Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Skill Summoning
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:

  • Joasri: Everyone except the cleric must make a Mental Balance Check. Allies make an easy Mental Balance check while enemies make a normal Mental Balance check. Those who succeed have nothing happen. Those who fail are driven mad for 1d3 rounds which they spend screaming about hallucinations and unable to act.
  • Nikolai: All enemies are blinded by a super bright glaring light and must make hard perceive checks to move or attack. Should they fail they must make impossible brace checks to not fall down.
  • Norvus: Self and allies are granted 2d20 (each) extra physical protection for 1d6 rounds.
  • Ova: Self and allies are granted 1d8 poison sap on their skin that doesn't affect the protected for 1d6 rounds. They can apply this sap to their weapons or physically touch the targets to inflict them with 1d8 poison.
  • Spector: Everyone has to roll a 1d6, where 6 = instant death. Allies and self get 2 tries to not roll a 6. Furthermore any undead or spirits are instantly destroyed.
  • The Four Winds: Zephyr doubles all allies and self move rate, Eros gives all enemies 1d6 penalty to all checks, Tyria inflicts all enemies with sickness, Solara makes self and all allies immune to negative status effects. All of these effects happen and last for 1d6 rounds.

You can only have one successful summoning use a day.

Success Roll Religion -8
Skill Prayer
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:

  • Armeas: If Armeas judges you to be innocent the next 1d4 attacks will not harm you. He will make this judgment call on each target on the battlefield individually, friend or foe, by rolling a 1d6. Even = innocent, Odd = guilty.
  • El Anon: for the next round all of your stats are doubled, including traits.
  • Kymara: Any dead friends are revived, and all friends and self have their vitality restored by 1d12.
  • Zodo: All of your attack spells have a 1d6 kill check roll (6=death) for 1d6 rounds. Also your spells cost half their stat cost during this time.
  • Taal: All enemies are put to sleep.
  • Magic: Double Runic Power for 1d6 rounds but Soul cost of all spells increased by 50%

You can only have one successful prayer use a day.

Success Roll Religion -8
Skill Sigil Identify
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
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:

  1. Attack
  2. Support
  3. Magic

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
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
Skill Reading the Scriptures
Stat Cost 8 Soul
Range any in area
Area a 3x3 space area around you
Duration 1d6 rounds
Requirements Positive Energy
Effects

This skill grants you and those in the area, friend or foe, immunity to any kind of control. If you are a servant of a positive aligned deity this skill also will restore everyone that is affected Soul and Power by your Religious score + 1d6.

Success Roll Religion -2
Skill Gift of Tongues
Stat Cost 10 Soul
Range any in area
Area a 3x3 space area around you
Duration 1d8 rounds
Requirements Positive Energy
Effects

This skill inspires your self and all allies in the area. This grants them double move range, and allows them to choose 1 action to do a second time be it Move, Attack, Support, or Magic. They can make a different choice each time as long as they are in the area of effect. If you are a servant of Zephyr, they can choose 2 actions to do twice. If you are a servant of Zodo or a worshiper of magic  their spells will do 50% more damage.

Success Roll Focus -5
Skill Exorcise
Stat Cost 6 Soul
Range 1 space (touch)
Area 1 target
Duration instant
Requirements Religious Sanctuary
Effects

This skill allows you to free people from possessions. If you are a servant of Kymara you get a +4 to this skill check. If you are a servant of Spector you make it so that person can't be possessed the rest of the battle.

Success Roll Influence -2
Skill Negative Energy
Stat Cost 8 Soul
Range any in area
Area a 3x3 space area around you
Duration 1d6 rounds
Requirements Religious Sanctuary
Effects

This skill produces an aura around you that causes enemies in the aura to suffer a 1d6 penalty to any trait check, stat check, skill check, or spell cast check as long as they are in the aura. If you are a servant of Joasri you will need to make a normal Luck check to prevent this from affecting your allies while your enemies get an extra 2 to this penalty.

