Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Spell Deafness
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.

  • Easy becomes Normal
  • Normal becomes Hard
  • Hard becomes Impossible
  • Impossible becomes must roll 25 or higher
Check Difficulty Normal Arcana
Spell Shattering Vibrations
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
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
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
Spell Sound Tripping
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
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
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
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
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

Skill Fly
Stat Cost 2 Power
Range self
Area self
Duration 1 movement
Effects Fly at a move x 3.
Success Roll Athletics +1; +1 per level
Skill Angerian Embrace
Stat Cost 2 Soul
Range target you hold
Area 1 target
Duration instant
Effects Hold target and heal by 1d8 Vitality or harm by 1d8 Vitality, unaffected by armor.
Success Roll Arcana +1
Skill Blood Magic
Stat Cost Spent Vitality
Range self
Area self
Duration instant
Effects The Tiefling can spend Vitality into their spell to increase its healing or damaging power at a rate of 2 per 1 point of Vitality.
Success Roll N/A
Skill Blood Letting
Stat Cost 1d4 Vitality
Range weapon
Area weapon
Duration 1d10 rounds
Effects Coats weapon with poisonous blood causing 1d4 poison to the target, not compounding.
Success Roll N/A
Skill Basic Swordplay
Stat Cost 2 Power
Range weapon range
Area 1 target
Duration instant
Requirements N/A
Effects Decreases chance that target can make a defense check, parry, or counter attack your hit by 1d4.
Success Roll Stealth +2
Skill Advanced Swordplay
Stat Cost 4 Power
Range weapon range
Area 1 target
Duration instant
Requirements Basic Swordplay
Effects Decreases chance that target can make a defense check, parry, or counter attack your hit by 1d6. Increases Critical chance by 2.
Success Roll Stealth -2
Skill Empathic Combat
Stat Cost 2 Power
Range self
Area self
Duration 1d4 rounds
Requirements Empathy talent
Effects This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's damage will be increased by 1d10 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage.
Success Roll Perform
Skill Increased Offense
Stat Cost 1d6 Power
Range weapon range
Area 1 target
Duration instant
Requirements N/A
Effects This skill allows you to increase your offensive power by the power you rolled to spend into your attack.
Success Roll Athletics
Skill Power Rush
Stat Cost 3 Power
Range Move Range
Area 1 target
Duration instant
Requirements Increased Offense
Effects This skill allows you to spend any unused move into your attack as straight damage increase. You do have to move to use this skill so you cannot spend all of your move.
Success Roll Athletics -2
Skill Powered Blow
Stat Cost 6 Power
Range weapon range
Area 1 target
Duration instant
Requirements Power Rush
Effects You use this skill with Power Rush to do one of three attacks decided by a 1d3.
  • 1: Knock Down: You knock down the target leaving the target prone until the target uses a move action to get up or is helped up.
  • 2: Knock Back: you knock back the target the move power spend into your Power Rush attack worth of spaces.
  • 3: Staggering Hit dazes the target for 1d4 rounds so that the target cannot move or use spells
Success Roll Athletics -4