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 | Navigation |
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Effects | You are able to navigate effortlessly using landmarks and the stars. This only works outdoors however. |
Ability | Swimming While Armored |
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Effects | This ability grants you a 1 level decrease in athletics challenge to swimming while armorerd. In other words, if the water conditions and armor requires you to make a hard athletics check, you will instead make a normal athletics check. |
Ability | Skill Focus |
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Effects | This ability grants you a +1d4 to your skill success roll checks. |
Ability | Inner Knowledge |
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Effects | This ability gives you a +1 to Arcana, History, Nature, and Religion. Must have Skill Focus. |
Ability | Herbal Knowledge |
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Effects | This ability gives you a +1d6 bonus to your nature check to identify plants and their properties. |
Ability | Potion Administration |
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Effects | This ability adds your Medicine score to the effects of your potions when you use them or administer them to someone. |
Ability | Fast Potion |
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Effects | This ability allows you to use 1 potion freely without using up your support action. You will still use a support action if you use a second potion. Must have Potion Administration. |
Ability | Item Rationing |
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Effects | This ability allows you to use the same potion twice instead of once. This basically gives every potion double its usage. Must have Fast Potion. |
Ability | Alchemical Application |
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Effects | This ability allows you to apply your potions effects to your weapon without spending a support action to do so. Must have Item Rationing. |
Ability | Equip Potion |
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Effects | This ability allows you to equip a potion as a weapon. You can then use this potion as your attack action. You won't have to spend a support action to swap out the potion if it is the same type of potion, but you will for a different type of potion. Must have Fast Potion. |
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 |