Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Spell Temple Statue
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
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
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
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
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
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
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
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
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
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

Skill Magical Thought
Stat Cost 6 Soul
Range depends
Area depends
Duration depends
Requirements Occult Aid
Effects This skill gives you the chance to manifest your wish within your spell casting. This all has to be within reason and within the scope of the spell being cast. For example, you can wish for the spell area of effect to be larger, and it would grow by 1x1 space. Or perhaps you can wish for the healing spell to also remove poison, and maybe it will do so. You cannot wish for a simple essence bolt to instantly kill an enemy or anything drastic like that. You will need to describe your wish and work it out with your GM in the context of the spell.
Success Roll Insight -6
Skill Set Trap
Stat Cost N/A
Range 1 space ahead of you
Area 1 space
Duration until trap is sprung or disarmed
Requirements N/A
Effects

This skill allows you to quickly set traps with the items you have, using only your support action to do so.

  • Easy Trap = Easy Insight check
  • Normal Trap = Normal Insight check
  • Hard Trap = Hard Insight check
  • Impossible Trap = Impossible Insight check
Success Roll Insight
Skill Set Magical Trap
Stat Cost 4 Soul
Range 1 space in front of you
Area 1 space
Duration until trap is sprung or disarmed
Requirements Set Trap
Effects

This skill adds to the Set Trap skill, allowing you to make the trap a magical trap. You will need the tools to make the magic trap, such as a rune stone with the spell ready to activate.  The level of trap difficulty determines the success roll check:

  • Easy Magical Trap = Easy Arcana check
  • Normal Magical Trap = Normal Arcana check
  • Hard Magical Trap = Hard Arcana check
  • Impossible Magical Trap = Impossible Arcana check
Success Roll Arcana
Skill Potion Save
Stat Cost N/A
Range self
Area self
Duration instant
Requirements Use Potion as Defense
Effects This skill allows you to use a potion right when you receive a killing blow. If the potion restores enough Vitality to keep you alive, you stay alive.
Success Roll Medicine -2
Skill Trade
Stat Cost N/A
Range self
Area self
Duration instant
Requirements N/A
Effects This skill allows you to trade. The difficulty in the trade determines if it is one of the following checks: easy, normal, hard, or impossible.
Success Roll Persuade
Skill Energy Trade
Stat Cost stat traded
Range touching range
Area target you touch
Duration instant
Requirements Trade
Effects This skill allows you to trade one stat to the person you touch for another stat. You can trade either Vitality, Soul, or Power and receive the equal amount in either Vitality, Soul, or Power. In this way you could for example quickly cure your ally by giving him  4 Vitality and receiving 4 Soul. Or maybe you want to grant the warrior 5 Power and get 5 Soul in return.
Success Roll Arcana -1
Skill Increased Spoils
Stat Cost stat traded
Range self
Area self
Duration instant
Requirements Trade
Effects With this skill you can trade up to 20 Soul for increased experience point reward and/or up to 20 Power for increased money reward. The increase depends on how many stat points you trade. The amount of stat points you trade is worth double percentage increase. So if you trade 5 Soul you will increase your experience reward by 10%.
Success Roll Persuade +2
Skill Appraisal
Stat Cost N/A
Range 1 item in hands or touching
Area 1 item in hands or touching
Duration instant
Requirements N/A
Effects With this skill you can get the monetary value or worth of an item.
Success Roll Insight
Skill Identification
Stat Cost N/A
Range 1 target
Area 1 target
Duration instant
Requirements Appraisal
Effects With this skill you can identify what something is. The harder it is to make out what something is, the harder the check. The checks are easy, normal, hard, and impossible.
Success Roll Perceive
Skill Translate
Stat Cost N/A
Range 1 piece of writing you can clearly see
Area 1 piece of writing you can clearly see
Duration instant
Requirements N/A
Effects This skill allows you to translate writing from a language you do not know to your language. The difficulty of the language determines if it is one of the following checks: easy, normal, hard, or impossible.
Success Roll Insight