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 | Grounding |
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Affinity | stone |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target |
Duration | 1d4 rounds |
Spell Family | Grounding |
Requirements | N/A |
Spell Effects | This spell seals the target in place. This spell makes it so that no knock back, knock down, or any other moving or unbalancing action can affect the target. This causes the target to be immune to knock back and knock down effects. This spell also lowers damage taken by the target by 1/4th. The negative aspect, if used on allies or yourself, is that the target can't move from its location once grounded. |
Check Difficulty | Easy Arcana |
Spell | Dust Devil |
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Affinity | stone |
Stat Cost | 3 Soul |
Spell Cast Speed | 1 |
Range & Area | 1d20 +1 spaces affecting 1 target |
Duration | 1d4 rounds |
Spell Family | Dust Devil |
Requirements | N/A |
Spell Effects | Dust Devil gathers dust, dirt, and other small particles and lifts them into the air. The magic begins to spin them together around a single target of your choosing. For the duration of the spell the dust devil will do 3d4 points of damage each round and blur the target’s vision causing the target to have to make hit chance checks to hit their targets. At the end of the spell’s duration, the dust devil dissipates and the blurred vision ends. |
Check Difficulty | Easy Arcana |
Spell | Solidity |
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Affinity | stone |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target |
Duration | 1d4 rounds |
Spell Family | Solidity |
Requirements | N/A |
Spell Effects | This spell makes the target's armor more solid, increasing its Physical Armor by 1d8 but also giving it a 1 Evade penalty. |
Check Difficulty | Easy Arcana |
Spell | Oaken Skin |
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Affinity | nature |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target |
Duration | 1d4 rounds |
Spell Family | Oaken Skin |
Requirements | N/A |
Spell Effects | This spell makes the skin of the target thick and oak like, giving the target a natural Physical Armor of 1d6 +1. |
Check Difficulty | Easy Arcana |
Spell | Tracker's Mind |
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Affinity | nature |
Stat Cost | 1 Soul |
Spell Cast Speed | 1 |
Range & Area | self |
Duration | 1d10 hours |
Spell Family | Tracker's Mind |
Requirements | N/A |
Spell Effects | This rather simple manipulation invokes an understanding of the earth. With this spell, you are gifted with the ability to discern tracks of all kinds, know what every plant in an area is and if they are safe to eat, and have knowledge of animals and how to deal with them appropriately. This grants you a +1d8 for any such checks, typically Nature. |
Check Difficulty | Easy Arcana |
Spell | Hovel |
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Affinity | stone |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 10 spaces affecting a 6x6 space or 18x18 foot area |
Duration | until spell affect is ended or focus broken |
Spell Family | Grounding |
Requirements | Grounding |
Spell Effects | Hovel creates a living space just about anywhere that there is earth to shape, as long as the earth goes down a ways. There can only be one hovel created by the same mage at a time. The hovel will exist as long as the mage is there to keep up the hovel, until the mage ends the hovel by commanding the earth to fill up, or until the mage leaves the area and thus loosing his influence on the area. Once you leave the range of Hovel (10 spaces) the spell will end. If the mage is attacked the mage must make a focus check or the spell ends. |
Check Difficulty | Normal Arcana check |
Spell | Tremor |
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Affinity | stone |
Stat Cost | 3 Soul |
Spell Cast Speed | 2 |
Range & Area | a 3x3 space area around the caster |
Duration | instant |
Spell Family | Grounding |
Requirements | Grounding |
Spell Effects | This is a well known geomancy spell that causes the ground to shudder violently underneath the feat of everyone in the radius around the user. This forces everyone in the area of effect to make a hard brace check to remain standing. |
Check Difficulty | Normal Arcana |
Spell | Misstep |
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Affinity | stone |
Stat Cost | 3 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target |
Duration | 1d4 +1 rounds |
Spell Family | Grounding |
Requirements | Grounding |
Spell Effects | This spell causes the earth to shift under the target's feet. Every step the target makes, the earth will move the target 2 spaces backwards. |
Check Difficulty | Normal Arcana |
Spell | Unbreaking Balance |
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Affinity | stone |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 ally or self |
Duration | 1d4 rounds |
Spell Family | Grounding |
Requirements | Grounding |
Spell Effects | This spell enforces the target with earth magic. The earth magic pulsates through the target granting the target a +1d8 for Brace and Sure Footing. |
Check Difficulty | Normal Arcana |
Spell | Gravel Pelt |
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Affinity | stone |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target 1d20+1 spaces away |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Dust Devil |
Spell Effects | Gravel Pelt does exactly what the name implies, it pelts the enemy with small stones. The magic launches four stones at the target. The magic pummels these stones into the target doing 2d6+1d4 magical damage and then the stones fall to the ground, as ordinary as any other stone on the side of a road. |
