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 | 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 |
Skill | Momentum Hit |
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Stat Cost | 4 Power |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | Staggering Hit |
Effects | Your critical hit knocks back the target your move range in the direction you are hitting or swinging. |
Success Roll | Critical -2 |
Skill | Upward Momentum Swing |
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Stat Cost | 5 Power |
Range | weapon range |
Area | 1 target |
Duration | instant |
Requirements | Momentum Hit |
Effects | Your critical hit knocks the target unconscious for 1d4 rounds. |
Success Roll | Critical -3 |
Skill | Full Moon Attack |
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Stat Cost | 8 Power |
Range | weapon range |
Area | all targets in range around you |
Duration | instant |
Requirements | Upward Momentum Swing |
Effects | This powerful attack allows you to hit all targets that are around you as long as they are in your weapon range. You swing your weapon around you hitting the targets. You can apply Staggering Hit to this attack. |
Success Roll | Critical -4 |
Skill | Twin Moon Attack |
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Stat Cost | 10 Power |
Range | weapon range |
Area | all targets in range around you |
Duration | instant |
Requirements | Full Moon Attack |
Effects | This is Full Moon Attack done twice. You swing your weapon around you twice hitting each target in range twice. You cannot apply Staggering Hit however. |
Success Roll | Critical -6 |
Skill | Wrist Snap |
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Stat Cost | 2 Power |
Range | whip's range |
Area | 1 target |
Duration | instant |
Requirements | Equip Whip |
Effects | This is a basic whip attack. It adds 1d4 to your whip attack. |
Success Roll | Athletics |
Top 10 Entries
Spell | Deafness |
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Affinity | sound |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Tinnitus |
Requirements | Otic Tearing |
Spell Effects | This spell prevents any sound whatsoever from reaching the target, rendering the target deaf. This increases the difficulty of all Perceive checks by one level.
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Check Difficulty | Normal Arcana |
Spell | Shattering Vibrations |
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Affinity | sound |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 3x3 space area around the caster |
Duration | instant |
Spell Family | Tinnitus |
Requirements | Otic Tearing |
Spell Effects | This spell sends out sound vibrations from your body. Any target, ally or enemy, that is within the spell's area of effect will receive 4d10 magic damage. |
Check Difficulty | Normal Arcana |
Spell | Bat's Perception |
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Affinity | sound |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d10 hours |
Spell Family | Echo Perception |
Requirements | Sound Location |
Spell Effects | With this spell you grant the target sonar and enhanced hearing. The target can locate and distinguish things, objects, traps, and so forth through the power of sound, even in the darkest environment. The target will receive no penalties to blindness or any status that affects sight as the target will not be using sight. Instead however deafness will render the target with no ability to make perception checks. This effect makes all perceive checks to be easy checks. |
Check Difficulty | Normal Arcana |
Spell | Auditory Hallucinations |
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Affinity | sound |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | duration of battle |
Spell Family | Echo Perception |
Requirements | Sound Dislocation |
Spell Effects | With this spell you cause the target to hear things that are not there. This distracts the target. The target will have to make hard perceive checks to distinguish real from not real, to defend, to evade, to attack, to do anything. The target will have to make an arcana check as well or may believe that his or her ally is an enemy. |
Check Difficulty | Normal Arcana |
Spell | Test |
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Spell | Sound Tripping |
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Affinity | sound |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target 1d20 spaces away |
Duration | 1d6 rounds |
Spell Family | Echo Perception |
Requirements | Auditory Imbalance |
Spell Effects | With this spell you cause the target to suffer imbalance every time the target causes any noise. If it is a noise that the target could hear caused by the target the target has to make a normal balance check to not fall. This spell can be amplified by giving the target Echo Perception so that any noise causes the target to have to make a normal balance check and noise the target makes becomes a hard balance check. |
Check Difficulty | Normal Arcana |
Spell | West Wind's Protection |
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Affinity | air |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | 1d4 rounds |
Spell Family | Air's Constant Flow |
Requirements | Seal of the Airs |
Spell Effects | When you create this spell, the air grows calm directly around the target. Whenever a melee attacker goes to attack the protected target, the attacker will be dealt 2d12 + 1d4 magic damage. Ranged attacks will be directed away from the protected target and have a 25% chance of hitting another enemy target. Magic attacks will still work against the protected target. |
Check Difficulty | Normal Arcana |
Spell | Translucence |
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Affinity | air |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self |
Duration | 1d8 rounds |
Spell Family | Air's Constant Flow |
Requirements | Seal of the Airs |
Spell Effects | Using this manipulation you become see through. One can still see you, but it is much harder to detect your presence. This spell hides you from nothing more than conventional sight and causes a target to have to make a hard perceive check with a penalty of -5 for every space or 3 feet away from you they are, it is an impossible perceive check for dark environments. |
Check Difficulty | Normal Arcana |
Spell | Scent of Roses |
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Affinity | air |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 4x4 space area around the caster |
Duration | 1d6 rounds |
Spell Family | Air's Constant Flow |
Requirements | Scent of Dreamers |
Spell Effects | The manipulation produces a plume of invigorating smell that prevents sleep effect on any target within the spell's area of effect, friend or foe, including yourself. |
Check Difficulty | Normal Arcana |
Spell | Weapon Rush |
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Affinity | air |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target you can see |
Duration | instant |
Spell Family | Air's Constant Flow |
Requirements | Theft |
Spell Effects | With this manipulation you allow the wind to take your weapon and attack for you. You throw your melee weapon and the wind takes it to the target, hits the target, and returns the weapon to you. Instead of using your throw power, you'd use your Arcana to determine the damage done by the wind controlled weapon. |
Check Difficulty | Normal Arcana |