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 | Aura of Fear |
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Affinity | death |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 3x3 space area around the caster |
Duration | 1d8 rounds |
Spell Family | Loss of Self |
Requirements | Aura of Despair |
Spell Effects | With the casting of this spell you are surrounded by an aura of the fear 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 fear causes the affected not be able to attack you and need to make normal mental balance checks each round to not simply give in to the fear and have a panic attack causing itself melee damage and running blindly from you. |
Check Difficulty | Normal Arcana |
Spell | Serenity's Beckoning |
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Affinity | death |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Beast's Prey |
Requirements | Cold Blade |
Spell Effects | With this spell the promised calm of Serenity beckons the target. The target looses all desire, wanting instead to seek out the serenity of death. The target must make hard Survival checks when attacked or the target will allow itself to be hit with no armor protection and no evade. The only armor protection that can come into play is any magical protection effects already in place or any racial protection. Armor itself will be treated as if it doesn't exist. |
Check Difficulty | Normal Arcana |
Spell | Serenity's Verdict |
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Affinity | death |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target 1d12 spaces away |
Duration | instant |
Spell Family | Beast's Prey |
Requirements | Serenity's Beckoning |
Spell Effects | The Serenity grabs hold of the target and passes its verdict on the target before releasing it. A 1d6 is rolled. If a 6 is rolled, the target is lulled to a sleep from which it will not awaken, the sleep of death. |
Check Difficulty | Hard Arcana |
Spell | Well of the Dead |
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Affinity | death |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d4 rounds |
Spell Family | Fang |
Requirements | Vampire Strain |
Spell Effects | With this spell you draw upon the dead for strength for yourself or an ally. Calling forth the death energy around you, you either gather it into yourself or disperse it to a selected ally, temporarily gaining a x 1.25 to melee, throw, and bow power, and + 1 to Runic Speed. Once the spell is over however the energy quickly drains out of target, leaving the target half of their Power. |
Check Difficulty | Normal Arcana |
Spell | Executioner's Weapon |
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Affinity | death |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d4 rounds |
Spell Family | Fang |
Requirements | Serenity's Calm |
Spell Effects | This spell provides a special enchantment the weapon of your chosen ally (or your weapon). Death magic coats it deeply. Whenever your ally attacks, they roll a 1d6. If they roll a 6, the target dies instantly. Any other roll is inconsequential and you do damage as normal. |
Check Difficulty | Normal Arcana |
Spell | Plague |
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Affinity | death |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | until cured |
Spell Family | Bio Instability |
Requirements | Night Shade |
Spell Effects | This spell summons an ancient disease. A mist moves into the body of the target. The target loses sight, becomes nauseous cutting their movement in half, and starts to lose life, loosing 2d10 Vitality per round. This disease will continue to work its way through the body until it kills the target. Every round the poisoning gets worse, adding 1d6 each round to the poisoning damage. This disease can be cured but to do so all status aliments must be removed at the same time. |
Check Difficulty | Normal Arcana |
Spell | Vibrations of Creation |
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Affinity | sound |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | battlefield |
Duration | instant |
Spell Family | Tinnitus |
Requirements | Song's End |
Spell Effects | This powerful spell recreates the violent sounds and vibrations of creation on the battlefield. All the sudden the battlefield shakes and shutters in the violent throws of creation. Every enemy target takes 8d10 magic damage. The caster rolls a 1d3, multiplying the damage against the number rolled. The caster and allies are protected in sound proof bubbles. |
Check Difficulty | Impossible Arcana |
Spell | Banshee's Reaping |
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Affinity | sound |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | battlefield |
Duration | instant |
Spell Family | Tinnitus |
Requirements | Banshee's Song |
Spell Effects | With this spell you call upon the negative aspect of sound, the banshee. The banshee will go to every target, ally and enemy, and attempt to reap that target. Enemies must roll a 1d6, with 6 killing the target. Allies must roll a 1d% with 100 killing the ally. You are immune. |
Check Difficulty | Impossible Arcana |
Spell | Suffocate |
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Affinity | air |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target that is up to 10 spaces from the caster |
Duration | 4 round death countdown |
Spell Family | Air's Constant Flow |
Requirements | Choking Gas |
Spell Effects | Suffocate creates an air vacuum in front of the mouth of the single target. This vacuum stops all air from being taken in by the target. Immediately, the target falls down, unable to breathe. For four rounds the target struggles for air. Finally the target passes out and dies. At any part of the suffocation, someone can break the magic of suffocation by dragging the body from the area of the air vacuum with a successful hard arcana check. The target though is unable to act or move during this spell. |
Check Difficulty | Impossible Arcana |
Spell | Tornado's Destruction |
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Affinity | air |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 8 spaces affecting a 6x6 space area |
Duration | instant |
Spell Family | Airess |
Requirements | Gale Force |
Spell Effects | You create a tornado that attacks all foes in the area at once doing 10d10 damage to every target and having a 25% chance per target to remove from the target all armor, weapons, and possessions. You and allies are not affected. |
Check Difficulty | Impossible Arcana |
Top 10 Entries
Ability | Magic Proficiency |
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Effects | Increases your spell healing or damaging value by 1d4. |
Ability | Spell Necessity |
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Effects | This allows you to cast a spell even if you do not have enough Soul to do so. It will take what is lefft from Power, and the from Vitality. Must have Magic Proficiency. |
Ability | Child of Magic |
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Effects | This ability allows you to roll 2 d20 when trying to cast a spell or make an arcane check, allowing you to choose the higher of the 2. Must have Spell Necessity. |
Ability | Elemental Blood |
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Effects | This ability causes your Soul to regenerate by 1d4 per round or 1d12 per hour. Must have Child of Magic. |
Ability | Magic Grace |
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Effects | This ability causes spells that affect everyone in an area to not harm allies or benefit enemies. Must have Elemental Blood. |
Ability | Rune Stone Theory |
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Effects | This ability allows you to create and use rune stones. |
Ability | Magic Theory |
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Effects | This increases the effects of spell status effects by 10% and their duration by 1 round. |
Ability | Magic Ink |
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Effects | This ability allows you to write spell scrolls. Must have Magic Theory. |
Ability | Rune Tattooing |
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Effects | This ability allows you to create tattoos that increase healing and damaging power of spells by 1d10.You can also create tattoos of spells, allowing you to cast that spell with half Soul cost and one less Runic Casting Speed, but never less than 1. Must have Magic Ink. |
Ability | Empathic Mage |
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Effects | This skill allows for your emotions to fuel your spell effect. If you attack an enemy with a spell and are filled with anger, the spell damage will be increased by x 1.5 for that attack. If your character has opposite feelings, such as happiness when casting an offensive spell, the attack simply won't do any damage. The same is true for healing spells, if you have any anger towards the target you may do the reverse of healing, for example. You must have the Empathy talent for this skill. |