Weapons: A-Z Index
A
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Add Chain Link | 0 | +1 per link | 0 | x1.1 per link | 0 | For chain whips and flails only; limit of 3 links | 20.00 per link |
Attached by Chain | 0 | 0 | 0 | + 0.5 | 0 | Replaces the rope with chain making a more sturdy nunchaku. This is required for the extension enhancement. | 5.00 |
B
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Barbarian Axe | 1d12 + 2 | 1 | -3 | 13 | 6 | 2-Handed for races smaller than human size | 93.75 |
Battle Bow | 1d10 | 12 | 0 | 1.75 | 10 | You must be at least 3 spaces away to use this weapon. | 158.98 |
Battle Rod | 1d8 + 1 | 2 | 0 | 10 | 4 | N/A | 72.50 |
Bearded Blade | +1 | 0 | -1 | x1.1 | 0 | N/A | 20.00 |
Belted Glove | +1 | 0 | 0 | +0.2 | 0 | Leather Glove only | 3.50 |
Blade Knuckles | 1d4+1 | 1 | 0 | 0.7 | 1 | N/A | 8.75 |
Bola | 1d3 | Athletics | -2 | 3 | 2 | Reduces target's movement by ½ due to tripping | 25.00 |
Bone Arrow | 2 | 0 | 0 | 0.15 | 0.05 | N/A | 0.47 |
Bone Spear Head | 1d4 | 0 | 0 | 0.38 | 0.5 | N/A | 1.34 |
Boomerang | 1d6 + 1 | Athletics | -1 | 2.75 | 2 | Once thrown weapon returns to user | 7.42 |
Boot Knife | 1d4+1 | 1 | 0 | 2 | 1 | N/A | 14.38 |
Braided | +1 | 0 | 0 | x1.2 | 0 | For horse whip, bull whip, and lion tamer only | 10.00 |
Broad Blade | +1 | 0 | -1 | x1.2 | 0 | For all but katanas | 15.00 |
Bull Whip | 1d6 + 2 | 5 | +2 | 2 | 4 | Flammable | 23.75 |
C
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Carpenter's Hammer | 1d4 + 1 | 1 | 0 | 2 | 1 | N/A | 16.25 |
Carving Knife | 1d3 | 1 | -1 | 1 | 1 | Good for shaping, carving, and sharpening | 7.19 |
Chain Extension | 0 | +1 | -1 | +0.5 | 0 | Increases the chain by one chain link, can only be applied once. Must have Attached by Chain enhancement. | 5.00 |
Chain Mail Glove | 1d6 + 1 | 1 | 0 | 2 | 2 | N/A | 12.75 |
Chain Whip | 1d10 + 2 | 5 | +1 | 4 | 4 | N/A | 50.00 |
Chakram | 1d10+1 | Athletics | -1 (thrown) 0 (melee) | 6 | 3 | N/A | 43.75 |
Cured Glove | +1 | 0 | 0 | 0 | 0 | Leather Glove only | 3.50 |
D
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Dagger | 1d6+1 | 1 | 0 | 4 | 1 | N/A | 28.13 |
Dart Shooter | 1 | 5 | -1 | 0.1 | 1 | N/A | 0.41 |
Deep Claw | +1 | 0 | 0 | 0 | 0 | For hammers only | 20.00 |
Double Sided Blade | +1 | 0 | +1 | 0 | 0 | For daggers, boot knives, short swords, and long swords only. | 5.00 |
F
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Falchion | 1d12 | 2 | -1 | 15 | 3 | Heavy and large sword that can use both chopping and slicing skills; not acceptable for races smaller than human size | 112.50 |
Flail | 1d12 + 2 | 5 | 0 | 5 | 5 | N/A | 62.50 |
Four Point Hira-Shuriken | 1d4 | Throw Range x 1.5 | -1 | 0.3 | 0.1 | N/A | 2.38 |
G
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Great Axe | 1d12 + 1d6 + 1 | 2 | -4 | 18 | 8 | Not acceptable for races smaller than human size; 2-Handed for human size races | 137.50 |
Great Bow | 1d12 | 12 | -1 | 2 | 12 | You must be at least 4 spaces away to use this weapon. | 190.63 |
Great Mallet | 1d12 + 1 | 2 | -3 | 15 | 6 | Not acceptable for races smaller than human size | 78.25 |
Great Scythe | 1d12 + 2 | 2 | -2 | 13 | 8 | Not acceptable for races smaller than human size; 2-handed for human size races | 106.25 |
H
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Halberd | 1d12 + 3 | 3 | -1 | 12 | 6 | Can use piercing and chopping attacks. | 90.63 |
