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
Skill | Basic Slashing Proficiency |
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Stat Cost | 1 Power |
Range | self |
Area | self |
Duration | 1d10 rounds |
Requirements | N/A |
Effects | Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:
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Success Roll | Insight |
Spell | Evaporilion |
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Affinity | desert |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target 1d6 spaces away |
Duration | 1d8 rounds |
Spell Family | Scorpion Jab |
Requirements | Desert's Thirst |
Spell Effects | This manipulation draws out the water from the body of the target. 4d12 damage is done from the sudden loss of water. With a lack of water, the target gets fatigued and finally enters dehydration, having its movements and damage value cut in half. |
Check Difficulty | Hard Arcana |
Spell | Dark Fog |
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Affinity | water |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | a 3x3 space area around the caster |
Duration | 1d6 rounds |
Spell Family | Distortion |
Requirements | Spiritual Waters |
Spell Effects | You create this spell to have a curtain of fog hang over the area. The Dark Fog acts as if it is a living being and attacks random targets every round, allies and enemies, for 3d20 damage. Everyone will need to make a Hard Evasion to not be hit and a normal immunity check to avoid Visual Instability. The user of this spell, is unaffected. |
Check Difficulty | Hard Arcana |
Spell | Cold Heart |
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Affinity | water |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Soak |
Requirements | Water Skin |
Spell Effects | This spell has no visual component. The water magic used in this spell appears inside the target of the spell. This spell puts a protective block of ice around the soul. It repels anything that would alter it and nullifies anything already there, including alignment afflicting skills, fear, berserk, and other like statuses. However it also blocks all emotions. |
Check Difficulty | Hard Arcana |
Spell | Cloud Sight |
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Affinity | water |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | entire floor of dungeon map or a 10 square mile area |
Duration | instant |
Spell Family | Distortion |
Requirements | Distortion |
Spell Effects | With this manipulation, you are gifted with the ability to see from the view of water vapor. Not only does this spell allow you to see where there are clouds, but also allows you to see perfectly in any place that is damp, no matter the amount of light. |
Check Difficulty | Normal Arcana |
Spell | Water Skin |
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Affinity | water |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Soak |
Requirements | Quench |
Spell Effects | This spell increases the target's immunity to aquamancy magic by 25%. It also increases your Fortitude Traits by 2. It does this by infusing the target's skin with water magic, making the target more resistant to status effects. |
Check Difficulty | Normal Arcana |
Spell | Soak |
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Affinity | water |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target |
Duration | spell is instant, sickness effect is 4 rounds |
Spell Family | Soak |
Requirements | N/A |
Spell Effects | You summon water from the many areas around you. All the water goes to one target and pours itself all over the target, clinging to the target. The water soaks through the target’s clothes and armor and results in the target developing sickness. Due to sickness, target’s movement is cut in half and damage power is decreased by 20%. |
Check Difficulty | Easy Arcana |
Spell | Ripple |
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Affinity | water |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | a 3x3 space area around the caster |
Duration | instant |
Spell Family | Aqua Seed |
Requirements | Aqua Seed |
Spell Effects | A water droplet forms in your hand and you let it fall to the floor, creating a ripple. The ripple grows instantly and moves out in all directions. Each target, both ally and enemy, in the vicinity of the spell must make a normal balance check to see if they remain standing. If they fail, they fall down. |
Check Difficulty | Normal Arcana |
Spell | Purify |
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Affinity | desert |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 space affecting 1 small target or 3 square feet |
Duration | instant |
Spell Family | Purify |
Requirements | N/A |
Spell Effects | This manipulation purifies just about anything. It can purify water for drinking or the blood of a target to remove poison, sickness, or any other weak affliction that runs through the blood. |
Check Difficulty | Easy Arcana |
Spell | Glimmering Hope |
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Affinity | water |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | any 3 targets |
Duration | instant |
Spell Family | Distortion |
Requirements | Distortion |
Spell Effects | This spell conjures up an orb of water that floats into the air. The orb then breaks, sending three shots of water magic out at three different targets of your choosing. Each shot does 2d12 points of damage. |
Check Difficulty | Normal Arcana |
Top 10 Entries
Spell | Serenity's Calm |
