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 | Spark |
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Affinity | flame |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Spark |
Requirements | N/A |
Spell Effects | This spell makes it so that anything physically hit, hit with fire, or hit with pyromancy can catch fire and catches it on fire. This causes the the attack to inflict Minor Burns. Any wooden shield or weapon is destroyed. |
Check Difficulty | Easy Arcana |
Spell | Big Bang |
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Affinity | light |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Piercing Light |
Requirements | Star's Nova |
Spell Effects | This spell pumps every enemy target full of light. The target must make an impossible Endure check. If the target fails, the target explodes violently, with the light exploding out of the target, and the target dies. Those that succeed are hit by the exploding target and the exploding light, receiving 7d12 magic damage. If all targets succeed, the light still explodes dealing each 8d12 magic damage, but the targets themselves don't explode. The caster and allies are protected. |
Check Difficulty | Impossible Arcana |
Spell | The End of the Tunnel |
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Affinity | light |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Glow |
Requirements | Solar Flare |
Spell Effects | This spell begins a death countdown on the target. The target has 3 rounds to make a hard Endure check. If the target fails by the third round, the target dies instantly. |
Check Difficulty | Impossible Arcana |
Spell | Star's Nova |
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Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Piercing Light |
Requirements | Star's Vengeance |
Spell Effects | A small star forms in the center of the battlefield and then instantly explodes, dealing 6d10 magic damage to all enemy targets and blinding any that lives for the remainder of the battle. Yourself and your allies are protected. |
Check Difficulty | Hard Arcana |
Spell | Light Storm |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 5 spaces outward affecting a 4x4 space area |
Duration | 1d8 rounds |
Spell Family | Piercing Light |
Requirements | Flash Explosion |
Spell Effects | This spell covers the area of effect with a terrible storm of laser beams. Any target, ally, enemy, or yourself, that is caught in the area of effect during any point of the spell's duration will receive 3d12+2d4 magic damage, for each round the target is caught in the spell's area of effect. |
Check Difficulty | Hard Arcana |
Spell | Mass Light Travel |
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Affinity | light |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | all allies and self |
Duration | instant |
Spell Family | Glow |
Requirements | Light Travel |
Spell Effects | With this spell you and all of your allies can travel to anywhere you have been at the speed of light. |
Check Difficulty | Impossible Arcana |
Spell | Star's Vengeance |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d6 attacks |
Spell Family | Piercing Light |
Requirements | Flash Explosion |
Spell Effects | With this spell you summon the positive source for all light, a star. The star will counter attack for you or an ally of your choosing, for 1d6 attacks. Whenever the protected target is attacked, the star will activate, dealing 2d20 of magic damage to the attacker. |
Check Difficulty | Hard Arcana |
Spell | Light Travel |
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Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self |
Duration | instant |
Spell Family | Glow |
Requirements | Light Jumping |
Spell Effects | This spell allows you to travel to anywhere you have ever been at the speed of light. |
Check Difficulty | Hard Arcana |
Spell | Light Guardian |
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Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all allies and self |
Duration | 1d6 rounds |
Spell Family | Glow |
Requirements | Embracing Light |
Spell Effects | This spell summons a being of pure light for each of your allies and yourself. During the duration of the spell, you can have the light guardian do one of three things: heal you for 4d12 Vitality, guard you blocking 5d10 worth of any kind of damage, or attack a single target doing 5d12 magic damage. |
Check Difficulty | Hard Arcana |
Spell | Flash Explosion |
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Affinity | light |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 6 spaces affecting a 4x4 space area |
Duration | instant |
Spell Family | Piercing Light |
Requirements | Light Arrow |
Spell Effects | This spell causes an explosion of pure light. All enemy targets will suffer blindness for 2d4 rounds. Any target in the area of affect, ally and enemy, will suffer 3d10 +1d4 magic damage. Allies and the caster are protected against the blindness effect of the spell. |
Check Difficulty | Normal Arcana |
Top 10 Entries
Spell | Serenity's Forceful Ways |
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Affinity | decay |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Fang |
Requirements | Executioner's Weapon |
Spell Effects | This special spell calls upon the positive source of death, the Serenity. The mage uses his or her connection to the Serenity to call for assistance. The Serenity sends its power through the mage to cast the spell. When this spell is cast, the single target is surrounded in serenity. But, suddenly, amidst the calm, the target can feel horrible injuries ripping into the targets body. Serenity releases the target and the damage of 4d10 + 2 is done. |
Check Difficulty | Hard Arcana |
Spell | Bitterwood Pandemic |
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Affinity | death |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target 1d12 spaces away |
Duration | 1d20 rounds |
Spell Family | Bio Instability |
Requirements | Plague |
