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

Skill Magical Thought
Stat Cost 6 Soul
Range depends
Area depends
Duration depends
Requirements Occult Aid
Effects This skill gives you the chance to manifest your wish within your spell casting. This all has to be within reason and within the scope of the spell being cast. For example, you can wish for the spell area of effect to be larger, and it would grow by 1x1 space. Or perhaps you can wish for the healing spell to also remove poison, and maybe it will do so. You cannot wish for a simple essence bolt to instantly kill an enemy or anything drastic like that. You will need to describe your wish and work it out with your GM in the context of the spell.
Success Roll Insight -6
Skill Set Trap
Stat Cost N/A
Range 1 space ahead of you
Area 1 space
Duration until trap is sprung or disarmed
Requirements N/A
Effects

This skill allows you to quickly set traps with the items you have, using only your support action to do so.

  • Easy Trap = Easy Insight check
  • Normal Trap = Normal Insight check
  • Hard Trap = Hard Insight check
  • Impossible Trap = Impossible Insight check
Success Roll Insight
Skill Set Magical Trap
Stat Cost 4 Soul
Range 1 space in front of you
Area 1 space
Duration until trap is sprung or disarmed
Requirements Set Trap
Effects

This skill adds to the Set Trap skill, allowing you to make the trap a magical trap. You will need the tools to make the magic trap, such as a rune stone with the spell ready to activate.  The level of trap difficulty determines the success roll check:

  • Easy Magical Trap = Easy Arcana check
  • Normal Magical Trap = Normal Arcana check
  • Hard Magical Trap = Hard Arcana check
  • Impossible Magical Trap = Impossible Arcana check
Success Roll Arcana
Skill Potion Save
Stat Cost N/A
Range self
Area self
Duration instant
Requirements Use Potion as Defense
Effects This skill allows you to use a potion right when you receive a killing blow. If the potion restores enough Vitality to keep you alive, you stay alive.
Success Roll Medicine -2
Skill Trade
Stat Cost N/A
Range self
Area self
Duration instant
Requirements N/A
Effects This skill allows you to trade. The difficulty in the trade determines if it is one of the following checks: easy, normal, hard, or impossible.
Success Roll Persuade
Skill Energy Trade
Stat Cost stat traded
Range touching range
Area target you touch
Duration instant
Requirements Trade
Effects This skill allows you to trade one stat to the person you touch for another stat. You can trade either Vitality, Soul, or Power and receive the equal amount in either Vitality, Soul, or Power. In this way you could for example quickly cure your ally by giving him  4 Vitality and receiving 4 Soul. Or maybe you want to grant the warrior 5 Power and get 5 Soul in return.
Success Roll Arcana -1
Skill Increased Spoils
Stat Cost stat traded
Range self
Area self
Duration instant
Requirements Trade
Effects With this skill you can trade up to 20 Soul for increased experience point reward and/or up to 20 Power for increased money reward. The increase depends on how many stat points you trade. The amount of stat points you trade is worth double percentage increase. So if you trade 5 Soul you will increase your experience reward by 10%.
Success Roll Persuade +2
Skill Appraisal
Stat Cost N/A
Range 1 item in hands or touching
Area 1 item in hands or touching
Duration instant
Requirements N/A
Effects With this skill you can get the monetary value or worth of an item.
Success Roll Insight
Skill Identification
Stat Cost N/A
Range 1 target
Area 1 target
Duration instant
Requirements Appraisal
Effects With this skill you can identify what something is. The harder it is to make out what something is, the harder the check. The checks are easy, normal, hard, and impossible.
Success Roll Perceive
Skill Translate
Stat Cost N/A
Range 1 piece of writing you can clearly see
Area 1 piece of writing you can clearly see
Duration instant
Requirements N/A
Effects This skill allows you to translate writing from a language you do not know to your language. The difficulty of the language determines if it is one of the following checks: easy, normal, hard, or impossible.
Success Roll Insight