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 | Sonic Boom |
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Affinity | sound |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | a 4x4 space area around a spot of your choosing |
Duration | instant |
Spell Family | Tinnitus |
Requirements | Audio Blast |
Spell Effects | This spell causes a large compression of sound where all sound is drawn into a single spot. Then, without warning, the spot of concentrated sound explodes violently. Anyone in the area, friend or foe, takes 9d6 magic damage and receives deafness for 1d10 rounds. |
Check Difficulty | Hard Arcana |
Spell | Siren's Song |
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Affinity | sound |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | a 4x4 space around the caster |
Duration | instant |
Spell Family | Tinnitus |
Requirements | Echo Spirit |
Spell Effects | With this spell you call upon the positive aspect of sound, the Siren. The siren comes and sings a seductive song. The song causes all enemy targets in the spell's area to defend you at all costs and treat you as their ally for 1d6 rounds. |
Check Difficulty | Hard Arcana |
Spell | Ear Whistle |
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Affinity | sound |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | all enemy targets |
Duration | 1d6 rounds |
Spell Family | Tinnitus |
Requirements | Deafness |
Spell Effects | This spell emits a high pitch whistle that only enemies can hear. This whistle noise causes the targets to be unable to use any skill or spell that costs more than 1 casting speed. It also drives the targets crazy, requiring them to make a hard insight check or to be unable to distinguish friend from foe. |
Check Difficulty | Hard Arcana |
Spell | Song of the Dead |
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Affinity | sound |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | battlefield |
Duration | 1d8 rounds |
Spell Family | Tinnitus |
Requirements | Shattering Vibrations |
Spell Effects | With this spell you let out a haunting melody that awakens all dead things and dead spirits in the battlefield. Roll a 1d10. The number rolled indicated the number of dead that is reanimated which you can place anywhere. The dead will go about aimlessly attacking every enemy of the caster they can reach. Each dead can move 6 spaces and attack once doing 4d10 magic damage. |
Check Difficulty | Hard Arcana |
Spell | Banshee's Scream |
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Affinity | sound |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | a 4x4 space around the caster |
Duration | instant |
Spell Family | Tinnitus |
Requirements | Shattering Vibrations |
Spell Effects | This spell calls upon the negative aspect of sound, the screaming banshee. The Banshee lets out a blood curdling scream. All targets in the area of effect except the user must make a hard mental balance check against fear. Also all targets in the area except the user are dealt 6d8 magic damage. |
Check Difficulty | Hard Arcana |
Spell | Molecular Vibrations |
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Affinity | sound |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | affecting up to 6 feet from you |
Duration | 10 minutes |
Spell Family | Echo Perception |
Requirements | Auditory Hallucinations |
Spell Effects | With this spell you let loose a very high frequency sound that no one can hear at an obstacle in your way. The sound causes the molecules of the obstacle to vibrate at such high intensity that you can walk through the obstacle. |
Check Difficulty | Hard Arcana |
Spell | Suggestive Whisperings |
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Affinity | sound |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Echo Perception |
Requirements | Auditory Hallucinations |
Spell Effects | With this spell you make strong suggestions to the target of your choice. The target must make a hard mental balance check. If the target fails, it must do whatever you suggest it to do, but it cannot kill itself. |
Check Difficulty | Hard Arcana |
Spell | Audio Wave |
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Affinity | sound |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | a 3 space wide straight line from the caster |
Duration | instant |
Spell Family | Echo Perception |
Requirements | Sound Tripping |
Spell Effects | This spell produces a 3 space wide sound wave that goes from you in a straight line in the direction you are facing. Any target, ally or enemy, caught in the wave's path must make a hard brace check or be pushed back 1d4 spaces, knocked down, and dealt 4d10 magic damage. |
Check Difficulty | Hard Arcana |
Spell | West Wind's Blessing |
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Affinity | air |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d4 rounds |
Spell Family | Air's Constant Flow |
Requirements | West Wind's Protection |
Spell Effects | This manipulation has multiple functions. First, it removes any harmful status effects except death. Second, it gives a regeneration effect that restores 1d8 Vitality per round. Lastly, it creates a regeneration effect for Soul and Power, restoring 1d6 Soul and Power points per round. These effects affect all of your allies and yourself for the duration of the spell. |
Check Difficulty | Hard Arcana |
Spell | Transparency |
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Affinity | air |
Stat Cost | 7 Soul |
Spell Cast Speed | 4 |
Range & Area | self |
Duration | 1d8 rounds |
Spell Family | Air's Constant Flow |
Requirements | Translucence |
Spell Effects | When this spell is created you become completely see through. There is no fading of light and there is no half sighted appearance. You become completely invisible. You do cause a bend in the light at the edges of your silhouette though. Targets would have to make an impossible perceive check with a -5 penalty for every space or 3 feet they are from you to detect you. There is an additional -10 penalty for dark environments making detection by sight impossible. Sounds and movements decrease the penalties by 2 points per occurrence. |
Check Difficulty | Hard Arcana |
Top 10 Entries
Spell | Sun's Shower |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | all enemy targets |