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Affinity | death |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1d20 spaces affecting 1 target |
Duration | instant |
Spell Family | Fang |
Requirements | Fang |
Spell Effects | When this spell is created the single target is surrounded in serenity. But, suddenly among the calm, the target can feel horrible injuries ripping into the target’s body doing 4d4 magic damage. Serenity releases the target and the damage is done. |
Check Difficulty | Normal Arcana |
Spell | Vampire Strain |
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Affinity | death |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | self |
Duration | 1d4 rounds |
Spell Family | Fang |
Requirements | Fang |
Spell Effects | This manipulation temporarily curses you with a vampiric ability. You grow fangs and your skin becomes pale. Each round you can get into melee range and can bite the person and drain them of life. You are able to do 1d12 damage to the target and the damage taken is used to replenish your Vitality. |
Check Difficulty | Normal Arcana |
Spell | Cold Blade |
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Affinity | death |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1d20 spaces affecting 1 target |
Duration | instant |
Spell Family | Beast's Prey |
Requirements | Beast's Prey |
Spell Effects | Cold Blade creates the feeling of being stabbed with a cold, metal blade in the back. The spell leaves a wound behind causing minor wounds, doing 2d12 damage. Magic deals the damage without anything physical actually being used to make the feeling. |
Check Difficulty | Normal Arcana |
Spell | Aura of Despair |
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Affinity | death |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | a 3x3 space area around the caster |
Duration | 1d6 rounds |
Spell Family | Loss of Self |
Requirements | Loss of Self |
Spell Effects | With the casting of this spell you are surrounded by an aura of the despair 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 despair causes the affected to not be able to add melee, bow, throw, or arcana to their attacks and to need to make mental balance checks each round to not simply give in to the despair and do nothing for that turn. |
Check Difficulty | Normal Arcana |
Spell | Nightmare |
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Affinity | death |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Loss of Self |
Requirements | Loss of Self |
Spell Effects | The magic of Nightmare is made to recreate the nightmare of someone. Each enemy target sees some creature that attacks them doing 2d8 magic damage. The creature is different to each target. When the spell breaks off they all find that what they saw actually did real damage to them. They must then make a normal mental balance check to not give into fear. |
Check Difficulty | Normal Arcana |
Spell | Elemental Death |
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Affinity | death |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1d12 spaces affecting 1 target |
Duration | 1d4 rounds |
Spell Family | Loss of Self |
Requirements | Loss of Self |
Spell Effects | With this spell death magic penetrates the target and shuts the target off from his or her runic soul. The target is effectively unable to cast any spells until the duration is over. The target can prevent this with a hard arcana check. Any spell effects that are on going still continue for their duration. |
Check Difficulty | Normal Arcana |
Spell | Release of the Doomed |
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Affinity | decay |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | all enemy targets |
Duration | until targets free themselves |
Spell Family | Graveyard's Warding |
Requirements | Graveyard's Warding |
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 an athletics check to be freed. |
Check Difficulty | Normal Arcana |
Spell | Decay's Warding |
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Affinity | decay |
Stat Cost | 3 Soul |
Spell Cast Speed | 2 |
Range & Area | a 3x3 space area around an area up to 1d20 spaces from caster |
Duration | 1d6 rounds |
Spell Family | Graveyard's Warding |
Requirements | Graveyard's Warding |
Spell Effects | The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their attacks, physical and magical, deal 25% less damage. Their healing spells are also 25% less effective. |
Check Difficulty | Normal Arcana |
Spell | Ghostly Mount |
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Affinity | decay |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | next to caster |
Duration | 1 day |
Spell Family | Deconstruction |
Requirements | Deconstruction |
Spell Effects | This spell brings back an undead horse. The appearance of it is nothing but bones that glows with an eerie purple light and its eyes are replaced with purple flame. The horse is completely loyal and it’s stats are double that of a war horse. |
Check Difficulty | Normal Arcana |
Spell | Ghastly Presence |
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Affinity | decay |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1d20 spaces affecting 1 target |
Duration | instant |
Spell Family | Deconstruction |
Requirements | Deconstruction |
Spell Effects | With the creation of Ghastly Presence, a ghost-like formation appears behind the target. The ghost suddenly starts attacking with spiritual claws at the back of the target doing 5d4 magic damage, and then disappears. |
Check Difficulty | Normal Arcana |