Projects: A-Z Index

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Project progress 56

Newest 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

Top 10 Entries

Spell Plasma Wave
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area a 4x4 space around the caster
Duration instant
Spell Family Spark
Requirements Rising Plasma
Spell Effects You summon forth a wave of molten plasma that comes from within you in all directions. Any target, friend or foe, caught within the wave will receive 5d10 + 5 magic damage and be knocked down, stunned for 1 round, and dazed for the next 2 rounds.
Check Difficulty Hard Arcana
Spell Rising Plasma
Affinity flame
Stat Cost 6 Soul
Spell Cast Speed 3
Range & Area all enemy targets
Duration instant
Spell Family Spark
Requirements Plasma Ignite
Spell Effects This spell brings forth molten plasma from under the ground up slowly to cover the battlefield. You and your friends are safely lifted into the air by the currents created by the heat of the plasma. Ground-based enemy targets though are stuck within the burning plasma, receiving 4d10 magic damage and burns.
Check Difficulty Normal Arcana
Spell Superheated Blade
Affinity flame
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area self or 1 ally
Duration 1d8 rounds
Spell Family Pyro Enchantment
Requirements Plasma Burning
Spell Effects This spell causes the weapon to instantly destroy any cloth armor and cloth or wood shield it hits. It also causes 3x user's Arcana damage.
Check Difficulty Hard Arcana
Spell Blade of Plasma
Affinity flame
Stat Cost 4 Soul
Spell Cast Speed 2
Range & Area self or 1 ally
Duration 1d6 rounds
Spell Family Pyro Enchantment
Requirements Pyro Enchantment
Spell Effects This spell gives your or your ally's weapon the status of plasma. This makes it so that the affected weapon ignores 20% of the target's armor so that 20% of all damage dealt goes straight to Vitality.
Check Difficulty Normal Arcana
Spell Volcano Eruption
Affinity flame
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area a 5x5 area around a spot of your choosing
Duration 1d6 rounds
Spell Family Spark
Requirements Plasma Wave
Spell Effects With this spell you summon forth the molten plasma to erupt like a volcano. Any in the area of effect (ally and foe) will receive 3d20 per round.
Check Difficulty Hard Arcana
Spell Spark
Affinity flame
Stat Cost 2 Soul
Spell Cast Speed 1
Range & Area 1 target
Duration 1d6 rounds
Spell Family Spark
Requirements N/A
Spell Effects This spell makes it so that anything physically hit, hit with fire, or hit with pyromancy can catch fire and catches it on fire. This causes the the attack to inflict Minor Burns. Any wooden shield or weapon is destroyed.
Check Difficulty Easy Arcana
Spell Big Bang
Affinity light
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area all enemy targets
Duration instant
Spell Family Piercing Light
Requirements Star's Nova
Spell Effects This spell pumps every enemy target full of light. The target must make an impossible Endure check. If the target fails, the target explodes violently, with the light exploding out of the target, and the target dies. Those that succeed are hit by the exploding target and the exploding light, receiving 7d12 magic damage. If all targets succeed, the light still explodes dealing each 8d12 magic damage, but the targets themselves don't explode. The caster and allies are protected.
Check Difficulty Impossible Arcana
Spell The End of the Tunnel
Affinity light
Stat Cost 12 Soul
Spell Cast Speed 6
Range & Area 1 target
Duration instant
Spell Family Glow
Requirements Solar Flare
Spell Effects This spell begins a death countdown on the target. The target has 3 rounds to make a hard Endure check. If the target fails by the third round, the target dies instantly.
Check Difficulty Impossible Arcana
Spell Star's Nova
Affinity light
Stat Cost 10 Soul
Spell Cast Speed 5
Range & Area all enemy targets
Duration instant
Spell Family Piercing Light
Requirements Star's Vengeance
Spell Effects A small star forms in the center of the battlefield and then instantly explodes, dealing 6d10 magic damage to all enemy targets and blinding any that lives for the remainder of the battle. Yourself and your allies are protected.
Check Difficulty Hard Arcana
Spell Light Storm
Affinity light
Stat Cost 8 Soul
Spell Cast Speed 4
Range & Area 5 spaces outward affecting a 4x4 space area
Duration 1d8 rounds
Spell Family Piercing Light
Requirements Flash Explosion
Spell Effects This spell covers the area of effect with a terrible storm of laser beams. Any target, ally, enemy, or yourself, that is caught in the area of effect during any point of the spell's duration will receive 3d12+2d4 magic damage, for each round the target is caught in the spell's area of effect.
Check Difficulty Hard Arcana