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 | Temple Statue |
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Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | starts next to caster |
Duration | until destroyed |
Spell Family | Solidity |
Requirements | Ancient Sentries |
Spell Effects | This spell creates a statue of a woman in robes holding a scepter. Every round the statue walks to an ally and waves her scepter, healing the target for 5d8 Vitality. This statue is not immune to damage and only has 3d20 Vitality. Each round the statue will independently go up to an ally target, including yourself, and heal that target. At the end of the spell the statue will fade away. The statue can only move once per round and has a battle movement rate of 5 and a range of 3. |
Check Difficulty | Hard Arcana |
Spell | Boulder Dash |
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Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target per boulder |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Land Slide |
Spell Effects | By creating Boulder Dash, you create a source of earth magic that pumps out 1d6 boulders in every direction. The boulders roll to your appointed targets. If anything is in the way of the boulder from rolling directly to it’s target, it will hit that obstacle and crumble. If another target, whether it is an enemy target or an ally, gets in the path to a boulder’s target, the boulder will hit that target instead. The boulders will keep rolling in a straight path if they miss their target until they hit something else or leave the battlefield. Any boulder that leaves the battlefield crumbles upon doing so. You may assign a different target for each boulder produced and create the source of the boulders up to 7 spaces from your location. Each boulder does 4d12 points of magical damage on impact. |
Check Difficulty | Hard Arcana |
Spell | Metal Blade |
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Affinity | stone |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Crystal Lance |
Spell Effects | With this manipulation, you create a long blade of pure metal. The metal spins like a disk as it flies through the air until it lands into its target. The metal blade does initial magical damage of 6d10. During the target’s next round, the target must rip the blade from it’s own body or will be unable to act until it does so, doing extra rip out damage of 4d12 to itself. |
Check Difficulty | Impossible Arcana |
Spell | Crystal Lance |
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Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Mud Serpent |
Spell Effects | The creation of Crystal Lance forms a large chunk of crystal with a sharp tip. This crystal is then sent out at high speeds towards a target of your choosing. The lance pierces the flesh of the target and embeds itself into the target before disappearing. The lance does 5d10 magical damage. |
Check Difficulty | Hard Arcana |
Spell | Crater |
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Affinity | stone |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | a 3x3 space area around and including 1 target |
Duration | instant |
Spell Family | Grounding |
Requirements | Crevasse's Pull |
Spell Effects | Crater recreates the fall of a meteorite on the surface of the earth but in much smaller proportions. You create a small stone that drops onto the target of the spell. The stone hits the target and the surface the target is standing on gets ripped up from underneath doing more damage. The total damage done by this spell is 5d12 points of magical damage. This spell doesn’t affect flying or floating targets. This spell affects any in the area including allies. |
Check Difficulty | Impossible Arcana |
Spell | Crevasse's Pull |
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Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1d8 spaces affecting any 1 adjacent space surrounding the hole and the 1 space for the hole itself |
Duration | 1d8 rounds |
Spell Family | Grounding |
Requirements | Pull of the Earth |
Spell Effects | With this manipulation, you open a dark hole in the ground in a location of your choosing up to 1d8 spaces away from you. The diameter of the hole is exactly 3x3 feet or 1 space. When any target, ally, enemy, even yourself, is on any adjacent space next to the dark hole, that target will lose 50% of current Vitality, Power, and Soul. That target will lose that for each round they are on any adjacent space. This even affects flying and floating targets. If a target walks over, flies over, or floats over the dark hole, they are sucked in and will not return to the battlefield until the spell’s duration ends, losing half of their Vitality, Power, and Soul each round. The hole is invisible to everyone except yourself. Everyone that is up to 4 spaces away from this spell's area of effect gets pulled closer to the hole by 1 space, unless they pass a hard brace check. |
Check Difficulty | Hard Arcana |
Spell | Entomb |
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Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 1d8 spaces affecting 1 target |
Duration | 3 round death countdown |
Spell Family | Grounding |
Requirements | Crevasse's Trick |
