Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Spell Revival
Affinity decay
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target 1d6 spaces away
Duration instant
Spell Family Graveyard's Warding
Requirements Reanimation
Spell Effects This spell brings about a revival and rejuvenation. First it revives destroyed or damaged items, armor, and weapons. Second it rejuvenates targets by removing any negative status effects with equal ease.
Check Difficulty Hard Arcana
Spell Raise Zombie
Affinity decay
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area next to caster
Duration until zombie is dead
Spell Family Graveyard's Warding
Requirements Deadly Guard
Spell Effects With this spell the necromancer calls forth a long dead and rotting corpse from the very ground. The Zombie has no mind of its own and is under the caster's control. The Zombie has a Vitality of 3d20 and a reach of 1 and a move of 3. The Zombie acts as a second character able to go and attack any target the necromancer desires it to. The Zombie is immune to necromancy spells used against it. Any physical hits done to the Zombie had a 25% chance of healing the zombie instead of hurting it. The necromancer can call up as many Zombies as the caster's Runic Casting Speed. Therefore if the caster has a casting speed of 5 the caster can call up 5 Zombies to exist at the same time. Once the Zombie is out of Vitality the Zombie dies. The Zombies die also when the necromancer command them to or battle's end.
Check Difficulty Hard Arcana
Spell Stranglehold
Affinity death
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target 1d12 spaces away
Duration 2d6 rounds  each rolled separately as separate durationss
Spell Family Loss of Self
Requirements Constrict
Spell Effects This spell starts off a casting of the spell Constrict. Once the first duration is over however the second duration begins with a much stronger version of the spell. During this time the target receives 7d8 + 2 damage.
Check Difficulty Hard Arcana
Spell Aura of Acceptance
Affinity death
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area a 3x3 space area around the caster
Duration 1d6 rounds
Spell Family Loss of Self
Requirements Aura of Rage
Spell Effects With the casting of this spell you are surrounded by an aura of the acceptance that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The acceptance causes the affected to accept the fate that is before it. The target must make hard mental balance checks to do anything. Each time it is the target's turn the target must make a normal mental balance check against killing itself.
Check Difficulty Hard Arcana
Spell Death
Affinity death
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target 1d6 spaces away
Duration 2 round death count down
Spell Family Beast's Prey
Requirements Serenity's Verdict
Spell Effects This spell is made to kill the target. It begins a two round countdown that is made to be the last moments of the life of the target. Death magic swirls around the target during the countdown, waiting for the target’s time to complete. Finally, when the countdown ends, the magic encloses on the target and destroys the life force of the target. The target is effectively dead. Should the battle end before the countdown ends however, the death magic will stop.
Check Difficulty Hard Arcana
Spell Nightwalker's Curse
Affinity death
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area self or 1 ally
Duration 1d12 rounds
Spell Family Fang
Requirements Serenity's Protection
Spell Effects This spell transforms you or your ally into a vampire. Your strength and speed doubles. You movement rate, melee power, throw power, and bow power doubles. You gain the spell effect Vampire Strain. You gain 1d12 Arcana. However you receive 2 x damage from life magic, 4 x from light affinity spells and being a vampire out in daylight causes you 1d20 vitality damage per round.
Check Difficulty Hard Arcana
Spell Serenity's Arrival
Affinity death
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration instant
Spell Family Fang
Requirements Serenity's Forceful Ways
Spell Effects This manipulation creates the conditions for Serenity to arrive to the target. Death magic flows across the body of the target, burning their life away causing 9d6 + 2d4 damage. Meanwhile the spell pours into the mouth of the target and causes sickness, causing their movement rates and damage power to be halved for 4 rounds.
Check Difficulty Hard Arcana
Spell Pain's Persistence
Affinity death
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration 1d6 rounds
Spell Family Bio Instability
Requirements Bitterwood Pandemic
Spell Effects This spell racks the body of your target with tremendous pain. The pain is so unbearable that the target cannot bring himself to use projectile or melee weapons or attack. The target can only use spells that have a 1 spell cast speed.
Check Difficulty Hard Arcana
Spell Stop
Affinity decay
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target 1d6 spaces away
Duration 1d4 rounds
Spell Family Deconstruction
Requirements Field of Decay
Spell Effects When you create this spell, death magic surrounds the target in a faint cloud. The target suddenly freezes in place, unable to move or act. The target may make a hard arcana check each time it's the target's turn or when the target is attacked to try to break the effects of the spell.
Check Difficulty Hard Arcana
Spell Mental Decay
Affinity decay
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target
Duration 1d8 rounds
Spell Family Deconstruction
Requirements Field of Decay
Spell Effects This spell decays the target's magical power. The target now will cause less damage and less healing with any magical spell. The target's magical spell power is reduced by 35% (x 0.65).
Check Difficulty Hard Arcana

