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
Skill | Soul of Forsaken |
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Stat Cost | 2 Soul + 1 vial Manna Rose Nectar and 1 Zodo's Eye Orchid |
Range | self and all allies |
Area | self and all allies |
Duration | 1d6 rounds |
Requirements | Xodod's Gift and serve Zodo |
Effects | With this skill you call upon the dark power of Zodo to aide you and your allies in battle. He does so by empowering all of your and your friends weapons with a special dark power, as long as you and your allies have dark moral points. This dark power causes you to do 50% more damage against those with light moral points and double damage against those who are worshipers of El Anon. Once the duration is over, the weapons return to normal. |
Success Roll | Religion -2 |
Skill | Angelic Summoning |
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Stat Cost | 4 Soul + 2 Kymara's Tear Tulips and 3 vials of Bog Dragon's Blood |
Range | any target |
Area | any target |
Duration | 1d8 rounds |
Requirements | Spiritual Host and be a servant of Kymara or El Anon |
Effects | With this mighty skill you call upon the beings of Elysium to come and assist you and your allies in battle. A powerful angelic being comes forth to fight along side you and your allies. Each round the angel will melee attack an enemy of your choice or blast holy light at all enemy targets. The melee attack is a three-hit combo that deals 1d% damage. The holy light will do 8d12 magic damage to normal targets or 16d12 magic damage to the undead or targets with dark moral points. Once the skill's duration is over, the angel will disappear. |
Success Roll | Religion -4 |
Skill | Spiritual Host |
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Stat Cost | 2 Soul + 2 Specter Daisy and 2 vials of Ectoplasm |
Range | self |
Area | self |
Duration | 1d8 rounds |
Requirements | Prayer or Summoning |
Effects | With this skill you call upon the spirit realm, inviting your body as a vessel for a powerful spirit of your ancestor to use. A powerful ancestor takes possession, doubling your Vitality, Soul, and Power. Your Runic Power is also doubled. Once the duration is finished, the spirit leaves your body and you are stunned for 1 round. |
Success Roll | Focus -4 |
Skill | Soul of Legend |
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Stat Cost | 2 Soul + 1 vial Manna Rose Nectar and 1 Kymara's Tear Tulip |
Range | self and all allies |
Area | self and all allies |
Duration | 1d6 rounds |
Requirements | Angelic Summoning and serve Kymara |
Effects | With this skill you call upon the divine power of Kymara to aide you and your allies in battle. She does so by empowering all of your and your friends weapons with a special holy power, as long as you and your allies have order or light moral points. This holy power causes you to do 50% more damage against those with dark or chaos moral points and double damage against the undead and demons. Once the duration is over, the weapons return to normal. |
Success Roll | Religion -2 |
Skill | Arcane Recreation |
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Stat Cost | 2 Soul + 1 Purple Haze Lily and ½ pound Falgaa Bird Meat |
Range | 1 object or item |
Area | line of sight |
Duration | instant |
Requirements | Light's Blessing |
Effects | With this skill you call upon the power of creation to make things new again. With each use of this skill, any one item no larger than 3 feet by 3 feet is made new again, fully restored. This includes armor and weapons. For larger objects, continual uses of this skill will be required. |
Success Roll | Focus -2 |
Skill | Summoning |
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Stat Cost | 1d10 Soul |
Range | any, all, self |
Area | battlefield |
Duration | instant |
Requirements | N/A |
Effects | The effects of this skill depends upon the deity you serve:
You can only have one successful summoning use a day. |
Success Roll | Religion -8 |
Skill | Prayer |
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Stat Cost | 1d10 Soul |
Range | any, all, self |
Area | battlefield |
Duration | instant |
Requirements | N/A |
Effects | The effects of this skill depends upon the deity you serve:
You can only have one successful prayer use a day. |
Success Roll | Religion -8 |
Skill | Sigil Identify |
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Stat Cost | 1 Soul |
Range | 1 target |
Area | 1 target |
Duration | instant |
Requirements | N/A |
Effects | With this skill you recognize and understand the meaning of a sigil, as well as to what deity or religion it belongs to. |
Success Roll | Insight |
Skill | Curse of Tongues |
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Stat Cost | 10 Soul |
Range | any in area |
Area | a 3x3 space area around you |
Duration | 1d8 rounds |
Requirements | Negative Energy |
Effects | This skill causes any enemies in the area to be unable to move. It also causes them to lose use of one random action each round, decided by a 1d3 roll:
If you are a servant of Eros they lose use of 2 random actions. If you are a servant of Zodo or a worshipper of Magic their spells do half damage. |
Success Roll | Focus -5 |
Skill | Misreading the Scriptures |
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Stat Cost | 8 Soul |
Range | any in area |
Area | a 3x3 space area around you |
Duration | 1d6 rounds |
Requirements | Negative Energy |
Effects | This skill causes enemies in the area of effect to need to make a normal Mental Balance check. Should they fail they will be in your control for that round. They must make this check for each round that they are in the area of effect. While in your control you can have them do anything except harm themself. If you are a servant of a negative aligned deity it become a hard Mental Balance check. |
Success Roll | Religion -2 |
Top 10 Entries
Spell | Sculpted Mount |
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Affinity | stone |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | next to caster |
Duration | 1d10 hours |
Spell Family | Solidity |
Requirements | Stone Circle |
Spell Effects | With this manipulation you create a horse made completely out of stone. You may ride this horse. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the day the horse turns into a small pile of dirt and stone. |
Check Difficulty | Normal Arcana |
Spell | Catapult |
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Affinity | stone |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | next to caster, can target any target |
Duration | until destroyed or end of battle |
Spell Family | Dust Devil |
Requirements | Gravel Pelt |
Spell Effects | This manipulation creates an independent catapult that operates in one single position. Each round the catapult will attack a target of your choice dealing 2d% points of magical damage with each shot. The catapult has 3d20 Vitality and can be attacked by any means. The catapult will remain on the battlefield, attacking the target of your choice, until the battle is over or the catapult is destroyed. Once created you do not have to maintain the catapult and can use other skills and spells. The catapult cannot be healed. |