Spell Effects | This terrible spell inflicts its target with a temporary version of the terrible Bitterwood Plague. Bitterwood so got its name because its victims would find parts of themselves rotting and falling away as if the target were a decaying tree. Bitterwood causes the host body to think that it is dead by cutting off any signal that the body is alive, so it quickly enters into a state of decay. It starts small with patches of skin, turning black, fingers and toes turning black and falling off, hair falling out. Luckily for the victim of this spell, it does not go beyond that point. However, the pain from each event and the rigor mortise setting in is incredibly painful. With the rigor mortise, the target's movement slows by 2 each round. The target also experiences 9d4 vitality damage. By round 2 the target looses 1 finger, round 3 1 toe, this changing between finger and toe each round. When the target looses more than 2 toes on one foot, the target must make normal balance checks each round. When the target looses more than 3 fingers on the weapon holding hand, the target must make hard grip checks to keep its weapon. |
Check Difficulty | Hard Arcana |
Spell | Field of Decay |
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Affinity | decay |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 3x3 space area around a spot of your choosing |
Duration | 1d8 rounds |
Spell Family | Deconstruction |
Requirements | Ghastly Presence |
Spell Effects | With this spell the area of your choosing becomes corrupted by decay. Anyone, friend or foe, that find themselves in this field loose 2d20 as a percentage of current Vitality and Power. |
Check Difficulty | Normal Arcana |
Spell | Army's Decay |
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Affinity | decay |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | battlefield |
Duration | until battle is over |
Spell Family | Deconstruction |
Requirements | Ghostly Mount |
Spell Effects | This spell can only work if your party is outnumbered. This spell counts the amount of companions with you, including yourself. Then it seals away all but the same amount of enemies within graves with only enough room to fit the target it captures. That way, the magic sees the combat as fair. For every member of the party there is one target. Every time a free target dies, another is released until all targets of the spell are released. If there becomes more allies than enemies, the magic will take a random ally away as well, to make things even. Each round that the target is sealed in a grave it will lose 20% of its current Vitality, Soul, and Power. |
Check Difficulty | Normal Arcana |
Talent | Strong Spirited |
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Requirements | Cannot have this talent with Strong Willed talent. |
Effects | This talent makes it more difficult for you to be possessed. It does so my giving your character a bonus of 5 points to Spiritual Balance to guard against any effect that would take away the control of your character. |
Handicaps | Prone to Mental Imbalance: Having this talent makes you more easily have fear or suffer mental status effects. You have a penalty of -5 to Mental Balance. |
Talent | Strong Willed |
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Requirements | Cannot have this talent with Strong Spirited talent. |
Effects | This talent makes it more difficult for others to con you, trick you, influence you, charm you, or seduce you in any way. It does so my giving your character a bonus of 5 points to Mental Balance to guard against any effect that would take away the control of your character. |
Handicaps | Prone to Possession: Having this talent makes you more easily possessed. You have a penalty of -5 to Spiritual Balance. |
Spell | Deadman's Shell |
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Affinity | decay |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self |
Duration | 1d6 rounds |
Spell Family | Graveyard's Warding |
Requirements | Decay's Warding |
Spell Effects | This spell changes the flesh of the caster to that of an undead zombie. The caster now has a bonus to physical armor of 5 and has a 25% chance of the physical attack healing the caster instead of harming the caster. |
Check Difficulty | Normal Arcana |
Spell | Rise of the Doomed |
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Affinity | decay |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | all enemy targets |
Duration | until targets free themselves |
Spell Family | Graveyard's Warding |
Requirements | Release of the Doomed |
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 a normal athletics check to be freed. However once the targets free themselves the skeletal hands emerge from the ground as full on skeletons and pin the targets back to the ground. The targets must make a normal athletics check again to be freed once and for all. When the targets get pined by the skeletons the targets receive the caster's Arcana worth of magic damage, which they will receive each round until freed. |
Check Difficulty | Normal Arcana |
Spell | Dispel |
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Affinity | death |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 6 spaces affecting 1 target |
Duration | instant |
Spell Family | Loss of Self |
Requirements | Elemental Death |
Spell Effects | This spell uses the natural death magic of necromancy to burn away at magic like acid. This spell removes enchantments, protections, poisons, and many other active spells. Independently acting spells such as the geomancy spell “Catapult” can be ended prematurely with this spell. This spell can only be cast on a single target. |
Check Difficulty | Normal Arcana |
Spell | Last Cry |
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Affinity | death |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 3x3 space area around the caster |
Duration | instant |
Spell Family | Loss of Self |
Requirements | Nightmare |
Spell Effects | This spell invokes the power of the voice. You open your mouth, letting out a pained but angry scream. All of those in the radius of the spell are affected with fear for 1d3 rounds, even your allies. Fear causes the affected to flee from the user at all costs. |
Check Difficulty | Normal Arcana |