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 | Levitate |
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Affinity | air |
Stat Cost | 5 Soul to cast, 1 Soul per round or minute |
Spell Cast Speed | 3 |
Range & Area | self or one target |
Duration | until cancelled |
Spell Family | Haste |
Requirements | Hitting Misdirection |
Spell Effects | With this manipulation you use your control over air to hold something or someone up six inches from the ground. This can be you, an ally, an enemy, or an object. You can keep that target levitated in place for as long as desired or until you run out of Soul. You can cast this spell again on the levitated target to increase the levitation by another 6 inches. There is no limit to how many times you can cast this spell on a levitated target, making its levitation height nearly infinite, except for you must be able to see the target, or if it is yourself you must be able to see the ground. If you wish to gently lower the target you must cancel the spells one spell at a time, one spell per minute or round. If you cancel all of the spells at once the target or yourself will fall hard dealing 1d12 fall damage per 1 foot of levitation. |
Check Difficulty | Normal Arcana |
Spell | Vortex |
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Affinity | air |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | a 4x4 space area around the caster |
Duration | instant |
Spell Family | Airess |
Requirements | Air Burst |
Spell Effects | With this manipulation you create a vortex of air around your body. Immediately, all the air you brought together releases on the battlefield around you. Everyone in the radius of the spell, ally and enemy, is pushed away from you by 2 spaces or 6 feet. |
Check Difficulty | Normal Arcana |
Spell | Aero Disk |
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Affinity | air |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target that you can see |
Duration | instant |
Spell Family | Airess |
Requirements | Air Burst |
Spell Effects | By creating this spell you create a disk of pure wind with edges sharper than many swords. You let the disk launch off on its own to attack the enemy of your choice. The disk attack by sweeping up his torso doing 3d12 points of damage before disappearing right above the target. |
Check Difficulty | Normal Arcana |
Spell | West Wind's Charge |
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Affinity | air |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or any 1 ally |
Duration | 1d4 rounds |
Spell Family | Airess |
Requirements | Air Burst |
Spell Effects | When this spell is created, you or your chosen ally are given a boost to your total damage values and armor to carry out the whims of the West Wind. This spell increases your Melee Power and Throw Power by 1d12 and gives you the caster's Arcane to Physical and Magical Armor for the duration of this spell. |
Check Difficulty | Normal Arcana |
Spell | Green Climber's Lure |
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Affinity | nature |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Spell Effects | This spell grows the lure of a green climber on the vines entrapping its target - its heavily scented blossom. Creatures all around have a hard time ignoring the lure. Any creature that is within 10 spaces will be drawn to this lure. Each creature will have to make a hard endure check, if they fail, they will go straight to the lure and be held there gazing upon the lure until the target makes a hard endure check. The lure is fake of course, but it smells very real. You and your allies however know that it is fake and are not affected by it. With this spell you can set up elaborate traps. |
Check Difficulty | Hard Arcana |
Spell | Woodland Sentiel |
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Affinity | nature |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self |
Duration | 1d8 rounds |
Spell Family | Oaken Skin |
Requirements | Skin of Thorns |
Spell Effects | Casting this spell makes you the avatar of the forest. You are at one with your nature affinity and your geomancy. All of your geomancy spells now have double their effect. You Soul is doubled. Your movement rate is doubled. Your Arcana is doubled. When the spell effects end you are dazed for 1 round. |
Check Difficulty | Hard Arcana |
Spell | Curse of Immortality |
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Affinity | stone |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1d8 spaces affecting 1 target |
Duration | instant |
Spell Family | Solidity |
Requirements | Crevasse's Darkness |
Spell Effects | With this spell you grant the target immortality. But the target soon learns what immortality means. The target turns to stone instantly, nothing more than a well sculptured statue. The target of this spell can be brought back by the right kind of magic or potion, but breaking the magic will cause the statue to shatter killing the target. Hitting the statue will also cause the statue to break. The life of whoever is sealed in stone will never be seen without the right spell or potion to restore the body. |
Check Difficulty | Impossible Arcana |
Spell | Crevasse's Darkness |
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Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target |
Duration | effect takes place when the target dies |
Spell Family | Solidity |
Requirements | Crevasse's Secret |
Spell Effects | When this spell is created, blackness coats the target like a liquid. It does not affect the target until the target dies. When the target dies, the darkness takes the power from the target’s body and uses it to do one of six effects determined by rolling a 1d6. Rolling a 1 causes everyone within a 3x3 space area around the dead target, allies and enemies, to be drained from their entire Soul instantly which is given to you. Rolling a 2 causes you and all of your allies to be healed by the target's maximum vitality a piece instantly. Rolling a 3 causes the target's maximum vitality as damage to the weakest enemy target. Rolling a 4 causes all physical damage dealt by anyone, ally or enemy, to be doubled for the duration of the battle. Rolling a 5 causes you and all of your allies current vitality to double, even past their max vitality, for the duration of the battle. Rolling a 6 causes everyone, allies and enemies, to have double the moves per round for the duration of the battle. |
Check Difficulty | Hard Arcana |
Spell | Stone Seal |
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Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self |
Duration | 1d10 spaces of movement |
Spell Family | Solidity |
Requirements | Guardian Form |
