Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Spell Nature's Wrath
Affinity nature
Stat Cost 8 soul
Spell Cast Speed 4
Range & Area all enemy targets
Duration instant
Spell Family Oaken Skin
Requirements Ova's Trap
Spell Effects With the casting of this spell nature itself is enraged. Every plant, root, or other flora in the environment attacks every enemy target. Even if the only thing natural in the area is the very dust in the room it too attacks every enemy target. Nature attacks all at once, dealing 2d20 + 2d6 magic damage.
Check Difficulty Hard Arcana
Spell Skin of Thorns
Affinity nature
Stat Cost 8 soul
Spell Cast Speed 4
Range & Area self or any 1 ally
Duration 1d8 rounds
Spell Family Oaken Skin
Requirements Whip of Thorns
Spell Effects This spell coats its benefactor with a protective barrier of thorns. You cannot harm yourself with these thorns, however, anyone who melee attacks you will receive 4 x the caster's Arcana as damage. This coat of thorns, while it acts as an armor or protective spell, also counts as a weapon. This means you can apply spell effects such as Deadly Sap or Pyro Enchantment to it for greater effect.
Check Difficulty Hard Arcana
Spell Awaken Dryad
Affinity nature
Stat Cost 8 soul
Spell Cast Speed 4
Range & Area next to caster
Duration 1d6 rounds
Spell Family Oaken Skin
Requirements Deadly Sap
Spell Effects With this spell you awaken a spirit of the forest, a dryad. The dryad will stick to your side for the spell's duration, doubling your Soul while restoring 1d12 Vitality per round to you.
Check Difficulty Hard Arcana
Spell Rain of Thorns
Affinity nature
Stat Cost 8 soul
Spell Cast Speed 4
Range & Area entire battlefield
Duration instant
Spell Family Oaken Skin
Requirements Deadly Sap
Spell Effects With this spell you shoot up a massive amount of thorns that fall back down upon the battlefield. Only the caster is unaffected. Everyone must make hard evade checks to not get hit by the spell, but the allies of the caster get the caster's arcana as a bonus, while the enemies get the caster's arcana as a penalty. Anyone who is hit is dealt 6d6 + 2d4 magic damage.
Check Difficulty Hard Arcana
Spell Crevasse's Secret
Affinity stone
Stat Cost 8 soul
Spell Cast Speed 4
Range & Area all enemy targets
Duration 1d6 rounds
Spell Family Solidity
Requirements Stone Skin
Spell Effects With this spell you open a hole in the earth underneath you which you float over. From within the deep hole a powerful magic erupts in the form of a scream. For the duration of the spell the whole world seems to be falling apart as a demonic scream ripples across the battlefield. Every enemy target takes 4d8 magic damage each round during the duration of the spell from the scream. You and your allies are protected from the scream. When the spell ends, the scream ends and the hole closes up with you standing on solid earth. You can still cast spells and use projectile weapons during this spell's duration, but you cannot move. Only fliers or ranged attacks and spells can reach you.
Check Difficulty Hard Arcana
Spell Guardian Form
Affinity stone
Stat Cost 7 Soul
Spell Cast Speed 4
Range & Area self or any 1 ally
Duration 1d6 rounds
Spell Family Solidity
Requirements Stone Skin
Spell Effects With this manipulation, you rip up the soil from the ground and surround yourself or your ally in it until you appear to be a monster of earth. The affected is given an extra 1d20 + 1d12 Physical Armor and 1d12 Magical Armor. The affected can attack with a heavy earthen fist that punches the target doing affected's strength + arcana points of physical damage, having a punch range of 2 spaces. As soon as the duration is over, the dirt falls away, leaving the affected as he or she was before the spell started.
