Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Skill Haunting of the Lost
Stat Cost  2 Soul + 1 Bog Beacon Mushroom
Range all enemies
Area all enemies
Duration 1d6 rounds
Requirements Haunting of the Lost
Effects

With this summon you call upon the departed lost souls of the world to torment your enemies. Suddenly, your enemies begin hearing voices, feeling sudden temperature shifts, and seeing things which aren't there. This inflicts them with fear and confusion, requiring normal mental balance checks for every action.

Success Roll Religion -2
Skill Ancestral Empowerment
Stat Cost 4 Soul + 1 Arrow Root and 1 Blue Grass
Range self
Area self
Duration 1d8 rounds
Requirements Ancestral Blessing
Effects

With this skill you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. If you are are one who has shamed your family or gives no thought to your ancestors, you only get a bonus of 1 to your skill checks. Otherwise, you get a bonus of 1d10.

Success Roll Religion -4
Skill Ancestral Blessing
Stat Cost 2 Soul + 1 Faded Hope Willow Leaf
Range self
Area self
Duration 1d6 rounds
Requirements Prayer or Summoning
Effects

With this skill you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you increasing all of your traits by 2 (except evade) temporarily. If you are not observant of your ancestors or have dishonored your family, the boost is half that.

Success Roll Religion -2
Skill Tyria's Blessing
Stat Cost 2 Soul + 2 Manna Rose Petals
Range battlefield
Area battlefield
Duration 1d6 rounds
Requirements Zephyr's Enchantment
Effects

With this skill you call upon the goddess of the northern wind to aide you and your allies. She does so by increasing your attack and defense actions of you and your allies by 2. Because Tyria is neutral, she takes some pity on the enemies, doubling their battle movement rates.

Success Roll Religion -2
Skill Ero's Curse
Stat Cost 2 Soul + 1 vial Black Viper Blood and 1 Viper Grass
Range all enemies
Area all enemies
Duration 1d6 rounds
Requirements Solara's Empowerment
Effects

With this summon you call upon the power of the god of the east wind to aide you in battle. A harsh wind blows from the east and envelopes the enemy. For the duration of the summon, the enemies must make 1d6 rolls with each hit, with rolling a 5 or 6 causing them to damage themselves instead of their target. Eros is a dark and bitter wind. There is a 75% chance he might ignore you and a 25% chance he might affect you and your allies as well.

Success Roll Religion -2
Skill Zephyr's Enchantment
Stat Cost 2 Soul + 1 Yellow Cap Mushroom
Range self and all allies
Area self and all allies
Duration 1d6 rounds
Requirements Eros's Curse
Effects

With this skill you call upon the god of the west wind to aide you and your friends in battle. A gust of energizing wind flows from the west and envelops the party, doubling everyones move rate. It also grants everyone in the party an additional 2 attack actions.

Success Roll Religion -2
Skill Solara's Empowerment
Stat Cost 2 Soul + 1 Fire Lichen
Range self and all allies
Area self and all allies
Duration 1d6 rounds
Requirements Summoning or Prayer
Effects

With this skill you call upon the goddess of the south wind to aide you and your friends in battle. A gust of southern warm wind envelopes your party, making you all immune to emotional status effects. You and your allies also gain an extra attack and defense action, and have your offensive power increased by 50% for the duration of the summon.

Success Roll Religion -2
Skill The All-Seeing
Stat Cost 6 Soul + 1 Zodo's Eye Orchid, 1 Pig's Heart, 1 Dragon's Eye, and 2 vials of Red Dragon's Blood
Range entire area or battlefield
Area entire area or battlefield
Duration instant
Requirements Soul of Forsaken and be a servant of Zodo
Effects

With this mighty skill you plead to Zodo for assistance. The Soul of Zodo responds, creating a great distended eye high above the area. This skill's uses depend upon the situation. If it is out of battle while exploring, the Eye of Zodo will grant the cleric a view of the entire level of the area he or she is at, showing treasures, paths, and any possible dangers. If it is in battle, the Eye of Zodo will disclose all information about every enemy target to the cleric. It will further cause great fear in every target, decreasing all of their move rates by half and making them avoid the cleric at any cost.

Success Roll Religion -5
Skill Xodod's Gift
Stat Cost 6 Soul + 2 Zodo's Eye Orchids and 2 vials of Bog Imp's Blood
Range self
Area self
Duration 1d8 rounds
Requirements Black Flame
Effects

With this skill you call upon the powers of Xodod to help you in combat. You are given a mighty gift as a response. Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 3d6.

Success Roll Religion -5
Skill Black Flame
Stat Cost 4 Soul + 2 Black Rose Petals and 1 Fire Lichen
Range self
Area self
Duration 1d8 rounds
Requirements Prayer or Summoning
Effects

With this skill you plead to the powers of Xodod to help you in combat. You are granted a powerful magical projectile to do so. This skill allows you to call forth small blasts of non-elemental xodod flame that you can hurl at your enemies. Each blast does 2d20 non-elemental magic damage increased by your Arcana. If you are a worshiper of Zodo, you get an additional 1d20. You can use this as an additional attack spell while you use other skills, spells, and actions until the duration of the summon ends. Once the duration is finished, you will find that you can no longer use the attack blast.

Success Roll Religion -5

Top 10 Entries

Ability Magic Proficiency
Effects Increases your spell healing or damaging value by 1d4.
Ability Spell Necessity
Effects This allows you to cast a spell even if you do not have enough Soul to do so. It will take what is lefft from Power, and the from Vitality. Must have Magic Proficiency.
Ability Child of Magic
Effects This ability allows you to roll 2 d20 when trying to cast a spell or make an arcane check, allowing you to choose the higher of the 2. Must have Spell Necessity.
Ability Elemental Blood
Effects This ability causes your Soul to regenerate by 1d4 per round or 1d12 per hour. Must have Child of Magic.
Ability Magic Grace
Effects This ability causes spells that affect everyone in an area to not harm allies or benefit enemies. Must have Elemental Blood.
Ability Rune Stone Theory
Effects This ability allows you to create and use rune stones.
Ability Magic Theory
Effects This increases the effects of spell status effects by 10% and their duration by 1 round.
Ability Magic Ink
Effects This ability allows you to write spell scrolls. Must have Magic Theory.
Ability Rune Tattooing
Effects This ability allows you to create tattoos that increase healing and damaging power of spells by 1d10.You can also create tattoos of spells, allowing you to cast that spell with half Soul cost and one less Runic Casting Speed, but never less than 1. Must have Magic Ink.
Ability Empathic Mage
Effects This skill allows for your emotions to fuel your spell effect. If you attack an enemy with a spell and are filled with anger, the spell damage will be increased by x 1.5 for that attack. If your character has opposite feelings, such as happiness when casting an offensive spell, the attack simply won't do any damage. The same is true for healing spells, if you have any anger towards the target you may do the reverse of healing, for example. You must have the Empathy talent for this skill.