Weapons: A-Z Index
A
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Add Chain Link | 0 | +1 per link | 0 | x1.1 per link | 0 | For chain whips and flails only; limit of 3 links | 20.00 per link |
Attached by Chain | 0 | 0 | 0 | + 0.5 | 0 | Replaces the rope with chain making a more sturdy nunchaku. This is required for the extension enhancement. | 5.00 |
B
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Barbarian Axe | 1d12 + 2 | 1 | -3 | 13 | 6 | 2-Handed for races smaller than human size | 93.75 |
Battle Bow | 1d10 | 12 | 0 | 1.75 | 10 | You must be at least 3 spaces away to use this weapon. | 158.98 |
Battle Rod | 1d8 + 1 | 2 | 0 | 10 | 4 | N/A | 72.50 |
Bearded Blade | +1 | 0 | -1 | x1.1 | 0 | N/A | 20.00 |
Belted Glove | +1 | 0 | 0 | +0.2 | 0 | Leather Glove only | 3.50 |
Blade Knuckles | 1d4+1 | 1 | 0 | 0.7 | 1 | N/A | 8.75 |
Bola | 1d3 | Athletics | -2 | 3 | 2 | Reduces target's movement by ½ due to tripping | 25.00 |
Bone Arrow | 2 | 0 | 0 | 0.15 | 0.05 | N/A | 0.47 |
Bone Spear Head | 1d4 | 0 | 0 | 0.38 | 0.5 | N/A | 1.34 |
Boomerang | 1d6 + 1 | Athletics | -1 | 2.75 | 2 | Once thrown weapon returns to user | 7.42 |
Boot Knife | 1d4+1 | 1 | 0 | 2 | 1 | N/A | 14.38 |
Braided | +1 | 0 | 0 | x1.2 | 0 | For horse whip, bull whip, and lion tamer only | 10.00 |
Broad Blade | +1 | 0 | -1 | x1.2 | 0 | For all but katanas | 15.00 |
Bull Whip | 1d6 + 2 | 5 | +2 | 2 | 4 | Flammable | 23.75 |
C
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Carpenter's Hammer | 1d4 + 1 | 1 | 0 | 2 | 1 | N/A | 16.25 |
Carving Knife | 1d3 | 1 | -1 | 1 | 1 | Good for shaping, carving, and sharpening | 7.19 |
Chain Extension | 0 | +1 | -1 | +0.5 | 0 | Increases the chain by one chain link, can only be applied once. Must have Attached by Chain enhancement. | 5.00 |
Chain Mail Glove | 1d6 + 1 | 1 | 0 | 2 | 2 | N/A | 12.75 |
Chain Whip | 1d10 + 2 | 5 | +1 | 4 | 4 | N/A | 50.00 |
Chakram | 1d10+1 | Athletics | -1 (thrown) 0 (melee) | 6 | 3 | N/A | 43.75 |
Cured Glove | +1 | 0 | 0 | 0 | 0 | Leather Glove only | 3.50 |
D
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Dagger | 1d6+1 | 1 | 0 | 4 | 1 | N/A | 28.13 |
Dart Shooter | 1 | 5 | -1 | 0.1 | 1 | N/A | 0.41 |
Deep Claw | +1 | 0 | 0 | 0 | 0 | For hammers only | 20.00 |
Double Sided Blade | +1 | 0 | +1 | 0 | 0 | For daggers, boot knives, short swords, and long swords only. | 5.00 |
F
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Falchion | 1d12 | 2 | -1 | 15 | 3 | Heavy and large sword that can use both chopping and slicing skills; not acceptable for races smaller than human size | 112.50 |
Flail | 1d12 + 2 | 5 | 0 | 5 | 5 | N/A | 62.50 |
Four Point Hira-Shuriken | 1d4 | Throw Range x 1.5 | -1 | 0.3 | 0.1 | N/A | 2.38 |
G
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Great Axe | 1d12 + 1d6 + 1 | 2 | -4 | 18 | 8 | Not acceptable for races smaller than human size; 2-Handed for human size races | 137.50 |
Great Bow | 1d12 | 12 | -1 | 2 | 12 | You must be at least 4 spaces away to use this weapon. | 190.63 |
Great Mallet | 1d12 + 1 | 2 | -3 | 15 | 6 | Not acceptable for races smaller than human size | 78.25 |
Great Scythe | 1d12 + 2 | 2 | -2 | 13 | 8 | Not acceptable for races smaller than human size; 2-handed for human size races | 106.25 |
H
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Halberd | 1d12 + 3 | 3 | -1 | 12 | 6 | Can use piercing and chopping attacks. | 90.63 |
