Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Spell Sculpted Mount
Affinity stone
Stat Cost 5 Soul
Spell Cast Speed 3
Range & Area next to caster
Duration 1d10 hours
Spell Family Solidity
Requirements Stone Circle
Spell Effects With this manipulation you create a horse made completely out of stone. You may ride this horse. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the day the horse turns into a small pile of dirt and stone.
Check Difficulty Normal Arcana
Spell Catapult
Affinity stone
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area next to caster, can target any target
Duration until destroyed or end of battle
Spell Family Dust Devil
Requirements Gravel Pelt
Spell Effects This manipulation creates an independent catapult that operates in one single position. Each round the catapult will attack a target of your choice dealing 2d% points of magical damage with each shot. The catapult has 3d20 Vitality and can be attacked by any means. The catapult will remain on the battlefield, attacking the target of your choice, until the battle is over or the catapult is destroyed. Once created you do not have to maintain the catapult and can use other skills and spells. The catapult cannot be healed.
Check Difficulty Normal Arcana
Spell Mountain's Base
Affinity stone
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area a 10x10 space area around the caster
Duration 1d4 rounds
Spell Family Dust Devil
Requirements Gravel Pelt
Spell Effects When you create this spell dust will fly out in every direction over the entire radius of the spell, forming thick clouds of it from your body. To all enemy targets this creates a blindness effect. Every time they wish to attack they will have to make a hard hit chance check in order to be able to attack you or your allies. They will also have to make a perceive check to be able to move without tripping and falling. You and your allies can see clearly through the dust. When the spell ends, the dust settles.
Check Difficulty Normal Arcana
Spell Earthen Angers
Affinity stone
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area 1d12 + 1 spaces affecting 1 target
Duration instant
Spell Family Dust Devil
Requirements Gravel Pelt
Spell Effects With this manipulation you summon five good-sized rocks of a generic nature to pummel the target of your choice. Each rock bashes into the target before crumbling into dust on the ground. The final rock hits harder and knocks the target off it’s feet. The total magical damage is 2d10 + 1d4.
Check Difficulty Normal Arcana
Spell Quicksand
Affinity stone
Stat Cost 5 Soul
Spell Cast Speed 3
Range & Area 6 spaces affecting a 4x2 space area
Duration 1d6 rounds
Spell Family Grounding
Requirements Misstep
Spell Effects The magic of Quicksand changes the ground to the same consistency of real quicksand that is 2 feet deep. The magical quicksand holds onto any target that walks into it or who is already on the spot where the magic is cast. The target cannot move from the spot once the target enters the quicksand. When the spell ends, the target may move again. The target may use spells and projectile weapons from the spot and may make any melee attacks that do not require movement. Enemy targets cannot see the quicksand however you and your allies know it is there.
Check Difficulty Normal Arcana
Spell Living Ground
Affinity stone
Stat Cost 5 Soul
Spell Cast Speed 3
Range & Area entire battlefield
Duration instant
Spell Family Grounding
Requirements Misstep
Spell Effects With this manipulation, you instantly cause the ground underneath the battlefield to move as if alive. You can direct the movement, causing its occupants to move with it. The occupants must make hard Brace checks or be knocked down loosing 1 round. You can move the occupants of any 1 space area of ground 1d8 spaces in either direction.
Check Difficulty Normal Arcana
Spell Quartz Cage
Affinity stone
Stat Cost 5 Soul
Spell Cast Speed 3
Range & Area 6 spaces affecting 1 target
Duration until destroyed
Spell Family Grounding
Requirements Tremor
Spell Effects With this manipulation you create a cage of pure quartz that holds the target in. The cage has 6d12 and can only be destroyed by melee damage, all other damage hurts captured target. The target cannot move or use melee attacks but can use projectiles and magic spells that reach outside of the cage. The target cannot attack the cage them self.
Check Difficulty Normal Arcana
Spell Mountain Fortress
Affinity stone
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area above battlefield
Duration 1d8 rounds
Spell Family Grounding
Requirements Hovel
Spell Effects With creating this spell a floating miniature stronghold is created that every ally can get into. Windows open to any projectile wielding member of the party to attack through or to cast spells through. No melee attacks can occur inside the fortress or reach outside. The fortress floats and the stone is perfectly smooth and extremely strong so there is no way to scale it. Only magic can reach those in the fortress. When the spell wears off, the fortress floats down and fades away, leaving those who were inside completely exposed once again.
Check Difficulty Normal Arcana
Familiar War Eagle
Type large fowl
Vitality
Vitality Gen Dice Save
40 1d8 2
Soul
Soul Gen Dice Save
20 1d6 0
Power
Power Gen Dice Save
30 1d10 0
Armor
Physical Armor Magical Armor Defense
14 12 4
Hit Chance 5
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
14 1 1 1 1 1 1 1
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
14 1 1 1 1 3 1 1
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
14 10 1 1 1 1 1d8
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
10 100 0 1 1 0 1d6
Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
15 3 1 1d8 + 4 1 3 1d8
Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
15 1 1 3 1 1 1 1
Special Skills or Attacks
  • Fly: 2 X Move 
  • Dive Bomb: + 1d6 to attack 
  • Blinding Attack: +1d6 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 150.00
Level Increases Starts at level 1. Every level increase allows the animal to increase its traits. You can roll 1d20 + 1d8 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 Riding Horse
Type large mammal
Vitality
Vitality Gen Dice Save
30 1d10 1
Soul
Soul Gen Dice Save
20 1d6 0
Power
Power Gen Dice Save
30 1d10 1
Armor
Physical Armor Magical Armor Defense
12 10 5
Hit Chance 0
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
18 2 2 2 2 2 2 4
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
12 0 0 0 0 1 0 0
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
10 0 0 0 0 0 1d6
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
20

