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
Spell | Nature's Wrath |
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Affinity | nature |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Oaken Skin |
Requirements | Ova's Trap |
Spell Effects | With the casting of this spell nature itself is enraged. Every plant, root, or other flora in the environment attacks every enemy target. Even if the only thing natural in the area is the very dust in the room it too attacks every enemy target. Nature attacks all at once, dealing 2d20 + 2d6 magic damage. |
Check Difficulty | Hard Arcana |
Spell | Skin of Thorns |
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Affinity | nature |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | self or any 1 ally |
Duration | 1d8 rounds |
Spell Family | Oaken Skin |
Requirements | Whip of Thorns |
Spell Effects | This spell coats its benefactor with a protective barrier of thorns. You cannot harm yourself with these thorns, however, anyone who melee attacks you will receive 4 x the caster's Arcana as damage. This coat of thorns, while it acts as an armor or protective spell, also counts as a weapon. This means you can apply spell effects such as Deadly Sap or Pyro Enchantment to it for greater effect. |
Check Difficulty | Hard Arcana |
Spell | Awaken Dryad |
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Affinity | nature |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | next to caster |
Duration | 1d6 rounds |
Spell Family | Oaken Skin |
Requirements | Deadly Sap |
Spell Effects | With this spell you awaken a spirit of the forest, a dryad. The dryad will stick to your side for the spell's duration, doubling your Soul while restoring 1d12 Vitality per round to you. |
Check Difficulty | Hard Arcana |
Spell | Rain of Thorns |
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Affinity | nature |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | entire battlefield |
Duration | instant |
Spell Family | Oaken Skin |
Requirements | Deadly Sap |
Spell Effects | With this spell you shoot up a massive amount of thorns that fall back down upon the battlefield. Only the caster is unaffected. Everyone must make hard evade checks to not get hit by the spell, but the allies of the caster get the caster's arcana as a bonus, while the enemies get the caster's arcana as a penalty. Anyone who is hit is dealt 6d6 + 2d4 magic damage. |
Check Difficulty | Hard Arcana |
Spell | Crevasse's Secret |
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Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | all enemy targets |
Duration | 1d6 rounds |
Spell Family | Solidity |
Requirements | Stone Skin |
Spell Effects | With this spell you open a hole in the earth underneath you which you float over. From within the deep hole a powerful magic erupts in the form of a scream. For the duration of the spell the whole world seems to be falling apart as a demonic scream ripples across the battlefield. Every enemy target takes 4d8 magic damage each round during the duration of the spell from the scream. You and your allies are protected from the scream. When the spell ends, the scream ends and the hole closes up with you standing on solid earth. You can still cast spells and use projectile weapons during this spell's duration, but you cannot move. Only fliers or ranged attacks and spells can reach you. |
Check Difficulty | Hard Arcana |
Spell | Guardian Form |
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Affinity | stone |
Stat Cost | 7 Soul |
Spell Cast Speed | 4 |
Range & Area | self or any 1 ally |
Duration | 1d6 rounds |
Spell Family | Solidity |
Requirements | Stone Skin |
Spell Effects | With this manipulation, you rip up the soil from the ground and surround yourself or your ally in it until you appear to be a monster of earth. The affected is given an extra 1d20 + 1d12 Physical Armor and 1d12 Magical Armor. The affected can attack with a heavy earthen fist that punches the target doing affected's strength + arcana points of physical damage, having a punch range of 2 spaces. As soon as the duration is over, the dirt falls away, leaving the affected as he or she was before the spell started. |
Check Difficulty | Hard Arcana |
Spell | Unnatural Strength |
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Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | self or any 1 ally |
Duration | 1d8 rounds |
Spell Family | Solidity |
Requirements | Sculpted Mount |
Spell Effects | When this spell is created, the spell sparks a reaction in the body of the target that allows them to reach new levels in strength on their own. It increases the target’s strength by x 2 which affects all strength based stats. |
Check Difficulty | Hard Arcana |
Spell | Ancient Sentries |
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Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | next to caster, can be assigned to any target per sentry |
Duration | until destroyed |
Spell Family | Solidity |
Requirements | Sculpted Mount |
Spell Effects | With this manipulation, you summon two old statues holding staff weapons around you. You chooses two targets, one for each sentry. Every round they are active, each statue attacks the target they were designated to attack. Those who get attacked by the sentry must attack the sentry back. Each sentry has 1d% Vitality and takes only 25% physical damage but 100% magical damage. After the duration is reached, the sentries crumble. They have a battlefield movement rate of 20 and have 1 attack action and 1 move action. Their physical damage for each attack is 4 x Arcana, and has a range of 1 space. |
Check Difficulty | Hard Arcana |
Spell | Land Slide |
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Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | a cone starting at 1x1 space expanding by 1 space on each side every space in distance for the length of the battlefield affecting all in the cone |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Catapult |
Spell Effects | This spell summons a land slide of rock, gravel, and loose dirt that come forth from right in front of the caster spreading in a cone fashion in the direction the caster is facing. Any land based creature in the cone's direction at or below the caster's elevation will be affected. They will have to make an impossible Brace check or be swept up and made part of the land slide. Each target affected will receive 8d4 magic damage. The spell continues to the edge of the battlefield, so anyone caught up in the landslide will be taken out of the battle and will have to re-enter the battle at the bottom of the initiative list after the round is complete. |
Check Difficulty | Hard Arcana |
Spell | Mountain's Summit |
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Affinity | stone |
Stat Cost | 8 soul |
Spell Cast Speed | 4 |
Range & Area | a 6x6 space around the caster |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Mountain's Base |
Spell Effects | When you unleash the power of this spell, you recreate a mountaintop exploding out from your own body. Large boulders are thrown from your body and dust and debris fly across the area. Everyone in the affected area, ally and enemy, must make a hard evade check to find out if they receive damage. The person casting this spell is unaffected. Everyone except you will roll a 1d20. If someone rolls a 1-5, they will receive 6d6 damage. If someone rolls a 6-13, they will receive 6d4 damage. If someone rolls a 14-20, they will not receive any damage. |
Check Difficulty | Hard Arcana |