Hand Scythe | 1d6 + 1 | 1 | 0 | 6.5 | 3 | N/A | 46.25 |
Hatchet | 1d4 + 2 | 1 | 0 | 4 | 2 | N/A | 26.88 |
Heavy Crossbow | 1d10 + 1 | 10 | -2 | 8 | 8 | No critical damage | 206.25 |
Hollow Dart | 1 | Throw Range x 2 | -1 | 0.05 | 0.05 | can be filled with potions, poisons, or powders | 0.35 |
Horse Whip | 1d4 + 2 | 5 | +2 | 1.5 | 4 | Flammable | 18.44 |
Hunting Bow | 1d8 | 14 | 0 | 1.5 | 10 | You must be at least 4 spaces away to use this weapon. | 127.34 |
Hunting Crossbow | 1d8 | 14 | 0 | 4 | 8 | No critical damage | 143.75 |
I
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Improved Rune Staff Crystal | effect damage value + 1d3 | 0 | 0 | 0 | 0 | For rune staffs only | 25.00 |
K
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Kite Axe | 1d10 + 2 | 1 | -2 | 10 | 4 | N/A | 65.63 |
L
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Large Axe | 1d8 + 2 | 2 | -2 | 16.5 | 8 | Not acceptable for races smaller than human size; 2-Handed for human size races | 119.38 |
Large Club | 1d4 + 1 | 2 | -2 | 10 | 4 | Flammable | 16.88 |
Large Nail | +2 | 0 | 0 | +0.5 | 0 | For planks only | 2.00 |
Large Plank | 1d3 + 1 | 2 | -2 | 3 | 4 | Flammable | 5.13 |
Leather Glove | 2 | 1 | +2 | 1 | 1 | N/A | 6.50 |
Lion Tamer | 1d8 + 2 | 5 | +2 | 3 | 4 | Flammable | 33.13 |
Long Bow | 1d6 | 14 | -1 | 1.25 | 10 | You must be at least 4 spaces away to use this weapon. | 95.70 |
Long Dart | 2 | Throw Range x 1.6 | -1 | 0.2 | 0.05 | N/A | 1.35 |
Long Katana | 1d10+1 | 2 | -1 | 9 | 3 | 2-handed for races smaller than human size | 78.75 |
Long Knife | 1d4+2 | 1 | 0 | 1.5 | 1 | N/A | 10.94 |
Long Sword | 1d8 + 1 | 2 | -1 | 10 | 3 | Not acceptable for races smaller than human size, may be 2-handed for human size races | 68.75 |
M
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Mace | 2d8 | 2 | -2 | 15 | 5 | N/A | 95.75 |
Mallet | 1d4 + 2 | 2 | -1 | 12 | 5 | N/A | 25.25 |
Marble | 1d3 | 0 | 0 | 0.2 | 0.01 | N/A | 1.31 |
N
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Nunchaku | 1d6 | 1 | +1 | 2 | 2 | N/A | 15.63 |
P
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Plate Gauntlet | 1d8 + 1 | 1 | -1 | 4 | 3 | Can not pick pocket, cannot use with knuckles. | 18.75 |
Poison Packed | Other Info | 0 | 0 | 0 | 0 | For hollow darts only; inflicts target with poison that does 1d4 damage per round for 10 rounds | 5.00 per dart |
Pole Arm | 1d8 + 1 | 2 | -1 | 11 | 5 | N/A | 80.00 |
Q
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Quarter Staff | 1d6 + 1 | 2 | -1 | 6 | 4 | Flammable | 16.56 |
R
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Reaper Scythe | 1d8 + 1 | 2 | -1 | 11 | 5 | 2-handed for races smaller than human size | 78.75 |
Reinforced Bow | +1 | 0 | 0 | 0 | 0 | N/A | 20.00 |
Reinforced Gauntlet | +2 | 0 | 0 | +0.75 | 0 | N/A | 6.75 |
Reinforced Glove | +2 | 0 | 0 | +0.5 | 0 | Chain Mail Glove only | 6.00 |
Reinforced Spring | +1 | +5 | 0 | 0 | 0 | N/A | 20.00 |
Ringed Knuckles | 1d3 | 1 | 0 | 0.5 | 0 | N/A | 5.94 |
Rod | 1d4+1 | 2 | 0 | 8 | 4 | N/A | 55.00 |
Rune Staff | 1d4 | 2 | -1 | 4.4 | 4 |
Increased Runic Speed by 1 Elemental Effects for Rune Staff The Rune Staff can activate a different ability depending upon the user's element. Each ability must be activated by the user and costs the user 1 Soul point per hit with the staff with the ability activated.