Check Difficulty Hard Arcana
Spell Unnatural Strength
Affinity stone
Stat Cost 8 soul
Spell Cast Speed 4
Range & Area self or any 1 ally
Duration 1d8 rounds
Spell Family Solidity
Requirements Sculpted Mount
Spell Effects When this spell is created, the spell sparks a reaction in the body of the target that allows them to reach new levels in strength on their own. It increases the target’s strength by x 2 which affects all strength based stats.
Check Difficulty Hard Arcana
Spell Ancient Sentries
Affinity stone
Stat Cost 8 soul
Spell Cast Speed 4
Range & Area next to caster, can be assigned to any target per sentry
Duration until destroyed
Spell Family Solidity
Requirements Sculpted Mount
Spell Effects With this manipulation, you summon two old statues holding staff weapons around you. You chooses two targets, one for each sentry. Every round they are active, each statue attacks the target they were designated to attack. Those who get attacked by the sentry must attack the sentry back. Each sentry has 1d% Vitality and takes only 25% physical damage but 100% magical damage. After the duration is reached, the sentries crumble. They have a battlefield movement rate of 20 and have 1 attack action and 1 move action. Their physical damage for each attack is 4 x Arcana, and has a range of 1 space.
Check Difficulty Hard Arcana
Spell Land Slide
Affinity stone
Stat Cost 8 soul
Spell Cast Speed 4
Range & Area a cone starting at 1x1 space expanding by 1 space on each side every space in distance for the length of the battlefield affecting all in the cone
Duration instant
Spell Family Dust Devil
Requirements Catapult
Spell Effects This spell summons a land slide of rock, gravel, and loose dirt that come forth from right in front of the caster spreading in a cone fashion in the direction the caster is facing. Any land based creature in the cone's direction at or below the caster's elevation will be affected. They will have to make an impossible Brace check or be swept up and made part of the land slide. Each target affected will receive 8d4 magic damage. The spell continues to the edge of the battlefield, so anyone caught up in the landslide will be taken out of the battle and will have to re-enter the battle at the bottom of the initiative list after the round is complete.
Check Difficulty Hard Arcana
Spell Mountain's Summit
Affinity stone
Stat Cost 8 soul
Spell Cast Speed 4
Range & Area a 6x6 space around the caster
Duration instant
Spell Family Dust Devil
Requirements Mountain's Base
Spell Effects When you unleash the power of this spell, you recreate a mountaintop exploding out from your own body. Large boulders are thrown from your body and dust and debris fly across the area. Everyone in the affected area, ally and enemy, must make a hard evade check to find out if they receive damage. The person casting this spell is unaffected. Everyone except you will roll a 1d20. If someone rolls a 1-5, they will receive 6d6 damage. If someone rolls a 6-13, they will receive 6d4 damage. If someone rolls a 14-20, they will not receive any damage.
Check Difficulty Hard Arcana

Top 10 Entries

Ability Mix Potions
Effects With this potion you can mix two similar kinds of potions to get a potion that does both. For example you could mix a potion that heals vitality and a potion that restores soul to get a potion that does both. Then you could use that single new potion as a single potion and thus a single action. Must have Potion Administration.
Ability Evasive Protection
Effects With this ability you cannot wear anything that give you Physical Armor. Instead, your Speed stat will count as your armor stat. If the damage is not greater than your Speed stat you will not get hit. Must have Ninja Reflexes.
Familiar Hawk
Type Fowl
Vitality
Vitality Gen Dice Save
20 1d6 0
Soul
Soul Gen Dice Save
15 1d4 0
Power
Power Gen Dice Save
30 1d8 0
Armor
Physical Armor Magical Armor Defense
16 12 2
Hit Chance 6
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
12 0 0 0 0 0 0 0
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
13 1 1 1 1 2 1 1
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
12 5 0 0 0 0 1d6
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
8 48 -1 1 -1 -1 1d4
Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
16 2 1 1d10 + 2 1 3 1d10
Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
10 0 0 0 0 0 0 0
Special Skills or Attacks
  • Fly: 2 X Move 
  • Dive Bomb: + 1d6 to attack 
  • Blinding Attack: +1d4 to attack but- 2 from total, blinds enemy (defense check) 1d6 rounds
Character Benefits
  • +3 to Luck to receive food, -1 to Luck to receive treasure per day
  • +2 to Perceive
Cost 90.00
Level Increases Starts at level 1. Every level increase allows the animal to increase its traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also gets its gen dice for vitality, power, and soul.
