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 Grounding
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
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
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
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
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
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
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
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
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
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