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
Spell | Fire's Warding |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Flaming Barrier |
Spell Effects | Fire offers warding to you or an ally of your choosing, for a price, coating the protected target in a red glow. Any magic spell done to the protected target will be redirected back to the attacker. Any arrows or crossbow bolts will be burnt away before they can affect the protected. Any other projectiles will do half damage. Any melee attacks against the protected will cause the attacker 1d12 burn damage to Vitality for 1d4 rounds. The protected will suffer 1d4 burn damage per round for the duration of the spell. |
Check Difficulty | Hard Arcana |
Spell | Star's Protection |
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Affinity | light |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | self or 1 ally |
Duration | 1d8 rounds |
Spell Family | Glow |
Requirements | Sword of Light |
Spell Effects | With this spell you summon the positive source of all light, a star. The star offers you or your ally of your choosing protection. The star will decrease all damages done to the protected by 1d% + caster's Arcana percentage during the duration of the spell. Each damage gets the absorption percentage rolled for Furthermore, if anyone melee attacks the protected, the attacker will be struck with visual instability and a blast of light that deals 7 x the protected's Arcana worth of magic damage. |
Check Difficulty | Impossible Arcana |
Spell | Solar Flare |
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Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Glow |
Requirements | Fitful Strobe |
Spell Effects | This spell causes instant blindness for all enemy targets for 2d4 rounds. Furthermore, all enemy targets take 5 x Arcana damage. The caster and allies are protected. |
Check Difficulty | Hard Arcana |
Spell | Sword of Light |
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Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self or 1 ally |
Duration | 1d12 rounds |
Spell Family | Glow |
Requirements | Armor of Light |
Spell Effects | This spell grants you or an ally of your choosing with a sword who's blade is made of pure, concentrated, light. This sword of light has a range of 3 and an attack value of 1d20 plus the wielder's Arcana as well as Melee Power. Any sword skills can be used with this sword and sword mastery increases its damage power. |
Check Difficulty | Hard Arcana |
Spell | Light Jumping |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self and any target you grab |
Duration | instant |
Spell Family | Glow |
Requirements | Embracing Glow |
Spell Effects | This spell allows you to teleport in a beam of light to anywhere you can see in the battlefield. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you. |
Check Difficulty | Hard Arcana |
Spell | Fitful Strobe |
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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 |
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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 |
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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 |
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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 |
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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 |