10001

4

2

2

2

1d12

1Weight limit special bonus effect for mounts.

Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
18 2 4 1d12 + rider1 -4 2 1d10

1Add rider's movement rate to mount's movement rate

Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
10 0 0 0 0 0 0 0
Special Skills or Attacks N/A
Character Benefits
  • Can carry any race and up to 1000 pounds;
  • Afraid of battle – can not be ridden into battle;
Cost 400.00
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. The animal also gets their gen dice for vitality, power, and soul.

Top 10 Entries

Skill Taunt
Stat Cost 1 Soul
Range 1 target
Area 1 target
Duration 1d4 rounds
Requirements N/A
Effects If successful the target will only target you.
Success Roll Influence -1
Skill Anger
Stat Cost 1 Soul
Range 1 target
Area 1 target
Duration 1d4 rounds
Requirements Taunt
Effects This skill is used on the target that you have already taunted. This skill causes that target to become angry with you, so angry that the target cannot help its allies and must only fixate on you.
Success Roll Influence -3
Skill Frustrate
Stat Cost 1 Soul
Range 1 target
Area 1 target
Duration 1d4 rounds
Requirements Anger
Effects This is used on the target that you have already taunted. This target becomes frustrated and has to make focus checks for every action.
Success Roll Influence -4
Skill Attention Lock
Stat Cost 4 Soul
Range any target in area
Area 4x4 spaces around you
Duration 1d4 rounds
Requirements Frustrate
Effects This skill causes any targets that are in a 4x4 space around you to fixate on you. They must make insight checks to break free from that fixation, otherwise you are the only target they can target.
Success Roll Influence -5
Skill Distration
Stat Cost 1 Soul
Range 1 target
Area 1 target
Duration instant
Requirements N/A
Effects This skill distracts the target. If the target has an ongoing effect, skill, or spell, it is ended. The target can make a focus check to prevent this.
Success Roll Intimidate
Skill Use Other's as Shield
Stat Cost 1 Soul
Range 1d4
Area 1 target
Duration instant
Requirements N/A
Effects If there is someone else that is within 1d4 spaces of you, you can use that person as a shield. That person will take the hit instead. The attacker can make a second hit chance with a penalty of 1d6 check to attack you instead.
Success Roll Deception
Skill Guard
Stat Cost N/A
Range move range
Area 1 ally
Duration Instant
Requirements N/A
Effects With this skill you can defend any ally that you can make it to. You take the attack for that ally. You are able to use one defensive skill when you guard.
Success Roll React
Skill Runic Guard
Stat Cost 2 Soul
Range move range
Area 1 ally
Duration instant
Requirements Guard and Runic Defense
Effects With this skill you can defend any ally you can reach from a magic attack, using a runic defense skill.
Success Roll Arcana -2
Skill Combo Guard
Stat Cost 2 Power
Range move range
Area 1 ally
Duration instant
Requirements Guard
Effects With this skill you can defend the ally that you can reach from 1d6 attacks, assuming you survive all of the attacks.
Success Roll React -5
Skill Use Potion as Defense
Stat Cost N/A
Range self
Area self
Duration instant
Requirements N/A
Effects This skill allows you to drink a potion as your defensive action.
Success Roll Medicine