|
44.00 |
S
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Sai | 1d4 | 1 | +1 | 3 | 1 | Double attack value for parry. | 21.25 |
Scale Gauntlet | 1d8 + 2 | 1 | -1 | 3.5 | 3 | Can not pick pockets, cannot use with knuckles. | 22.25 |
Serrated Blade | +1 | 0 | 0 | 0 | 0 | For daggers, boot knives, long knives, and small knives only | 5.00 |
Serrated Edge | +1 | 0 | 0 | 0 | 0 | For throwing knives and chakram only | 2.00 |
Short Dart | 2 | Throw Range x 1.5 | -1 | 0.1 | 0.05 | N/A | 0.69 |
Short Katana | 1d10 | 1 | 0 | 8 | 2 | N/A | 70.00 |
Short Sword | 1d8 | 1 | 0 | 6 | 2 | 2-handed for races smaller than human size | 42.50 |
Silver Arrow | 3 | 0 | 0 | 0.3 | 0.05 | Attack value +1d6 versus undead | 2.81 |
Silver Bolt | 2 | 0 | 0 | 0.2 | 0.05 | Attack value +1d6 versus undead | 2.00 |
Silver Edge | 0 | 0 | 0 | 0 | 0 | Increase attack value by +1d6 versus undead | 7.00 |
Silver Recessed Blade | +1d4 | 0 | 0 | +0.5 | 0 | For night sticks and boomerang only; attack value 1d6 versus undead | 10.00 |
Silver Spear Head | 1d6 | 0 | 0 | 0.75 | 0.5 | Attack value 1d6 versus undead | 7.19 |
Silver Spiked End | +1d4 | 0 | 0 | +1 | 0 | Attack value 1d6 versus undead | 15.00 |
Six Point Hira-Shuriken | 1d6 | Throw Range x 1.5 | -1 | 0.4 | 0.1 | N/A | 3.25 |
Sling Shot | 1 | 6 | -1 | 0.6 | 1 | N/A | 1.91 |
Small Axe | 1d6 + 2 | 1 | -1 | 6.5 | 4 | N/A | 46.88 |
Small Bow | 1d4 | 10 | -2 | 0.75 | 8 | You must be at least 3 spaces away to use this weapon. | 63.67 |
Small Club | 1d4 | 1 | -1 | 7 | 2 | Flammable | 12.00 |
Small Crossbow | 1d6 | 10 | -1 | 4 | 8 | No critical damage | 118.75 |
Small Knife | 1d4 | 1 | 0 | 0.5 | 1 | N/A | 5.00 |
Small Nail | +1 | 0 | 0 | +.25 | 0 | For planks only | 1.50 |
Small Plank | 1d3 | 1 | -1 | 2 | 2 | Flammable | 3.38 |
Small Scythe | 1d6 + 2 | 1 | 0 | 9 | 4 | N/A | 65.00 |
Spiked End | +1d4 | 0 | 0 | +1 | 0 | N/A | 12.50 |
Spiked Gauntlet | +1 | 0 | 0 | +0.5 | 0 | Can use piercing attacks. | 7.50 |
Spiked Knuckles | 1d4 | 1 | 0 | 0.6 | 1 | N/A | 7.19 |
Spikes | +1d3 | 0 | 0 | +1 | 0 | For clubs and mallets only | 5.00 |
Staff | 1d3 + 1 | 2 | -1 | 5 | 4 | Flammable | 10.94 |
Steel Arrow | 3 | 0 | 0 | 0.3 | 0.05 | N/A | 2.06 |
Steel Bolt | 2 | 0 | 0 | 0.2 | 0.05 | N/A | 1.50 |
Steel Recessed Blade | +1d4 | 0 | 0 | +0.5 | 0 | For night sticks and boomerangs only | 5.00 |
Steel Spear Head | 1d6 | 0 | 0 | 0.75 | 0.5 | N/A | 5.31 |
Steel Spear Shaft | 1d4 | 3 | 0 | 8 | 4 | N/A | 53.75 |
Stone Spear Heads | 1d3 | 0 | 0 | 0.45 | 0.5 | N/A | 1.64 |
T
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
Throwing Knife | 1d6 + 1 | Throw Range x 1.5 | -1 (thrown) 0 (melee) | 0.25 | 0.2 | N/A | 2.50 |
Thrusting Claw | +1 | 0 | 0 | 0 | 0 | For hammers only. | 25.00 |
Tightened Bow Strings | +1 | +5 | 0 | 0 | 0 | N/A | 20.00 |
Tonfa | 1d6 | 1 | +1 | 3 | 4 | Flammable | 20.63 |
Trident | 1d10 + 3 | 2 | -1 | 10 | 5 | N/A | 73.13 |
Twisted Staff | +1d4 | 0 | 0 | x1.25 | 0 | For staffs, quarter staffs, and rune staffs only. | x1.25 |
W
Weapon
|
Attack | Range |
Hit Chance
|
Weight | Space Taken | Other Information | Cost |
---|---|---|---|---|---|---|---|
War Axe | 1d12 + 1d4 + 1 | 2 | -3 | 16.5 | 8 | Not acceptable for races smaller than human size; 2-Handed for human size races | 124.38 |
War Hammer | 1d10 + 1 | 1 | -1 | 7.5 | 2 | N/A | 58.13 |
War Mallet | 1d8 + 2 | 2 | -2 | 12 | 5 | N/A | 38.75 |
War Scythe | 1d10 + 1 | 2 | -1 | 12 | 8 | Not acceptable for races smaller than human size; 2-handed for human size races | 97.50 |
Wood Arrow | 1 | 0 | 0 | 0.1 | 0.05 | Flammable | 0.42 |
Wood Spear Head | 1 | 0 | 0 | 0.19 | 0.5 | Flammable | 0.92 |
