Fire Streak |
Requirements | Fire Streak |
Spell Effects | With this manipulation, you create an aura of fire magic around your hand. You then focus the heat energy into a smaller, concentrated form. The heated energy is sent to the target. The magic creates burns on the skin of the target that deal 2d8 straight to vitality damage per round. |
Check Difficulty | Normal Arcana |
Spell | Fire Streak |
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Affinity | flame |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Fire Streak |
Requirements | N/A |
Spell Effects | With this manipulation, you create a long tail of fire that chases after spell, dealing 5d4 points of damage to the enemy target as it hits the target. |
Check Difficulty | Easy Arcana |
Spell | Visual Distortion |
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Affinity | flame |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 6 spaces affecting 1 target |
Duration | 1d6 rounds |
Spell Family | Visual Distortion |
Requirements | N/A |
Spell Effects | With this manipulation, you create an aura of heat around the head or otherwise location of vision for the target. The heat causes light to be bent and the target’s vision to be blurred which causes the target to have to make normal perceive checks to attack and defend. |
Check Difficulty | Easy Arcana |
Spell | Pyro Enchantment |
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Affinity | flame |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | self or 1 ally |
Duration | 1d8 rounds |
Spell Family | Pyro Enchantment |
Requirements | N/A |
Spell Effects | With this manipulation, you create a constantly burning fire along the business end of your or your ally's weapon. Whenever you or your ally attacks with their weapon, they would add to the damage their Arcana + 1d12. They can make a critical magic check to double the arcana damage that is added to your weapon. |
Check Difficulty | Easy Arcana |
Armor | Cloak |
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Armor Type | Light Armor |
Physical Armor | 0 |
Magical Armor | 1 |
Defense | 0 |
Weight | 0.5 |
Other Information | Long flowing to your feet, can be attached with a cowl. Can be dyed any color. +1 Deception, Intimidate. |
Cost | 3.50 |
Top 10 Entries
Spell | Revival |
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Affinity | decay |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target 1d6 spaces away |
Duration | instant |
Spell Family | Graveyard's Warding |
Requirements | Reanimation |
Spell Effects | This spell brings about a revival and rejuvenation. First it revives destroyed or damaged items, armor, and weapons. Second it rejuvenates targets by removing any negative status effects with equal ease. |
Check Difficulty | Hard Arcana |
Spell | Raise Zombie |
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Affinity | decay |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | next to caster |
Duration | until zombie is dead |
Spell Family | Graveyard's Warding |
Requirements | Deadly Guard |
Spell Effects | With this spell the necromancer calls forth a long dead and rotting corpse from the very ground. The Zombie has no mind of its own and is under the caster's control. The Zombie has a Vitality of 3d20 and a reach of 1 and a move of 3. The Zombie acts as a second character able to go and attack any target the necromancer desires it to. The Zombie is immune to necromancy spells used against it. Any physical hits done to the Zombie had a 25% chance of healing the zombie instead of hurting it. The necromancer can call up as many Zombies as the caster's Runic Casting Speed. Therefore if the caster has a casting speed of 5 the caster can call up 5 Zombies to exist at the same time. Once the Zombie is out of Vitality the Zombie dies. The Zombies die also when the necromancer command them to or battle's end. |
Check Difficulty | Hard Arcana |
Spell | Stranglehold |
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Affinity | death |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target 1d12 spaces away |
Duration | 2d6 rounds each rolled separately as separate durationss |
Spell Family | Loss of Self |
Requirements | Constrict |
Spell Effects | This spell starts off a casting of the spell Constrict. Once the first duration is over however the second duration begins with a much stronger version of the spell. During this time the target receives 7d8 + 2 damage. |
Check Difficulty | Hard Arcana |
Spell | Aura of Acceptance |
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Affinity | death |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | a 3x3 space area around the caster |
Duration | 1d6 rounds |
Spell Family | Loss of Self |
Requirements | Aura of Rage |
Spell Effects | With the casting of this spell you are surrounded by an aura of the acceptance that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The acceptance causes the affected to accept the fate that is before it. The target must make hard mental balance checks to do anything. Each time it is the target's turn the target must make a normal mental balance check against killing itself. |
Check Difficulty | Hard Arcana |
Spell | Death |
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Affinity | death |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target 1d6 spaces away |
Duration | 2 round death count down |
Spell Family | Beast's Prey |
Requirements | Serenity's Verdict |
Spell Effects | This spell is made to kill the target. It begins a two round countdown that is made to be the last moments of the life of the target. Death magic swirls around the target during the countdown, waiting for the target’s time to complete. Finally, when the countdown ends, the magic encloses on the target and destroys the life force of the target. The target is effectively dead. Should the battle end before the countdown ends however, the death magic will stop. |
Check Difficulty | Hard Arcana |
Spell | Nightwalker's Curse |
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Affinity | death |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self or 1 ally |
Duration | 1d12 rounds |
Spell Family | Fang |
Requirements | Serenity's Protection |
Spell Effects | This spell transforms you or your ally into a vampire. Your strength and speed doubles. You movement rate, melee power, throw power, and bow power doubles. You gain the spell effect Vampire Strain. You gain 1d12 Arcana. However you receive 2 x damage from life magic, 4 x from light affinity spells and being a vampire out in daylight causes you 1d20 vitality damage per round. |
Check Difficulty | Hard Arcana |
Spell | Serenity's Arrival |
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Affinity | death |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Fang |
Requirements | Serenity's Forceful Ways |
Spell Effects | This manipulation creates the conditions for Serenity to arrive to the target. Death magic flows across the body of the target, burning their life away causing 9d6 + 2d4 damage. Meanwhile the spell pours into the mouth of the target and causes sickness, causing their movement rates and damage power to be halved for 4 rounds. |
Check Difficulty | Hard Arcana |
Spell | Pain's Persistence |
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Affinity | death |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Bio Instability |
Requirements | Bitterwood Pandemic |
Spell Effects | This spell racks the body of your target with tremendous pain. The pain is so unbearable that the target cannot bring himself to use projectile or melee weapons or attack. The target can only use spells that have a 1 spell cast speed. |
Check Difficulty | Hard Arcana |
Spell | Stop |
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Affinity | decay |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target 1d6 spaces away |
Duration | 1d4 rounds |
Spell Family | Deconstruction |
Requirements | Field of Decay |
Spell Effects | When you create this spell, death magic surrounds the target in a faint cloud. The target suddenly freezes in place, unable to move or act. The target may make a hard arcana check each time it's the target's turn or when the target is attacked to try to break the effects of the spell. |
Check Difficulty | Hard Arcana |
Spell | Mental Decay |
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Affinity | decay |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d8 rounds |
Spell Family | Deconstruction |
Requirements | Field of Decay |
Spell Effects | This spell decays the target's magical power. The target now will cause less damage and less healing with any magical spell. The target's magical spell power is reduced by 35% (x 0.65). |
Check Difficulty | Hard Arcana |