Projects: A-Z Index

L

Name Lorem ipsum dolor
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
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
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
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
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
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
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
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
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
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
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 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.