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
Skill | Mana Shield |
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Stat Cost | 8 Soul |
Range | self |
Area | self |
Duration | 1d10 +1 rounds |
Requirements | Mana Weapon |
Effects | Empowers your shield with your runic energy. This increases your shields defense and block stats by your Arcane + 1d4. It also grants you a 20% chance to be immune to attacks from those of an element you are strong against. If you have no shield this grants you a buckler size shield of pure magic with the Arcana bonus being the Block and Defense values of the shield. |
Success Roll | Arcana -5 |
Skill | Mana Armor |
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Stat Cost | 8 Soul |
Range | self |
Area | self |
Duration | 1d10 +1 rounds |
Requirements | Mana Shield |
Effects | This increases your Magical Armor by your Arcana + 1d8. You become immune to magic attacks of your element. |
Success Roll | Arcana -6 |
Skill | Learn Curse |
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Stat Cost | N/A |
Range | 1 object near you |
Area | 1 object near you |
Duration | instant |
Requirements | N/A |
Effects | This skill allows you to learn the curse that is on a cursed object, so that you can use the curse yourself to curse objects. |
Success Roll | Insight -4 |
Skill | Hexing |
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Stat Cost | 3 Soul |
Range | 1 object in hands |
Area | 1 object in hands |
Duration | instant |
Requirements | Learn Curse |
Effects | This skill allows you to place a known curse on an object. The curse will remain always on the object. |
Success Roll | Arcana -2 |
Skill | Remove Curse |
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Stat Cost | 4 Soul |
Range | 1 object in hands |
Area | 1 object in hands |
Duration | instant |
Requirements | Hexing |
Effects | This skill allows you to break the curse from a cursed object. Unfortunately you do have to endure the curse for 1d4 hours. |
Success Roll | Arcana |
Skill | Divination |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | instant |
Requirements | N/A |
Effects | This skill allows you to use a spiritual pendulum or dowsing rods to get simple answers and find objects or people. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. |
Success Roll | Insight |
Skill | Occult Guidance |
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Stat Cost | 1 Soul |
Range | self |
Area | self |
Duration | instant |
Requirements | Divination |
Effects | This skill allows you to use tarot cards for answers to questions. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. Tarot cards can also have a chance to summon an agent of the deity tied to that deck of cards or to you, with the results of that summon completely depending upon the deity and the GM. If used in battle with a magic spell, the card pulled may or may not cause an effect, again up to the GM and the situation. |
Success Roll | Insight -2 |
Skill | Occult Aid |
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Stat Cost | 4 Soul |
Range | self or 1 ally |
Area | self or 1 ally |
Duration | 1d4 hours |
Requirements | Occult Guidance |
Effects | This skill grants you aide from your runic soul to assist with stat checks. You or your ally get a 1d6 to roll with any check during the duration of this skill's effect. |
Success Roll | Insight -3 |
Skill | Occult Empowerment |
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Stat Cost | 4 Soul |
Range | self or 1 ally |
Area | self or 1 ally |
Duration | 1d6 rounds |
Requirements | Occult Aid |
Effects | Your guardian spirit assists you or your ally with spell casting, increasing the spell's effects. Any damaging, healing, buffing, or debuffing effect that has a numerical or dice value is increased by an extra 1d10. |
Success Roll | Insight -5 |
Skill | Enchanting |
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Stat Cost | 1 + spell cost |
Range | self or 1 ally |
Area | self or 1 ally |
Duration | 1d6 rounds |
Requirements | Casting Strike |
Effects | This skill allows you to take a spell you know and apply its effects to your weapon or your ally's weapon. You are basically adding the damage roll of the spell to the weapon. |
Success Roll | Arcana -2 |