Check Difficulty | Normal Arcana |
Top 10 Entries
Spell | Serenity's Calm |
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Affinity | death |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1d20 spaces affecting 1 target |
Duration | instant |
Spell Family | Fang |
Requirements | Fang |
Spell Effects | When this spell is created the single target is surrounded in serenity. But, suddenly among the calm, the target can feel horrible injuries ripping into the target’s body doing 4d4 magic damage. Serenity releases the target and the damage is done. |
Check Difficulty | Normal Arcana |
Spell | Vampire Strain |
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Affinity | death |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | self |
Duration | 1d4 rounds |
Spell Family | Fang |
Requirements | Fang |
Spell Effects | This manipulation temporarily curses you with a vampiric ability. You grow fangs and your skin becomes pale. Each round you can get into melee range and can bite the person and drain them of life. You are able to do 1d12 damage to the target and the damage taken is used to replenish your Vitality. |
Check Difficulty | Normal Arcana |
Spell | Cold Blade |
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Affinity | death |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1d20 spaces affecting 1 target |
Duration | instant |
Spell Family | Beast's Prey |
Requirements | Beast's Prey |
Spell Effects | Cold Blade creates the feeling of being stabbed with a cold, metal blade in the back. The spell leaves a wound behind causing minor wounds, doing 2d12 damage. Magic deals the damage without anything physical actually being used to make the feeling. |
Check Difficulty | Normal Arcana |
Spell | Aura of Despair |
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Affinity | death |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | a 3x3 space area around the caster |
Duration | 1d6 rounds |
Spell Family | Loss of Self |
Requirements | Loss of Self |
Spell Effects | With the casting of this spell you are surrounded by an aura of the despair that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The despair causes the affected to not be able to add melee, bow, throw, or arcana to their attacks and to need to make mental balance checks each round to not simply give in to the despair and do nothing for that turn. |
Check Difficulty | Normal Arcana |
Spell | Nightmare |
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Affinity | death |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Loss of Self |
Requirements | Loss of Self |
Spell Effects | The magic of Nightmare is made to recreate the nightmare of someone. Each enemy target sees some creature that attacks them doing 2d8 magic damage. The creature is different to each target. When the spell breaks off they all find that what they saw actually did real damage to them. They must then make a normal mental balance check to not give into fear. |
Check Difficulty | Normal Arcana |
Spell | Elemental Death |
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Affinity | death |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1d12 spaces affecting 1 target |
Duration | 1d4 rounds |
Spell Family | Loss of Self |
Requirements | Loss of Self |
Spell Effects | With this spell death magic penetrates the target and shuts the target off from his or her runic soul. The target is effectively unable to cast any spells until the duration is over. The target can prevent this with a hard arcana check. Any spell effects that are on going still continue for their duration. |
Check Difficulty | Normal Arcana |
Spell | Release of the Doomed |
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Affinity | decay |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | all enemy targets |
Duration | until targets free themselves |
Spell Family | Graveyard's Warding |
Requirements | Graveyard's Warding |
Spell Effects | With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make an athletics check to be freed. |
Check Difficulty | Normal Arcana |
Spell | Decay's Warding |
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Affinity | decay |
Stat Cost | 3 Soul |
Spell Cast Speed | 2 |
Range & Area | a 3x3 space area around an area up to 1d20 spaces from caster |
Duration | 1d6 rounds |
Spell Family | Graveyard's Warding |
Requirements | Graveyard's Warding |
Spell Effects | The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their attacks, physical and magical, deal 25% less damage. Their healing spells are also 25% less effective. |
Check Difficulty | Normal Arcana |
Spell | Ghostly Mount |
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Affinity | decay |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | next to caster |
Duration | 1 day |
Spell Family | Deconstruction |
Requirements | Deconstruction |
Spell Effects | This spell brings back an undead horse. The appearance of it is nothing but bones that glows with an eerie purple light and its eyes are replaced with purple flame. The horse is completely loyal and it’s stats are double that of a war horse. |
Check Difficulty | Normal Arcana |
Spell | Ghastly Presence |
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Affinity | decay |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1d20 spaces affecting 1 target |
Duration | instant |
Spell Family | Deconstruction |
Requirements | Deconstruction |
Spell Effects | With the creation of Ghastly Presence, a ghost-like formation appears behind the target. The ghost suddenly starts attacking with spiritual claws at the back of the target doing 5d4 magic damage, and then disappears. |
Check Difficulty | Normal Arcana |