Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Ability Mix Potions
Effects With this potion you can mix two similar kinds of potions to get a potion that does both. For example you could mix a potion that heals vitality and a potion that restores soul to get a potion that does both. Then you could use that single new potion as a single potion and thus a single action. Must have Potion Administration.
Ability Evasive Protection
Effects With this ability you cannot wear anything that give you Physical Armor. Instead, your Speed stat will count as your armor stat. If the damage is not greater than your Speed stat you will not get hit. Must have Ninja Reflexes.
Familiar Hawk
Type Fowl
Vitality
Vitality Gen Dice Save
20 1d6 0
Soul
Soul Gen Dice Save
15 1d4 0
Power
Power Gen Dice Save
30 1d8 0
Armor
Physical Armor Magical Armor Defense
16 12 2
Hit Chance 6
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
12 0 0 0 0 0 0 0
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
13 1 1 1 1 2 1 1
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
12 5 0 0 0 0 1d6
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
8 48 -1 1 -1 -1 1d4
Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
16 2 1 1d10 + 2 1 3 1d10
Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
10 0 0 0 0 0 0 0
Special Skills or Attacks
  • Fly: 2 X Move 
  • Dive Bomb: + 1d6 to attack 
  • Blinding Attack: +1d4 to attack but- 2 from total, blinds enemy (defense check) 1d6 rounds
Character Benefits
  • +3 to Luck to receive food, -1 to Luck to receive treasure per day
  • +2 to Perceive
Cost 90.00
Level Increases Starts at level 1. Every level increase allows the animal to increase its traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also gets its gen dice for vitality, power, and soul.
Familiar Black Fox
Type Small Mammal
Vitality
Vitality Gen Dice Save
20 1d6 0
Soul
Soul Gen Dice Save
10 1d4 0
Power
Power Gen Dice Save
20 1d8 0
Armor
Physical Armor Magical Armor Defense
10 10 2
Hit Chance 4
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
12 1 0 1 1 0 2 1
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
15 1 1 1 1 2 1 1
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
10 5 0 0 0 0 1d6
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
10 60 0 2 1 0 1d6
Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
12 2 1 1d8 + 1 5 2 1d6
Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
10 0 0 0 2 0 1 0
Special Skills or Attacks
  • Bite: +1d4 to attack, has 10% chance to kill target 
  • Claw Slash: +1d6 to attack
  • Hide: requires Perceive to find
Character Benefits
  • +3 to Perceive
  • Can send out to hunt using your luck score to bring back prey once a day
  • 35% chance will counter attack for you if you are attacked
Cost 110.00
Level Increases Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
Familiar Silver Ferret
Type rodent
Vitality
Vitality Gen Dice Save
15 1d6 0
Soul
Soul Gen Dice Save
8 1d4 0
Power
Power Gen Dice Save
12 1d4 0
Armor
Physical Armor Magical Armor Defense
8 10 0
Hit Chance 2
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
8 -1 -1 -1 -1 -1 2 -1
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
10 0 1 0 0 0 0 0
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
8 5 1 -1 -1 -1 1d4
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
6 36 -1 1 -1 -1 0
Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
15 5 3 1d10 + 2 3 2 1d8
Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
10 0 0 0 1 0 2 1
Special Skills or Attacks
  • Rabid Bite: target must make immunity check against 1d4 poison for 1d6 rounds
  • Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
  • Hide: must make perceive check to find
Character Benefits
  • Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
  • Retreive: can retrieve any item weighing 10 pounds or less thats in sight
Cost 60.00
Level Increases Starts at level 1. Every level increase allows you to increase traits. You can roll 2d12 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
Talent Aquired Immunity
Requirements N/A
Effects After becoming poisoned, sick, plagued, diseased, or any other health effecting status ailment, except burns and other such physical problems, the character can develop an immunity to the status ailment. When affected make a Health check. If you pass after you are infected, then your character will develop an immunity to that particular infliction, no longer being able to be inflicted by the same infliction. This must be done for every new infliction of any new health effecting status ailment, including beneficial ones, and happens despite player or character will. This is a permanent effect.
Handicaps You are more likely to get affected in the first place, -4 to Immunity
Talent Heartier and Healthier
Requirements N/A
Effects This talent increased your Vitality by +1d4 which is rolled at each level gain as well as during character creation.
Handicaps Lack of mental strength, you must roll a 1d4 for Soul as well during character creation and at each level, decreasing Soul by that amount.
Talent Very Perceptive
Requirements You must not have any condition affecting sight or hearing
Effects +2 to Perceive and can reroll once any failed perceive check.
Handicaps Parinoid: you are parinoid so you must make perceive checks all the time.
