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 | Magic Proficiency |
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Effects | Increases your spell healing or damaging value by 1d4. |
Ability | Spell Necessity |
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Effects | This allows you to cast a spell even if you do not have enough Soul to do so. It will take what is lefft from Power, and the from Vitality. Must have Magic Proficiency. |
Ability | Child of Magic |
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Effects | This ability allows you to roll 2 d20 when trying to cast a spell or make an arcane check, allowing you to choose the higher of the 2. Must have Spell Necessity. |
Ability | Elemental Blood |
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Effects | This ability causes your Soul to regenerate by 1d4 per round or 1d12 per hour. Must have Child of Magic. |
Ability | Magic Grace |
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Effects | This ability causes spells that affect everyone in an area to not harm allies or benefit enemies. Must have Elemental Blood. |
Ability | Rune Stone Theory |
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Effects | This ability allows you to create and use rune stones. |
Ability | Magic Theory |
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Effects | This increases the effects of spell status effects by 10% and their duration by 1 round. |
Ability | Magic Ink |
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Effects | This ability allows you to write spell scrolls. Must have Magic Theory. |
Ability | Rune Tattooing |
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Effects | This ability allows you to create tattoos that increase healing and damaging power of spells by 1d10.You can also create tattoos of spells, allowing you to cast that spell with half Soul cost and one less Runic Casting Speed, but never less than 1. Must have Magic Ink. |
Ability | Empathic Mage |
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Effects | This skill allows for your emotions to fuel your spell effect. If you attack an enemy with a spell and are filled with anger, the spell damage will be increased by x 1.5 for that attack. If your character has opposite feelings, such as happiness when casting an offensive spell, the attack simply won't do any damage. The same is true for healing spells, if you have any anger towards the target you may do the reverse of healing, for example. You must have the Empathy talent for this skill. |
Top 10 Entries
Spell | Grounding |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |