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
Spell | Fire's Warding |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Flaming Barrier |
Spell Effects | Fire offers warding to you or an ally of your choosing, for a price, coating the protected target in a red glow. Any magic spell done to the protected target will be redirected back to the attacker. Any arrows or crossbow bolts will be burnt away before they can affect the protected. Any other projectiles will do half damage. Any melee attacks against the protected will cause the attacker 1d12 burn damage to Vitality for 1d4 rounds. The protected will suffer 1d4 burn damage per round for the duration of the spell. |
Check Difficulty | Hard Arcana |
Spell | Star's Protection |
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Affinity | light |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | self or 1 ally |
Duration | 1d8 rounds |
Spell Family | Glow |
Requirements | Sword of Light |
Spell Effects | With this spell you summon the positive source of all light, a star. The star offers you or your ally of your choosing protection. The star will decrease all damages done to the protected by 1d% + caster's Arcana percentage during the duration of the spell. Each damage gets the absorption percentage rolled for Furthermore, if anyone melee attacks the protected, the attacker will be struck with visual instability and a blast of light that deals 7 x the protected's Arcana worth of magic damage. |
Check Difficulty | Impossible Arcana |
Spell | Solar Flare |
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Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all enemy targets |
Duration | instant |
Spell Family | Glow |
Requirements | Fitful Strobe |
Spell Effects | This spell causes instant blindness for all enemy targets for 2d4 rounds. Furthermore, all enemy targets take 5 x Arcana damage. The caster and allies are protected. |
Check Difficulty | Hard Arcana |
Spell | Sword of Light |
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Affinity | light |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | self or 1 ally |
Duration | 1d12 rounds |
Spell Family | Glow |
Requirements | Armor of Light |
Spell Effects | This spell grants you or an ally of your choosing with a sword who's blade is made of pure, concentrated, light. This sword of light has a range of 3 and an attack value of 1d20 plus the wielder's Arcana as well as Melee Power. Any sword skills can be used with this sword and sword mastery increases its damage power. |
Check Difficulty | Hard Arcana |
Spell | Light Jumping |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self and any target you grab |
Duration | instant |
Spell Family | Glow |
Requirements | Embracing Glow |
Spell Effects | This spell allows you to teleport in a beam of light to anywhere you can see in the battlefield. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you. |
Check Difficulty | Hard Arcana |
Spell | Fitful Strobe |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Glow |
Requirements | Flash |
Spell Effects | This spell assault a target with lots of strobe lights of various colors. The target must make a hard Endure. If the target fails, the target will have a seizure, being unable to act for 2 rounds and having visual instability for the following 3 rounds. If the target succeeds, the target will have nausea and visual instability for 3 rounds. |
Check Difficulty | Hard Arcana |
Spell | Embracing Light |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Glow |
Requirements | Healing Light |
Spell Effects | With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 1d% percentage of any kind of damage. The percentage must be rolled for each time you are dealt damage. |
Check Difficulty | Hard Arcana |
Spell | Embracing Glow |
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Affinity | light |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | until damage is absorbed |
Spell Family | Glow |
Requirements | Flare |
Spell Effects | With this spell you surround yourself or your ally with a protective orb of light. That orb will absorb up to 3d12 points of any kind of damage. Once the orb has absorbed any amount of damage, the spell ends. Only one light orb per ally/self. |
Check Difficulty | Normal Arcana |
Spell | Light Casting |
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Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | up to 500 feet |
Duration | once the spell passes 500 feet |
Spell Family | Glow |
Requirements | Embracing Glow |
Spell Effects | With this spell you cast a ball of light which you send out from you. You will be able to see whatever the ball of light would see if it had eyes. The light can pass through walls, doors, floors, and ceilings. Once the light has traveled beyond 500 feet, the spell ends. |
Check Difficulty | Hard Arcana |
Spell | Light Arrow |
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Affinity | light |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Piercing Light |
Requirements | Piercing Light |
Spell Effects | With this spell you single out an enemy target and an arrow of light appears from nowhere and strikes the target. The target is dealt 3d12 points of magic damage. |
Check Difficulty | Normal Arcana |
Top 10 Entries
Spell | Sculpted Mount |
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Affinity | stone |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | next to caster |
Duration | 1d10 hours |
Spell Family | Solidity |
Requirements | Stone Circle |
Spell Effects | With this manipulation you create a horse made completely out of stone. You may ride this horse. Its stats are the same as a War Horse. It cannot be damaged, spooked, or destroyed and cannot attack. At the end of the day the horse turns into a small pile of dirt and stone. |
Check Difficulty | Normal Arcana |
Spell | Catapult |
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Affinity | stone |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | next to caster, can target any target |
Duration | until destroyed or end of battle |
Spell Family | Dust Devil |
Requirements | Gravel Pelt |
Spell Effects | This manipulation creates an independent catapult that operates in one single position. Each round the catapult will attack a target of your choice dealing 2d% points of magical damage with each shot. The catapult has 3d20 Vitality and can be attacked by any means. The catapult will remain on the battlefield, attacking the target of your choice, until the battle is over or the catapult is destroyed. Once created you do not have to maintain the catapult and can use other skills and spells. The catapult cannot be healed. |
Check Difficulty | Normal Arcana |
Spell | Mountain's Base |
