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

Skill Divination
Stat Cost 1 Soul
Range self
Area self
Duration instant
Requirements N/A
Effects This skill allows you to use a spiritual pendulum or dowsing rods to get simple answers and find objects or people. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions.
Success Roll Insight
Skill Occult Guidance
Stat Cost 1 Soul
Range self
Area self
Duration instant
Requirements Divination
Effects This skill allows you to use tarot cards for answers to questions. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. Tarot cards can also have a chance to summon an agent of the deity tied to that deck of cards or to you, with the results of that summon completely depending upon the deity and the GM. If used in battle with a magic spell, the card pulled may or may not cause an effect, again up to the GM and the situation.
Success Roll Insight -2
Skill Occult Aid
Stat Cost 4 Soul
Range self or 1 ally
Area self or 1 ally
Duration 1d4 hours
Requirements Occult Guidance
Effects This skill grants you aide from your runic soul to assist with stat checks. You or your ally get a 1d6 to roll with any check during the duration of this skill's effect.
Success Roll Insight -3
Skill Occult Empowerment
Stat Cost 4 Soul
Range self or 1 ally
Area self or 1 ally
Duration 1d6 rounds
Requirements Occult Aid
Effects Your guardian spirit assists you or your ally with spell casting, increasing the spell's effects. Any damaging, healing, buffing, or debuffing effect that has a numerical or dice value is increased by an extra 1d10.
Success Roll Insight -5
Skill Enchanting
Stat Cost 1 + spell cost
Range self or 1 ally
Area self or 1 ally
Duration 1d6 rounds
Requirements Casting Strike
Effects This skill allows you to take a spell you know and apply its effects to your weapon or your ally's weapon. You are basically adding the damage roll of the spell to the weapon.
Success Roll Arcana -2
Skill Magical Thought
Stat Cost 6 Soul
Range depends
Area depends
Duration depends
Requirements Occult Aid
Effects This skill gives you the chance to manifest your wish within your spell casting. This all has to be within reason and within the scope of the spell being cast. For example, you can wish for the spell area of effect to be larger, and it would grow by 1x1 space. Or perhaps you can wish for the healing spell to also remove poison, and maybe it will do so. You cannot wish for a simple essence bolt to instantly kill an enemy or anything drastic like that. You will need to describe your wish and work it out with your GM in the context of the spell.
Success Roll Insight -6
Skill Set Trap
Stat Cost N/A
Range 1 space ahead of you
Area 1 space
Duration until trap is sprung or disarmed
Requirements N/A
Effects

This skill allows you to quickly set traps with the items you have, using only your support action to do so.

  • Easy Trap = Easy Insight check
  • Normal Trap = Normal Insight check
  • Hard Trap = Hard Insight check
  • Impossible Trap = Impossible Insight check
Success Roll Insight
Skill Set Magical Trap
Stat Cost 4 Soul
Range 1 space in front of you
Area 1 space
Duration until trap is sprung or disarmed
Requirements Set Trap
Effects

This skill adds to the Set Trap skill, allowing you to make the trap a magical trap. You will need the tools to make the magic trap, such as a rune stone with the spell ready to activate.  The level of trap difficulty determines the success roll check:

  • Easy Magical Trap = Easy Arcana check
  • Normal Magical Trap = Normal Arcana check
  • Hard Magical Trap = Hard Arcana check
  • Impossible Magical Trap = Impossible Arcana check
Success Roll Arcana
Skill Potion Save
Stat Cost N/A
Range self
Area self
Duration instant
Requirements Use Potion as Defense
Effects This skill allows you to use a potion right when you receive a killing blow. If the potion restores enough Vitality to keep you alive, you stay alive.
Success Roll Medicine -2
Skill Trade
Stat Cost N/A
Range self
Area self
Duration instant
Requirements N/A
Effects This skill allows you to trade. The difficulty in the trade determines if it is one of the following checks: easy, normal, hard, or impossible.
Success Roll Persuade