Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Spell Wisps of Death
Affinity air
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target
Duration 6 round death countdown
Spell Family Air's Constant Flow
Requirements Scent of Roses
Spell Effects With the creation of this spell, you mix a dark poison with the air that the single target breathes. For three rounds the poison works through the target’s system. At the end of the third round, the target passes out. Then the countdown for death begins. At the end of the third round of coma state, sixth round of the spell, the target dies. The target cannot be pulled from this spell as it is in the target’s air and follows the target. Antidotes are ineffective. The only way to end this spell's effects and save the affected target is to kill the target who created the spell.
Check Difficulty Hard Arcana
Spell Dove Flight
Affinity air
Stat Cost 7 Soul
Spell Cast Speed 4
Range & Area self
Duration 1d10 hours
Spell Family Haste
Requirements Levitate
Spell Effects This manipulation gifts unto you the ability of graceful flight. You cannot attack or cast spells while flying. You cannot do much more than pick things up or move around in the air. You can move at triple your movement rate and can fly up to 4 stories or 40 feet high.
Check Difficulty Hard Arcana
Spell Tornado's Strength
Affinity air
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target
Duration 1d4 rounds
Spell Family Haste
Requirements Levitate
Spell Effects Tornado’s Strength provides massive muscle to the target of the spell. So much strength that the Strength stat of the target is increases by the caster's Arcana. Almost any test of strength, within reason, is successful with the help of the magic.
Check Difficulty Hard Arcana
Spell Tornado's Restraint
Affinity air
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target
Duration 1d6 rounds
Spell Family Airess
Requirements Vortex
Spell Effects When this spell is created, a small tornado surrounds the body of a target of your choosing. The tornado spins where the target is, moving around. Inside, for each round the target takes 4d10 + 1d4 damage. When the spell ends, the target is left with sickness caused from the spinning which decreases the target's movement by half and damage power by 25% for 3 rounds.
Check Difficulty Hard Arcana
Spell Chaotic Winds
Affinity air
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target
Duration instant
Spell Family Airess
Requirements Vortex
Spell Effects When this manipulation is created it creates a powerful cork-screwing shot of air. When shot at a single target it has the chance of dealing either heavy damage or little damage. First you roll 3d12 for damage, and then you roll a 1d3. Rolling a 1 decreases the damage that would be done by half. Rolling a 2 lets the spell do the damage shown on the 3d12. Rolling a 3 increases the damage that would be done by x 2. There is a normal Arcana chance to stun the target for 1 round with this spell.
Check Difficulty Hard Arcana
Spell Down Burst
Affinity air
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target
Duration instant
Spell Family Airess
Requirements Aero Disk
Spell Effects Down Burst sends a crushing amount of wind from above down onto a single target to do damage. The wind comes down in the form of a stream and hits hard and quickly doing 8d6 points of damage. The damage comes from the pressure put down on the body of the target.
Check Difficulty Hard Arcana
Spell Wind Guardian
Affinity air
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target or self
Duration 1d6 rounds
Spell Family Airess
Requirements West Wind's Charge
Spell Effects Wind Guardian creates a protective barrier of pure wind magic that constantly moves around yourself or your chosen ally. When physically attacked by any physical means the attack is stopped by the barrier. Only magical or energy type of attacks, including breath weapons, can harm you. The protected target cannot physically attack either while under this spell, but can cast spells or use energy or magical attacks. This spell can and will work with other protective or barrier spells and enchantments.
Check Difficulty Hard Arcana
Spell Audio Blast
Affinity sound
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area a 3x3 space area around a spot of your choosing
Duration instant
Spell Family Tinnitus
Requirements Sonic Shot
Spell Effects With this spell you cause an explosion of sound. All in the area, including yourself, will take 5d8 magic damage.
Check Difficulty Normal Arcana
Spell Siren's Healing Tones
Affinity sound
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area a 4x4 space around the caster
Duration instant
Spell Family Tinnitus
Requirements Siren's Soothing Tones
Spell Effects This spell calls upon the positive aspect of sound, the siren. The siren appears and sings a beautiful song that causes all within the spell's area, ally and enemy, to recover 4d10 Vitality.
Check Difficulty Normal Arcana
Spell Echo Spirit
Affinity sound
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area self, next to self
Duration 1d10 rounds
Spell Family Tinnitus
Requirements Siren's Soothing Tones
Spell Effects With this spell you create a replica of yourself. This is your echo spirit. It will have the same actions, stats, skills, spells, and equipment that you possess, with the same skills and spells as you. You can only have one echo spirit active at a time. Echo spirits do not have duplicate familiars.
