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 | Otic Tearing |
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Affinity | sound |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target that is 1d20 spaces away |
Duration | instant |
Spell Family | Tinnitus |
Requirements | Tinnitus |
Spell Effects | This spell sends a powerful sound pitch into the ears of the target where it tears and pulls from within. This causes the target deafness for 1d3 rounds, unable to do any spell that requires more than 2 casting speed for 1d3 rounds, and deals the target 2d12 magic damage. |
Check Difficulty | Normal Arcana |
Spell | Siren's Soothing Tones |
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Affinity | sound |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | a 4x4 space area around the caster |
Duration | instant |
Spell Family | Tinnitus |
Requirements | Tinnitus |
Spell Effects | With this spell you call upon the positive aspect of sound, the Siren. The mythical Siren appears and sings a soothing song. Any target in the spell's area of affect, ally and enemy, have any enraging status effect removed and recover 4d6 Power. |
Check Difficulty | Normal Arcana |
Spell | Sonic Shot |
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Affinity | sound |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | straight line from caster affecting all in the line |
Duration | instant |
Spell Family | Tinnitus |
Requirements | Tinnitus |
Spell Effects | This spell concentrates sound into a tight orb which it then sends in a straight line from the caster in the direction you are facing. Any target, ally and enemy, in the shot's path is dealt 4d6 magic damage. |
Check Difficulty | Normal Arcana |
Spell | Bio Instability |
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Affinity | death |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1d12 spaces affecting 1 target |
Duration | 1d4 rounds |
Spell Family | Bio Instability |
Requirements | N/A |
Spell Effects | This spell causes the target to feel sick. Inside the target’s body, the organs act strangely and irregularly, causing slight pains, nausea, and other symptoms. It mimics food poisoning. The target's move rate is cut in half. |
Check Difficulty | Easy Arcana |
Spell | Fang |
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Affinity | death |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Fang |
Requirements | N/A |
Spell Effects | This spell sends out two fangs at the target. You create these fangs out of death magic and they, together, do 2d6 magic damage to a single target. |
Check Difficulty | Easy Arcana |
Spell | Beast's Prey |
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Affinity | death |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target |
Duration | 1d4 rounds |
Spell Family | Beast's Prey |
Requirements | N/A |
Spell Effects | This spell creates a defensive aura around the target of your choice. Whenever this target is attacked in melee, 1d12 magic damage is done to the target. |
Check Difficulty | Easy Arcana |
Spell | Loss of Self |
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Affinity | death |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1d12 spaces affecting 1 target |
Duration | 1d6 rounds |
Spell Family | Loss of Self |
Requirements | N/A |
Spell Effects | This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25% until the spell wears off. |
Check Difficulty | Easy Arcana |
Spell | Graveyard's Warding |
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Affinity | decay |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | a 3x3 space area around an area up to 1d20 spaces from caster |
Duration | 1d6 rounds |
Spell Family | Graveyard's Warding |
Requirements | N/A |
Spell Effects | The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their melee, bow, and throw power is weakened greatly, giving a penalty to the melee, bow, and throw power of all targets, friend or foe, caught within the affected area. The penalty is -1d12. |
Check Difficulty | Easy Arcana |
Spell | Deconstruction |
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Affinity | decay |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 8 spaces affecting 1 target |
Duration | instant |
Spell Family | Deconstruction |
Requirements | N/A |
Spell Effects | This spell is made to destroy obstacles. A dark mist hovers over the target eating away at their structure. It decreases 20% of the structure's "health" each casting, making it easier and easier to break. When the spell’s duration runs out, it evaporates into the air. |
Check Difficulty | Easy Arcana |
Spell | Night Shade |
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Affinity | death |
Stat Cost | 3 Soul |
Spell Cast Speed | 2 |
Range & Area | 1d12 spaces affecting 1 target |
Duration | 1d20 rounds |
Spell Family | Bio Instability |
Requirements | Bio Instability |
Spell Effects | This spell does not seem to have a visual element at all. The magic is directly infused into the blood stream of the target, causing instant poison. This causes the target to lose 1d6 Vitality per round. The poison effect is not stackable. |
Check Difficulty | Normal Arcana |
Top 10 Entries
Ability | Dogma |
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Effects | With this ability any one that targets you must make an easy mental balance check or they will instead attack themselves. |
Ability | Unholy Ground |
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Effects | You exude so much darkness that the ground around you becomes cursed ground. Anyone in a 3x3 space area around you has any attacks done by a lawful or good aligned target reduced by your Charisma as a percentage, as long as they are of a neutral, evil, or chaotic alignment. Anyone in the area that is of a good or lawful alignment will have a strong desire to leave the area and must make a normal Endure check to not do so. Must have a chaotic or evil alignment. Must have Cursed Aura. |
Ability | Cursed Aura |
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Effects | You have an aura that makes you seem cursed and dark as if you are one with demons. Anyone within a 2x2 space of you must make normal mental balance checks or be inflicted with depression. Must have an alignment that is either chaotic or evil. Must have Shuddering Aura. |
Ability | Shuddering Aura |
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Effects | You have a dark aura that makes everyone more fearful of you. Others are less likely to attack you out of this fear, needing to make a mental balance check to do so. Must have an alignment that is at least chaotic or evil. |
Ability | Holy Ground |
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Effects | You exude so much holiness that the ground around you becomes sanctified ground. Anyone in a 3x3 space area around you has any attacks done by a chaotic or evil aligned target reduced by your Charisma as a percentage, as long as they are of a neutral, good, or lawful alignment. Anyone in the area that is of a chaotic or evil alignment will have a strong desire to leave the area and must make a normal Endure check to not do so. Must have a good or lawful alignment. Must have Blessed Aura. |
Ability | Blessed Aura |
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Effects | You have an aura that makes you seem blessed by the gods. Anyone within a 2x2 space of you is unable to be affected by any kind of depression or rage. Must have an alignment that is either good or lawful. Must have Benevolent Aura. |
Ability | Benevolent Aura |
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Effects | You have a benevolent aura that makes everyone more honest and trusting of you. Others are less likely to attack you, needed to make a mental balance check to do so. Must have an alignment that is at least good or lawful. |
Ability | Detect Lies |
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Effects | With this ability you can make a normal perceive check to know if someone is lying. The normal level of difficulty is the typical difficulty here, however if the person as skills or abilities to help mask this, the difficulty could be greater, whereas if the person is easy to read it could be lower. Must have Sense Emotion |
Ability | Sense Alignment |
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Effects | With this ability you can sense the alignment of the target by making a perceive check, with the level of check depending upon the situation. As long as you can see the target and/or hear the target you can do this, however distance can increase the level of difficulty for this check. Must have Sense Emotion |
Ability | Sense Emotion |
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Effects | With this ability you can sense the emotion of the target by making a perceive check, with the level of check depending upon the situation. As long as you can see the target and/or hear the target you can do this, however distance can increase the level of difficulty for this check. |