Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Talent Elemental Breaking Wizard
Requirements You must be a runic mage
Effects You can learn one spell per level out side of your runic element, from any element except your opossing element.
Handicaps Feeble: Reduce any melee damages you deal by 1d6.
Talent Faster than Normal
Requirements N/A
Effects +2 to Speed, +1 to all Speed traits.
Handicaps Clumsy, have to make Brace checks often to not fall.
Talent Cat Like Agility
Requirements You must not have anything that can affect your acrobatics check
Effects This talent gives you a permanent +2 to Acrobatics and Initiative.
Handicaps You are unlucky, -3 from Luck
Talent Empathy
Requirements Your character can not be of an evil alignment
Effects This talent gives the character strong empathetic senses, being able to sense the feelings around him or her. This is handy for allowing the character to sense nervousness, sarcasm, anger, or any other emotion. However the character may experience emotional breakdown should the emotions be very high.
Handicaps Prone to anxiety attacks, you have to make Endure checks when in dangerous or stressful situations or suffer the anxiety status effect.
Skill Defensive Empowerment
Stat Cost 2 Soul
Range self
Area self
Duration 1d4 rounds
Effects This skill increases your Defense, Immunity, Endure, and Brace by 1d6. Must have Combat Empowerment.
Success Roll Defense -2
Skill Partial Polymorphing
Stat Cost 1 Soul
Range self
Area self
Duration 1d10 rounds or hours
Effects Able to change parts of body into any form whose properties are known. You could change our arms into weapons, feet into flippers, etc. The boy part would take on those properties, for example if you changed your arms into swords they would have the attack value of standard short swords. Body part changed cannot be more than 25% larger or smaller than original size.
Success Roll Arcana +2; +1 per level
Skill Shape Shifting
Stat Cost 3 Soul
Range self
Area self
Duration 1d10 rounds or hours
Effects Learn how to take the form of beings that you have encountered. The form cannot be more than double normal size or half normal size. Form must be a living form. Gain this skill at Level 2.
Success Roll Arcana; +1 per level past Level 2
Skill Polymorphous Enlightenment
Stat Cost N/A
Range self
Area self
Duration while in form
Effects You can learn one observed skill with an Insight +2 check of any creature that is in the same form that you are in. You can only use these skills while in that form. Gain this skill at Level 2.
Success Roll Insight +2; +1 per level past Level 2
Skill Polymorphing
Stat Cost 3 Soul
Range self
Area self
Duration 1d10 rounds or hours
Effects You can take the form of inanimate objects. Form cannot be more than double normal size or less than half normal size. Gain this skill at Level 5.
Success Roll Arcana -1; +1 per level past Level 5
Skill Short Range Teleport
Stat Cost 2 Soul
Range self
Area place in sight
Duration instant
Effects Teleport to location in sight
Success Roll Arcana +2; +1 per level

Top 10 Entries

Spell Revival
Affinity decay
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target 1d6 spaces away
Duration instant
Spell Family Graveyard's Warding
Requirements Reanimation
Spell Effects This spell brings about a revival and rejuvenation. First it revives destroyed or damaged items, armor, and weapons. Second it rejuvenates targets by removing any negative status effects with equal ease.
Check Difficulty Hard Arcana
Spell Raise Zombie
Affinity decay
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area next to caster
Duration until zombie is dead
Spell Family Graveyard's Warding
Requirements Deadly Guard
Spell Effects With this spell the necromancer calls forth a long dead and rotting corpse from the very ground. The Zombie has no mind of its own and is under the caster's control. The Zombie has a Vitality of 3d20 and a reach of 1 and a move of 3. The Zombie acts as a second character able to go and attack any target the necromancer desires it to. The Zombie is immune to necromancy spells used against it. Any physical hits done to the Zombie had a 25% chance of healing the zombie instead of hurting it. The necromancer can call up as many Zombies as the caster's Runic Casting Speed. Therefore if the caster has a casting speed of 5 the caster can call up 5 Zombies to exist at the same time. Once the Zombie is out of Vitality the Zombie dies. The Zombies die also when the necromancer command them to or battle's end.
Check Difficulty Hard Arcana
Spell Stranglehold
Affinity death
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target 1d12 spaces away
Duration 2d6 rounds  each rolled separately as separate durationss
Spell Family Loss of Self
Requirements Constrict
Spell Effects This spell starts off a casting of the spell Constrict. Once the first duration is over however the second duration begins with a much stronger version of the spell. During this time the target receives 7d8 + 2 damage.
Check Difficulty Hard Arcana
Spell Aura of Acceptance
Affinity death
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area a 3x3 space area around the caster
Duration 1d6 rounds
Spell Family Loss of Self
Requirements Aura of Rage
Spell Effects With the casting of this spell you are surrounded by an aura of the acceptance 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 acceptance causes the affected to accept the fate that is before it. The target must make hard mental balance checks to do anything. Each time it is the target's turn the target must make a normal mental balance check against killing itself.
Check Difficulty Hard Arcana
Spell Death
Affinity death
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target 1d6 spaces away
Duration 2 round death count down
Spell Family Beast's Prey
Requirements Serenity's Verdict
Spell Effects This spell is made to kill the target. It begins a two round countdown that is made to be the last moments of the life of the target. Death magic swirls around the target during the countdown, waiting for the target’s time to complete. Finally, when the countdown ends, the magic encloses on the target and destroys the life force of the target. The target is effectively dead. Should the battle end before the countdown ends however, the death magic will stop.
Check Difficulty Hard Arcana
Spell Nightwalker's Curse
Affinity death
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area self or 1 ally
Duration 1d12 rounds
Spell Family Fang
Requirements Serenity's Protection
Spell Effects This spell transforms you or your ally into a vampire. Your strength and speed doubles. You movement rate, melee power, throw power, and bow power doubles. You gain the spell effect Vampire Strain. You gain 1d12 Arcana. However you receive 2 x damage from life magic, 4 x from light affinity spells and being a vampire out in daylight causes you 1d20 vitality damage per round.
Check Difficulty Hard Arcana
Spell Serenity's Arrival
Affinity death
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration instant
Spell Family Fang
Requirements Serenity's Forceful Ways
Spell Effects This manipulation creates the conditions for Serenity to arrive to the target. Death magic flows across the body of the target, burning their life away causing 9d6 + 2d4 damage. Meanwhile the spell pours into the mouth of the target and causes sickness, causing their movement rates and damage power to be halved for 4 rounds.
Check Difficulty Hard Arcana
Spell Pain's Persistence
Affinity death
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area 1 target
Duration 1d6 rounds
Spell Family Bio Instability
Requirements Bitterwood Pandemic
Spell Effects This spell racks the body of your target with tremendous pain. The pain is so unbearable that the target cannot bring himself to use projectile or melee weapons or attack. The target can only use spells that have a 1 spell cast speed.
Check Difficulty Hard Arcana
Spell Stop
Affinity decay
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target 1d6 spaces away
Duration 1d4 rounds
Spell Family Deconstruction
Requirements Field of Decay
Spell Effects When you create this spell, death magic surrounds the target in a faint cloud. The target suddenly freezes in place, unable to move or act. The target may make a hard arcana check each time it's the target's turn or when the target is attacked to try to break the effects of the spell.
Check Difficulty Hard Arcana
Spell Mental Decay
Affinity decay
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 1 target
Duration 1d8 rounds
Spell Family Deconstruction
Requirements Field of Decay
Spell Effects This spell decays the target's magical power. The target now will cause less damage and less healing with any magical spell. The target's magical spell power is reduced by 35% (x 0.65).
Check Difficulty Hard Arcana