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
Skill | Advanced Swordplay |
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Stat Cost | 4 Power |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | Basic Swordplay |
Effects | Decreases chance that target can make a defense check, parry, or counter attack your hit by 1d6. Increases Critical chance by 2. |
Success Roll | Stealth -2 |
Skill | Empathic Combat |
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Stat Cost | 2 Power |
Range | self |
Area | self |
Duration | 1d4 rounds |
Requirements | Empathy talent |
Effects | This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's damage will be increased by 1d10 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. |
Success Roll | Perform |
Skill | Increased Offense |
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Stat Cost | 1d6 Power |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | N/A |
Effects | This skill allows you to increase your offensive power by the power you rolled to spend into your attack. |
Success Roll | Athletics |
Skill | Power Rush |
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Stat Cost | 3 Power |
Range | Move Range |
Area | 1 target |
Duration | instant |
Requirements | Increased Offense |
Effects | This skill allows you to spend any unused move into your attack as straight damage increase. You do have to move to use this skill so you cannot spend all of your move. |
Success Roll | Athletics -2 |
Skill | Powered Blow |
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Stat Cost | 6 Power |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | Power Rush |
Effects | You use this skill with Power Rush to do one of three attacks decided by a 1d3.
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Success Roll | Athletics -4 |
Skill | Rage |
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Stat Cost | 6 Power |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | Advance Swordplay |
Effects | This skill allows you to hit the target 1d4 + 1 times. However you cannot apply crit, and each hit is treated as a seperate hit for damages. You are left unable to act for the next turn. |
Success Roll | Mental Balance |
Skill | Extra Strike |
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Stat Cost | 6 Power |
Range | self |
Area | self |
Duration | instant |
Requirements | Rage |
Effects | This skill allows you to have an extra free attack on any target within your range. |
Success Roll | React -4 |
Skill | Brutal Assault |
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Stat Cost | 10 Power |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | Rage |
Effects | This is a brutal attack skill that has a 30% chance of stunning the target for 1 round, 10% chance for double damage, and it increases your damage by 1d8 points for the attack. |
Success Roll | Critical -5 |
Skill | Berserker's Rampage |
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Stat Cost | 10 Power |
Range | movement + weapon range |
Area | any in range |
Duration | instant |
Requirements | Extra Strike |
Effects | With this skill you can attack every target in your path until you complete your movement. Every target that is within your range while moving and when you finish moving gets attacked once. You are left unable to act the next turn. |
Success Roll | React - 5 |
Skill | Staggering Hit |
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Stat Cost | 2 Power |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | N/A |
Effects | Your critical hit causes the target to be stunned unable to move and use spells for the next turn. |
Success Roll | Critical |
Top 10 Entries
Spell | Plasma Burning |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Pyro Enchantment |
Requirements | Blade of Plasma |
Spell Effects | This spell causes your or your ally's weapon to erupt in fire. This causes the weapon to inflict minor burns increasing the burns status effect damage by the double wielder's Arcana. If this spell is applied to a weapon that has either Pyro Enchantment, Blade of Plasma, or both, increase the weapon's magic damage by 1d12 per enchantment (up to 2d12). |
Check Difficulty | Normal Arcana |
Spell | Fire's Punishment |
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Affinity | flame |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Visual Distortion |
Requirements | Children of Fire |
Spell Effects | This spell creates a large fire that glows with power. The fire becomes the shape of a long hammer that you hold. You point out the target with the hammer and the clear, burning hammer flies through the air, spinning, and crashes into the target, creating a small explosion of energy doing 10d10 and stunning the target for 1 round. |
Check Difficulty | Impossible Arcana |
Spell | Fire's Steed |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | next to caster |
Duration | 1d10 hours |
Spell Family | Visual Distortion |
Requirements | Smoke Screen |
Spell Effects | With this manipulation you summon a warhorse that looks to be from the very pits of Xodod. This warhorse bears a mane and tail of fire and appears to be composed of burning coal, but touching it won't harm you or your allies. 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 spell the horse extinguishes into ash. |
Check Difficulty | Normal Arcana |
Spell | Children of Fire |
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Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | all allies and self |
Duration | 1d8 rounds |
Spell Family | Visual Distortion |
Requirements | Fever Rising |
Spell Effects | This unique spell creates a single sparkling source of energy no larger than a fist for each member of the party. They appear to be single flames. Each member can choose what effect they want the "child" to do for them. They can choose a defensive boost which will temporarily grant them 1d12 Defense, or they can choose to have the "child" attack. Each "child" can attack for 5d12 damage. There is only one "child" per ally, including yourself. |
Check Difficulty | Hard Arcana |
Spell | Fever Rising |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Visual Distortion |
Requirements | Heat Wave |
Spell Effects | This spell causes the target to experience a terrible fever which inflicts the target with Sickness status effect and hallucinations so that the target must make normal perceive checks to attack. |
Check Difficulty | Hard Arcana |
Spell | Sun's Assault |
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Affinity | flame |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Fire Streak |
Requirements | Magma Shot |
Spell Effects | This spell unleashes the power of the Sun on a single target. This spell ripples with fire magic as the burning wave of magic moves from the caster to the target. The magic crashes into the target, doing 9d12 damage. |
Check Difficulty | Impossible Arcana |
Spell | Fire's Illusion |
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Affinity | flame |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target |
Duration | 1d6 +1 rounds |
Spell Family | Visual Distortion |
Requirements | Heated Touch |
Spell Effects | With this spell you cause a target to think that they are on fire. The target will do whatever it takes to put out the fire. By the second round, the target will have taken off all of its armor and by the end of the spell it will be rolling around on the ground like an idiot, screaming as if its on fire. No real damage is done to the target, unless the target does it to itself. The target can attempt a normal Mental Stability check. |
Check Difficulty | Hard Arcana |
Spell | Heated Touch |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target you touch |
Duration | instant |
Spell Family | Visual Distortion |
Requirements | Heat Control |
Spell Effects | This spell allows you to heal with the comforting touch of your heated hand. You can restore 1d12 Vitality increased by Arcana with each touch. |
Check Difficulty | Normal Arcana |
Spell | Plasma Ignite |
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Affinity | flame |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Spark |
Requirements | Spark |
Spell Effects | This spell allows you to ignite your armor or your ally's armor without the burning armor harming the armor wearer. This causes any attacks by wood to be ineffective, and causes any target that melee attacks you or is within 1 space of you, friend or foe, to receive 4d6 magic damage. |
Check Difficulty | Normal Arcana |
Spell | Plasma Shot |
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Affinity | flame |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | every target in a straight line from the caster |
Duration | instant |
Spell Family | Fire Streak |
Requirements | Sharp Fire |
Spell Effects | With this spell you shoot out a beam of super heated plasma in a straight line from you at the target. It passes through and affects any target, friend or foe, in that straight line dealing 3d12 + 2d4 magic damage. |
Check Difficulty | Normal Arcana |