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 | Wisps of Death |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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
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 |