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 | 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 |
Spell | Sun's Assault |
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Affinity | flame |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Fire Streak |
Requirements | Magma Shot |
Spell Effects | This spell unleashes the power of the Sun on a single target. This spell ripples with fire magic as the burning wave of magic moves from the caster to the target. The magic crashes into the target, doing 9d12 damage. |
Check Difficulty | Impossible Arcana |
Spell | Fire's Illusion |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d6 +1 rounds |
Spell Family | Visual Distortion |
Requirements | Heated Touch |
Spell Effects | With this spell you cause a target to think that they are on fire. The target will do whatever it takes to put out the fire. By the second round, the target will have taken off all of its armor and by the end of the spell it will be rolling around on the ground like an idiot, screaming as if its on fire. No real damage is done to the target, unless the target does it to itself. The target can attempt a normal Mental Stability check. |
Check Difficulty | Hard Arcana |
Spell | Heated Touch |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target you touch |
Duration | instant |
Spell Family | Visual Distortion |
Requirements | Heat Control |
Spell Effects | This spell allows you to heal with the comforting touch of your heated hand. You can restore 1d12 Vitality increased by Arcana with each touch. |
Check Difficulty | Normal Arcana |
Spell | Plasma Ignite |
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Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Spark |
Requirements | Spark |
Spell Effects | This spell allows you to ignite your armor or your ally's armor without the burning armor harming the armor wearer. This causes any attacks by wood to be ineffective, and causes any target that melee attacks you or is within 1 space of you, friend or foe, to receive 4d6 magic damage. |
Check Difficulty | Normal Arcana |
Spell | Plasma Shot |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | every target in a straight line from the caster |
Duration | instant |
Spell Family | Fire Streak |
Requirements | Sharp Fire |
Spell Effects | With this spell you shoot out a beam of super heated plasma in a straight line from you at the target. It passes through and affects any target, friend or foe, in that straight line dealing 3d12 + 2d4 magic damage. |
Check Difficulty | Normal Arcana |
Top 10 Entries
Skill | Use Other's as Shield |
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Stat Cost | 1 Soul |
Range | 1d4 |
Area | 1 target |
Duration | instant |
Requirements | N/A |
Effects | If there is someone else that is within 1d4 spaces of you, you can use that person as a shield. That person will take the hit instead. The attacker can make a second hit chance with a penalty of 1d6 check to attack you instead. |
Success Roll | Deception |
Skill | Guard |
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Stat Cost | N/A |
Range | move range |
Area | 1 ally |
Duration | Instant |
Requirements | N/A |
Effects | With this skill you can defend any ally that you can make it to. You take the attack for that ally. You are able to use one defensive skill when you guard. |
Success Roll | React |
Skill | Runic Guard |
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Stat Cost | 2 Soul |
Range | move range |
Area | 1 ally |
Duration | instant |
Requirements | Guard and Runic Defense |
Effects | With this skill you can defend any ally you can reach from a magic attack, using a runic defense skill. |
Success Roll | Arcana -2 |
Skill | Combo Guard |
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Stat Cost | 2 Power |
Range | move range |
Area | 1 ally |
Duration | instant |
Requirements | Guard |
Effects | With this skill you can defend the ally that you can reach from 1d6 attacks, assuming you survive all of the attacks. |
Success Roll | React -5 |
Skill | Use Potion as Defense |
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Stat Cost | N/A |
Range | self |
Area | self |
Duration | instant |
Requirements | N/A |
Effects | This skill allows you to drink a potion as your defensive action. |
Success Roll | Medicine |
Skill | Shield Wall |
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Stat Cost | 3 Power |
Range | self |
Area | self |
Duration | 1d4 rounds |
Requirements | N/A |
Effects | With this skill you make yourself small, trying to hide more behind your shield. This increases your physical armor for that time by 1 and your defense by 1, but only to frontal attacks. |
Success Roll | Defense |
Skill | Armor Tuck |
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Stat Cost | 2 Power |
Range | self |
Area | self |
Duration | 1d4 rounds |
Requirements | Shield Wall |
Effects | With this skill you tuck yourself in a way to close up as many openings as possible. This increases your physical armor by 1 for the duration. |
Success Roll | defense -4 |
Skill | Stand Your Ground |
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Stat Cost | 2 Power |
Range | self |
Area | self |
Duration | 1d4 rounds |
Requirements | N/A |
Effects | This skill doubles your Brace, making it that much harder to be moved or knocked down. |
Success Roll | Defense -2 |
Skill | Brace Others |
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Stat Cost | 2 Power |
Range | move range |
Area | 1 ally |
Duration | instant |
Requirements | Stand Your Ground |
Effects | If an ally is being moved or knocked down, you can use this skill to run behind the ally and brace the ally. This adds your brace to your ally's brace, making it more possible for your ally to remain standing. |
Success Roll | Defense -2 |
Skill | Identify Animal |
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Stat Cost | 2 Soul |
Range | line of sight |
Area | 1 target |
Duration | instant |
Requirements | Animal Talk |
Effects | Allows you to identify what the animal is, its type, and its stats. |
Success Roll | Nature |