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
Skill | Haymaker |
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Stat Cost | 6 Power |
Range | 1 space |
Area | 1 target in front |
Duration | instant |
Requirements | Uppercut |
Effects | This powerful punch knocks the target out for 1d4 rounds and back 1d4 spaces. It does instant crit damage. |
Success Roll | Athletics -5 |
Skill | Split Kick |
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Stat Cost | 4 Power |
Range | 1 space |
Area | 1 target to the left and 1 target to the right |
Duration | instant |
Requirements | Focused Kick |
Effects | This move allows you to jump in the air and kick the target to the left and to the right. |
Success Roll | Acrobatics -2 |
Skill | Roundhouse Kick |
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Stat Cost | 5 Power |
Range | 1 space |
Area | all targets around you |
Duration | instant |
Requirements | Split Kick |
Effects | This move allows you to kick in a circle, hitting anyone and everyone next to you on any side. |
Success Roll | Acrobatics -4 |
Skill | Flip Kick |
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Stat Cost | 6 Power |
Range | 1 space |
Area | 1 target in front, in direction you are flipping |
Duration | instant |
Requirements | Roundhouse Kick |
Effects | With this skill you flip into the air, kicking as you do so. This kicks the target upwards and backwards your move range. The target is knocked out for 1d3 rounds and dazed for the following 1d3 rounds. |
Success Roll | Acrobatics -5 |
Skill | Sly Persuasion |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | instant |
Requirements | N/A |
Effects | You use this when you are trying to persuade someone. You can add your Luck score to your Persuade score. |
Success Roll | Perform |
Skill | Sly Deception |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | instant |
Requirements | Sly Persuasion |
Effects | You use this when you are trying to deceive someone. You can add your Luck score to your Deception score. |
Success Roll | Perform |
Skill | Sly Intimidation |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | instant |
Requirements | Sly Deception |
Effects | You use this when you want to try to intimidate someone. You can add your Luck score to your Intimidate score. |
Success Roll | Perform |
Skill | Hide |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | until you move or are found |
Requirements | N/A |
Effects | With this skill you can hide yourself in the nearby environment surrounding you, causing anyone to have to make a Perceive check to find you. The challenge of the Perceive check depends upon how well you are hidden. |
Success Roll | Stealth -1 |
Skill | Hide in Plain Sight |
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Stat Cost | 3 Soul |
Range | self |
Area | self |
Duration | until you move or are found |
Requirements | Hide |
Effects | With this skill you are attempting to hide by making yourself as small and still as possible. Everyone must make a Perceive check if they want to find you. The challenge of the Perceive check is based on your Luck:
|
Success Roll | Stealth -4 |
Skill | Fast Talk |
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Stat Cost | 2 Soul |
Range | any around you |
Area | 2x2 spaces |
Duration | 1 round |
Requirements | N/A |
Effects | You spend your support action to talk as fast as an auctioneer for the rest of the round. This causes anyone in the area, friend or foe, to be unable to focus without a hard focus check. |
Success Roll | Perform |