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
Ability | Reactive Guard |
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Effects | If you are standing within weapon's range of an enemy who is about to target an ally to far from you with a long range attack or spell, you can make an Attack of Opportunity to attack the enemy first, requiring that enemy to have to make a focus check to continue with its attack. Must have Heightened Senses. |
Ability | Damage Absorb |
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Effects | Allows you to absorb 25% of the damage with half of that going off of your Power. The absorbed damage does not affect your Vitality. |
Ability | Absorb Replenish |
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Effects | You can use the damage you absorb to replenish either your Vitality or Soul by that amount. Must have Damage Absorb. |
Ability | Damage Store |
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Effects | You can store the absorbed damage to be used later. This stored damage will disappear when the battle is over. Must have Damage Absorb. |
Ability | Damage Redirect |
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Effects | You can redirect the absorbed and stored damage into your next physical attack, adding that value to your attack value. Must have Damage Store. |
Ability | Self Defense Techniques |
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Effects | This ability increases Immunity, Endure, Defense, Health, and Brace +1. |
Ability | Defensive Stance |
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Effects | This ability allows you to take a defensive stance so that you are always ready to defend against an attack. This ability gives you 1 free defense move that can only be used to defend yourself against an attack with. Must have Self Defense Techniques. |
Ability | Danger Sense |
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Effects | You are more keenly aware to the dangers around you. You have a +1 to Perceive and are allowed and able to make a perceive check before any ambush or trap. |
Ability | Weapon & Shield |
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Effects | You can quickly bring up your shield after your attack, preventing the target from using counter attack. Must have Danger Sense. |
Ability | Counter Attack for Allies |
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Effects | This ability allows you to counter attack for any of your allies should they be attacked. You can only do this once per round and the enemy that attacked your ally must be within weapon range. Must have Counter Attack. |
Top 10 Entries
Spell | Plasma Wave |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | a 4x4 space around the caster |
Duration | instant |
Spell Family | Spark |
Requirements | Rising Plasma |
Spell Effects | You summon forth a wave of molten plasma that comes from within you in all directions. Any target, friend or foe, caught within the wave will receive 5d10 + 5 magic damage and be knocked down, stunned for 1 round, and dazed for the next 2 rounds. |
Check Difficulty | Hard Arcana |
Spell | Rising Plasma |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Spark |
Requirements | Plasma Ignite |
Spell Effects | This spell brings forth molten plasma from under the ground up slowly to cover the battlefield. You and your friends are safely lifted into the air by the currents created by the heat of the plasma. Ground-based enemy targets though are stuck within the burning plasma, receiving 4d10 magic damage and burns. |
Check Difficulty | Normal Arcana |
Spell | Superheated Blade |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d8 rounds |
Spell Family | Pyro Enchantment |
Requirements | Plasma Burning |
Spell Effects | This spell causes the weapon to instantly destroy any cloth armor and cloth or wood shield it hits. It also causes 3x user's Arcana damage. |
Check Difficulty | Hard Arcana |
Spell | Blade of Plasma |
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Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Pyro Enchantment |
Spell Effects | This spell gives your or your ally's weapon the status of plasma. This makes it so that the affected weapon ignores 20% of the target's armor so that 20% of all damage dealt goes straight to Vitality. |
Check Difficulty | Normal Arcana |
Spell | Volcano Eruption |
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Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | a 5x5 area around a spot of your choosing |
Duration | 1d6 rounds |
Spell Family | Spark |
Requirements | Plasma Wave |
Spell Effects | With this spell you summon forth the molten plasma to erupt like a volcano. Any in the area of effect (ally and foe) will receive 3d20 per round. |
Check Difficulty | Hard Arcana |
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 |