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 | Deafness |
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Affinity | sound |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Tinnitus |
Requirements | Otic Tearing |
Spell Effects | This spell prevents any sound whatsoever from reaching the target, rendering the target deaf. This increases the difficulty of all Perceive checks by one level.
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Check Difficulty | Normal Arcana |
Spell | Shattering Vibrations |
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Affinity | sound |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 3x3 space area around the caster |
Duration | instant |
Spell Family | Tinnitus |
Requirements | Otic Tearing |
Spell Effects | This spell sends out sound vibrations from your body. Any target, ally or enemy, that is within the spell's area of effect will receive 4d10 magic damage. |
Check Difficulty | Normal Arcana |
Spell | Bat's Perception |
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Affinity | sound |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d10 hours |
Spell Family | Echo Perception |
Requirements | Sound Location |
Spell Effects | With this spell you grant the target sonar and enhanced hearing. The target can locate and distinguish things, objects, traps, and so forth through the power of sound, even in the darkest environment. The target will receive no penalties to blindness or any status that affects sight as the target will not be using sight. Instead however deafness will render the target with no ability to make perception checks. This effect makes all perceive checks to be easy checks. |
Check Difficulty | Normal Arcana |
Spell | Auditory Hallucinations |
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Affinity | sound |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | duration of battle |
Spell Family | Echo Perception |
Requirements | Sound Dislocation |
Spell Effects | With this spell you cause the target to hear things that are not there. This distracts the target. The target will have to make hard perceive checks to distinguish real from not real, to defend, to evade, to attack, to do anything. The target will have to make an arcana check as well or may believe that his or her ally is an enemy. |
Check Difficulty | Normal Arcana |
Spell | Test |
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Spell | Sound Tripping |
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Affinity | sound |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target 1d20 spaces away |
Duration | 1d6 rounds |
Spell Family | Echo Perception |
Requirements | Auditory Imbalance |
Spell Effects | With this spell you cause the target to suffer imbalance every time the target causes any noise. If it is a noise that the target could hear caused by the target the target has to make a normal balance check to not fall. This spell can be amplified by giving the target Echo Perception so that any noise causes the target to have to make a normal balance check and noise the target makes becomes a hard balance check. |
Check Difficulty | Normal Arcana |
Spell | West Wind's Protection |
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Affinity | air |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | 1d4 rounds |
Spell Family | Air's Constant Flow |
Requirements | Seal of the Airs |
Spell Effects | When you create this spell, the air grows calm directly around the target. Whenever a melee attacker goes to attack the protected target, the attacker will be dealt 2d12 + 1d4 magic damage. Ranged attacks will be directed away from the protected target and have a 25% chance of hitting another enemy target. Magic attacks will still work against the protected target. |
Check Difficulty | Normal Arcana |
Spell | Translucence |
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Affinity | air |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self |
Duration | 1d8 rounds |
Spell Family | Air's Constant Flow |
Requirements | Seal of the Airs |
Spell Effects | Using this manipulation you become see through. One can still see you, but it is much harder to detect your presence. This spell hides you from nothing more than conventional sight and causes a target to have to make a hard perceive check with a penalty of -5 for every space or 3 feet away from you they are, it is an impossible perceive check for dark environments. |
Check Difficulty | Normal Arcana |
Spell | Scent of Roses |
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Affinity | air |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 4x4 space area around the caster |
Duration | 1d6 rounds |
Spell Family | Air's Constant Flow |
Requirements | Scent of Dreamers |
Spell Effects | The manipulation produces a plume of invigorating smell that prevents sleep effect on any target within the spell's area of effect, friend or foe, including yourself. |
Check Difficulty | Normal Arcana |
Spell | Weapon Rush |
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Affinity | air |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target you can see |
Duration | instant |
Spell Family | Air's Constant Flow |
Requirements | Theft |
Spell Effects | With this manipulation you allow the wind to take your weapon and attack for you. You throw your melee weapon and the wind takes it to the target, hits the target, and returns the weapon to you. Instead of using your throw power, you'd use your Arcana to determine the damage done by the wind controlled weapon. |
Check Difficulty | Normal 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 |