Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Spell Aura of Fear
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
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
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
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
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
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
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
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
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
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

Skill Magical Sight
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
Stat Cost 2 Power
Range self
Area self
Duration instant
Effects Increase move by +2 when jumping
Success Roll +2 Acrobatics
Skill Wall Jumping
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
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
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
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
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
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
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
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