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

Ability Navigation
Effects You are able to navigate effortlessly using landmarks and the stars. This only works outdoors however.
Ability Swimming While Armored
Effects This ability grants you a 1 level decrease in athletics challenge to swimming while armorerd. In other words, if the water conditions and armor requires you to make a hard athletics check, you will instead make a normal athletics check.
Ability Skill Focus
Effects This ability grants you a +1d4 to your skill success roll checks.
Ability Inner Knowledge
Effects This ability gives you a +1 to Arcana, History, Nature, and Religion. Must have Skill Focus.
Ability Herbal Knowledge
Effects This ability gives you a +1d6 bonus to your nature check to identify plants and their properties.
Ability Potion Administration
Effects This ability adds your Medicine score to the effects of your potions when you use them or administer them to someone.
Ability Fast Potion
Effects This ability allows you to use 1 potion freely without using up your support action. You will still use a support action if you use a second potion. Must have Potion Administration.
Ability Item Rationing
Effects This ability allows you to use the same potion twice instead of once. This basically gives every potion double its usage. Must have Fast Potion.
Ability Alchemical Application
Effects This ability allows you to apply your potions effects to your weapon without spending a support action to do so. Must have Item Rationing.
Ability Equip Potion
Effects This ability allows you to equip a potion as a weapon. You can then use this potion as your attack action. You won't have to spend a support action to swap out the potion if it is the same type of potion, but you will for a different type of potion. Must have Fast Potion.