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
Spell | Resurrection |
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Affinity | decay |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target 1d6 spaces away |
Duration | instant |
Spell Family | Graveyard's Warding |
Requirements | Revival |
Spell Effects | This spell is difficult for a necromancer to cast. With this spell you reverse all that you strive to focus on. The goal is to draw out all of the death energy from the target’s dead body. The lack of it will allow life energy from the area to come take its place and the target can awaken with half of their life returned. |
Check Difficulty | Impossible Arcana |
Spell | Raise Reverent |
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Affinity | decay |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | next to caster |
Duration | until reverent is dead |
Spell Family | Graveyard's Warding |
Requirements | Raise Zombie |
Spell Effects | With this spell the necromancer calls forth a long dead and rotting corpse from the very ground. The Reverent has no mind of its own and is under the caster's control. The Reverent has a Vitality of 4d20 and a reach of 1 and a move of 6. The Reverent acts as a second character able to go and attack any target the necromancer desires it to. The Reverent is immune to necromancy spells used against it. Any physical hits done to the Reverent had a 35% chance of healing the Reverent instead of hurting it. The Reverant has a 30% chance of copying the last action it see's. The necromancer can call up as many Reverent as the caster's Runic Casting Speed. Therefore if the caster has a casting speed of 5 the caster can call up 5 Reverent to exist at the same time. Once the Reverent is out of Vitality the Reverent dies. The Reverents die also when the necromancer command them to or battle's end. |
Check Difficulty | Impossible Arcana |
Spell | Pain's Desperation |
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Affinity | death |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Loss of Self |
Requirements | Stranglehold |
Spell Effects | This spell causes Pain to rush its work. The magic causes great pain all at once at the single target, doing damage to the inner body, but not the outer appearance. Unfortunately, for rushing the work, the magic is not as effective in doing damage, only doing 6d12, with a 25% chance of the damage being halved. |
Check Difficulty | Impossible Arcana |
Spell | Judgment |
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Affinity | death |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target 1d6 spaces away |
Duration | duration of battle |
Spell Family | Beast's Prey |
Requirements | Death |
Spell Effects | With this spell you condemn your target. Nothing visible can be seen of this spell and to the untrained eye it would seem that no spell was even cast. However the target begins to fill all his energy slip away from him, dropping all of the target’s stats down to 1. The target’s stats do return after battle, should the target live that long. Vitality, Soul, and Power would be dropped to 2 and unable to be restored past 2. This spell can be ended with Death of Magic but not with Dispel. |
Check Difficulty | Impossible Arcana |
Spell | Ritual of the Mirrentori |
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Affinity | death |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | self |
Duration | 1d10 rounds |
Spell Family | Fang |
Requirements | Nightwalker's Curse |
Spell Effects | This spell calls for a ritual suicide. You let your life expire by your death magic. The magic of the spell, instead of letting you be lost forever, separates your bones from your body and transforming you into a lich. While in this form you cannot be killed. You can be dismembered and thus unable to act, but cannot be killed. Your spell’s Soul costs are cut in half, rounding up to the nearest whole number and you gain double your runic speed. Your spells are 50% more effective and powerful as well. When the spell ends, your flesh reappears and you return to life loosing all the benefits of being a lich. |
Check Difficulty | Impossible Arcana |
Spell | Vengeance of the Cursed |
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Affinity | death |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Fang |
Requirements | Serenity's Arrival |
Spell Effects | This manipulation releases the lost ghosts of the dead to let their anger out on your enemies. Ghosts of all kinds rip out of the earth, clawing, biting, and attacking from every direction doing 8d10 damage. The ghosts leave you and your allies alone. They disappear after attacking. |
Check Difficulty | Impossible Arcana |
Spell | Pain's Pleasure |
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Affinity | death |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | 1d8 rounds |
Spell Family | Bio Instability |
Requirements | Pain's Persistence |
Spell Effects | With this spell death magic slowly runs over the skin of the target, ripping the skin from the body. But this is done slowly to an almost excruciating length doing 5d12 damage per round, and making the target lose 2 movement per round. Each round the damage dealt is increased by 1d4. It is almost as if the magic enjoys watching the target suffer. |
Check Difficulty | Impossible Arcana |
Spell | Voiceless |
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Affinity | decay |
Stat Cost | 9 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d8 rounds |
Spell Family | Deconstruction |
