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
Talent | Elemental Breaking Wizard |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 | Atrophy |
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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 strength. The target now will cause less damage with any physical attack. The target's physical attack damage is reduced by 35% (x 0.65). |
Check Difficulty | Hard Arcana |
Spell | Reign of Acid |
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Affinity | decay |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | battlefield |
Duration | 1d6 rounds |
Spell Family | Deconstruction |
Requirements | Army's Decay |
Spell Effects | This spell creates a glowing nexus point of death magic above the battlefield. Each round the energy would discharge acid at everyone, doing 4d9 damage and decreasing Physical and Magical armor by 1d4 to everyone, friend or foe even self, each round. |
Check Difficulty | Hard Arcana |
Spell | Reanimation |
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Affinity | decay |
Stat Cost | 8 Soul, 3 Soul per round |
Spell Cast Speed | 4 |
Range & Area | battlefield, 1 target per initial cast |
Duration | until stopped or out of Soul, each target loses reanimation when "killed" |
Spell Family | Graveyard's Warding |
Requirements | Deadman's Shell |
Spell Effects | With this manipulation you send out powerful death magic which reanimates the dead. This magic raises up any target that was recently killed and places that target under your control. The reanimated target has its full stats and skills. While reanimated, no resurrection spell can be used on the target, nor can the target communicate. |
Check Difficulty | Hard Arcana |
Spell | Pain's Caress |
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Affinity | decay |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Graveyard's Warding |
Requirements | Deadman's Shell |
Spell Effects | With this spell you create large gashes on the surface of the target, causing immense pain to flush over them and causing 5d10 damage. These gashes seem to come from nowhere, but it looks like the skin or other top layer is being peeled off of the target. |
Check Difficulty | Hard Arcana |
Spell | Deadly Guard |
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Affinity | decay |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 ally |
Duration | until guardian dies |
Spell Family | Graveyard's Warding |
Requirements | Rise of the Doomed |
Spell Effects | This spell summons a warrior of death that is cursed to never be able to fight again. The warrior is only deadly to himself now. Every time anything attacks the ally that you assign the warrior to, the warrior will leap in the way of the attack and take the damage. He will continue to do this until he is sent back to the world of the dead. The warrior has 2d% Vitality. |
Check Difficulty | Hard Arcana |
Spell | Death of Magic |
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Affinity | death |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | battlefield |
Duration | instant |
Spell Family | Loss of Self |
Requirements | Dispel |
Spell Effects | This spell sends a pulse of death magic out into the battlefield. The magic attaches to any other magic and demolishes it. Anything magically involved, such as enchantment, magically caused status effects, independent active magic, or any spell still in action or being cast is suddenly ended and the energies dispelled from the area. |
Check Difficulty | Hard Arcana |
Spell | Constrict |
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Affinity | death |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target 1d12 spaces away |
Duration | 1d6 rounds |
Spell Family | Loss of Self |
Requirements | Last Cry |
Spell Effects | This spell creates a cloud of death magic that squeezes tightly around the target. The magic restricts the arms and torso of the target, making the target unable to attack during the spell’s duration. The target can move but they are still being crushed by the magic. Each round the target receives 5d8 damage. |
Check Difficulty | Hard Arcana |
Spell | Aura of Rage |
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Affinity | death |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | a 3x3 space area around the caster |
Duration | 1d8 rounds |
Spell Family | Loss of Self |
Requirements | Aura of Fear |
Spell Effects | With the casting of this spell you are surrounded by an aura of the rage 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 rage causes the affected to be enraged, dealing double total physical damage, but unable to use spells, potions, or any skills except melee attack skills. |
Check Difficulty | Hard Arcana |
Spell | Serenity's Protection |
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Affinity | death |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d4 rounds |
Spell Family | Fang |
Requirements | Well of the Dead |
Spell Effects | When this spell is created the magic imitates the dying, but with a gift of protection. You, or your chosen ally, do not take any damage from outside forces. However, the protected target takes 2d6 Vitality damage from the death magic much like you would from poison. The magic stops all attacks, physical, magical, and energy, from hitting the protected target while slowly damaging the target. Status effects can still effect the target however, such as poison, plague, sickness, and so on. |
Check Difficulty | Hard Arcana |
Spell | Serenity's Embrace |
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Affinity | death |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target 1d12 spaces away |
Duration | until cured or dead |
Spell Family | Fang |
Requirements | Executioner's Weapon |
Spell Effects | With this manipulation the target is enveloped in this sudden sense of calm and safety as they fall into a deep slumber known as a coma. The magic completely drains the target’s Power. |
Check Difficulty | Hard Arcana |