Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Spell Serenity's Forceful Ways
Affinity decay
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target
Duration instant
Spell Family Fang
Requirements Executioner's Weapon
Spell Effects This special spell calls upon the positive source of death, the Serenity. The mage uses his or her connection to the Serenity to call for assistance. The Serenity sends its power through the mage to cast the spell. When this spell is cast, the single target is surrounded in serenity. But, suddenly, amidst the calm, the target can feel horrible injuries ripping into the target’s body. Serenity releases the target and the damage of 4d10 + 2 is done.
Check Difficulty Hard Arcana
Spell Bitterwood Pandemic
Affinity death
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target 1d12 spaces away
Duration 1d20 rounds
Spell Family Bio Instability
Requirements Plague
Spell Effects This terrible spell inflicts its target with a temporary version of the terrible Bitterwood Plague. Bitterwood so got its name because its victims would find parts of themselves rotting and falling away as if the target were a decaying tree. Bitterwood causes the host body to think that it is dead by cutting off any signal that the body is alive, so it quickly enters into a state of decay. It starts small with patches of skin, turning black, fingers and toes turning black and falling off, hair falling out. Luckily for the victim of this spell, it does not go beyond that point. However, the pain from each event and the rigor mortise setting in is incredibly painful. With the rigor mortise, the target's movement slows by 2 each round. The target also experiences 9d4 vitality damage. By round 2 the target looses 1 finger, round 3 1 toe, this changing between finger and toe each round. When the target looses more than 2 toes on one foot, the target must make normal balance checks each round. When the target looses more than 3 fingers on the weapon holding hand, the target must make hard grip checks to keep its weapon.
Check Difficulty Hard Arcana
Spell Field of Decay
Affinity decay
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area a 3x3 space area around a spot of your choosing
Duration 1d8 rounds
Spell Family Deconstruction
Requirements Ghastly Presence
Spell Effects With this spell the area of your choosing becomes corrupted by decay. Anyone, friend or foe, that find themselves in this field loose 2d20 as a percentage of current Vitality and Power.
Check Difficulty Normal Arcana
Spell Army's Decay
Affinity decay
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area battlefield
Duration until battle is over
Spell Family Deconstruction
Requirements Ghostly Mount
Spell Effects This spell can only work if your party is outnumbered. This spell counts the amount of companions with you, including yourself. Then it seals away all but the same amount of enemies within graves with only enough room to fit the target it captures. That way, the magic sees the combat as fair. For every member of the party there is one target. Every time a free target dies, another is released until all targets of the spell are released. If there becomes more allies than enemies, the magic will take a random ally away as well, to make things even. Each round that the target is sealed in a grave it will lose 20% of its current Vitality, Soul, and Power.
Check Difficulty Normal Arcana
Talent Strong Spirited
Requirements Cannot have this talent with Strong Willed talent.
Effects This talent makes it more difficult for you to be possessed. It does so my giving your character a bonus of 5 points to Spiritual Balance to guard against any effect that would take away the control of your character.
Handicaps Prone to Mental Imbalance: Having this talent makes you more easily have fear or suffer mental status effects. You have a penalty of -5 to Mental Balance.
Talent Strong Willed
Requirements Cannot have this talent with Strong Spirited talent.
Effects This talent makes it more difficult for others to con you, trick you, influence you, charm you, or seduce you in any way. It does so my giving your character a bonus of 5 points to Mental Balance to guard against any effect that would take away the control of your character.
Handicaps Prone to Possession: Having this talent makes you more easily possessed. You have a penalty of -5 to Spiritual Balance.
Spell Deadman's Shell
Affinity decay
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area self
Duration 1d6 rounds
Spell Family Graveyard's Warding
Requirements Decay's Warding
Spell Effects This spell changes the flesh of the caster to that of an undead zombie. The caster now has a bonus to physical armor of 5 and has a 25% chance of the physical attack healing the caster instead of harming the caster.
