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 | Revival |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 | Chi Guard |
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Stat Cost | 2 Soul |
Range | move range |
Area | 1 ally |
Duration | instant |
Requirements | Chi Defense |
Effects | Immediately lessen the damage dealt to your ally by your Focus Score. |
Success Roll | Focus -1 |
Skill | Chi Drain |
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Stat Cost | 2 Soul |
Range | 1 space |
Area | 1 target |
Duration | 1d4 rounds |
Requirements | Chi Heal |
Effects | Your physical attack will drain your focus score worth of Vitality from the target to restore your Vitality, if you manage to hit the target's Vitality. |
Success Roll | Focus -6 |
Skill | Chi Energy |
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Stat Cost | 4 Soul |
Range | around user |
Area | 3x3 spaces |
Duration | 1d4 rounds |
Requirements | Chi Heal |
Effects | Your inner chi expands outwards creating an aura around you. Anyone who enters the aura, friend or foe, will be have 1d6 Power restored each round that they are in the area of effect. |
Success Roll | Focus -6 |
Skill | Chi Runic Defense |
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Stat Cost | 3 Soul |
Range | self |
Area | self |
Duration | 1d4 rounds |
Requirements | Chi Defense |
Effects | Decrease magical damage received by Focus score. |
Success Roll | Focus -2 |
Skill | Inciteful Energy |
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Stat Cost | 4 Soul |
Range | around user |
Area | 3x3 spaces |
Duration | 1d4 rounds |
Requirements | Chi Energy |
Effects | Anyone in the area of effect, friend or foe, will receive the berserk status for the duration that they are in the area of effect + 1 round. This causes them to do double damage but prevents them from using spells. |
Success Roll | Focus -5 |
Skill | Focused Punch |
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Stat Cost | 2 Power |
Range | 1 space |
Area | 1 target in front |
Duration | instant |
Requirements | N/A |
Effects | Punch adding double Focus to your Offensive Power. |
Success Roll | Focus |
Skill | Focused Kick |
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Stat Cost | 2 Power |
Range | 1 space |
Area | 1 target in front of you |
Duration | instant |
Requirements | N/A |
Effects | Kick adding double focus to your offensive power. |
Success Roll | Focus |
Skill | Pin Target |
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Stat Cost | 4 Power |
Range | jump range |
Area | 1 target |
Duration | 1 round |
Requirements | N/A |
Effects | With this skill you jump onto the target pinning the target to the ground. The target is unable to move or act during this time. The target can make an atheltics check, with your atheltics being a penalty. You also must spend an entire round of not acting to hold this target down. Once the target is free or the round is over, you must make a focus check to not lose the next round. |
Success Roll | Athletics -2 |
Skill | Eye Gouger |
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Stat Cost | 4 Power |
Range | 1 space |
Area | 1 target in front |
Duration | instant |
Requirements | Focused Punch |
Effects | With this attack you attempt to blind the target for 1d4 rounds. You do normal damage. |
Success Roll | Perceive -2 |
Skill | Uppercut |
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Stat Cost | 5 Power |
Range | 1 space |
Area | 1 target infront of you |
Duration | instant |
Requirements | Eye Gouger |
Effects | With this skill you perform an uppercut. This increases the attack by an extra offensive power. If you crit you knock the target out for 1d3 rounds. |
Success Roll | Athletics -4 |