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 | 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 |
Spell | Erode |
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Affinity | water |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target 1d6 spaces away |
Duration | 1d8 rounds |
Spell Family | Soak |
Requirements | Soak |
Spell Effects | This manipulation decreases the durability and attack value of the target's equipped weapon by 10% each time this spell is used on the target, for the duration of the spell. Therefore if you use this spell on the same target 5 times while the first casting is still active, the target's weapon damage will be decreased by 50%. |
Check Difficulty | Normal Arcana |
Spell | Aqua Seed |
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Affinity | water |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target 1d12 spaces away |
Duration | instant |
Spell Family | Aqua Seed |
Requirements | N/A |
Spell Effects | In this spell you create a very small orb of water called the “Aqua Seed”. When launched at the target of your choice, the orb will hit and explode on top of them, blasting them with water doing 2d8+1d4 points of damage. |
Check Difficulty | Easy Arcana |
Spell | Phase Shift |
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Affinity | flame |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | self |
Duration | 1d6 rounds or 1 movement outside of battle |
Spell Family | Pyro Enchantment |
Requirements | Blitzkrieg |
Spell Effects | With this spell you become plasma. This spell allows you to change to a plasma form, allowing you to be impervious to any physical attacks and to move through the smallest cracks. Magic still affects you, except earth magic, and water magic deals you double damage. If you pass through a target, you cause them 1d12 x Arcana magic damage as well as major burns. |
Check Difficulty | Impossible Arcana |
Spell | Sealing Wounds |
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Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target 1 space away |
Duration | instant |
Spell Family | Pyro Enchantment |
Requirements | Pyro Enchantment |
Spell Effects | With this power you use your control over heat to seal any wounds. This cures status effects of bleeding and similar effects. This also prevents infection and prevents the wound from being hit to cause more damage. This will restore your Arcana worth of Vitality when used to seal a wound. |
Check Difficulty | Normal Arcana |
Spell | Circle of Power |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | a 4x4 space area around a spot of your choosing |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Torch of Heroes |
Spell Effects | When creating this spell a circle surrounds the entire radius of the spell. Complex drawings and runes written in fire magic glow on the floor and rotate slowly. Whoever is inside this circle has their melee, throw, and bow powers increased by 1d% + 1d12 (total as a percentage), allies, user, and enemies. |
Check Difficulty | Hard Arcana |
Top 10 Entries
Spell | Fitful Strobe |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Glow |
Requirements | Flash |
Spell Effects | This spell assault a target with lots of strobe lights of various colors. The target must make a hard Endure. If the target fails, the target will have a seizure, being unable to act for 2 rounds and having visual instability for the following 3 rounds. If the target succeeds, the target will have nausea and visual instability for 3 rounds. |
Check Difficulty | Hard Arcana |
Spell | Embracing Light |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Glow |
Requirements | Healing Light |
Spell Effects | With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 1d% percentage of any kind of damage. The percentage must be rolled for each time you are dealt damage. |
Check Difficulty | Hard Arcana |
Spell | Embracing Glow |
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Affinity | light |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | until damage is absorbed |
Spell Family | Glow |
Requirements | Flare |
Spell Effects | With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 3d12 points of any kind of damage. Once the orb has absorbed any amount of damage, the spell ends. Only one light orb per ally/self. |
Check Difficulty | Normal Arcana |
Spell | Light Casting |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | up to 500 feet |
Duration | once the spell passes 500 feet |
Spell Family | Glow |
Requirements | Embracing Glow |
Spell Effects | With this spell you cast a ball of light which you send out from you. You will be able to see whatever the ball of light would see if it had eyes. The light can pass through walls, doors, floors, and ceilings. Once the light has traveled beyond 500 feet, the spell ends. |
Check Difficulty | Hard Arcana |
Spell | Light Arrow |
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Affinity | light |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Piercing Light |
Requirements | Piercing Light |
Spell Effects | With this spell you single out an enemy target and an arrow of light appears from nowhere and strikes the target. The target is dealt 3d12 points of magic damage. |
Check Difficulty | Normal Arcana |
Spell | Piercing Light |
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Affinity | light |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | every target in a straight line from the caster |
Duration | instant |
Spell Family | Piercing Light |
Requirements | N/A |
Spell Effects | This spell shoots a piercing beam of light from the hand of the spell caster in a straight line across the battlefield. It hits and passes through every target in its path, ally and enemy, doing 2d12 magic damage to each target. |
Check Difficulty | Easy Arcana |
Spell | Armor of Light |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Glow |
Requirements | Glowing Shield |
Spell Effects | With this spell you provide yourself or an ally a set of armor made of light. The armor grants the wearer 5 Physical Armor and 10 Magical Armor. |
Check Difficulty | Hard Arcana |
Spell | Glowing Shield |
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Affinity | light |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Glow |
Requirements | Comforting Light |
Spell Effects | This spell provides you or your chosen ally a small buckler shield made of light. This shield can be used with the block or magic block skill and provides 1 Physical Armor and 4 Magical Armor. |
Check Difficulty | Normal Arcana |
Spell | Healing Light |
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Affinity | light |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Glow |
Requirements | Comforting Light |
Spell Effects | With this spell you use the warm healing power of light to heal others or yourself. With this spell you can restore 2d12 plus Arcana worth of Vitality. |
Check Difficulty | Normal Arcana |
Spell | Flash |
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Affinity | light |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | all enemy targets |
Duration | 1d6 rounds |
Spell Family | Glow |
Requirements | Glaring Light |
Spell Effects | This spell causes a bright flash that causes all enemy targets in the battlefield to have visual instability. Allies and the spell caster are protected from the flash. |
Check Difficulty | Normal Arcana |