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 | Soul Empowerment |
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Stat Cost | 5 Soul |
Range | self |
Area | self |
Duration | 1d6 rounds |
Requirements | Magic Break |
Effects | Increase the amount of Soul you currently have by 1d12 +1. |
Success Roll | Arcana -1 |
Skill | Magic Mirror |
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Stat Cost | 6 Soul |
Range | self or 1 ally |
Area | self or 1 ally |
Duration | 1d4 +1 rounds |
Requirements | Soul Empowerment |
Effects | This skill reflects back 10% of the spell back to the caster. |
Success Roll | Arcana -4 |
Skill | Spell Aid |
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Stat Cost | 2 Soul |
Range | 1 ally |
Area | 1 ally |
Duration | instant |
Requirements | Battle Mage |
Effects | With this skill you can send support to your ally who is casting a spell. You can send the ally your Arcana score to be used to cast the spell and grant more power to the spell, for that instance. |
Success Roll | Arcana -1 |
Skill | Elemental Awakening |
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Stat Cost | 10 Soul |
Range | next to self |
Area | next to self |
Duration | instant |
Requirements | Soul Empowerment |
Effects | With this skill you can create and awaken an elemental representative of your element. This elemental will become your familiar. |
Success Roll | Arcana -6 |
Skill | Battle Mage |
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Stat Cost | 2 Soul |
Range | self |
Area | self |
Duration | 1d4 rounds |
Requirements | N/A |
Effects | During the defensive round 5% of spell damage is absorbed to restore Soul. |
Success Roll | Arcane |
Skill | Magic Absorb |
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Stat Cost | 2 Soul |
Range | self |
Area | self |
Duration | instant |
Requirements | Battle Mage |
Effects | Absorb 10% of the spell damage that gets through armor. |
Success Roll | Arcane -1 |
Skill | Magic Redirect |
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Stat Cost | N/A |
Range | target of spell |
Area | target of spell |
Duration | instant |
Requirements | Magic Absorb |
Effects | Redirect the absorbed magical damage into your spell to increase its damaging or healing properties. The absorbed magical damage must be redirected when it is your turn right after the defensive round when you absorbed it. If it is not, the aborbed magic damage disappates. |
Success Roll | Arcane +1 |
Skill | Magical Counter |
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Stat Cost | N/A |
Range | 1 target |
Area | 1 target |
Duration | instant |
Requirements | Battle Mage |
Effects | Counter attack an offensive magic spell with an offensive magic spell. |
Success Roll | React |
Skill | Magical Vampirism |
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Stat Cost | 2 Soul |
Range | self |
Area | self |
Duration | 1d4 rounds |
Requirements | Battle Mage |
Effects | 10% of spell damage done to target returns to caster to restore Vitality. |
Success Roll | Arcane -1 |
Skill | Mana Weapon |
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Stat Cost | 8 Soul |
Range | self |
Area | self |
Duration | 1d10 +1 rounds |
Requirements | Battle Mage |
Effects | Gives your weapon an edge with your elemental properties. This increases your weapon's damage by your Arcane + 1d4. This also gives your weapon elemental attack properties, doing 20% more damage to elements weak against you while having a 20% chance of being ignored by elements strong against you. If there is a rune stone on the weapon, the rune stone's effects are increased by 50%. |
Success Roll | Arcane -4 |