Talent Human Ingenuity
Requirements You must be human
Effects Get a +1d4 to any stat check or skill or spell roll.
Handicaps Pacifist, you cannot do critical damages
Talent Luckier than most
Requirements N/A
Effects +2 to Luck and a free reroll on any failed check.
Handicaps Easily intoxicated: You cannot make immunity or health checks against intoxication and each drink has a 50% chance of causing intoxication.

Top 10 Entries

Spell Serenity's Calm
Affinity death
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1d20 spaces affecting 1 target
Duration instant
Spell Family Fang
Requirements Fang
Spell Effects When this spell is created the single target is surrounded in serenity. But, suddenly among the calm, the target can feel horrible injuries ripping into the target’s body doing 4d4 magic damage. Serenity releases the target and the damage is done.
Check Difficulty Normal Arcana
Spell Vampire Strain
Affinity death
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area self
Duration 1d4 rounds
Spell Family Fang
Requirements Fang
Spell Effects This manipulation temporarily curses you with a vampiric ability. You grow fangs and your skin becomes pale. Each round you can get into melee range and can bite the person and drain them of life. You are able to do 1d12 damage to the target and the damage taken is used to replenish your Vitality.
Check Difficulty Normal Arcana
Spell Cold Blade
Affinity death
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1d20 spaces affecting 1 target
Duration instant
Spell Family Beast's Prey
Requirements Beast's Prey
Spell Effects Cold Blade creates the feeling of being stabbed with a cold, metal blade in the back. The spell leaves a wound behind causing minor wounds, doing 2d12 damage. Magic deals the damage without anything physical actually being used to make the feeling.
Check Difficulty Normal Arcana
Spell Aura of Despair
Affinity death
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area a 3x3 space area around the caster
Duration 1d6 rounds
Spell Family Loss of Self
Requirements Loss of Self
Spell Effects With the casting of this spell you are surrounded by an aura of the despair that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The despair causes the affected to not be able to add melee, bow, throw, or arcana to their attacks and to need to make mental balance checks each round to not simply give in to the despair and do nothing for that turn.
Check Difficulty Normal Arcana
Spell Nightmare
Affinity death
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area all enemy targets
Duration instant
Spell Family Loss of Self
Requirements Loss of Self
Spell Effects The magic of Nightmare is made to recreate the nightmare of someone. Each enemy target sees some creature that attacks them doing 2d8 magic damage. The creature is different to each target. When the spell breaks off they all find that what they saw actually did real damage to them. They must then make a normal mental balance check to not give into fear.
Check Difficulty Normal Arcana
Spell Elemental Death
Affinity death
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1d12 spaces affecting 1 target
Duration 1d4 rounds
Spell Family Loss of Self
Requirements Loss of Self
Spell Effects With this spell death magic penetrates the target and shuts the target off from his or her runic soul. The target is effectively unable to cast any spells until the duration is over. The target can prevent this with a hard arcana check. Any spell effects that are on going still continue for their duration.
Check Difficulty Normal Arcana
Spell Release of the Doomed
Affinity decay
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area all enemy targets
Duration until targets free themselves
Spell Family Graveyard's Warding
Requirements Graveyard's Warding
Spell Effects With the casting of this spell skeletal hands reach up from the ground and grab the legs of any enemy targets. Effected targets must make an athletics check to be freed.
Check Difficulty Normal Arcana
Spell Decay's Warding
Affinity decay
Stat Cost 3 Soul
Spell Cast Speed 2
Range & Area a 3x3 space area around an area up to 1d20 spaces from caster
Duration 1d6 rounds
Spell Family Graveyard's Warding
Requirements Graveyard's Warding
Spell Effects The use of this manipulation produces a faint, pale glow about the area. Those within the area find that their attacks, physical and magical, deal 25% less damage. Their healing spells are also 25% less effective.
Check Difficulty Normal Arcana
Spell Ghostly Mount
Affinity decay
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area next to caster
Duration 1 day
Spell Family Deconstruction
Requirements Deconstruction
Spell Effects This spell brings back an undead horse. The appearance of it is nothing but bones that glows with an eerie purple light and its eyes are replaced with purple flame. The horse is completely loyal and it’s stats are double that of a war horse.
Check Difficulty Normal Arcana
Spell Ghastly Presence
Affinity decay
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area 1d20 spaces affecting 1 target
Duration instant
Spell Family Deconstruction
Requirements Deconstruction
Spell Effects With the creation of Ghastly Presence, a ghost-like formation appears behind the target. The ghost suddenly starts attacking with spiritual claws at the back of the target doing 5d4 magic damage, and then disappears.
Check Difficulty Normal Arcana