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
Skill | Haymaker |
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Stat Cost | 6 Power |
Range | 1 space |
Area | 1 target in front |
Duration | instant |
Requirements | Uppercut |
Effects | This powerful punch knocks the target out for 1d4 rounds and back 1d4 spaces. It does instant crit damage. |
Success Roll | Athletics -5 |
Skill | Split Kick |
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Stat Cost | 4 Power |
Range | 1 space |
Area | 1 target to the left and 1 target to the right |
Duration | instant |
Requirements | Focused Kick |
Effects | This move allows you to jump in the air and kick the target to the left and to the right. |
Success Roll | Acrobatics -2 |
Skill | Roundhouse Kick |
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Stat Cost | 5 Power |
Range | 1 space |
Area | all targets around you |
Duration | instant |
Requirements | Split Kick |
Effects | This move allows you to kick in a circle, hitting anyone and everyone next to you on any side. |
Success Roll | Acrobatics -4 |
Skill | Flip Kick |
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Stat Cost | 6 Power |
Range | 1 space |
Area | 1 target in front, in direction you are flipping |
Duration | instant |
Requirements | Roundhouse Kick |
Effects | With this skill you flip into the air, kicking as you do so. This kicks the target upwards and backwards your move range. The target is knocked out for 1d3 rounds and dazed for the following 1d3 rounds. |
Success Roll | Acrobatics -5 |
Skill | Sly Persuasion |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | instant |
Requirements | N/A |
Effects | You use this when you are trying to persuade someone. You can add your Luck score to your Persuade score. |
Success Roll | Perform |
Skill | Sly Deception |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | instant |
Requirements | Sly Persuasion |
Effects | You use this when you are trying to deceive someone. You can add your Luck score to your Deception score. |
Success Roll | Perform |
Skill | Sly Intimidation |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | instant |
Requirements | Sly Deception |
Effects | You use this when you want to try to intimidate someone. You can add your Luck score to your Intimidate score. |
Success Roll | Perform |
Skill | Hide |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | until you move or are found |
Requirements | N/A |
Effects | With this skill you can hide yourself in the nearby environment surrounding you, causing anyone to have to make a Perceive check to find you. The challenge of the Perceive check depends upon how well you are hidden. |
Success Roll | Stealth -1 |
Skill | Hide in Plain Sight |
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Stat Cost | 3 Soul |
Range | self |
Area | self |
Duration | until you move or are found |
Requirements | Hide |
Effects | With this skill you are attempting to hide by making yourself as small and still as possible. Everyone must make a Perceive check if they want to find you. The challenge of the Perceive check is based on your Luck:
|
Success Roll | Stealth -4 |
Skill | Fast Talk |
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Stat Cost | 2 Soul |
Range | any around you |
Area | 2x2 spaces |
Duration | 1 round |
Requirements | N/A |
Effects | You spend your support action to talk as fast as an auctioneer for the rest of the round. This causes anyone in the area, friend or foe, to be unable to focus without a hard focus check. |
Success Roll | Perform |