Hand Scythe | 1d6 + 1 | 1 | 0 | 6.5 | 3 | N/A | 46.25 |
Hatchet | 1d4 + 2 | 1 | 0 | 4 | 2 | N/A | 26.88 |
Heavy Crossbow | 1d10 + 1 | 10 | -2 | 8 | 8 | No critical damage | 206.25 |
Hollow Dart | 1 | Throw Range x 2 | -1 | 0.05 | 0.05 | can be filled with potions, poisons, or powders | 0.35 |
Horse Whip | 1d4 + 2 | 5 | +2 | 1.5 | 4 | Flammable | 18.44 |
Hunting Bow | 1d8 | 14 | 0 | 1.5 | 10 | You must be at least 4 spaces away to use this weapon. | 127.34 |
Hunting Crossbow | 1d8 | 14 | 0 | 4 | 8 | No critical damage | 143.75 |
I
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Improved Rune Staff Crystal | effect damage value + 1d3 | 0 | 0 | 0 | 0 | For rune staffs only | 25.00 |
K
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Kite Axe | 1d10 + 2 | 1 | -2 | 10 | 4 | N/A | 65.63 |
L
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Large Axe | 1d8 + 2 | 2 | -2 | 16.5 | 8 | Not acceptable for races smaller than human size; 2-Handed for human size races | 119.38 |
Large Club | 1d4 + 1 | 2 | -2 | 10 | 4 | Flammable | 16.88 |
Large Nail | +2 | 0 | 0 | +0.5 | 0 | For planks only | 2.00 |
Large Plank | 1d3 + 1 | 2 | -2 | 3 | 4 | Flammable | 5.13 |
Leather Glove | 2 | 1 | +2 | 1 | 1 | N/A | 6.50 |
Lion Tamer | 1d8 + 2 | 5 | +2 | 3 | 4 | Flammable | 33.13 |
Long Bow | 1d6 | 14 | -1 | 1.25 | 10 | You must be at least 4 spaces away to use this weapon. | 95.70 |
Long Dart | 2 | Throw Range x 1.6 | -1 | 0.2 | 0.05 | N/A | 1.35 |
Long Katana | 1d10+1 | 2 | -1 | 9 | 3 | 2-handed for races smaller than human size | 78.75 |
Long Knife | 1d4+2 | 1 | 0 | 1.5 | 1 | N/A | 10.94 |
Long Sword | 1d8 + 1 | 2 | -1 | 10 | 3 | Not acceptable for races smaller than human size, may be 2-handed for human size races | 68.75 |
M
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Mace | 2d8 | 2 | -2 | 15 | 5 | N/A | 95.75 |
Mallet | 1d4 + 2 | 2 | -1 | 12 | 5 | N/A | 25.25 |
Marble | 1d3 | 0 | 0 | 0.2 | 0.01 | N/A | 1.31 |
N
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Nunchaku | 1d6 | 1 | +1 | 2 | 2 | N/A | 15.63 |
P
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Plate Gauntlet | 1d8 + 1 | 1 | -1 | 4 | 3 | Can not pick pocket, cannot use with knuckles. | 18.75 |
Poison Packed | Other Info | 0 | 0 | 0 | 0 | For hollow darts only; inflicts target with poison that does 1d4 damage per round for 10 rounds | 5.00 per dart |
Pole Arm | 1d8 + 1 | 2 | -1 | 11 | 5 | N/A | 80.00 |
Q
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Quarter Staff | 1d6 + 1 | 2 | -1 | 6 | 4 | Flammable | 16.56 |
R
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Reaper Scythe | 1d8 + 1 | 2 | -1 | 11 | 5 | 2-handed for races smaller than human size | 78.75 |
Reinforced Bow | +1 | 0 | 0 | 0 | 0 | N/A | 20.00 |
Reinforced Gauntlet | +2 | 0 | 0 | +0.75 | 0 | N/A | 6.75 |
Reinforced Glove | +2 | 0 | 0 | +0.5 | 0 | Chain Mail Glove only | 6.00 |
Reinforced Spring | +1 | +5 | 0 | 0 | 0 | N/A | 20.00 |
Ringed Knuckles | 1d3 | 1 | 0 | 0.5 | 0 | N/A | 5.94 |
Rod | 1d4+1 | 2 | 0 | 8 | 4 | N/A | 55.00 |
Rune Staff | 1d4 | 2 | -1 | 4.4 | 4 |
Increased Runic Speed by 1 Elemental Effects for Rune Staff The Rune Staff can activate a different ability depending upon the user's element. Each ability must be activated by the user and costs the user 1 Soul point per hit with the staff with the ability activated.
