Projects: A-Z Index

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Project progress 56

Newest 10 Entries

Skill Use Other's as Shield
Stat Cost 1 Soul
Range 1d4
Area 1 target
Duration instant
Requirements N/A
Effects If there is someone else that is within 1d4 spaces of you, you can use that person as a shield. That person will take the hit instead. The attacker can make a second hit chance with a penalty of 1d6 check to attack you instead.
Success Roll Deception
Skill Guard
Stat Cost N/A
Range move range
Area 1 ally
Duration Instant
Requirements N/A
Effects With this skill you can defend any ally that you can make it to. You take the attack for that ally. You are able to use one defensive skill when you guard.
Success Roll React
Skill Runic Guard
Stat Cost 2 Soul
Range move range
Area 1 ally
Duration instant
Requirements Guard and Runic Defense
Effects With this skill you can defend any ally you can reach from a magic attack, using a runic defense skill.
Success Roll Arcana -2
Skill Combo Guard
Stat Cost 2 Power
Range move range
Area 1 ally
Duration instant
Requirements Guard
Effects With this skill you can defend the ally that you can reach from 1d6 attacks, assuming you survive all of the attacks.
Success Roll React -5
Skill Use Potion as Defense
Stat Cost N/A
Range self
Area self
Duration instant
Requirements N/A
Effects This skill allows you to drink a potion as your defensive action.
Success Roll Medicine
Skill Shield Wall
Stat Cost 3 Power
Range self
Area self
Duration 1d4 rounds
Requirements N/A
Effects With this skill you make yourself small, trying to hide more behind your shield. This increases your physical armor for that time by 1 and your defense by 1, but only to frontal attacks.
Success Roll Defense
Skill Armor Tuck
Stat Cost 2 Power
Range self
Area self
Duration 1d4 rounds
Requirements Shield Wall
Effects With this skill you tuck yourself in a way to close up as many openings as possible. This increases your physical armor by 1 for the duration.
Success Roll defense -4
Skill Stand Your Ground
Stat Cost 2 Power
Range self
Area self
Duration 1d4 rounds
Requirements N/A
Effects This skill doubles your Brace, making it that much harder to be moved or knocked down.
Success Roll Defense -2
Skill Brace Others
Stat Cost 2 Power
Range move range
Area 1 ally
Duration instant
Requirements Stand Your Ground
Effects If an ally is being moved or knocked down, you can use this skill to run behind the ally and brace the ally. This adds your brace to your ally's brace, making it more possible for your ally to remain standing.
Success Roll Defense -2
Skill Identify Animal
Stat Cost 2 Soul
Range line of sight
Area 1 target
Duration instant
Requirements Animal Talk
Effects

Allows you to identify what the animal is, its type, and its stats.

Success Roll Nature

Top 10 Entries

Skill Divination
Stat Cost 1 Soul
Range self
Area self
Duration instant
Requirements N/A
Effects This skill allows you to use a spiritual pendulum or dowsing rods to get simple answers and find objects or people. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions.
Success Roll Insight
Skill Occult Guidance
Stat Cost 1 Soul
Range self
Area self
Duration instant
Requirements Divination
Effects This skill allows you to use tarot cards for answers to questions. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. Tarot cards can also have a chance to summon an agent of the deity tied to that deck of cards or to you, with the results of that summon completely depending upon the deity and the GM. If used in battle with a magic spell, the card pulled may or may not cause an effect, again up to the GM and the situation.
Success Roll Insight -2
Skill Occult Aid
Stat Cost 4 Soul
Range self or 1 ally
Area self or 1 ally
Duration 1d4 hours
Requirements Occult Guidance
Effects This skill grants you aide from your runic soul to assist with stat checks. You or your ally get a 1d6 to roll with any check during the duration of this skill's effect.
Success Roll Insight -3
Skill Occult Empowerment
Stat Cost 4 Soul
Range self or 1 ally
Area self or 1 ally
Duration 1d6 rounds
Requirements Occult Aid
Effects Your guardian spirit assists you or your ally with spell casting, increasing the spell's effects. Any damaging, healing, buffing, or debuffing effect that has a numerical or dice value is increased by an extra 1d10.
Success Roll Insight -5
Skill Enchanting
Stat Cost 1 + spell cost
Range self or 1 ally
Area self or 1 ally
Duration 1d6 rounds
Requirements Casting Strike
Effects This skill allows you to take a spell you know and apply its effects to your weapon or your ally's weapon. You are basically adding the damage roll of the spell to the weapon.
Success Roll Arcana -2
Skill Magical Thought
Stat Cost 6 Soul
Range depends
Area depends
Duration depends
Requirements Occult Aid
Effects This skill gives you the chance to manifest your wish within your spell casting. This all has to be within reason and within the scope of the spell being cast. For example, you can wish for the spell area of effect to be larger, and it would grow by 1x1 space. Or perhaps you can wish for the healing spell to also remove poison, and maybe it will do so. You cannot wish for a simple essence bolt to instantly kill an enemy or anything drastic like that. You will need to describe your wish and work it out with your GM in the context of the spell.
Success Roll Insight -6
Skill Set Trap
Stat Cost N/A
Range 1 space ahead of you
Area 1 space
Duration until trap is sprung or disarmed
Requirements N/A
Effects

This skill allows you to quickly set traps with the items you have, using only your support action to do so.

  • Easy Trap = Easy Insight check
  • Normal Trap = Normal Insight check
  • Hard Trap = Hard Insight check
  • Impossible Trap = Impossible Insight check
Success Roll Insight
Skill Set Magical Trap
Stat Cost 4 Soul
Range 1 space in front of you
Area 1 space
Duration until trap is sprung or disarmed
Requirements Set Trap
Effects

This skill adds to the Set Trap skill, allowing you to make the trap a magical trap. You will need the tools to make the magic trap, such as a rune stone with the spell ready to activate.  The level of trap difficulty determines the success roll check:

  • Easy Magical Trap = Easy Arcana check
  • Normal Magical Trap = Normal Arcana check
  • Hard Magical Trap = Hard Arcana check
  • Impossible Magical Trap = Impossible Arcana check
Success Roll Arcana
Skill Potion Save
Stat Cost N/A
Range self
Area self
Duration instant
Requirements Use Potion as Defense
Effects This skill allows you to use a potion right when you receive a killing blow. If the potion restores enough Vitality to keep you alive, you stay alive.
Success Roll Medicine -2
Skill Trade
Stat Cost N/A
Range self
Area self
Duration instant
Requirements N/A
Effects This skill allows you to trade. The difficulty in the trade determines if it is one of the following checks: easy, normal, hard, or impossible.
Success Roll Persuade