Check Difficulty | Normal Arcana |
Spell | Mountain's Base |
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Affinity | stone |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 10x10 space area around the caster |
Duration | 1d4 rounds |
Spell Family | Dust Devil |
Requirements | Gravel Pelt |
Spell Effects | When you create this spell dust will fly out in every direction over the entire radius of the spell, forming thick clouds of it from your body. To all enemy targets this creates a blindness effect. Every time they wish to attack they will have to make a hard hit chance check in order to be able to attack you or your allies. They will also have to make a perceive check to be able to move without tripping and falling. You and your allies can see clearly through the dust. When the spell ends, the dust settles. |
Check Difficulty | Normal Arcana |
Spell | Earthen Angers |
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Affinity | stone |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1d12 + 1 spaces affecting 1 target |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Gravel Pelt |
Spell Effects | With this manipulation you summon five good-sized rocks of a generic nature to pummel the target of your choice. Each rock bashes into the target before crumbling into dust on the ground. The final rock hits harder and knocks the target off it’s feet. The total magical damage is 2d10 + 1d4. |
Check Difficulty | Normal Arcana |
Spell | Quicksand |
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Affinity | stone |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | 6 spaces affecting a 4x2 space area |
Duration | 1d6 rounds |
Spell Family | Grounding |
Requirements | Misstep |
Spell Effects | The magic of Quicksand changes the ground to the same consistency of real quicksand that is 2 feet deep. The magical quicksand holds onto any target that walks into it or who is already on the spot where the magic is cast. The target cannot move from the spot once the target enters the quicksand. When the spell ends, the target may move again. The target may use spells and projectile weapons from the spot and may make any melee attacks that do not require movement. Enemy targets cannot see the quicksand however you and your allies know it is there. |
Check Difficulty | Normal Arcana |
Spell | Living Ground |
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Affinity | stone |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | entire battlefield |
Duration | instant |
Spell Family | Grounding |
Requirements | Misstep |
Spell Effects | With this manipulation, you instantly cause the ground underneath the battlefield to move as if alive. You can direct the movement, causing its occupants to move with it. The occupants must make hard Brace checks or be knocked down loosing 1 round. You can move the occupants of any 1 space area of ground 1d8 spaces in either direction. |
Check Difficulty | Normal Arcana |
Spell | Quartz Cage |
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Affinity | stone |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | 6 spaces affecting 1 target |
Duration | until destroyed |
Spell Family | Grounding |
Requirements | Tremor |
Spell Effects | With this manipulation you create a cage of pure quartz that holds the target in. The cage has 6d12 and can only be destroyed by melee damage, all other damage hurts captured target. The target cannot move or use melee attacks but can use projectiles and magic spells that reach outside of the cage. The target cannot attack the cage them self. |
Check Difficulty | Normal Arcana |
Spell | Mountain Fortress |
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Affinity | stone |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | above battlefield |
Duration | 1d8 rounds |
Spell Family | Grounding |
Requirements | Hovel |
Spell Effects | With creating this spell a floating miniature stronghold is created that every ally can get into. Windows open to any projectile wielding member of the party to attack through or to cast spells through. No melee attacks can occur inside the fortress or reach outside. The fortress floats and the stone is perfectly smooth and extremely strong so there is no way to scale it. Only magic can reach those in the fortress. When the spell wears off, the fortress floats down and fades away, leaving those who were inside completely exposed once again. |
Check Difficulty | Normal Arcana |
Familiar | War Eagle | ||||||||||||||||
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Type | large fowl | ||||||||||||||||
Vitality |
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Soul |
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Power |
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Armor |
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Hit Chance | 5 | ||||||||||||||||
Fortitude |
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Intellect |
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Wisdom |
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Strength |
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Speed |
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Charisma |
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Special Skills or Attacks |
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Character Benefits |
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Cost | 150.00 | ||||||||||||||||
Level Increases | Starts at level 1. Every level increase allows the animal to increase its traits. You can roll 1d20 + 1d8 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also gets its gen dice for vitality, power, and soul. |
Familiar | Riding Horse | ||||||||||||||||
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Type | large mammal | ||||||||||||||||
Vitality |
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Soul |
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Power |
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Armor |
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Hit Chance | 0 | ||||||||||||||||
Fortitude |
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Intellect |
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Wisdom |
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Strength |
1Weight limit special bonus effect for mounts. |
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Speed |
1Add rider's movement rate to mount's movement rate |
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Charisma |
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Special Skills or Attacks | N/A | ||||||||||||||||
Character Benefits |
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Cost | 400.00 | ||||||||||||||||
Level Increases | Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also gets their gen dice for vitality, power, and soul. |