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Affinity | stone |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 10x10 space area around the caster |
Duration | 1d4 rounds |
Spell Family | Dust Devil |
Requirements | Gravel Pelt |
Spell Effects | When you create this spell dust will fly out in every direction over the entire radius of the spell, forming thick clouds of it from your body. To all enemy targets this creates a blindness effect. Every time they wish to attack they will have to make a hard hit chance check in order to be able to attack you or your allies. They will also have to make a perceive check to be able to move without tripping and falling. You and your allies can see clearly through the dust. When the spell ends, the dust settles. |
Check Difficulty | Normal Arcana |
Spell | Earthen Angers |
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Affinity | stone |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1d12 + 1 spaces affecting 1 target |
Duration | instant |
Spell Family | Dust Devil |
Requirements | Gravel Pelt |
Spell Effects | With this manipulation you summon five good-sized rocks of a generic nature to pummel the target of your choice. Each rock bashes into the target before crumbling into dust on the ground. The final rock hits harder and knocks the target off it’s feet. The total magical damage is 2d10 + 1d4. |
Check Difficulty | Normal Arcana |
Spell | Quicksand |
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Affinity | stone |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | 6 spaces affecting a 4x2 space area |
Duration | 1d6 rounds |
Spell Family | Grounding |
Requirements | Misstep |
Spell Effects | The magic of Quicksand changes the ground to the same consistency of real quicksand that is 2 feet deep. The magical quicksand holds onto any target that walks into it or who is already on the spot where the magic is cast. The target cannot move from the spot once the target enters the quicksand. When the spell ends, the target may move again. The target may use spells and projectile weapons from the spot and may make any melee attacks that do not require movement. Enemy targets cannot see the quicksand however you and your allies know it is there. |
Check Difficulty | Normal Arcana |
Spell | Living Ground |
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Affinity | stone |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | entire battlefield |
Duration | instant |
Spell Family | Grounding |
Requirements | Misstep |
Spell Effects | With this manipulation, you instantly cause the ground underneath the battlefield to move as if alive. You can direct the movement, causing its occupants to move with it. The occupants must make hard Brace checks or be knocked down loosing 1 round. You can move the occupants of any 1 space area of ground 1d8 spaces in either direction. |
Check Difficulty | Normal Arcana |
Spell | Quartz Cage |
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Affinity | stone |
Stat Cost | 5 Soul |
Spell Cast Speed | 3 |
Range & Area | 6 spaces affecting 1 target |
Duration | until destroyed |
Spell Family | Grounding |
Requirements | Tremor |
Spell Effects | With this manipulation you create a cage of pure quartz that holds the target in. The cage has 6d12 and can only be destroyed by melee damage, all other damage hurts captured target. The target cannot move or use melee attacks but can use projectiles and magic spells that reach outside of the cage. The target cannot attack the cage them self. |
Check Difficulty | Normal Arcana |
Spell | Mountain Fortress |
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Affinity | stone |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | above battlefield |
Duration | 1d8 rounds |
Spell Family | Grounding |
Requirements | Hovel |
Spell Effects | With creating this spell a floating miniature stronghold is created that every ally can get into. Windows open to any projectile wielding member of the party to attack through or to cast spells through. No melee attacks can occur inside the fortress or reach outside. The fortress floats and the stone is perfectly smooth and extremely strong so there is no way to scale it. Only magic can reach those in the fortress. When the spell wears off, the fortress floats down and fades away, leaving those who were inside completely exposed once again. |
Check Difficulty | Normal Arcana |
Familiar | War Eagle | ||||||||||||||||
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Type | large fowl | ||||||||||||||||
Vitality |
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Soul |
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Power |
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Armor |
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Hit Chance | 5 | ||||||||||||||||
Fortitude |
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Intellect |
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Wisdom |
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Strength |
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Speed |
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Charisma |
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Special Skills or Attacks |
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Character Benefits |
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Cost | 150.00 | ||||||||||||||||
Level Increases | Starts at level 1. Every level increase allows the animal to increase its traits. You can roll 1d20 + 1d8 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 | Riding Horse | ||||||||||||||||
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Type | large mammal | ||||||||||||||||
Vitality |
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Soul |
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Power |
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Armor |
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Hit Chance | 0 | ||||||||||||||||
Fortitude |
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Intellect |
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Wisdom |
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Strength |
1Weight limit special bonus effect for mounts. |
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Speed |
1Add rider's movement rate to mount's movement rate |
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Charisma |
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Special Skills or Attacks | N/A | ||||||||||||||||
Character Benefits |
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Cost | 400.00 | ||||||||||||||||
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. The animal also gets their gen dice for vitality, power, and soul. |