Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Armor Topaz Circlet
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.1
Other Information Increases healing and damaging power of geomancy by 20%.
Cost 15.00
Armor Sapphire Circlet
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.1
Other Information Increases healing and damaging power of aquamancy by 20%.
Cost 15.00
Armor Steel Toe
Armor Type Enhancement
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.25
Other Information Can be added to every footwear except soft soled shoes to provide +1d4 to attack value when kicking.
Cost 15.00
Armor Reinforced
Armor Type Enhancement
Physical Armor 0
Magical Armor 0
Defense +1
Weight x 1.5
Other Information Reinforces your combat boots or plate sabatons to provide superior protection. Increases attack by +1d4.
Cost 20.00
Armor Combat Boots
Armor Type Medium Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.45
Other Information Extra durable boots. +1d6 to attack when kicking. +1 to Brace.
Cost 45.00
Armor Plate Sabatons
Armor Type Heavy Armor
Physical Armor 0
Magical Armor 0
Defense 1
Weight 0.75
Other Information Plated armor boots. +1d8 to attack when kicking.
Cost 55.00
Armor Soft Soled Shoes
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.05
Other Information Made to be extra light and quiet, giving you a +2 to Luck when sneaking.
Cost 22.00
Armor Climbing Boots
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.3
Other Information Comes with specially designed cleats to allow for easier mountain and cliff climbing, reducing their movement penalty by half. +2 to Brace.
Cost 30.00
Armor Hiking Boots
Armor Type Light Armor
Physical Armor 0
Magical Armor 0
Defense 0
Weight 0.2
Other Information No penalty in movement for hills or slopes. +1 to Brace.
Cost 25.00
Skill Enchantment
Stat Cost Spent Soul
Range 1 target
Area 1 target
Duration instant
Requirements Elemental Imbuing
Effects

This skill allows you to imbue elemental materials with spell effects. This means that the material that you gave an elemental property to can now cause a spell effect. For example, if you grant some steel the elemental property of life, you could then give it the magical effect of lightening strike, allowing you to make a sword for example of that steel that causes lightening strike spell damage with a critical hit. The metal can only hold so many charges however. The amount of charges you give the metal is 1 charge per 2 Soul.

Success Roll Arcana

Top 10 Entries

Ability Always Perceptive
Effects

With this ability you are always making perceive checks when out in the wild or in natural places. Therefore you will always have the chance to roll for any time that a perceive check should have been done but wasn't declared.

Must have Forest Strider ability.

Ability Natural Elements
Effects

This ability increases your effectiveness with magic if your element is a natural element. Natural elements are Earth, Water, Air, and Fire. If you are of these elements your spells will do 25% more damage or healing.

Must have Elemental Focus ability.

Ability Elemental Protection
Effects

This ability Grants you your Arcana score as protection against magic of your element or mirrored element.

Must have Elemental Focus ability.

Ability Elemental Focus
Effects

This ability increases the elemental effects of self and all allies who share your element or mirrored element by half. The mirrored elements are:

  • Earth and Life
  • Air and Death
  • Water and Time
  • Fire and Space

Must have Chained Natural Healing ability.

Ability Chained Natural Healing
Effects

This ability allows for your natural healing to also affect any ally that is within one space from you. Furthermore it will also affect one ally that is 1 space from that ally. The greatest extent is therefore 2 spaces from you.

Must have Natural Healing ability.

Ability Natural Healing
Effects

This ability allows you to naturally restore your Vitality by your Arcana each hour that you are in the sunlight. Within battle your Vitality will restore by 10% of your Arcana each round.

Ability Familiar Recall
Effects

This ability gives you a hard Nature check to bring back a familiar that has been killed. This ability must be used within the battle that the familiar died, or if death happened outside of battle this must be used within the hour of death. This ability doesn't undo death of old age.

Must have Better Familiar ability.

Ability Familiar Magic
Effects

Sometimes familiars come with unique spells that are not part of normal magic. As long as the element isn't conflicting, with this ability you can learn that spell as a spell choice for your character. This ability also allows you to learn that spell instead of a skill, but only the spell from your familiar that does not exist within normal magic.

Must have Better Familiar ability.

Ability Better Familiar
Effects

This ability automatically increases the character benefits of your selected familiar by 25%. This increases any value or number based benefits. Your selected familiar will also receive a 25% increase on Vitality, Soul, and Power as well as Move. Remember you can only have one selected familiar at a time. When you change out the familiar, that familiar returns to normal and your new selected familiar gains these benefits.

Must have Familiar Growth ability.

Ability Husbandry
Effects

This ability allows you to make your familiars with familiars of the same type or captured creatures of the same type in order to produce offspring for your familiar. There is a normal Luck chance with each pairing of producing an offspring.

Must have Familiar Growth ability.