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 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