Requirements | Stop |
Spell Effects | This spell robs the ability of the target to produce any sound from its mouth. This prevents any skill that requires a voice, including prayer. The sudden loss of voice causes the target to need to make a hard mental balance check against fear. |
Check Difficulty | Hard Arcana |
Spell | Dead Weight |
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Affinity | decay |
Stat Cost | 9 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d8 rounds |
Spell Family | Deconstruction |
Requirements | Mental Decay |
Spell Effects | This spell causes the target to become very overburdened. The target can now only have a move of 1, and any strength related check is a hard check at a minimal. The target will have to make an athletics check to wield any weapon and a normal brace check with each space moved to not fall over under its own weight. |
Check Difficulty | Hard Arcana |
Spell | Returned One |
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Affinity | decay |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 dead target |
Duration | 1d10 rounds |
Spell Family | Graveyard's Warding |
Requirements | Reanimation |
Spell Effects | You create a special revival on a corpse. The corpse floats in the air for a second. The skin, muscles, and organs all bulge and then explode outward in a flash of flesh and blood. What remains is a skeletal version of the being that was recently slain. The magic sustains the target as the undead being follows your orders. The undead being cannot be destroyed but will shatter and become nothing more than bones at the end of the spell. It has an attack power of 7d12. |
Check Difficulty | Hard Arcana |
Top 10 Entries
Ability | Dogma |
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Effects | With this ability any one that targets you must make an easy mental balance check or they will instead attack themselves. |
Ability | Unholy Ground |
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Effects | You exude so much darkness that the ground around you becomes cursed ground. Anyone in a 3x3 space area around you has any attacks done by a lawful or good aligned target reduced by your Charisma as a percentage, as long as they are of a neutral, evil, or chaotic alignment. Anyone in the area that is of a good or lawful alignment will have a strong desire to leave the area and must make a normal Endure check to not do so. Must have a chaotic or evil alignment. Must have Cursed Aura. |
Ability | Cursed Aura |
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Effects | You have an aura that makes you seem cursed and dark as if you are one with demons. Anyone within a 2x2 space of you must make normal mental balance checks or be inflicted with depression. Must have an alignment that is either chaotic or evil. Must have Shuddering Aura. |
Ability | Shuddering Aura |
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Effects | You have a dark aura that makes everyone more fearful of you. Others are less likely to attack you out of this fear, needing to make a mental balance check to do so. Must have an alignment that is at least chaotic or evil. |
Ability | Holy Ground |
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Effects | You exude so much holiness that the ground around you becomes sanctified ground. Anyone in a 3x3 space area around you has any attacks done by a chaotic or evil aligned target reduced by your Charisma as a percentage, as long as they are of a neutral, good, or lawful alignment. Anyone in the area that is of a chaotic or evil alignment will have a strong desire to leave the area and must make a normal Endure check to not do so. Must have a good or lawful alignment. Must have Blessed Aura. |
Ability | Blessed Aura |
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Effects | You have an aura that makes you seem blessed by the gods. Anyone within a 2x2 space of you is unable to be affected by any kind of depression or rage. Must have an alignment that is either good or lawful. Must have Benevolent Aura. |
Ability | Benevolent Aura |
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Effects | You have a benevolent aura that makes everyone more honest and trusting of you. Others are less likely to attack you, needed to make a mental balance check to do so. Must have an alignment that is at least good or lawful. |
Ability | Detect Lies |
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Effects | With this ability you can make a normal perceive check to know if someone is lying. The normal level of difficulty is the typical difficulty here, however if the person as skills or abilities to help mask this, the difficulty could be greater, whereas if the person is easy to read it could be lower. Must have Sense Emotion |
Ability | Sense Alignment |
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Effects | With this ability you can sense the alignment of the target by making a perceive check, with the level of check depending upon the situation. As long as you can see the target and/or hear the target you can do this, however distance can increase the level of difficulty for this check. Must have Sense Emotion |
Ability | Sense Emotion |
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Effects | With this ability you can sense the emotion of the target by making a perceive check, with the level of check depending upon the situation. As long as you can see the target and/or hear the target you can do this, however distance can increase the level of difficulty for this check. |