Wood Spear Shaft | 1d3 | 3 | 0 | 2.5 | 4 | Flammable | 7.66 |
Newest 10 Entries
Spell | Piercing Light |
---|---|
Affinity | light |
Stat Cost | 2 Soul |
Spell Cast Speed | 1 |
Range & Area | every target in a straight line from the caster |
Duration | instant |
Spell Family | Piercing Light |
Requirements | N/A |
Spell Effects | This spell shoots a piercing beam of light from the hand of the spell caster in a straight line across the battlefield. It hits and passes through every target in its path, ally and enemy, doing 2d12 magic damage to each target. |
Check Difficulty | Easy Arcana |
Spell | Armor of Light |
---|---|
Affinity | light |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Glow |
Requirements | Glowing Shield |
Spell Effects | With this spell you provide yourself or an ally a set of armor made of light. The armor grants the wearer 5 Physical Armor and 10 Magical Armor. |
Check Difficulty | Hard Arcana |
Spell | Glowing Shield |
---|---|
Affinity | light |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d6 rounds |
Spell Family | Glow |
Requirements | Comforting Light |
Spell Effects | This spell provides you or your chosen ally a small buckler shield made of light. This shield can be used with the block or magic block skill and provides 1 Physical Armor and 4 Magical Armor. |
Check Difficulty | Normal Arcana |
Spell | Healing Light |
---|---|
Affinity | light |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Glow |
Requirements | Comforting Light |
Spell Effects | With this spell you use the warm healing power of light to heal others or yourself. With this spell you can restore 2d12 plus Arcana worth of Vitality. |
Check Difficulty | Normal Arcana |
Spell | Flash |
---|---|
Affinity | light |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | all enemy targets |
Duration | 1d6 rounds |
Spell Family | Glow |
Requirements | Glaring Light |
Spell Effects | This spell causes a bright flash that causes all enemy targets in the battlefield to have visual instability. Allies and the spell caster are protected from the flash. |
Check Difficulty | Normal Arcana |
Spell | Glaring Light |
---|---|
Affinity | light |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Glow |
Requirements | Glow |
Spell Effects | With this spell you place a glaring bright light in front of the target. This causes the target to experience visual distortion. |
Check Difficulty | Normal Arcana |
Spell | Comforting Light |
---|---|
Affinity | light |
Stat Cost | 4 Soul |
Spell Cast Speed | 2 |
Range & Area | 1 target |
Duration | instant |
Spell Family | Glow |
Requirements | Glow |
Spell Effects | With this spell you surround a target within a warm, comforting ray of light. The light dispels any personality status changing effects and relaxes the target. The target will regain 20% of max Power but will do 15% less damage for 1d4 rounds. |
Check Difficulty | Normal Arcana |
Spell | Glow |
---|---|
Affinity | light |
Stat Cost | 1 Soul |
Spell Cast Speed | 1 |
Range & Area | 1 target |
Duration | until ended |
Spell Family | Glow |
Requirements | N/A |
Spell Effects | With this spell you can cause a small object, weapon, or body part to glow brightly. This glow produces enough light to light up a 30x30 foot area. |
Check Difficulty | Easy Arcana |
Spell | Sun's Fall |
---|---|
Affinity | flame |
Stat Cost | 10 Soul |
Spell Cast Speed | 5 |
Range & Area | 100 feet upward, 20 spaces outward, affecting a 5x5 space area |
Duration | instant |
Spell Family | Spark |
Requirements | Sun's Shower |
