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 | Sculpted Mount |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 | ||||||||||||||||
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Type | large fowl | ||||||||||||||||
Vitality |
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Soul |
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Power |
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Armor |
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Hit Chance | 5 | ||||||||||||||||
Fortitude |
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Intellect |
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Wisdom |
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Strength |
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Speed |
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Charisma |
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Special Skills or Attacks |
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Character Benefits |
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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 | ||||||||||||||||
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Type | large mammal | ||||||||||||||||
Vitality |
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Soul |
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Power |
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Armor |
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Hit Chance | 0 | ||||||||||||||||
Fortitude |
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Intellect |
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Wisdom |
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Strength |
1Weight limit special bonus effect for mounts. |
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Speed |
1Add rider's movement rate to mount's movement rate |
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Charisma |
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Special Skills or Attacks | N/A | ||||||||||||||||
Character Benefits |
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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 | Precise Shot |
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Stat Cost | 4 Soul |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | Lucky Shot |
Effects | Your shot is true, your aim is dead on. You increase your weapon damage by 1d6 and +1d10+1 to Hit Chance. |
Success Roll | Perceive -4 |
Skill | Arrow Rain |
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Stat Cost | 4 Soul, 2 Power |
Range | weapon range -4 |
Area | a 4x4 area |
Duration | instant |
Requirements | Precise Shot |
Effects | You grab a handful of arrows and quickly shoot them up in the air. They come raining down over an area hitting anyone in that area, friend or foe. Bow Power does not apply and you cannot crit. You can shoot 1d8 +1 arrows. |
Success Roll | Luck -2 |
Skill | Stand Downwind |
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Stat Cost | 3 Soul |
Range | self |
Area | self |
Duration | 1d4 hours or until you move |
Requirements | N/A |
Effects | You stand perfectly still, in the right spot so that no enemies around will know to even make a perceive check. Unless they look right at you they will not notice you are there. Until you move anyways, at which time you are plainly visible. |
Success Roll | Stealth -1 |
Skill | Blind Throw |
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Stat Cost | N/A |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | Aiming |
Effects | This skill gives you a bonus to your Hit Chance of +1d4 to make a blind throw. |
Success Roll | Perceive |
Skill | Precise Throw |
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Stat Cost | 4 Soul |
Range | throw range |
Area | 1 target |
Duration | instant |
Requirements | Lucky Throw |
Effects | Your throw is true, your aim is dead on. You increase your weapon damage by 1d6 and +1d10+1 to Hit Chance. |
Success Roll | Perceive -4 |
Skill | Throwing Blitz |
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Stat Cost | 6 Power |
Range | throw range |
Area | 1 target per weapon thrown, or just 1 target |
Duration | instant |
Requirements | Precise Throw |
Effects | With this skill you can throw 1d6 weapons or objects. |
Success Roll | React -5 |
Skill | Field Dress |
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Stat Cost | N/A |
Range | 1 target |
Area | 1 target |
Duration | instant |
Requirements | N/A |
Effects | With this skill you can skin a killed beast and take its hide and meat as a battle reward. The beast must be dead and must be an animal. |
Success Roll | Nature +2 |
Skill | Silent Hunter |
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Stat Cost | 2 Soul |
Range | move |
Area | self |
Duration | instant |
Requirements | Stand Downwind |
Effects | With this skill you gain a first strike as you move across the battlefield to your target, if your target fails to perceive you. You do not incur any attacks of opportunity. |
Success Roll | stealth -2 |
Skill | Trick Throw |
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Stat Cost | 4 Soul |
Range | throw range |
Area | 1 target |
Duration | instant |
Requirements | Blind Throw |
Effects | This skill allows you to perform seemingly impossible throws, such as throwing when sliding down hill, or when leaping, or whatever. |
Success Roll | hit chance +1 |
Skill | One Hit Toss |
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Stat Cost | 6 Soul |
Range | throw range |
Area | 1 target |
Duration | instant |
Requirements | Precise Throw |
Effects | With this skill you have a 1 in 6 chance of instantly killing the target. This is decided by rolling a 1d6, where 6 = death. |
Success Roll | Perceive -5 |