Top 10 Entries

Skill Soul of Forsaken
Stat Cost 2 Soul + 1 vial Manna Rose Nectar and 1 Zodo's Eye Orchid
Range self and all allies
Area self and all allies
Duration 1d6 rounds
Requirements Xodod's Gift and serve Zodo
Effects

With this skill you call upon the dark power of Zodo to aide you and your allies in battle. He does so by empowering all of your and your friends weapons with a special dark power, as long as you and your allies have dark moral points. This dark power causes you to do 50% more damage against those with light moral points and double damage against those who are worshipers of El Anon. Once the duration is over, the weapons return to normal.

Success Roll Religion -2
Skill Angelic Summoning
Stat Cost 4 Soul + 2 Kymara's Tear Tulips and 3 vials of Bog Dragon's Blood
Range any target
Area any target
Duration 1d8 rounds
Requirements Spiritual Host and be a servant of Kymara or El Anon
Effects

With this mighty skill you call upon the beings of Elysium to come and assist you and your allies in battle. A powerful angelic being comes forth to fight along side you and your allies. Each round the angel will melee attack an enemy of your choice or blast holy light at all enemy targets. The melee attack is a three-hit combo that deals 1d% damage. The holy light will do 8d12 magic damage to normal targets or 16d12 magic damage to the undead or targets with dark moral points. Once the skill's duration is over, the angel will disappear.

Success Roll Religion -4
Skill Spiritual Host
Stat Cost 2 Soul + 2 Specter Daisy and 2 vials of Ectoplasm
Range self
Area self
Duration 1d8 rounds
Requirements Prayer or Summoning
Effects

With this skill you call upon the spirit realm, inviting your body as a vessel for a powerful spirit of your ancestor to use. A powerful ancestor takes possession, doubling your Vitality, Soul, and Power. Your Runic Power is also doubled. Once the duration is finished, the spirit leaves your body and you are stunned for 1 round.

Success Roll Focus -4
Skill Soul of Legend
Stat Cost 2 Soul + 1 vial Manna Rose Nectar and 1 Kymara's Tear Tulip
Range self and all allies
Area self and all allies
Duration 1d6 rounds
Requirements Angelic Summoning and serve Kymara
Effects

With this skill you call upon the divine power of Kymara to aide you and your allies in battle. She does so by empowering all of your and your friends weapons with a special holy power, as long as you and your allies have order or light moral points. This holy power causes you to do 50% more damage against those with dark or chaos moral points and double damage against the undead and demons. Once the duration is over, the weapons return to normal.

Success Roll Religion -2
Skill Arcane Recreation
Stat Cost 2 Soul + 1 Purple Haze Lily and ½ pound Falgaa Bird Meat
Range 1 object or item
Area line of sight
Duration instant
Requirements Light's Blessing
Effects

With this skill you call upon the power of creation to make things new again. With each use of this skill, any one item no larger than 3 feet by 3 feet is made new again, fully restored. This includes armor and weapons. For larger objects, continual uses of this skill will be required.

Success Roll Focus -2
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