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 | 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. |
Ability | Quick Equip |
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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 |
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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 |
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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 |
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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 |
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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 | 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 |