Projects: A-Z Index

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Maintainer Deleted
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Project progress 56

Newest 10 Entries

Skill Lunging Attack
Stat Cost 2 Power
Range movement + weapon's range
Area 1 target
Duration instant
Requirements Basic Attack
Effects This skill allows you to perform a basic attack as you dash into the enemy. You will also push the target back 1 space.
Success Roll athletics -2
Skill Thrusting Attack
Stat Cost 5 Power
Range movement range + weapons range
Area 1 target
Duration instant
Requirements Lunging Attack
Effects This skill allows you to thrust your piercing weapon or sword into the target by getting a running start and moving towards the target with your weapon. This increases the total damage of the attack by 15%.
Success Roll athletics -4
Skill Brutal Thrust
Stat Cost 10 Power
Range movement range + weapon's range
Area 1 target
Duration instant
Requirements Thrusting Attack
Effects You use this skill with thrusting attack. This causes any critical hit with this attack to have a 1 in 6 chance of killing the target, determined by rolling a 1d6 where 6 = death.
Success Roll critical -5
Skill Elemental Weapon
Stat Cost 2 Soul
Range self
Area self
Duration 1d6 rounds
Requirements Basic Attack
Effects This causes your weapon to take on your elemental properties. This causes you to deal 20% more damage to targets of an element you are strong against, while targets that are elementally strong against you have a 20% chance of being immune to your attack.
Success Roll arcana
Skill Block or Parry
Stat Cost 2 Power
Range self
Area self
Duration instant
Requirements N/A
Effects Block attack with shield or parry attack with weapon. This causes the attack to be reduced by your weapon's attack value or your shield's block value. If those values are equal to or greater than the damage dealt to you, you receive no damage. Otherwise you receive the reduced damage.This reduction is last following any other reductions.
Success Roll Defense -5
Skill Disarm
Stat Cost 1 Power
Range self
Area self
Duration instant
Requirements Block or Parry
Effects You use this skill with Block or Parry. When you block or parry the attack you can disarm the attacker.
Success Roll Athletics +1
Skill Deflect Hit
Stat Cost 4 Power
Range self
Area self
Duration instant
Requirements Block or Parry
Effects You use this skill with Block or Parry. When you Block or Parry the attack you can deflect it from you. Any one standing in any space next to you must make a Luck check to see if they get hit with the deflected blow. You are only able to deflect the blocked amount of damage.
Success Roll Athletics -2
Skill Deflect 1-Target Spell
Stat Cost 6 Power, 2 Soul
Range self
Area self
Duration instant
Requirements Runic Block
Effects You use this skill with Block or Parry. When you Block or Parry the attack you can deflect a single target spell from you. Any one standing in any space next to you must make a Luck check to see if they get hit with the deflected spell. You are only able to deflect the blocked amount of damage.
Success Roll Arcana -2
Skill Poison or Sickness Defense
Stat Cost 2 Soul
Range self
Area self
Duration instant
Requirements N/A
Effects You can use this skill when you need to make an immunity or health check against a poison or sickness status effect. This skill increases that instance your Immunity and Health traits by + 1d4.
Success Roll Survival -1
Skill Daze or Stun Defense
Stat Cost 4 Soul
Range self
Area self
Duration instant
Requirements Poison or Sickness Defense
Effects You can use this skill to give you a +1d4 to Endure for that instance to resist a daze or stunning attack.
Success Roll Brace -2

Top 10 Entries

Ability Always Perceptive
Effects

With this ability you are always making perceive checks when out in the wild or in natural places. Therefore you will always have the chance to roll for any time that a perceive check should have been done but wasn't declared.

Must have Forest Strider ability.

Ability Natural Elements
Effects

This ability increases your effectiveness with magic if your element is a natural element. Natural elements are Earth, Water, Air, and Fire. If you are of these elements your spells will do 25% more damage or healing.

Must have Elemental Focus ability.

Ability Elemental Protection
Effects

This ability Grants you your Arcana score as protection against magic of your element or mirrored element.

Must have Elemental Focus ability.

Ability Elemental Focus
Effects

This ability increases the elemental effects of self and all allies who share your element or mirrored element by half. The mirrored elements are:

  • Earth and Life
  • Air and Death
  • Water and Time
  • Fire and Space

Must have Chained Natural Healing ability.

Ability Chained Natural Healing
Effects

This ability allows for your natural healing to also affect any ally that is within one space from you. Furthermore it will also affect one ally that is 1 space from that ally. The greatest extent is therefore 2 spaces from you.

Must have Natural Healing ability.

Ability Natural Healing
Effects

This ability allows you to naturally restore your Vitality by your Arcana each hour that you are in the sunlight. Within battle your Vitality will restore by 10% of your Arcana each round.

Ability Familiar Recall
Effects

This ability gives you a hard Nature check to bring back a familiar that has been killed. This ability must be used within the battle that the familiar died, or if death happened outside of battle this must be used within the hour of death. This ability doesn't undo death of old age.

Must have Better Familiar ability.

Ability Familiar Magic
Effects

Sometimes familiars come with unique spells that are not part of normal magic. As long as the element isn't conflicting, with this ability you can learn that spell as a spell choice for your character. This ability also allows you to learn that spell instead of a skill, but only the spell from your familiar that does not exist within normal magic.

Must have Better Familiar ability.

Ability Better Familiar
Effects

This ability automatically increases the character benefits of your selected familiar by 25%. This increases any value or number based benefits. Your selected familiar will also receive a 25% increase on Vitality, Soul, and Power as well as Move. Remember you can only have one selected familiar at a time. When you change out the familiar, that familiar returns to normal and your new selected familiar gains these benefits.

Must have Familiar Growth ability.

Ability Husbandry
Effects

This ability allows you to make your familiars with familiars of the same type or captured creatures of the same type in order to produce offspring for your familiar. There is a normal Luck chance with each pairing of producing an offspring.

Must have Familiar Growth ability.