Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Spell Twins of the Inner Storm
Affinity air
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area any 2 allies or 1 ally and self
Duration 1d8 rounds
Spell Family Airess
Requirements Funnel of Power
Spell Effects This spell creates two large globes of glowing light. Each one will go to an ally of your choosing, with you and any ally with you as the choices. There are only two globes so you can only choose two targets. The globes go to the locations selected. Each target who gets the globe has a choice of a Physical or Magical Armor of + 4d10, or a boosted Melee, Throw, and Bow Power of + 2d10.
Check Difficulty Hard Arcana
Spell Song's End
Affinity sound
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target or self
Duration 3 rounds
Spell Family Tinnitus
Requirements Song of the Dead
Spell Effects This spell creates a countdown of sorts for the target. A song will start above the target and last for three rounds. At the end of the third round, the target must make a hard mental balance check or kill itself.
Check Difficulty Hard Arcana
Spell Banshee's Song
Affinity sound
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area a 3x3 space area around the caster
Duration 1d6 rounds
Spell Family Tinnitus
Requirements Banshee's Scream
Spell Effects This spell calls upon the negative aspect of sound, the banshee. The banshee appears and sings a terrifying melody. All targets in the area of effect, ally and enemy, must make a hard mental balance check against fear and berserk. The affected targets will be unable to attack the spell caster. The spell caster is unaffected.
Check Difficulty Hard Arcana
Spell Audio Slave
Affinity sound
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration duration of battle
Spell Family Echo Perception
Requirements Suggestive Whisperings
Spell Effects With this spell you make a target your slave. You have complete control over the target for the duration of the battle. The target can make a hard mental balance check to avoid this and a hard mental balance check per round to break free.
Check Difficulty Hard Arcana
Spell West Wind's Vengeance
Affinity air
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area self or 1 ally
Duration 1d4 rounds
Spell Family Air's Constant Flow
Requirements West Wind's Blessing
Spell Effects This manipulation summons up a spiraling wind around an ally target of your choosing (or yourself). Whenever you or the protected target is attacked, whether it be by ranged, melee, magical, breath weapon, or any other form of attack, the attacker is instantly dealt 8d10 points of magic damage.
Check Difficulty Hard Arcana
Spell Tornado's Swiftness
Affinity air
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area self or 1 ally
Duration 1d6 rounds
Spell Family Air's Constant Flow
Requirements Transparency
Spell Effects When this spell is created no immediate effect is visible. It is not until the user moves that it becomes evident what the magic did. When the user moves, the user jumps from place to place in a flash. This spell doubles move rate, increases Runic Speed by 1, and grants 1 extra move of choice.
Check Difficulty Hard Arcana
Spell Choking Gas
Affinity air
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area a 4x4 space around the caster
Duration 1d4 rounds
Spell Family Air's Constant Flow
Requirements Wisps of Death
Spell Effects The Choking Gas spell creates a cloud from your body of putrid gas. This gas causes everyone under it, ally and enemy, to take 4d20 damage per round while they are in the gas. Once the gas dissipates or a target, ally or enemy, gets out from the gas, they begin taking poison damage of 1d12 until cured or dead. You are not effected.
Check Difficulty Hard Arcana
Spell Falcon Flight
Affinity air
Stat Cost 9 Soul
Spell Cast Speed 5
Range & Area self
Duration 1d10 hours
Spell Family Haste
Requirements Dove Flight
Spell Effects This manipulation allows you to lift into a fast flight. You can go as high as 200 feet or 67 spaces into the air. You can move at 6 times your area or battle movement rates, 3 times your world movement rates, and can dive all 200 feet in a single turn. This can be used in world, area, and battle movement.
Check Difficulty Hard Arcana
Spell Gale Force
Affinity air
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area a 6x6 space area around the caster
Duration instant
Spell Family Airess
Requirements Tornado's Restraint
Spell Effects Wind explodes from your body in all directions, lifting people from their feet and throwing them to the ground. The wind itself buffers each target differently possibly doing different amounts of damage to each target before the wind dies down and the spell ends. The potential damage to each target is 5d12, rolled individually per target. You and your allies are not affected.
Check Difficulty Hard Arcana
Spell Funnel of Power
Affinity air
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration 1d6 rounds
Spell Family Airess
Requirements Wind Guardian
Spell Effects This manipulation enchants a weapon of your choice with the ability to knock down a target on hit and dealing an extra 4d10 points of damage with every hit. You can cast this spell on anyone’s melee weapon. The magic appears to be wind swirling around the part of the weapon that hits the enemy. You can only use this spell on melee, hand-held weapons.
Check Difficulty Hard Arcana

Top 10 Entries

Ylem Clear Ylem
Description Can store and provide access to all tier levels of spells.
Cost 400.00
Ylem White Ylem
Description Can store and provide access to tier 1, 2, 3, 4, and 5 spells.
Cost 200.00
Ylem Silver Ylem
Description Can store and provide access to tier 1, 2, 3, and 4 spells.
Cost 100.00
Ylem Gray Ylem
Description Can provide access to tier 1, 2, and 3 spells.
Cost 050.00
Ylem Black Ylem
Description Can store and provide access to tier 1 and 2 spells.
Cost 025.00
Ability Dual Nunchaku
Effects You are able to wield nunchaku in both hands, using both as one attack. Must have Dual Fists and be equipped with Nunchaku.
Skill Shell Crusher
Stat Cost 8 Power
Range weapon range
Area 1 target
Duration instant
Requirements Arm Switch, Equip Nunchaku
Effects With this skill you ignore a 1d20 percentage of the target's armor. The attack is also increased by +1.
Success Roll Critical
Skill Arm Switch
Stat Cost 6 Power
Range weapon range
Area 1-2 targets
Duration instant
Requirements Bash & Swing, Equip Nunchaku
Effects With this skill you are able to attack with your nunchaku with one hand, switch hands, and attack again. You can preform an attack skill as well with each hit however a penalty of 5 is applied to the success roll for the second attack. You can use this with the Dual Wielding Nunchaku ability to attack with both hands twice.
Success Roll React -5
Skill Bash & Swing
Stat Cost 4 Power
Range weapon range
Area 1-2 targets
Duration instant
Requirements Diagonal Strike, Equip Nunchaku
Effects Hit one target doing +1d4 more damage and able to swing back to either strike the same target again or strike another target in range. There is no extra damage for the second hit. Critical hit only applies to the first strike.
Success Roll React -2
Skill Diagonal Strike
Stat Cost 2 Power
Range 1 target
Area 1 target
Duration instant
Requirements Equip Nunchaku
Effects Hit target with a diagonal strike using nunchaku, giving you a +2 to Hit Chance due to catching target off guard.
Success Roll React