Check Difficulty Normal Arcana

Top 10 Entries

Spell Erode
Affinity water
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1 target 1d6 spaces away
Duration 1d8 rounds
Spell Family Soak
Requirements Soak
Spell Effects This manipulation decreases the durability and attack value of the target's equipped weapon by 10% each time this spell is used on the target, for the duration of the spell. Therefore if you use this spell on the same target 5 times while the first casting is still active, the target's weapon damage will be decreased by 50%.
Check Difficulty Normal Arcana
Spell Aqua Seed
Affinity water
Stat Cost 2 Soul
Spell Cast Speed 1
Range & Area 1 target 1d12 spaces away
Duration instant
Spell Family Aqua Seed
Requirements N/A
Spell Effects In this spell you create a very small orb of water called the “Aqua Seed”. When launched at the target of your choice, the orb will hit and explode on top of them, blasting them with water doing 2d8+1d4 points of damage.
Check Difficulty Easy Arcana
Spell Phase Shift
Affinity flame
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area self
Duration 1d6 rounds or 1 movement outside of battle
Spell Family Pyro Enchantment
Requirements Blitzkrieg
Spell Effects With this spell you become plasma. This spell allows you to change to a plasma form, allowing you to be impervious to any physical attacks and to move through the smallest cracks. Magic still affects you, except earth magic, and water magic deals you double damage. If you pass through a target, you cause them 1d12 x Arcana magic damage as well as major burns.
Check Difficulty Impossible Arcana
Spell Sealing Wounds
Affinity flame
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1 target 1 space away
Duration instant
Spell Family Pyro Enchantment
Requirements Pyro Enchantment
Spell Effects With this power you use your control over heat to seal any wounds. This cures status effects of bleeding and similar effects. This also prevents infection and prevents the wound from being hit to cause more damage. This will restore your Arcana worth of Vitality when used to seal a wound.
Check Difficulty Normal Arcana
Spell Circle of Power
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area a 4x4 space area around a spot of your choosing
Duration 1d6 rounds
Spell Family Pyro Enchantment
Requirements Torch of Heroes
Spell Effects When creating this spell a circle surrounds the entire radius of the spell. Complex drawings and runes written in fire magic glow on the floor and rotate slowly. Whoever is inside this circle has their melee, throw, and bow powers increased by 1d% + 1d12 (total as a percentage), allies, user, and enemies.
Check Difficulty Hard Arcana
Spell Plasma Burning
Affinity flame
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area self or 1 ally
Duration 1d6 rounds
Spell Family Pyro Enchantment
Requirements Blade of Plasma
Spell Effects This spell causes your or your ally's weapon to erupt in fire. This causes the weapon to inflict minor burns increasing the burns status effect damage by the double wielder's Arcana. If this spell is applied to a weapon that has either Pyro Enchantment, Blade of Plasma, or both, increase the weapon's magic damage by 1d12 per enchantment (up to 2d12).
Check Difficulty Normal Arcana
Spell Fire's Punishment
Affinity flame
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area 1 target
Duration instant
Spell Family Visual Distortion
Requirements Children of Fire
Spell Effects This spell creates a large fire that glows with power. The fire becomes the shape of a long hammer that you hold. You point out the target with the hammer and the clear, burning hammer flies through the air, spinning, and crashes into the target, creating a small explosion of energy doing 10d10 and stunning the target for 1 round.
Check Difficulty Impossible Arcana
Spell Fire's Steed
Affinity flame
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area next to caster
Duration 1d10 hours
Spell Family Visual Distortion
Requirements Smoke Screen
Spell Effects With this manipulation you summon a warhorse that looks to be from the very pits of Xodod. This warhorse bears a mane and tail of fire and appears to be composed of burning coal, but touching it won't harm you or your allies. You may ride this horse. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the spell the horse extinguishes into ash.
Check Difficulty Normal Arcana
Spell Children of Fire
Affinity flame
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area all allies and self
Duration 1d8 rounds
Spell Family Visual Distortion
Requirements Fever Rising
Spell Effects This unique spell creates a single sparkling source of energy no larger than a fist for each member of the party. They appear to be single flames. Each member can choose what effect they want the "child" to do for them. They can choose a defensive boost which will temporarily grant them 1d12 Defense, or they can choose to have the "child" attack. Each "child" can attack for 5d12 damage. There is only one "child" per ally, including yourself.
Check Difficulty Hard Arcana
Spell Fever Rising
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target
Duration 1d6 rounds
Spell Family Visual Distortion
Requirements Heat Wave
Spell Effects This spell causes the target to experience a terrible fever which inflicts the target with Sickness status effect and hallucinations so that the target must make normal perceive checks to attack.
Check Difficulty Hard Arcana