Projects: A-Z Index
L
Name | Lorem ipsum dolor |
---|---|
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 | Mud Serpent |
---|---|
Affinity | stone |
Stat Cost | 7 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Dust Devil |
Requirements | Earthen Angers |
Spell Effects | Mud Serpent creates a large snake out of mud. The snake immediately moves off quickly and wraps itself around a target that you choose. For the duration of the spell, the target is stunned and unable to act while the snake constricts and bites the target, dealing 4d8 points of magical damage each round. At the end of the spell the snake dries up and falls off of the target. |
Check Difficulty | Hard Arcana |
Spell | Pull of the Earth |
---|---|
Affinity | stone |
Stat Cost | 7 Soul |
Spell Cast Speed | 4 |
Range & Area | a 5x5 space around the caster |
Duration | 1d8 rounds |
Spell Family | Grounding |
Requirements | Quicksand |
Spell Effects | This manipulation causes all projectile weapons to be useless. Any projectile used will not reach the target and will just fall to the ground. The projectile will fall to the ground once it enters the area of effect, unable to reach the target. This spell affects any projectile coming to or from any target within the radius of the spell, including allies, enemies, and yourself. This spell will also pull to the ground anything flying or floating. |
Check Difficulty | Hard Arcana |
Spell | Battlefield of Stone |
---|---|
Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | entire battlefield |
Duration | 1d4 rounds |
Spell Family | Grounding |
Requirements | Living Ground |
Spell Effects | This spell mocks that of a game board. The spell gives paralysis to everything except you. Even your allies are paralyzed. For the spell's duration you may reorganize anything within your physical capabilities. With this spell you can not remove armor and items or change their pose. You can move them, as long as they keep their pose. You can take anything that is in their hands, but nothing else because other things have become a part of them. You also cannot take their life. The magic wears off in a short time. When the area is freed, everyone has to adapt to what has occurred to them. |
Check Difficulty | Hard Arcana |
Spell | Crevasse's Trick |
---|---|
Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | 1d8 spaces affecting 1 target |
Duration | Spell takes 2 rounds to complete; 1st round floats target and 2nd round is when the damage happens |
Spell Family | Grounding |
Requirements | Quartz Cage |
Spell Effects | This spell fools the target into thinking that they are falling down a pit. At first the target’s eyes are blackened and the target begins to float but feels as if they are falling. When the second round comes, the target hits the bottom of the pit. In reality the magic slams the target to the ground, doing 3d10 magical damage. The target cannot get up until the next round, loosing a round. |
Check Difficulty | Hard Arcana |
Spell | Mountain's Heart |
---|---|
Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | self or any 1 ally |
Duration | 1d6 rounds |
Spell Family | Grounding |
Requirements | Mountain Fortress |
Spell Effects | When this spell is created the target is surrounded by magical stone that seems to merge with their very skin. The target who receives the boon only takes half damage, is immune to damaging status effects, and cannot be knocked back or knocked down. |
Check Difficulty | Hard Arcana |
Spell | Entanglement |
---|---|
Affinity | nature |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | all enemy targets |
Duration | until freed |
Spell Family | Tracker's Mind |
Requirements | Chamelonisim |
Spell Effects | With the casting of this spell great roots shoot up from the ground and wrap around any ground based target, holding that target in place. That target is trapped to that spot. The target can act as normal as long as the actions do not require any movement. The target is unable to evade any attacks. To be freed, the target must make a hard Athletics check. Targets can be freed by others pulling the target out if they make a hard Athletics check. Attacks the roots does nothing but cause damage to the target since in reality there are no roots, simply earth magic taking on the appearance of roots. |
Check Difficulty | Normal Arcana |
Spell | Ova's Trap |
---|---|
Affinity | nature |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1d10 spaces affecting 1 target |
Duration | until target is freed or dead |
Spell Family | Oaken Skin |
Requirements | Ova's Hand |
Spell Effects | This spell causes a great giant fly trap to rise up towering behind the target. With a quick action the fly trap engulfs the target. Each round the target will lose 10% of his or her maximum vitality that will restore the fly trap of any lost vitality. The fly trap has 3d20 Vitality. With any kind of damage dealt to the fly trap, physical or magical, 10% of that damage is also dealt directly to the captured target's Vitality. Should the target die the fly trap will spit out its remains and return to the earth. |
Check Difficulty | Normal Arcana |
Spell | Whip of Thorns |
---|---|
Affinity | nature |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | self |
Duration | 1d6 rounds |
Spell Family | Oaken Skin |
Requirements | Ova's Shield |
Spell Effects | This spell causes a whip of heavy, twisted vines to sprout forth from your dominant hand. The whip is brandished with red razor-sharp thorns. This whip has a range of 6 spaces and you can use whip skills with this whip. It has an attack power that is 3 x your Arcana. A critical hit with the whip will poison the target with 1d6 poison for 1d8 rounds. |
Check Difficulty | Normal Arcana |
Spell | Deadly Sap |
---|---|
Affinity | nature |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | user |
Duration | 1d4 rounds |
Spell Family | Oaken Skin |
Requirements | Acorn Shot |
Spell Effects | This spell causes you to produce a deadly sap as if it were sweat. The sap coats your body and your armor, and it is thick much like tree sap. If anyone were to touch it they'd receive 1d8 poison damage for 1d12 rounds. You can coat your weapon, including arrows and the like, with this sap using a support action. |
Check Difficulty | Normal Arcana |
Spell | Stone Skin |
---|---|
Affinity | stone |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target or self |
Duration | 1d4 rounds |
Spell Family | Solidity |
Requirements | Stone Circle |
Spell Effects | This magical manipulation coats your outer armor or clothing with a weightless layer of stone that does not hinder movement of any kind. This spell serves to provide the target with natural armor, giving the target a Physical Armor of 1d12. |
Check Difficulty | Normal Arcana |
Top 10 Entries
Skill | Mana Shield |
---|---|
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 |
---|---|
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 |
---|---|
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 |
---|---|
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 |
---|---|
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 |
---|---|
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 |
---|---|
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 |
---|---|
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 |
---|---|
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 |
---|---|
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 |