Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Spell Otic Tearing
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
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
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
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
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
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
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
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
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
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 Know Kill Hit
Effects This ability allows your minimum damage that you can cause due to the target's armor or defensive skills to be at least your offensive power.
Ability Blood Lust
Effects This ability causes you to go into berserk status when you are hit with a critical hit for 1 round. For that round you will do double offensive power and you will crit with your attack, but you can't use spells.
Ability Combat Preparedness
Effects This ability allows you to to have prepared a skill or attack at the start of battle that you can use for free on your turn without using one of your actions. This only works for the first round when it is first your turn during battle.
Ability Counter Attack
Effects This ability allows you to make a react check to counter attack when you are attacked, as long as the attacker is in melee range. You get a +1 to React.
Ability Weapon Mastery
Effects This ability grants you mastery over the weapon type that you have proficiency with. With this mastery you automatically get a free hit with your weapon. Also you won't drop your weapon. You must first have weapon proficiency for the weapon type you want weapon mastery of.
Ability Combat Enhancement
Effects This ability allows you to spend Power into your attacks, allowing you to increase your damage at a rate of 1 damage per 2 power. You must have Combat Endurance to get this ability.
Ability Tactical Strategy
Effects This ability allows you to set aside an attack, skill, or spell to be used at just the right time. With this ability you can set aside a move, be it an attack or a skill use; and target  an enemy to use this move on right before that enemy makes a move that you declared you wanted to intercept. You must have Combat Preparedness to have this ability.
Ability Draining Hit
Effects This ability causes half of the vitality damage you do to your target to be used to heal your Vitality. You must have Weapon Mastery to get this ability.
Ability Special Weapon Damage
Effects This ability caused you to inflict special weapon damage (wounds, daze, etc) whenever you land a critical hit. You must have Weapon Mastery to have this ability.
Ability Combo Attack
Effects This ability allows you to sacrifice your turn to instead attack in tandem with your ally when your ally attacks. You can't have attacked yet because this takes away your attack. You must be targeting the same target and able to attack the same target from where you are at. You must have Weapon Mastery to get this ability.