Success Roll Focus -4
Skill Positive Energy
Stat Cost 8 Soul
Range any in area
Area a 3x3 space area around you
Duration 1d6 rounds
Requirements Religious Sanctuary
Effects

This skill produces an aura around you that grants to you and any in the aura, friend or foe, +1d6 to any trait check, stat check, skill check, or spell cast check as long as they are in the aura. If you are a servant of Taal you add a +2 to this bonus.

Success Roll Focus -4

Top 10 Entries

Spell Fitful Strobe
Affinity light
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target
Duration instant
Spell Family Glow
Requirements Flash
Spell Effects This spell assault a target with lots of strobe lights of various colors. The target must make a hard Endure. If the target fails, the target will have a seizure, being unable to act for 2 rounds and having visual instability for the following 3 rounds. If the target succeeds, the target will have nausea and visual instability for 3 rounds.
Check Difficulty Hard Arcana
Spell Embracing Light
Affinity light
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area self or 1 ally
Duration 1d6 rounds
Spell Family Glow
Requirements Healing Light
Spell Effects With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 1d% percentage of any kind of damage. The percentage must be rolled for each time you are dealt damage.
Check Difficulty Hard Arcana
Spell Embracing Glow
Affinity light
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area self or 1 ally
Duration until damage is absorbed
Spell Family Glow
Requirements Flare
Spell Effects With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 3d12 points of any kind of damage. Once the orb has absorbed any amount of damage, the spell ends. Only one light orb per ally/self.
Check Difficulty Normal Arcana
Spell Light Casting
Affinity light
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area up to 500 feet
Duration once the spell passes 500 feet
Spell Family Glow
Requirements Embracing Glow
Spell Effects With this spell you cast a ball of light which you send out from you. You will be able to see whatever the ball of light would see if it had eyes. The light can pass through walls, doors, floors, and ceilings. Once the light has traveled beyond 500 feet, the spell ends.
Check Difficulty Hard Arcana
Spell Light Arrow
Affinity light
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1 target
Duration instant
Spell Family Piercing Light
Requirements Piercing Light
Spell Effects With this spell you single out an enemy target and an arrow of light appears from nowhere and strikes the target. The target is dealt 3d12 points of magic damage.
Check Difficulty Normal Arcana
Spell Piercing Light
Affinity light
Stat Cost 2 Soul
Spell Cast Speed 1
Range & Area every target in a straight line from the caster
Duration instant
Spell Family Piercing Light
Requirements N/A
Spell Effects This spell shoots a piercing beam of light from the hand of the spell caster in a straight line across the battlefield. It hits and passes through every target in its path, ally and enemy, doing 2d12 magic damage to each target.
Check Difficulty Easy Arcana
Spell Armor of Light
Affinity light
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area self or 1 ally
Duration 1d6 rounds
Spell Family Glow
Requirements Glowing Shield
Spell Effects With this spell you provide yourself or an ally a set of armor made of light. The armor grants the wearer 5 Physical Armor and 10 Magical Armor.
Check Difficulty Hard Arcana
Spell Glowing Shield
Affinity light
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area self or 1 ally
Duration 1d6 rounds
Spell Family Glow
Requirements Comforting Light
Spell Effects This spell provides you or your chosen ally a small buckler shield made of light. This shield can be used with the block or magic block skill and provides 1 Physical Armor and 4 Magical Armor.
Check Difficulty Normal Arcana
Spell Healing Light
Affinity light
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area 1 target
Duration instant
Spell Family Glow
Requirements Comforting Light
Spell Effects With this spell you use the warm healing power of light to heal others or yourself. With this spell you can restore 2d12 plus Arcana worth of Vitality.
Check Difficulty Normal Arcana
Spell Flash
Affinity light
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area all enemy targets
Duration 1d6 rounds
Spell Family Glow
Requirements Glaring Light
Spell Effects This spell causes a bright flash that causes all enemy targets in the battlefield to have visual instability. Allies and the spell caster are protected from the flash.
Check Difficulty Normal Arcana