|
44.00 |
S
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Sai | 1d4 | 1 | +1 | 3 | 1 | Double attack value for parry. | 21.25 |
Scale Gauntlet | 1d8 + 2 | 1 | -1 | 3.5 | 3 | Can not pick pockets, cannot use with knuckles. | 22.25 |
Serrated Blade | +1 | 0 | 0 | 0 | 0 | For daggers, boot knives, long knives, and small knives only | 5.00 |
Serrated Edge | +1 | 0 | 0 | 0 | 0 | For throwing knives and chakram only | 2.00 |
Short Dart | 2 | Throw Range x 1.5 | -1 | 0.1 | 0.05 | N/A | 0.69 |
Short Katana | 1d10 | 1 | 0 | 8 | 2 | N/A | 70.00 |
Short Sword | 1d8 | 1 | 0 | 6 | 2 | 2-handed for races smaller than human size | 42.50 |
Silver Arrow | 3 | 0 | 0 | 0.3 | 0.05 | Attack value +1d6 versus undead | 2.81 |
Silver Bolt | 2 | 0 | 0 | 0.2 | 0.05 | Attack value +1d6 versus undead | 2.00 |
Silver Edge | 0 | 0 | 0 | 0 | 0 | Increase attack value by +1d6 versus undead | 7.00 |
Silver Recessed Blade | +1d4 | 0 | 0 | +0.5 | 0 | For night sticks and boomerang only; attack value 1d6 versus undead | 10.00 |
Silver Spear Head | 1d6 | 0 | 0 | 0.75 | 0.5 | Attack value 1d6 versus undead | 7.19 |
Silver Spiked End | +1d4 | 0 | 0 | +1 | 0 | Attack value 1d6 versus undead | 15.00 |
Six Point Hira-Shuriken | 1d6 | Throw Range x 1.5 | -1 | 0.4 | 0.1 | N/A | 3.25 |
Sling Shot | 1 | 6 | -1 | 0.6 | 1 | N/A | 1.91 |
Small Axe | 1d6 + 2 | 1 | -1 | 6.5 | 4 | N/A | 46.88 |
Small Bow | 1d4 | 10 | -2 | 0.75 | 8 | You must be at least 3 spaces away to use this weapon. | 63.67 |
Small Club | 1d4 | 1 | -1 | 7 | 2 | Flammable | 12.00 |
Small Crossbow | 1d6 | 10 | -1 | 4 | 8 | No critical damage | 118.75 |
Small Knife | 1d4 | 1 | 0 | 0.5 | 1 | N/A | 5.00 |
Small Nail | +1 | 0 | 0 | +.25 | 0 | For planks only | 1.50 |
Small Plank | 1d3 | 1 | -1 | 2 | 2 | Flammable | 3.38 |
Small Scythe | 1d6 + 2 | 1 | 0 | 9 | 4 | N/A | 65.00 |
Spiked End | +1d4 | 0 | 0 | +1 | 0 | N/A | 12.50 |
Spiked Gauntlet | +1 | 0 | 0 | +0.5 | 0 | Can use piercing attacks. | 7.50 |
Spiked Knuckles | 1d4 | 1 | 0 | 0.6 | 1 | N/A | 7.19 |
Spikes | +1d3 | 0 | 0 | +1 | 0 | For clubs and mallets only | 5.00 |
Staff | 1d3 + 1 | 2 | -1 | 5 | 4 | Flammable | 10.94 |
Steel Arrow | 3 | 0 | 0 | 0.3 | 0.05 | N/A | 2.06 |
Steel Bolt | 2 | 0 | 0 | 0.2 | 0.05 | N/A | 1.50 |
Steel Recessed Blade | +1d4 | 0 | 0 | +0.5 | 0 | For night sticks and boomerangs only | 5.00 |
Steel Spear Head | 1d6 | 0 | 0 | 0.75 | 0.5 | N/A | 5.31 |
Steel Spear Shaft | 1d4 | 3 | 0 | 8 | 4 | N/A | 53.75 |
Stone Spear Heads | 1d3 | 0 | 0 | 0.45 | 0.5 | N/A | 1.64 |
T
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Throwing Knife | 1d6 + 1 | Throw Range x 1.5 | -1 (thrown) 0 (melee) | 0.25 | 0.2 | N/A | 2.50 |
Thrusting Claw | +1 | 0 | 0 | 0 | 0 | For hammers only. | 25.00 |
Tightened Bow Strings | +1 | +5 | 0 | 0 | 0 | N/A | 20.00 |
Tonfa | 1d6 | 1 | +1 | 3 | 4 | Flammable | 20.63 |
Trident | 1d10 + 3 | 2 | -1 | 10 | 5 | N/A | 73.13 |
Twisted Staff | +1d4 | 0 | 0 | x1.25 | 0 | For staffs, quarter staffs, and rune staffs only. | x1.25 |
W
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
War Axe | 1d12 + 1d4 + 1 | 2 | -3 | 16.5 | 8 | Not acceptable for races smaller than human size; 2-Handed for human size races | 124.38 |
War Hammer | 1d10 + 1 | 1 | -1 | 7.5 | 2 | N/A | 58.13 |
War Mallet | 1d8 + 2 | 2 | -2 | 12 | 5 | N/A | 38.75 |
War Scythe | 1d10 + 1 | 2 | -1 | 12 | 8 | Not acceptable for races smaller than human size; 2-handed for human size races | 97.50 |
Wood Arrow | 1 | 0 | 0 | 0.1 | 0.05 | Flammable | 0.42 |
Wood Spear Head | 1 | 0 | 0 | 0.19 | 0.5 | Flammable | 0.92 |
Wood Spear Shaft | 1d3 | 3 | 0 | 2.5 | 4 | Flammable | 7.66 |
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 | ||||||||||||||||
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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
Spell | Spark |
---|---|
Affinity | flame |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Spark |
Requirements | N/A |
Spell Effects | This spell makes it so that anything physically hit, hit with fire, or hit with pyromancy can catch fire and catches it on fire. This causes the the attack to inflict Minor Burns. Any wooden shield or weapon is destroyed. |
Check Difficulty | Easy Arcana |
Spell | Big Bang |
---|---|