Spell Effects | With this manipulation, you create sun fire and concentrates it into an orb about the size of your body. The orb crashes at the targeted point and explodes, causing massive damage of 8d12 to any target in the area, ally or enemy. |
Check Difficulty | Hard Arcana |
Spell | Apocalypse |
---|---|
Affinity | flame |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | battlefield |
Duration | instant |
Spell Family | Spark |
Requirements | Sun's Fall |
Spell Effects | This spell is made to feel as if the very earth was being destroyed on the battlefield. When this spell is created, fire erupts from the floor. Explosions of magical fire explode all around everyone and amazing heat builds up in the area. Anything flammable in the area of the spell is almost instantly set aflame. This spell does a staggering 12d12 damage to every enemy target on the battlefield. |
Check Difficulty | Impossible Arcana |
Top 10 Entries
Spell | Aura of Fear |
---|---|
Affinity | death |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | a 3x3 space area around the caster |
Duration | 1d8 rounds |
Spell Family | Loss of Self |
Requirements | Aura of Despair |
Spell Effects | With the casting of this spell you are surrounded by an aura of the fear that comes with the passing of someone close to you. The aura affects everyone, friend or foe, who are in the area of effect, but not the caster. The fear causes the affected not be able to attack you and need to make normal mental balance checks each round to not simply give in to the fear and have a panic attack causing itself melee damage and running blindly from you. |
Check Difficulty | Normal Arcana |
Spell | Serenity's Beckoning |
---|---|
Affinity | death |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | 1d6 rounds |
Spell Family | Beast's Prey |
Requirements | Cold Blade |
Spell Effects | With this spell the promised calm of Serenity beckons the target. The target looses all desire, wanting instead to seek out the serenity of death. The target must make hard Survival checks when attacked or the target will allow itself to be hit with no armor protection and no evade. The only armor protection that can come into play is any magical protection effects already in place or any racial protection. Armor itself will be treated as if it doesn't exist. |
Check Difficulty | Normal Arcana |
Spell | Serenity's Verdict |
---|---|
Affinity | death |
Stat Cost | 8 Soul |
Spell Cast Speed | 4 |
Range & Area | 1 target 1d12 spaces away |
Duration | instant |
Spell Family | Beast's Prey |
Requirements | Serenity's Beckoning |
Spell Effects | The Serenity grabs hold of the target and passes its verdict on the target before releasing it. A 1d6 is rolled. If a 6 is rolled, the target is lulled to a sleep from which it will not awaken, the sleep of death. |
Check Difficulty | Hard Arcana |
Spell | Well of the Dead |
---|---|
Affinity | death |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d4 rounds |
Spell Family | Fang |
Requirements | Vampire Strain |
Spell Effects | With this spell you draw upon the dead for strength for yourself or an ally. Calling forth the death energy around you, you either gather it into yourself or disperse it to a selected ally, temporarily gaining a x 1.25 to melee, throw, and bow power, and + 1 to Runic Speed. Once the spell is over however the energy quickly drains out of target, leaving the target half of their Power. |
Check Difficulty | Normal Arcana |
Spell | Executioner's Weapon |
---|---|
Affinity | death |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | self or 1 ally |
Duration | 1d4 rounds |
