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 anĀ 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 | Fire's Warding |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Flaming Barrier |
Spell Effects | Fire offers warding to you or an ally of your choosing, for a price, coating the protected target in a red glow. Any magic spell done to the protected target will be redirected back to the attacker. Any arrows or crossbow bolts will be burnt away before they can affect the protected. Any other projectiles will do half damage. Any melee attacks against the protected will cause the attacker 1d12 burn damage to Vitality for 1d4 rounds. The protected will suffer 1d4 burn damage per round for the duration of the spell. |
Check Difficulty | Hard Arcana |
Spell | Star's Protection |
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Affinity | light |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | self or 1 ally |
Duration | 1d8 rounds |
Spell Family | Glow |
Requirements | Sword of Light |
Spell Effects | With this spell you summon the positive source of all light, a star. The star offers you or your ally of your choosing protection. The star will decrease all damages done to the protected by 1d% + caster's Arcana percentage during the duration of the spell. Each damage gets the absorption percentage rolled for Furthermore, if anyone melee attacks the protected, the attacker will be struck with visual instability and a blast of light that deals 7 x the protected's Arcana worth of magic damage. |
Check Difficulty | Impossible Arcana |
Spell | Solar Flare |
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Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Glow |
Requirements | Fitful Strobe |
Spell Effects | This spell causes instant blindness for all enemy targets for 2d4 rounds. Furthermore, all enemy targets take 5 x Arcana damage. The caster and allies are protected. |
Check Difficulty | Hard Arcana |
Spell | Sword of Light |
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Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self or 1 ally |
Duration | 1d12 rounds |
Spell Family | Glow |
Requirements | Armor of Light |
Spell Effects | This spell grants you or an ally of your choosing with a sword who's blade is made of pure, concentrated, light. This sword of light has a range of 3 and an attack value of 1d20 plus the wielder's Arcana as well as Melee Power. Any sword skills can be used with this sword and sword mastery increases its damage power. |
Check Difficulty | Hard Arcana |
Spell | Light Jumping |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self and any target you grab |
Duration | instant |
Spell Family | Glow |
Requirements | Embracing Glow |
Spell Effects | This spell allows you to teleport in a beam of light to anywhere you can see in the battlefield. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you. |
Check Difficulty | Hard Arcana |
Spell | Fitful Strobe |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Glow |
Requirements | Flash |
Spell Effects | This spell assault a target with lots of strobe lights of various colors. The target must make a hard Endure. If the target fails, the target will have a seizure, being unable to act for 2 rounds and having visual instability for the following 3 rounds. If the target succeeds, the target will have nausea and visual instability for 3 rounds. |
Check Difficulty | Hard Arcana |
Spell | Embracing Light |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Glow |
Requirements | Healing Light |
Spell Effects | With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 1d% percentage of any kind of damage. The percentage must be rolled for each time you are dealt damage. |
Check Difficulty | Hard Arcana |
Spell | Embracing Glow |
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Affinity | light |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | until damage is absorbed |
Spell Family | Glow |
Requirements | Flare |
Spell Effects | With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 3d12 points of any kind of damage. Once the orb has absorbed any amount of damage, the spell ends. Only one light orb per ally/self. |
Check Difficulty | Normal Arcana |
Spell | Light Casting |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | up to 500 feet |
Duration | once the spell passes 500 feet |
Spell Family | Glow |
Requirements | Embracing Glow |
Spell Effects | With this spell you cast a ball of light which you send out from you. You will be able to see whatever the ball of light would see if it had eyes. The light can pass through walls, doors, floors, and ceilings. Once the light has traveled beyond 500 feet, the spell ends. |
Check Difficulty | Hard Arcana |
Spell | Light Arrow |
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Affinity | light |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Piercing Light |
Requirements | Piercing Light |
Spell Effects | With this spell you single out an enemy target and an arrow of light appears from nowhere and strikes the target. The target is dealt 3d12 points of magic damage. |
Check Difficulty | Normal Arcana |