Projects: A-Z Index

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Name Lorem ipsum dolor
Maintainer Deleted
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Project progress 56

Newest 10 Entries

Skill Chi Guard
Stat Cost 2 Soul
Range move range
Area 1 ally
Duration instant
Requirements Chi Defense
Effects Immediately lessen the damage dealt to your ally by your Focus Score.
Success Roll Focus -1
Skill Chi Drain
Stat Cost 2 Soul
Range 1 space
Area 1 target
Duration 1d4 rounds
Requirements Chi Heal
Effects Your physical attack will drain your focus score worth of Vitality from the target to restore your Vitality, if you manage to hit the target's Vitality.
Success Roll Focus -6
Skill Chi Energy
Stat Cost 4 Soul
Range around user
Area 3x3 spaces
Duration 1d4 rounds
Requirements Chi Heal
Effects Your inner chi expands outwards creating an aura around you. Anyone who enters the aura, friend or foe, will be have 1d6 Power restored each round that they are in the area of effect.
Success Roll Focus -6
Skill Chi Runic Defense
Stat Cost 3 Soul
Range self
Area self
Duration 1d4 rounds
Requirements Chi Defense
Effects Decrease magical damage received by Focus score.
Success Roll Focus -2
Skill Inciteful Energy
Stat Cost 4 Soul
Range around user
Area 3x3 spaces
Duration 1d4 rounds
Requirements Chi Energy
Effects Anyone in the area of effect, friend or foe, will receive the berserk status for the duration that they are in the area of effect + 1 round. This causes them to do double damage but prevents them from using spells.
Success Roll Focus -5
Skill Focused Punch
Stat Cost 2 Power
Range 1 space
Area 1 target in front
Duration instant
Requirements N/A
Effects Punch adding double Focus to your Offensive Power.
Success Roll Focus
Skill Focused Kick
Stat Cost 2 Power
Range 1 space
Area 1 target in front of you
Duration instant
Requirements N/A
Effects Kick adding double focus to your offensive power.
Success Roll Focus
Skill Pin Target
Stat Cost 4 Power
Range jump range
Area 1 target
Duration 1 round
Requirements N/A
Effects With this skill you jump onto the target pinning the target to the ground. The target is unable to move or act during this time. The target can make an atheltics check, with your atheltics being a penalty. You also must spend an entire round of not acting to hold this target down. Once the target is free or the round is over, you must make a focus check to not lose the next round.
Success Roll Athletics -2
Skill Eye Gouger
Stat Cost 4 Power
Range 1 space
Area 1 target in front
Duration instant
Requirements Focused Punch
Effects With this attack you attempt to blind the target for 1d4 rounds. You do normal damage.
Success Roll Perceive -2
Skill Uppercut
Stat Cost 5 Power
Range 1 space
Area 1 target infront of you
Duration instant
Requirements Eye Gouger
Effects With this skill you perform an uppercut. This increases the attack by an extra offensive power. If you crit you knock the target out for 1d3 rounds.
Success Roll Athletics -4

