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
Skill | Chi Guard |
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Stat Cost | 2 Soul |
Range | move range |
Area | 1 ally |
Duration | instant |
Requirements | Chi Defense |
Effects | Immediately lessen the damage dealt to your ally by your Focus Score. |
Success Roll | Focus -1 |
Skill | Chi Drain |
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Stat Cost | 2 Soul |
Range | 1 space |
Area | 1 target |
Duration | 1d4 rounds |
Requirements | Chi Heal |
Effects | Your physical attack will drain your focus score worth of Vitality from the target to restore your Vitality, if you manage to hit the target's Vitality. |
Success Roll | Focus -6 |
Skill | Chi Energy |
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Stat Cost | 4 Soul |
Range | around user |
Area | 3x3 spaces |
Duration | 1d4 rounds |
Requirements | Chi Heal |
Effects | Your inner chi expands outwards creating an aura around you. Anyone who enters the aura, friend or foe, will be have 1d6 Power restored each round that they are in the area of effect. |
Success Roll | Focus -6 |
Skill | Chi Runic Defense |
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Stat Cost | 3 Soul |
Range | self |
Area | self |
Duration | 1d4 rounds |
Requirements | Chi Defense |
Effects | Decrease magical damage received by Focus score. |
Success Roll | Focus -2 |
Skill | Inciteful Energy |
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Stat Cost | 4 Soul |
Range | around user |
Area | 3x3 spaces |
Duration | 1d4 rounds |
Requirements | Chi Energy |
Effects | Anyone in the area of effect, friend or foe, will receive the berserk status for the duration that they are in the area of effect + 1 round. This causes them to do double damage but prevents them from using spells. |
Success Roll | Focus -5 |
Skill | Focused Punch |
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Stat Cost | 2 Power |
Range | 1 space |
Area | 1 target in front |
Duration | instant |
Requirements | N/A |
Effects | Punch adding double Focus to your Offensive Power. |
Success Roll | Focus |
Skill | Focused Kick |
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Stat Cost | 2 Power |
Range | 1 space |
Area | 1 target in front of you |
Duration | instant |
Requirements | N/A |
Effects | Kick adding double focus to your offensive power. |
Success Roll | Focus |
Skill | Pin Target |
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Stat Cost | 4 Power |
Range | jump range |
Area | 1 target |
Duration | 1 round |
Requirements | N/A |
Effects | With this skill you jump onto the target pinning the target to the ground. The target is unable to move or act during this time. The target can make an atheltics check, with your atheltics being a penalty. You also must spend an entire round of not acting to hold this target down. Once the target is free or the round is over, you must make a focus check to not lose the next round. |
Success Roll | Athletics -2 |
Skill | Eye Gouger |
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Stat Cost | 4 Power |
Range | 1 space |
Area | 1 target in front |
Duration | instant |
Requirements | Focused Punch |
Effects | With this attack you attempt to blind the target for 1d4 rounds. You do normal damage. |
Success Roll | Perceive -2 |
Skill | Uppercut |
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Stat Cost | 5 Power |
Range | 1 space |
Area | 1 target infront of you |
Duration | instant |
Requirements | Eye Gouger |
Effects | With this skill you perform an uppercut. This increases the attack by an extra offensive power. If you crit you knock the target out for 1d3 rounds. |
Success Roll | Athletics -4 |