Affinity | light |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Piercing Light |
Requirements | Star's Nova |
Spell Effects | This spell pumps every enemy target full of light. The target must make an impossible Endure check. If the target fails, the target explodes violently, with the light exploding out of the target, and the target dies. Those that succeed are hit by the exploding target and the exploding light, receiving 7d12 magic damage. If all targets succeed, the light still explodes dealing each 8d12 magic damage, but the targets themselves don't explode. The caster and allies are protected. |
Check Difficulty | Impossible Arcana |
Spell | The End of the Tunnel |
---|---|
Affinity | light |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Glow |
Requirements | Solar Flare |
Spell Effects | This spell begins a death countdown on the target. The target has 3 rounds to make a hard Endure check. If the target fails by the third round, the target dies instantly. |
Check Difficulty | Impossible Arcana |
Spell | Star's Nova |
---|---|
Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Piercing Light |
Requirements | Star's Vengeance |
Spell Effects | A small star forms in the center of the battlefield and then instantly explodes, dealing 6d10 magic damage to all enemy targets and blinding any that lives for the remainder of the battle. Yourself and your allies are protected. |
Check Difficulty | Hard Arcana |
Spell | Light Storm |
---|---|
Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 5 spaces outward affecting a 4x4 space area |
Duration | 1d8 rounds |
Spell Family | Piercing Light |
Requirements | Flash Explosion |
Spell Effects | This spell covers the area of effect with a terrible storm of laser beams. Any target, ally, enemy, or yourself, that is caught in the area of effect during any point of the spell's duration will receive 3d12+2d4 magic damage, for each round the target is caught in the spell's area of effect. |
Check Difficulty | Hard Arcana |
Spell | Mass Light Travel |
---|---|
Affinity | light |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | all allies and self |
Duration | instant |
Spell Family | Glow |
Requirements | Light Travel |
Spell Effects | With this spell you and all of your allies can travel to anywhere you have been at the speed of light. |
Check Difficulty | Impossible Arcana |
Spell | Star's Vengeance |
---|---|
Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d6 attacks |
Spell Family | Piercing Light |
Requirements | Flash Explosion |
Spell Effects | With this spell you summon the positive source for all light, a star. The star will counter attack for you or an ally of your choosing, for 1d6 attacks. Whenever the protected target is attacked, the star will activate, dealing 2d20 of magic damage to the attacker. |
Check Difficulty | Hard Arcana |
Spell | Light Travel |
---|---|
Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self |
Duration | instant |
Spell Family | Glow |
Requirements | Light Jumping |
Spell Effects | This spell allows you to travel to anywhere you have ever been at the speed of light. |
Check Difficulty | Hard Arcana |
Spell | Light Guardian |
---|---|
Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all allies and self |
Duration | 1d6 rounds |
Spell Family | Glow |
Requirements | Embracing Light |
Spell Effects | This spell summons a being of pure light for each of your allies and yourself. During the duration of the spell, you can have the light guardian do one of three things: heal you for 4d12 Vitality, guard you blocking 5d10 worth of any kind of damage, or attack a single target doing 5d12 magic damage. |
Check Difficulty | Hard Arcana |
Spell | Flash Explosion |
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Affinity | light |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 6 spaces affecting a 4x4 space area |
Duration | instant |
Spell Family | Piercing Light |
Requirements | Light Arrow |
Spell Effects | This spell causes an explosion of pure light. All enemy targets will suffer blindness for 2d4 rounds. Any target in the area of affect, ally and enemy, will suffer 3d10 +1d4 magic damage. Allies and the caster are protected against the blindness effect of the spell. |
Check Difficulty | Normal Arcana |