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 | Twins of the Inner Storm |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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
Skill | Beast Tamer |
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Stat Cost | 2 Power, 1 Soul |
Range | whip's range |
Area | 1 target |
Duration | duration of battle |
Requirements | Equip Whip; Wrist Snap skill |
Effects | This skill allows you to temporarily tame a wild beast with your whip, much like a lion tamer might tame a lion. Once tamed, the beast will fight as your ally for the duration of battle. When the battle is over the beast will run away confused. This only works on animal like beasts, it does not work on sentient beasts or any other creatures. |
Success Roll | Persuade |
Skill | Leg Trip |
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Stat Cost | 3 Power |
Range | whip's range |
Area | 1 target |
Duration | instant |
Requirements | Equip Whip; Wrist Snap |
Effects | This skill causes your whip attack to trip the target, causing the target to fall. |
Success Roll | Athletics -2 |
Skill | Choke Hold |
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Stat Cost | 5 Power |
Range | whips range |
Area | 1 target |
Duration | 1d4 rounds |
Requirements | Equip Whip; Leg Trip |
Effects | This skill allows you to attack the target then lasso the whip around the target's neck, pulling the target down to the ground, and holding the target there for the duration of the skill. |
Success Roll | Athletics -4 |
Skill | Twin Dragon |
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Stat Cost | 6 Power |
Range | whips range |
Area | 1-2 targets |
Duration | instant |
Requirements | Equip Whip; Choke Hold |
Effects | This skill allows you to use Wrist Snap twice in one attack on one or two targets that are in range. |
Success Roll | React -5 |
Skill | Neck Breaker |
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Stat Cost | 6 Power |
Range | whips range |
Area | 1 target |
Duration | instant |
Requirements | Equip Whip; Choke Hold |
Effects | This skill is used with the skill Choke Hold. With this skill a critical hit has a 1 in 6 chance of killing the target. This is decided by rolling a 1d6, with 6 = death. This skill increases your Critical chance by +2. |
Success Roll | Critical +2 |
Skill | Basic Attack |
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Stat Cost | 1 Power |
Range | weapon's range |
Area | 1 target |
Duration | instant |
Requirements | N/A |
Effects | This is a basic attack for any weapon except whips. This attack increases your weapon damage by an additional 1d4. |
Success Roll | Athletics +2 |
Skill | 2 Hit Combo |
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Stat Cost | 4 Power |
Range | weapon's range |
Area | 1-2 targets |
Duration | instant |
Requirements | Basic Attack |
Effects | This skill allows you to use Basic Attack twice. |
Success Roll | Acrobatics -2 |
Skill | 3 Hit Combo |
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Stat Cost | 6 Power |
Range | weapon's range |
Area | 1-3 targets |
Duration | instant |
Requirements | 2 Hit Combo |
Effects | This skill allows you to use Basic Attack 3 times. |
Success Roll | Acrobatics -5 |
Skill | Piercing Attack |
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Stat Cost | 1 Power |
Range | weapon's range |
Area | 1 target |
Duration | instant |
Requirements | Basic Attack |
Effects | This skill allows you to do piercing damage with your sword. |
Success Roll | athletics -1 |
Skill | Leaping Attack |
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Stat Cost | 1 Power |
Range | jump + weapon range |
Area | 1 target |
Duration | instant |
Requirements | Basic Attack |
Effects | This skill allows you to perform a basic attack when you jump towards a target. |
Success Roll | athletics -1 |