Top 10 Entries

Spell Sculpted Mount
Affinity stone
Stat Cost 5 Soul
Spell Cast Speed 3
Range & Area next to caster
Duration 1d10 hours
Spell Family Solidity
Requirements Stone Circle
Spell Effects With this manipulation you create a horse made completely out of stone. 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 day the horse turns into a small pile of dirt and stone.
Check Difficulty Normal Arcana
Spell Catapult
Affinity stone
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area next to caster, can target any target
Duration until destroyed or end of battle
Spell Family Dust Devil
Requirements Gravel Pelt
Spell Effects This manipulation creates an independent catapult that operates in one single position. Each round the catapult will attack a target of your choice dealing 2d% points of magical damage with each shot. The catapult has 3d20 Vitality and can be attacked by any means. The catapult will remain on the battlefield, attacking the target of your choice, until the battle is over or the catapult is destroyed. Once created you do not have to maintain the catapult and can use other skills and spells. The catapult cannot be healed.
Check Difficulty Normal Arcana
Spell Mountain's Base
Affinity stone
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area a 10x10 space area around the caster
Duration 1d4 rounds
Spell Family Dust Devil
Requirements Gravel Pelt
Spell Effects When you create this spell dust will fly out in every direction over the entire radius of the spell, forming thick clouds of it from your body. To all enemy targets this creates a blindness effect. Every time they wish to attack they will have to make a hard hit chance check in order to be able to attack you or your allies. They will also have to make a perceive check to be able to move without tripping and falling. You and your allies can see clearly through the dust. When the spell ends, the dust settles.
Check Difficulty Normal Arcana
Spell Earthen Angers
Affinity stone
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area 1d12 + 1 spaces affecting 1 target
Duration instant
Spell Family Dust Devil
Requirements Gravel Pelt
Spell Effects With this manipulation you summon five good-sized rocks of a generic nature to pummel the target of your choice. Each rock bashes into the target before crumbling into dust on the ground. The final rock hits harder and knocks the target off it’s feet. The total magical damage is 2d10 + 1d4.
Check Difficulty Normal Arcana
Spell Quicksand
Affinity stone
Stat Cost 5 Soul
Spell Cast Speed 3
Range & Area 6 spaces affecting a 4x2 space area
Duration 1d6 rounds
Spell Family Grounding
Requirements Misstep
Spell Effects The magic of Quicksand changes the ground to the same consistency of real quicksand that is 2 feet deep. The magical quicksand holds onto any target that walks into it or who is already on the spot where the magic is cast. The target cannot move from the spot once the target enters the quicksand. When the spell ends, the target may move again. The target may use spells and projectile weapons from the spot and may make any melee attacks that do not require movement. Enemy targets cannot see the quicksand however you and your allies know it is there.
Check Difficulty Normal Arcana
Spell Living Ground
Affinity stone
Stat Cost 5 Soul
Spell Cast Speed 3
Range & Area entire battlefield
Duration instant
Spell Family Grounding
Requirements Misstep
Spell Effects With this manipulation, you instantly cause the ground underneath the battlefield to move as if alive. You can direct the movement, causing its occupants to move with it. The occupants must make hard Brace checks or be knocked down loosing 1 round. You can move the occupants of any 1 space area of ground 1d8 spaces in either direction.
Check Difficulty Normal Arcana
Spell Quartz Cage
Affinity stone
Stat Cost 5 Soul
Spell Cast Speed 3
Range & Area 6 spaces affecting 1 target
Duration until destroyed
Spell Family Grounding
Requirements Tremor
Spell Effects With this manipulation you create a cage of pure quartz that holds the target in. The cage has 6d12 and can only be destroyed by melee damage, all other damage hurts captured target. The target cannot move or use melee attacks but can use projectiles and magic spells that reach outside of the cage. The target cannot attack the cage them self.
Check Difficulty Normal Arcana
Spell Mountain Fortress
Affinity stone
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area above battlefield
Duration 1d8 rounds
Spell Family Grounding
Requirements Hovel
Spell Effects With creating this spell a floating miniature stronghold is created that every ally can get into. Windows open to any projectile wielding member of the party to attack through or to cast spells through. No melee attacks can occur inside the fortress or reach outside. The fortress floats and the stone is perfectly smooth and extremely strong so there is no way to scale it. Only magic can reach those in the fortress. When the spell wears off, the fortress floats down and fades away, leaving those who were inside completely exposed once again.
Check Difficulty Normal Arcana
Familiar War Eagle
Type large fowl
Vitality
Vitality Gen Dice Save
40 1d8 2
Soul
Soul Gen Dice Save
20 1d6 0
Power
Power Gen Dice Save
30 1d10 0
Armor
Physical Armor Magical Armor Defense
14 12 4
Hit Chance 5
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
14 1 1 1 1 1 1 1
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
14 1 1 1 1 3 1 1
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
14 10 1 1 1 1 1d8
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
10 100 0 1 1 0 1d6
Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
15 3 1 1d8 + 4 1 3 1d8
Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
15 1 1 3 1 1 1 1
Special Skills or Attacks
  • Fly: 2 X Move 
  • Dive Bomb: + 1d6 to attack 
  • Blinding Attack: +1d6 to attack but- 2 from total, blinds enemy (defense check) 1d6 rounds
Character Benefits
  • +3 to Luck to receive food, -1 to Luck to receive treasure per day
  • +2 to Perceive
Cost 150.00
Level Increases Starts at level 1. Every level increase allows the animal to increase its traits. You can roll 1d20 + 1d8 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also gets its gen dice for vitality, power, and soul.
Familiar Riding Horse
Type large mammal
Vitality
Vitality Gen Dice Save
30 1d10 1
Soul
Soul Gen Dice Save
20 1d6 0
Power
Power Gen Dice Save
30 1d10 1
Armor
Physical Armor Magical Armor Defense
12 10 5
Hit Chance 0
Fortitude
Fortitude Immunity Endure Defense Health Breath Holding Brace Stamina
18 2 2 2 2 2 2 4
Intellect
Intellect Runic Speed Focus Arcana History Nature Religion Spiritual Balance
12 0 0 0 0 1 0 0
Wisdom
Wisdom Perceive Survival Insight Medicine Mental Balance Runic Power
10 0 0 0 0 0 1d6
Strength
Strength Weight Limit Athletics Grip Critical Throw Range Offensive Power
20

10001

4

2

2

2

1d12

1Weight limit special bonus effect for mounts.

Speed
Speed Acrobatics Initiative Move Stealth React Bow Power
18 2 4 1d12 + rider1 -4 2 1d10

1Add rider's movement rate to mount's movement rate

Charisma
Charisma Influence Deception Intimidate Perform Persuade Luck Charm
10 0 0 0 0 0 0 0
Special Skills or Attacks N/A
Character Benefits
  • Can carry any race and up to 1000 pounds;
  • Afraid of battle – can not be ridden into battle;
Cost 400.00
Level Increases Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also gets their gen dice for vitality, power, and soul.