Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Ability Self Defense Techniques
Effects This ability increases Immunity, Endure, Defense, Health, and Brace +1.
Ability Defensive Stance
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
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
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
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.
Ability Quick Equip
Effects Ability to change multiple pieces of equipment with just one support action, instead of one support action per piece of equipment. This includes swapping out arrow types.
Ability Free Reload
Effects You can grab a new arrow or reload your crossbow without an action cost. This can be done once per turn. Must have Tactical Strategy.
Ability Inflict Wounds
Effects Your arrow shot will inflict wounds with a critical hit. Wounds causes 1d4 bleeding damage for 1d10 rounds or until bandaged. Must have Know Kill Hit.
Ability Half Distance
Effects You can use your bow and arrow at half the minimum distance, however, you will not be able to add your bow power to the attack. Must have Projectile Proficiency.
Ability Point Blank
Effects You are able to use your bow & arrow at point blank distance, ie, 1 space or right next to the target. You cannot use your bow power and you cannot crit. Must have Half Distance.

Top 10 Entries

Spell Grounding
Affinity stone
Stat Cost 2 Soul
Spell Cast Speed 1
Range & Area 1 target
Duration 1d4 rounds
Spell Family Grounding
Requirements N/A
Spell Effects This spell seals the target in place. This spell makes it so that no knock back, knock down, or any other moving or unbalancing action can affect the target. This causes the target to be immune to knock back and knock down effects. This spell also lowers damage taken by the target by 1/4th. The negative aspect, if used on allies or yourself, is that the target can't move from its location once grounded.
Check Difficulty Easy Arcana
Spell Dust Devil
Affinity stone
Stat Cost 3 Soul
Spell Cast Speed 1
Range & Area 1d20 +1 spaces affecting 1 target
Duration 1d4 rounds
Spell Family Dust Devil
Requirements N/A
Spell Effects Dust Devil gathers dust, dirt, and other small particles and lifts them into the air. The magic begins to spin them together around a single target of your choosing. For the duration of the spell the dust devil will do 3d4 points of damage each round and blur the target’s vision causing the target to have to make hit chance checks to hit their targets. At the end of the spell’s duration, the dust devil dissipates and the blurred vision ends.
Check Difficulty Easy Arcana
Spell Solidity
Affinity stone
Stat Cost 2 Soul
Spell Cast Speed 1
Range & Area 1 target
Duration 1d4 rounds
Spell Family Solidity
Requirements N/A
Spell Effects This spell makes the target's armor more solid, increasing its Physical Armor by 1d8 but also giving it a 1 Evade penalty.
Check Difficulty Easy Arcana
Spell Oaken Skin
Affinity nature
Stat Cost 2 Soul
Spell Cast Speed 1
Range & Area 1 target
Duration 1d4 rounds
Spell Family Oaken Skin
Requirements N/A
Spell Effects This spell makes the skin of the target thick and oak like, giving the target a natural Physical Armor of 1d6 +1.
Check Difficulty Easy Arcana
Spell Tracker's Mind
Affinity nature
Stat Cost 1 Soul
Spell Cast Speed 1
Range & Area self
Duration 1d10 hours
Spell Family Tracker's Mind
Requirements N/A
Spell Effects This rather simple manipulation invokes an understanding of the earth. With this spell, you are gifted with the ability to discern tracks of all kinds, know what every plant in an area is and if they are safe to eat, and have knowledge of animals and how to deal with them appropriately. This grants you a +1d8 for any such checks, typically Nature.
Check Difficulty Easy Arcana
Spell Hovel
Affinity stone
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 10 spaces affecting a 6x6 space or 18x18 foot area
Duration until spell affect is ended or focus broken
Spell Family Grounding
Requirements Grounding
Spell Effects Hovel creates a living space just about anywhere that there is earth to shape, as long as the earth goes down a ways. There can only be one hovel created by the same mage at a time. The hovel will exist as long as the mage is there to keep up the hovel, until the mage ends the hovel by commanding the earth to fill up, or until the mage leaves the area and thus loosing his influence on the area. Once you leave the range of Hovel (10 spaces) the spell will end. If the mage is attacked the mage must make a focus check or the spell ends.
Check Difficulty Normal Arcana check
Spell Tremor
Affinity stone
Stat Cost 3 Soul
Spell Cast Speed 2
Range & Area a 3x3 space area around the caster
Duration instant
Spell Family Grounding
Requirements Grounding
Spell Effects This is a well known geomancy spell that causes the ground to shudder violently underneath the feat of everyone in the radius around the user. This forces everyone in the area of effect to make a hard brace check to remain standing.
Check Difficulty Normal Arcana
Spell Misstep
Affinity stone
Stat Cost 3 Soul
Spell Cast Speed 2
Range & Area 1 target
Duration 1d4 +1 rounds
Spell Family Grounding
Requirements Grounding
Spell Effects This spell causes the earth to shift under the target's feet. Every step the target makes, the earth will move the target 2 spaces backwards.
Check Difficulty Normal Arcana
Spell Unbreaking Balance
Affinity stone
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1 ally or self
Duration 1d4 rounds
Spell Family Grounding
Requirements Grounding
Spell Effects This spell enforces the target with earth magic. The earth magic pulsates through the target granting the target a +1d8 for Brace and Sure Footing.
Check Difficulty Normal Arcana
Spell Gravel Pelt
Affinity stone
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1 target 1d20+1 spaces away
Duration instant
Spell Family Dust Devil
Requirements Dust Devil
Spell Effects Gravel Pelt does exactly what the name implies, it pelts the enemy with small stones. The magic launches four stones at the target. The magic pummels these stones into the target doing 2d6+1d4 magical damage and then the stones fall to the ground, as ordinary as any other stone on the side of a road.
Check Difficulty Normal Arcana