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
Skill | Magical Sight |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | instant |
Effects | Can seel the element of magic in an area or around a person or object as a color hue. |
Success Roll | +1 to Perceive; +1 per level |
Skill | Bounding Leap |
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Stat Cost | 2 Power |
Range | self |
Area | self |
Duration | instant |
Effects | Increase move by +2 when jumping |
Success Roll | +2 Acrobatics |
Skill | Wall Jumping |
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Stat Cost | 2 Power |
Range | self |
Area | self |
Duration | instant |
Effects | Can jump to a wall and bounce off of it at an angle to reach a greater height. Can only do so once per jump. |
Success Roll | Acrobatics |
Skill | For the Pack |
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Stat Cost | 1 Soul |
Range | move range |
Area | self + 1 ally |
Duration | instant |
Effects | Can attack with your ally adding your attack to your ally's attack. This is seperate from your own attack. |
Success Roll | Initiative -2 |
Skill | Bloodhoud Tracking |
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Stat Cost | 1 soul |
Range | self |
Area | self |
Duration | 1 hour |
Effects | Can increase Investigate by 1d20 for that hour to use with tracking. |
Success Roll | N/A |
Skill | Shrink or Grow |
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Stat Cost | 2 Soul |
Range | self |
Area | self |
Duration | until used again |
Effects | Grow to double normal size increasing Strength traits by 2 but decreasing Speed Traits by 2 or decrease to half size Increasing Speed traits by 2 but decreasing Strength traits by 2. This is also used to revert to normal size. |
Success Roll | Deception +2 |
Skill | Fae Lust |
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Stat Cost | 1 soul |
Range | 6 spaces |
Area | 1 target |
Duration | 1d6 rounds |
Effects | Causes target to fall for the fae, not attacking the fae but actually protecting the fae. |
Success Roll | Influence +2 |
Skill | Fae Magic |
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Stat Cost | N/A |
Range | self |
Area | any other fae |
Duration | instant |
Effects | If there is another fae in the party, when that fae casts a spell your fae casts a spell as well. If your fae doesn't have a spell, increase that fae's spell's healing or damaging effect by 1d12. |
Success Roll | N/A |
Skill | Tricky Goblin |
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Stat Cost | 1 Power |
Range | self |
Area | self |
Duration | instant |
Effects | Goblin upon successful use can move 1d4 spaces in any direction to avoid an attack and cause instead the attack to hit whomever or whatever the goblin gets behind, or to miss altogether. |
Success Roll | Acrobatics +2 |
Skill | Relentless Mockery |
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Stat Cost | 1 Soul |
Range | 1 target |
Area | 1 target |
Duration | 1d4 rounds |
Effects | Mock the target causing the target to receive a -2 on all checks. |
Success Roll | Intimidate +1 |