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 | Erode |
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Affinity | water |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target 1d6 spaces away |
Duration | 1d8 rounds |
Spell Family | Soak |
Requirements | Soak |
Spell Effects | This manipulation decreases the durability and attack value of the target's equipped weapon by 10% each time this spell is used on the target, for the duration of the spell. Therefore if you use this spell on the same target 5 times while the first casting is still active, the target's weapon damage will be decreased by 50%. |
Check Difficulty | Normal Arcana |
Spell | Aqua Seed |
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Affinity | water |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target 1d12 spaces away |
Duration | instant |
Spell Family | Aqua Seed |
Requirements | N/A |
Spell Effects | In this spell you create a very small orb of water called the “Aqua Seed”. When launched at the target of your choice, the orb will hit and explode on top of them, blasting them with water doing 2d8+1d4 points of damage. |
Check Difficulty | Easy Arcana |
Spell | Phase Shift |
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Affinity | flame |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | self |
Duration | 1d6 rounds or 1 movement outside of battle |
Spell Family | Pyro Enchantment |
Requirements | Blitzkrieg |
Spell Effects | With this spell you become plasma. This spell allows you to change to a plasma form, allowing you to be impervious to any physical attacks and to move through the smallest cracks. Magic still affects you, except earth magic, and water magic deals you double damage. If you pass through a target, you cause them 1d12 x Arcana magic damage as well as major burns. |
Check Difficulty | Impossible Arcana |
Spell | Sealing Wounds |
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Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target 1 space away |
Duration | instant |
Spell Family | Pyro Enchantment |
Requirements | Pyro Enchantment |
Spell Effects | With this power you use your control over heat to seal any wounds. This cures status effects of bleeding and similar effects. This also prevents infection and prevents the wound from being hit to cause more damage. This will restore your Arcana worth of Vitality when used to seal a wound. |
Check Difficulty | Normal Arcana |
Spell | Circle of Power |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | a 4x4 space area around a spot of your choosing |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Torch of Heroes |
Spell Effects | When creating this spell a circle surrounds the entire radius of the spell. Complex drawings and runes written in fire magic glow on the floor and rotate slowly. Whoever is inside this circle has their melee, throw, and bow powers increased by 1d% + 1d12 (total as a percentage), allies, user, and enemies. |
Check Difficulty | Hard Arcana |
Spell | Plasma Burning |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Blade of Plasma |
Spell Effects | This spell causes your or your ally's weapon to erupt in fire. This causes the weapon to inflict minor burns increasing the burns status effect damage by the double wielder's Arcana. If this spell is applied to a weapon that has either Pyro Enchantment, Blade of Plasma, or both, increase the weapon's magic damage by 1d12 per enchantment (up to 2d12). |
Check Difficulty | Normal Arcana |
Spell | Fire's Punishment |
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Affinity | flame |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Visual Distortion |
Requirements | Children of Fire |
Spell Effects | This spell creates a large fire that glows with power. The fire becomes the shape of a long hammer that you hold. You point out the target with the hammer and the clear, burning hammer flies through the air, spinning, and crashes into the target, creating a small explosion of energy doing 10d10 and stunning the target for 1 round. |
Check Difficulty | Impossible Arcana |
Spell | Fire's Steed |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | next to caster |
Duration | 1d10 hours |
Spell Family | Visual Distortion |
Requirements | Smoke Screen |
Spell Effects | With this manipulation you summon a warhorse that looks to be from the very pits of Xodod. This warhorse bears a mane and tail of fire and appears to be composed of burning coal, but touching it won't harm you or your allies. 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 spell the horse extinguishes into ash. |
Check Difficulty | Normal Arcana |
Spell | Children of Fire |
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Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all allies and self |
Duration | 1d8 rounds |
Spell Family | Visual Distortion |
Requirements | Fever Rising |
Spell Effects | This unique spell creates a single sparkling source of energy no larger than a fist for each member of the party. They appear to be single flames. Each member can choose what effect they want the "child" to do for them. They can choose a defensive boost which will temporarily grant them 1d12 Defense, or they can choose to have the "child" attack. Each "child" can attack for 5d12 damage. There is only one "child" per ally, including yourself. |
Check Difficulty | Hard Arcana |
Spell | Fever Rising |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Visual Distortion |
Requirements | Heat Wave |
Spell Effects | This spell causes the target to experience a terrible fever which inflicts the target with Sickness status effect and hallucinations so that the target must make normal perceive checks to attack. |
Check Difficulty | Hard Arcana |
Top 10 Entries
Ability | False Love |
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Effects | This skill causes targets affected by Seduction in battle to have to make an easy Mental Balance check to not kill themselves during the duration of their seduction. Must have the Seduction skill. |
Ability | Aura of Lust |
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Effects | This ability adds the skill seduction's effect to singing or dancing. Basically it allows you to use Seduction and a singing or dancing skill as one skill. Must have Seduction and at least 1 singing or dancing skill. |
Ability | Soul Moves |
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Effects | This ability adds 10% of your Soul as Vitality damage to the affecting targets of Tap Dance. Must have Weapon Dance. |
Ability | Battle Waltz |
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Effects | This ability allows you to move with your dance, affecting a 3x3 area along your movement path. Must have Tone & Rhythm and the skill Tap Dance. |
Ability | Weapon Dance |
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Effects | This ability adds your weapon attack values to your Tap Dance skill as an attack. Must have Tone & Rhythm and the skill Tap Dance. |
Ability | Seduced Haggle |
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Effects | This ability causes you to always achieve a successful haggling with a seduced target. Must have the Seduction skill |
Ability | Dance Training |
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Effects | This ability causes your dancing skills to cost 50% less power to use. Must have Tone & Rhythm |
Ability | Voice Training |
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Effects | This ability causes your singing skills to cost 50% less Soul to use. Must have Tone & Rhythm |
Ability | Tone & Rhythm |
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Effects | This ability allows you to hold a beat and sing or play instruments. It is a required ability for all entertainer only skills and abilities. |
Skill | Communing with Nature |
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Stat Cost | 8 Soul |
Range | self |
Area | self |
Duration | instant |
Requirements | Child of Ova |
Effects | With this skill you commune with nature for help. You can gain the location of a person or object that is within 100 feet. You will have a dear come and die for you for meat. Anything nature can provide instant help with can be granted here, depending on the GM. |
Success Roll | Nature |