Check Difficulty Normal Arcana
Spell Rise of the Doomed
Affinity decay
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area all enemy targets
Duration until targets free themselves
Spell Family Graveyard's Warding
Requirements Release of the Doomed
Spell Effects With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make a normal athletics check to be freed. However once the targets free themselves the skeletal hands emerge from the ground as full on skeletons and pin the targets back to the ground. The targets must make a normal athletics check again to be freed once and for all. When the targets get pined by the skeletons the targets receive the caster's Arcana worth of magic damage, which they will receive each round until freed.
Check Difficulty Normal Arcana
Spell Dispel
Affinity death
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area 6 spaces affecting 1 target
Duration instant
Spell Family Loss of Self
Requirements Elemental Death
Spell Effects This spell uses the natural death magic of necromancy to burn away at magic like acid. This spell removes enchantments, protections, poisons, and many other active spells. Independently acting spells such as the geomancy spell “Catapult” can be ended prematurely with this spell. This spell can only be cast on a single target.
Check Difficulty Normal Arcana
Spell Last Cry
Affinity death
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area a 3x3 space area around the caster
Duration instant
Spell Family Loss of Self
Requirements Nightmare
Spell Effects This spell invokes the power of the voice. You open your mouth, letting out a pained but angry scream. All of those in the radius of the spell are affected with fear for 1d3 rounds, even your allies. Fear causes the affected to flee from the user at all costs.
Check Difficulty Normal Arcana

Top 10 Entries

Talent Elemental Breaking Wizard
Requirements You must be a runic mage
Effects You can learn one spell per level out side of your runic element, from any element except your opossing element.
Handicaps Feeble: Reduce any melee damages you deal by 1d6.
Talent Faster than Normal
Requirements N/A
Effects +2 to Speed, +1 to all Speed traits.
Handicaps Clumsy, have to make Brace checks often to not fall.
Talent Cat Like Agility
Requirements You must not have anything that can affect your acrobatics check
Effects This talent gives you a permanent +2 to Acrobatics and Initiative.
Handicaps You are unlucky, -3 from Luck
Talent Empathy
Requirements Your character can not be of an evil alignment
Effects This talent gives the character strong empathetic senses, being able to sense the feelings around him or her. This is handy for allowing the character to sense nervousness, sarcasm, anger, or any other emotion. However the character may experience emotional breakdown should the emotions be very high.
Handicaps Prone to anxiety attacks, you have to make Endure checks when in dangerous or stressful situations or suffer the anxiety status effect.
Skill Defensive Empowerment
Stat Cost 2 Soul
Range self
Area self
Duration 1d4 rounds
Effects This skill increases your Defense, Immunity, Endure, and Brace by 1d6. Must have Combat Empowerment.
Success Roll Defense -2
Skill Partial Polymorphing
Stat Cost 1 Soul
Range self
Area self
Duration 1d10 rounds or hours
Effects Able to change parts of body into any form whose properties are known. You could change our arms into weapons, feet into flippers, etc. The boy part would take on those properties, for example if you changed your arms into swords they would have the attack value of standard short swords. Body part changed cannot be more than 25% larger or smaller than original size.
Success Roll Arcana +2; +1 per level
Skill Shape Shifting
Stat Cost 3 Soul
Range self
Area self
Duration 1d10 rounds or hours
Effects Learn how to take the form of beings that you have encountered. The form cannot be more than double normal size or half normal size. Form must be a living form. Gain this skill at Level 2.
Success Roll Arcana; +1 per level past Level 2
Skill Polymorphous Enlightenment
Stat Cost N/A
Range self
Area self
Duration while in form
Effects You can learn one observed skill with an Insight +2 check of any creature that is in the same form that you are in. You can only use these skills while in that form. Gain this skill at Level 2.
Success Roll Insight +2; +1 per level past Level 2
Skill Polymorphing
Stat Cost 3 Soul
Range self
Area self
Duration 1d10 rounds or hours
Effects You can take the form of inanimate objects. Form cannot be more than double normal size or less than half normal size. Gain this skill at Level 5.
Success Roll Arcana -1; +1 per level past Level 5
Skill Short Range Teleport
Stat Cost 2 Soul
Range self
Area place in sight
Duration instant
Effects Teleport to location in sight
Success Roll Arcana +2; +1 per level