Duration | 1d6 rounds |
Spell Family | Spark |
Requirements | Explosion |
Spell Effects | This spell sends bright fire down from above. For the duration of the spell, sun fire falls hitting random enemy targets. Each target is hit with falling fire and dealt 5d12 damage. Allies and yourself are immune. |
Check Difficulty | Hard Arcana |
Spell | Reign of Fire |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | all enemy targets |
Duration | 1d4 rounds |
Spell Family | Fire Streak |
Requirements | Plasma Shot |
Spell Effects | This spell creates a glowing nexus point of fire magic above the battlefield. Each round the energy would discharge fire at every enemy target, doing 5d10 damage per shot to each target. |
Check Difficulty | Hard Arcana |
Spell | Pyre |
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Affinity | flame |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Spark |
Requirements | Consume |
Spell Effects | This spell summons a powerful cylinder of fire around the targets and then sends fire ripping through it quickly. The target inside the pyre is burned alive with concentrated fire, being dealt 9d12 damage, and any burnable equipment or goods is burnt to a crisp. The cylinder falls apart and the fire burns out, leaving the target smoldering. If the target survives, the target is inflicted with burns. |
Check Difficulty | Impossible Arcana |
Spell | Fire Well |
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Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target per blast |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Fire's Warding |
Spell Effects | With this manipulation you open up a portal to the Well of Fire. You float above the well and each turn siphon off fire from this well. Each round you have four projectiles of concentrated and explosive fire magic to launch at any target you wish. Each projectile deals 6d10 damage. While in the spell fire protects you from all harm and prevents you from moving from your position above the well. You can only shoot the magic given to you by this spell while this spell is active, unable to do anything else. |
Check Difficulty | Hard Arcana |
Spell | Exploding Arrows |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target and the surrounding spaces, 1d12 spaces away |
Duration | instant, explosion in 3 rounds |
Spell Family | Spark |
Requirements | Explosion |
Spell Effects | With this manipulation you choose a target and send the arrow into the enemy target. It lands on the mark and stays half-way in the body of the target doing initial damage of 5d10 points. In three rounds the arrow will explode, doing 5d12 more damage to the target and to any target within 1 space of the affected target. The arrow will explode within three rounds even if the enemy is dead or if the arrow was removed. |
Check Difficulty | Hard Arcana |
Spell | Volcano's Tongues |
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Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target per tentacle |
Duration | 2 rounds |
Spell Family | Fire Streak |
Requirements | Volcano's Hand |
Spell Effects | With this manipulation, you summon 1d12 tentacles of magma around you that stretch out and search. You pick an enemy target for each tentacle. They each lift their target, squeeze them, and set them aflame, doing 6d12 damage. When the second round comes the tentacles slam their targets into whatever surfaces they were previously on doing an extra 6d10 damage to their target. Any tentacle that does not grab a target will wrap around you (the user) and lift you up in the air. They will take any damage meant for the user during those two rounds. You can continue to cast spells from this perch. |
Check Difficulty | Hard Arcana |
Spell | Volcano's Heart |
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Affinity | flame |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | 2d4 rounds |
Spell Family | Fire Streak |
Requirements | Volcano's Tongues |
Spell Effects | With this manipulation, you use superheated air to lift the target into the air. You then encase the target in an orb of unstable magma and fire. For the duration of the spell the target is locked into the orb, unable to act, while receiving 8d12 damage per round. On the target’s turn in the final round of the spell’s duration, the orb explodes, dropping the target to the ground in whatever state the target is in. The target receives an extra 4d20 damage from being dropped to the ground. |
Check Difficulty | Impossible Arcana |
Spell | Sun's Gift |
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Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target |
Duration | 1d8 rounds |
Spell Family | Pyro Enchantment |
Requirements | Fiery Ring |
Spell Effects | With this manipulation, you create sun fire and sends it out in search of a target. The spell surrounds the target and increases their melee, throw, and bow power by x 2.5. |
Check Difficulty | Hard Arcana |
Spell | Pyromania |
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Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Visual Distortion |
Requirements | Chained Fury |
Spell Effects | With this manipulation the target becomes obsessed with being hit with fire. They refuse to attack anyone of the fire element. Instead they will taunt any pyromancer to use fire magic on them. Any pyromancy spells do double their normal damage on the affected target. If anything attacks any pyromancer, the target will attack it to protect the magically created fetish. If the target is killed by fire magic while affected by this spell, the user of this spell gets back the Soul that was spent casting Pyromania. It is a hard mental balance check to avoid the effects of this spell. |
Check Difficulty | Hard Arcana |
Spell | Night's Death |
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Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | entire floor of dungeon map or a 10 square mile area |
Duration | 1 hour |
Spell Family | Glow |
Requirements | Light Casting |
Spell Effects | With this manipulation you create a ball of bright light that hovers high above your head. The light pierces all darkness and illusions and shows you all traps. |
Check Difficulty | Hard Arcana |