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 | Mana Shield |
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Stat Cost | 8 Soul |
Range | self |
Area | self |
Duration | 1d10 +1 rounds |
Requirements | Mana Weapon |
Effects | Empowers your shield with your runic energy. This increases your shields defense and block stats by your Arcane + 1d4. It also grants you a 20% chance to be immune to attacks from those of an element you are strong against. If you have no shield this grants you a buckler size shield of pure magic with the Arcana bonus being the Block and Defense values of the shield. |
Success Roll | Arcana -5 |
Skill | Mana Armor |
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Stat Cost | 8 Soul |
Range | self |
Area | self |
Duration | 1d10 +1 rounds |
Requirements | Mana Shield |
Effects | This increases your Magical Armor by your Arcana + 1d8. You become immune to magic attacks of your element. |
Success Roll | Arcana -6 |
Skill | Learn Curse |
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Stat Cost | N/A |
Range | 1 object near you |
Area | 1 object near you |
Duration | instant |
Requirements | N/A |
Effects | This skill allows you to learn the curse that is on a cursed object, so that you can use the curse yourself to curse objects. |
Success Roll | Insight -4 |
Skill | Hexing |
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Stat Cost | 3 Soul |
Range | 1 object in hands |
Area | 1 object in hands |
Duration | instant |
Requirements | Learn Curse |
Effects | This skill allows you to place a known curse on an object. The curse will remain always on the object. |
Success Roll | Arcana -2 |
Skill | Remove Curse |
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Stat Cost | 4 Soul |
Range | 1 object in hands |
Area | 1 object in hands |
Duration | instant |
Requirements | Hexing |
Effects | This skill allows you to break the curse from a cursed object. Unfortunately you do have to endure the curse for 1d4 hours. |
Success Roll | Arcana |
Skill | Divination |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | instant |
Requirements | N/A |
Effects | This skill allows you to use a spiritual pendulum or dowsing rods to get simple answers and find objects or people. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. |
Success Roll | Insight |
Skill | Occult Guidance |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | instant |
Requirements | Divination |
Effects | This skill allows you to use tarot cards for answers to questions. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. Tarot cards can also have a chance to summon an agent of the deity tied to that deck of cards or to you, with the results of that summon completely depending upon the deity and the GM. If used in battle with a magic spell, the card pulled may or may not cause an effect, again up to the GM and the situation. |
Success Roll | Insight -2 |
Skill | Occult Aid |
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Stat Cost | 4 Soul |
Range | self or 1 ally |
Area | self or 1 ally |
Duration | 1d4 hours |
Requirements | Occult Guidance |
Effects | This skill grants you aide from your runic soul to assist with stat checks. You or your ally get a 1d6 to roll with any check during the duration of this skill's effect. |
Success Roll | Insight -3 |
Skill | Occult Empowerment |
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Stat Cost | 4 Soul |
Range | self or 1 ally |
Area | self or 1 ally |
Duration | 1d6 rounds |
Requirements | Occult Aid |
Effects | Your guardian spirit assists you or your ally with spell casting, increasing the spell's effects. Any damaging, healing, buffing, or debuffing effect that has a numerical or dice value is increased by an extra 1d10. |
Success Roll | Insight -5 |
Skill | Enchanting |
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Stat Cost | 1 + spell cost |
Range | self or 1 ally |
Area | self or 1 ally |
Duration | 1d6 rounds |
Requirements | Casting Strike |
Effects | This skill allows you to take a spell you know and apply its effects to your weapon or your ally's weapon. You are basically adding the damage roll of the spell to the weapon. |
Success Roll | Arcana -2 |