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 Soul Empowerment
Stat Cost 5 Soul
Range self
Area self
Duration 1d6 rounds
Requirements Magic Break
Effects Increase the amount of Soul you currently have by 1d12 +1.
Success Roll Arcana -1
Skill Magic Mirror
Stat Cost 6 Soul
Range self or 1 ally
Area self or 1 ally
Duration 1d4 +1 rounds
Requirements Soul Empowerment
Effects This skill reflects back 10% of the spell back to the caster.
Success Roll Arcana -4
Skill Spell Aid
Stat Cost 2 Soul
Range 1 ally
Area 1 ally
Duration instant
Requirements Battle Mage
Effects With this skill you can send support to your ally who is casting a spell. You can send the ally your Arcana score to be used to cast the spell and grant more power to the spell, for that instance.
Success Roll Arcana -1
Skill Elemental Awakening
Stat Cost 10 Soul
Range next to self
Area next to self
Duration instant
Requirements Soul Empowerment
Effects With this skill you can create and awaken an elemental representative of your element. This elemental will become your familiar.
Success Roll Arcana -6
Skill Battle Mage
Stat Cost 2 Soul
Range self
Area self
Duration 1d4 rounds
Requirements N/A
Effects During the defensive round 5% of spell damage is absorbed to restore Soul.
Success Roll Arcane
Skill Magic Absorb
Stat Cost 2 Soul
Range self
Area self
Duration instant
Requirements Battle Mage
Effects Absorb 10% of the spell damage that gets through armor.
Success Roll Arcane -1
Skill Magic Redirect
Stat Cost N/A
Range target of spell
Area target of spell
Duration instant
Requirements Magic Absorb
Effects Redirect the absorbed magical damage into your spell to increase its damaging or healing properties. The absorbed magical damage must be redirected when it is your turn right after the defensive round when you absorbed it. If it is not, the aborbed magic damage disappates.
Success Roll Arcane +1
Skill Magical Counter
Stat Cost N/A
Range 1 target
Area 1 target
Duration instant
Requirements Battle Mage
Effects Counter attack an offensive magic spell with an offensive magic spell.
Success Roll React
Skill Magical Vampirism
Stat Cost 2 Soul
Range self
Area self
Duration 1d4 rounds
Requirements Battle Mage
Effects 10% of spell damage done to target returns to caster to restore Vitality.
Success Roll Arcane -1
Skill Mana Weapon
Stat Cost 8 Soul
Range self
Area self
Duration 1d10 +1 rounds
Requirements Battle Mage
Effects Gives your weapon an edge with your elemental properties. This increases your weapon's damage by your Arcane + 1d4. This also gives your weapon elemental attack properties, doing 20% more damage to elements weak against you while having a 20% chance of being ignored by elements strong against you. If there is a rune stone on the weapon, the rune stone's effects are increased by 50%.
Success Roll Arcane -4