Spell Effects | This unique spell allows you to walk through solid stone as if it was simply air. Unfortunately it is only earthen stone or natural materials that you can walk through. If there is any metal or man-made materials in the way of your path it becomes like a brick wall. You can see through the stone when walking through it, but cannot climb up or down or cut your way through any metal or unnatural material in the way. If you get caught in the stone when the spell ends, you die. |
Check Difficulty | Hard Arcana |
Spell | Marble Warrior |
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Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self or any 1 ally |
Duration | 1d6 rounds |
Spell Family | Solidity |
Requirements | Unnatural Strength |
Spell Effects | With this manipulation you turn any one of your allies into marble stone. This does not petrify them or kill them. Instead it gives their skin the attributes of stone giving them double the caster's Arcana for Physical Armor and equal to the caster's Arcana for Magical Armor. The ally’s armor is not affected so your ally also retains their armor’s attributes. This spell can be used on any ally and even on yourself. At the end of the spell’s duration, the marble flakes off of the target’s skin and the target loses it’s protection. |
Check Difficulty | Hard Arcana |
Top 10 Entries
Skill | Basic Slashing Proficiency |
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Stat Cost | 1 Power |
Range | self |
Area | self |
Duration | 1d10 rounds |
Requirements | N/A |
Effects | Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:
|
Success Roll | Insight |
Spell | Evaporilion |
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Affinity | desert |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target 1d6 spaces away |
Duration | 1d8 rounds |
Spell Family | Scorpion Jab |
Requirements | Desert's Thirst |
Spell Effects | This manipulation draws out the water from the body of the target. 4d12 damage is done from the sudden loss of water. With a lack of water, the target gets fatigued and finally enters dehydration, having its movements and damage value cut in half. |
Check Difficulty | Hard Arcana |
Spell | Dark Fog |
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Affinity | water |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | a 3x3 space area around the caster |
Duration | 1d6 rounds |
Spell Family | Distortion |
Requirements | Spiritual Waters |
Spell Effects | You create this spell to have a curtain of fog hang over the area. The Dark Fog acts as if it is a living being and attacks random targets every round, allies and enemies, for 3d20 damage. Everyone will need to make a Hard Evasion to not be hit and a normal immunity check to avoid Visual Instability. The user of this spell, is unaffected. |
Check Difficulty | Hard Arcana |
Spell | Cold Heart |
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Affinity | water |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Soak |
Requirements | Water Skin |
Spell Effects | This spell has no visual component. The water magic used in this spell appears inside the target of the spell. This spell puts a protective block of ice around the soul. It repels anything that would alter it and nullifies anything already there, including alignment afflicting skills, fear, berserk, and other like statuses. However it also blocks all emotions. |
Check Difficulty | Hard Arcana |
Spell | Cloud Sight |
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Affinity | water |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | entire floor of dungeon map or a 10 square mile area |
Duration | instant |
Spell Family | Distortion |
Requirements | Distortion |
Spell Effects | With this manipulation, you are gifted with the ability to see from the view of water vapor. Not only does this spell allow you to see where there are clouds, but also allows you to see perfectly in any place that is damp, no matter the amount of light. |
Check Difficulty | Normal Arcana |
Spell | Water Skin |
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Affinity | water |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Soak |
Requirements | Quench |
Spell Effects | This spell increases the target's immunity to aquamancy magic by 25%. It also increases your Fortitude Traits by 2. It does this by infusing the target's skin with water magic, making the target more resistant to status effects. |
Check Difficulty | Normal Arcana |
Spell | Soak |
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Affinity | water |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target |
Duration | spell is instant, sickness effect is 4 rounds |
Spell Family | Soak |
Requirements | N/A |
Spell Effects | You summon water from the many areas around you. All the water goes to one target and pours itself all over the target, clinging to the target. The water soaks through the target’s clothes and armor and results in the target developing sickness. Due to sickness, target’s movement is cut in half and damage power is decreased by 20%. |
Check Difficulty | Easy Arcana |
Spell | Ripple |
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Affinity | water |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | a 3x3 space area around the caster |
Duration | instant |
Spell Family | Aqua Seed |
Requirements | Aqua Seed |
Spell Effects | A water droplet forms in your hand and you let it fall to the floor, creating a ripple. The ripple grows instantly and moves out in all directions. Each target, both ally and enemy, in the vicinity of the spell must make a normal balance check to see if they remain standing. If they fail, they fall down. |
Check Difficulty | Normal Arcana |
Spell | Purify |
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Affinity | desert |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 space affecting 1 small target or 3 square feet |
Duration | instant |
Spell Family | Purify |
Requirements | N/A |
Spell Effects | This manipulation purifies just about anything. It can purify water for drinking or the blood of a target to remove poison, sickness, or any other weak affliction that runs through the blood. |
Check Difficulty | Easy Arcana |
Spell | Glimmering Hope |
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Affinity | water |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | any 3 targets |
Duration | instant |
Spell Family | Distortion |
Requirements | Distortion |
Spell Effects | This spell conjures up an orb of water that floats into the air. The orb then breaks, sending three shots of water magic out at three different targets of your choosing. Each shot does 2d12 points of damage. |
Check Difficulty | Normal Arcana |