Familiar Black Fox
Type Small Mammal
Vitality
Vitality Gen Dice Save
20 1d6 0
Soul
Soul Gen Dice Save
10 1d4 0
Power
Power Gen Dice Save
20 1d8 0
Armor
Physical Armor Magical Armor Defense
10 10 2
Hit Chance 4
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
12 1 0 1 1 0 2 1
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
15 1 1 1 1 2 1 1
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
10 5 0 0 0 0 1d6
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
10 60 0 2 1 0 1d6
Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
12 2 1 1d8 + 1 5 2 1d6
Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
10 0 0 0 2 0 1 0
Special Skills or Attacks
  • Bite: +1d4 to attack, has 10% chance to kill target 
  • Claw Slash: +1d6 to attack
  • Hide: requires Perceive to find
Character Benefits
  • +3 to Perceive
  • Can send out to hunt using your luck score to bring back prey once a day
  • 35% chance will counter attack for you if you are attacked
Cost 110.00
Level Increases Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
Familiar Silver Ferret
Type rodent
Vitality
Vitality Gen Dice Save
15 1d6 0
Soul
Soul Gen Dice Save
8 1d4 0
Power
Power Gen Dice Save
12 1d4 0
Armor
Physical Armor Magical Armor Defense
8 10 0
Hit Chance 2
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
8 -1 -1 -1 -1 -1 2 -1
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
10 0 1 0 0 0 0 0
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
8 5 1 -1 -1 -1 1d4
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
6 36 -1 1 -1 -1 0
Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
15 5 3 1d10 + 2 3 2 1d8
Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
10 0 0 0 1 0 2 1
Special Skills or Attacks
  • Rabid Bite: target must make immunity check against 1d4 poison for 1d6 rounds
  • Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
  • Hide: must make perceive check to find
Character Benefits
  • Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
  • Retreive: can retrieve any item weighing 10 pounds or less thats in sight
Cost 60.00
Level Increases Starts at level 1. Every level increase allows you to increase traits. You can roll 2d12 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
Talent Aquired Immunity
Requirements N/A
Effects After becoming poisoned, sick, plagued, diseased, or any other health effecting status ailment, except burns and other such physical problems, the character can develop an immunity to the status ailment. When affected make a Health check. If you pass after you are infected, then your character will develop an immunity to that particular infliction, no longer being able to be inflicted by the same infliction. This must be done for every new infliction of any new health effecting status ailment, including beneficial ones, and happens despite player or character will. This is a permanent effect.
Handicaps You are more likely to get affected in the first place, -4 to Immunity
Talent Heartier and Healthier
Requirements N/A
Effects This talent increased your Vitality by +1d4 which is rolled at each level gain as well as during character creation.
Handicaps Lack of mental strength, you must roll a 1d4 for Soul as well during character creation and at each level, decreasing Soul by that amount.
Talent Very Perceptive
Requirements You must not have any condition affecting sight or hearing
Effects +2 to Perceive and can reroll once any failed perceive check.
Handicaps Parinoid: you are parinoid so you must make perceive checks all the time.
Talent Human Ingenuity
Requirements You must be human
Effects Get a +1d4 to any stat check or skill or spell roll.
Handicaps Pacifist, you cannot do critical damages
Talent Luckier than most
Requirements N/A
Effects +2 to Luck and a free reroll on any failed check.
Handicaps Easily intoxicated: You cannot make immunity or health checks against intoxication and each drink has a 50% chance of causing intoxication.