Spell Family | Fang |
Requirements | Serenity's Calm |
Spell Effects | This spell provides a special enchantment the weapon of your chosen ally (or your weapon). Death magic coats it deeply. Whenever your ally attacks, they roll a 1d6. If they roll a 6, the target dies instantly. Any other roll is inconsequential and you do damage as normal. |
Check Difficulty | Normal Arcana |
Spell | Plague |
---|---|
Affinity | death |
Stat Cost | 6 Soul |
Spell Cast Speed | 3 |
Range & Area | 1 target |
Duration | until cured |
Spell Family | Bio Instability |
Requirements | Night Shade |
Spell Effects | This spell summons an ancient disease. A mist moves into the body of the target. The target loses sight, becomes nauseous cutting their movement in half, and starts to lose life, loosing 2d10 Vitality per round. This disease will continue to work its way through the body until it kills the target. Every round the poisoning gets worse, adding 1d6 each round to the poisoning damage. This disease can be cured but to do so all status aliments must be removed at the same time. |
Check Difficulty | Normal Arcana |
Spell | Vibrations of Creation |
---|---|
Affinity | sound |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | battlefield |
Duration | instant |
Spell Family | Tinnitus |
Requirements | Song's End |
Spell Effects | This powerful spell recreates the violent sounds and vibrations of creation on the battlefield. All the sudden the battlefield shakes and shutters in the violent throws of creation. Every enemy target takes 8d10 magic damage. The caster rolls a 1d3, multiplying the damage against the number rolled. The caster and allies are protected in sound proof bubbles. |
Check Difficulty | Impossible Arcana |
Spell | Banshee's Reaping |
---|---|
Affinity | sound |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | battlefield |
Duration | instant |
Spell Family | Tinnitus |
Requirements | Banshee's Song |
Spell Effects | With this spell you call upon the negative aspect of sound, the banshee. The banshee will go to every target, ally and enemy, and attempt to reap that target. Enemies must roll a 1d6, with 6 killing the target. Allies must roll a 1d% with 100 killing the ally. You are immune. |
Check Difficulty | Impossible Arcana |
Spell | Suffocate |
---|---|
Affinity | air |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 1 target that is up to 10 spaces from the caster |
Duration | 4 round death countdown |
Spell Family | Air's Constant Flow |
Requirements | Choking Gas |
Spell Effects | Suffocate creates an air vacuum in front of the mouth of the single target. This vacuum stops all air from being taken in by the target. Immediately, the target falls down, unable to breathe. For four rounds the target struggles for air. Finally the target passes out and dies. At any part of the suffocation, someone can break the magic of suffocation by dragging the body from the area of the air vacuum with a successful hard arcana check. The target though is unable to act or move during this spell. |
Check Difficulty | Impossible Arcana |
Spell | Tornado's Destruction |
---|---|
Affinity | air |
Stat Cost | 12 Soul |
Spell Cast Speed | 6 |
Range & Area | 8 spaces affecting a 6x6 space area |
Duration | instant |
Spell Family | Airess |
Requirements | Gale Force |
Spell Effects | You create a tornado that attacks all foes in the area at once doing 10d10 damage to every target and having a 25% chance per target to remove from the target all armor, weapons, and possessions. You and allies are not affected. |
Check Difficulty | Impossible Arcana |