Spell Effects | With a swift movement the earth opens up what appears to be a mouth with a long snout and closes on the target. The earth stands, holding the target. When the earth closes around the target that is counted as 3. Target’s turn goes by and the countdown goes down to 2. The target’s turn goes by again and the countdown goes down to 1. After the target’s next turn, the earth sinks to become once more level with the rest of the ground and the target is dead. The target can be freed by attacking the earth around the Entomb spell but only with magic. The Entomb Spell has 3d% Vitality, and once that Vitality is gone, the target will be freed. |
Check Difficulty | Hard Arcana |
Spell | Mountain's Oasis |
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Affinity | stone |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all allies |
Duration | spell's effect happens when mortal damage takes place |
Spell Family | Grounding |
Requirements | Mountain's Heart |
Spell Effects | When this spell is created nothing seems to happen. It is not until one of your allies faces death does the spell work actively. When the enemy does damage that will kill any of your allies or yourself, the magic awakens and gives the endangered ally 5 more Vitality than the amount of damage that would be taken right before the attack is carried out. |
Check Difficulty | Hard Arcana |
Spell | Serpentine Roots |
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Affinity | nature |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Tracker's Mind |
Requirements | Entanglement |
Spell Effects | This spell summons a massive pair of thick roots that are wrapped around each other and resemble a great serpent. The root shoots forth from the caster, weaving around any obstacle to reach its target. Upon reaching the target the root impales through the target dealing 9d4 magic damage. The target also receives 1d6 poison damage for the next 1d10 rounds. |
Check Difficulty | Hard Arcana |
Spell | Ent Guards |
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Affinity | nature |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | 1 ally or self per ent |
Duration | until the ents are destroyed or battle is over |
Spell Family | Tracker's Mind |
Requirements | Entanglement |
Spell Effects | This spell summons up two living, moving tree creatures called Ents. These are massive creatures the size of oak trees and as strong as oak trees. Each ent is assigned a target to protect, be it you or an ally. You can only have one target per ent, so you cannot have both ents protecting the same target. If you cast this spell again during the spell's duration, the other two ents summoned cannot protect someone who already has an ent protected them. The ent will protect the target, taking 1d% percentage of the attack, with the ent receiving the blocked damage. Each ent has 2d20 Vitality. Fire does double damage to the ent. The ents can be cured. |
Check Difficulty | Hard Arcana |
Top 10 Entries
Ylem | Clear Ylem |
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Description | Can store and provide access to all tier levels of spells. |
Cost | 400.00 |
Ylem | White Ylem |
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Description | Can store and provide access to tier 1, 2, 3, 4, and 5 spells. |
Cost | 200.00 |
Ylem | Silver Ylem |
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Description | Can store and provide access to tier 1, 2, 3, and 4 spells. |
Cost | 100.00 |
Ylem | Gray Ylem |
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Description | Can provide access to tier 1, 2, and 3 spells. |
Cost | 050.00 |
Ylem | Black Ylem |
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Description | Can store and provide access to tier 1 and 2 spells. |
Cost | 025.00 |
Ability | Dual Nunchaku |
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Effects | You are able to wield nunchaku in both hands, using both as one attack. Must have Dual Fists and be equipped with Nunchaku. |
Skill | Shell Crusher |
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Stat Cost | 8 Power |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | Arm Switch, Equip Nunchaku |
Effects | With this skill you ignore a 1d20 percentage of the target's armor. The attack is also increased by +1. |
Success Roll | Critical |
Skill | Arm Switch |
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Stat Cost | 6 Power |
Range | weapon range |
Area | 1-2 targets |
Duration | instant |
Requirements | Bash & Swing, Equip Nunchaku |
Effects | With this skill you are able to attack with your nunchaku with one hand, switch hands, and attack again. You can preform an attack skill as well with each hit however a penalty of 5 is applied to the success roll for the second attack. You can use this with the Dual Wielding Nunchaku ability to attack with both hands twice. |
Success Roll | React -5 |
Skill | Bash & Swing |
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Stat Cost | 4 Power |
Range | weapon range |
Area | 1-2 targets |
Duration | instant |
Requirements | Diagonal Strike, Equip Nunchaku |
Effects | Hit one target doing +1d4 more damage and able to swing back to either strike the same target again or strike another target in range. There is no extra damage for the second hit. Critical hit only applies to the first strike. |
Success Roll | React -2 |
Skill | Diagonal Strike |
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Stat Cost | 2 Power |
Range | 1 target |
Area | 1 target |
Duration | instant |
Requirements | Equip Nunchaku |
Effects | Hit target with a diagonal strike using nunchaku, giving you a +2 to Hit Chance due to catching target off guard. |
Success Roll | React |