Projects: A-Z Index
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Name | Lorem ipsum dolor |
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Maintainer | Deleted |
Description | Lorem ipsum dolor sit amet, consectetur adipisicing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum. |
Project progress | 56 |
Newest 10 Entries
Skill | Divination |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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.
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Success Roll | Insight |
Skill | Set Magical Trap |
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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:
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Success Roll | Arcana |
Skill | Potion Save |
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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 |
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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
Ability | Combat Enhancement |
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Effects | This ability allows you to spend Power into your attacks, allowing you to increase your damage at a rate of 1 damage per 2 power. You must have Combat Endurance to get this ability. |
Ability | Tactical Strategy |
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Effects | This ability allows you to set aside an attack, skill, or spell to be used at just the right time. With this ability you can set aside a move, be it an attack or a skill use; and target an enemy to use this move on right before that enemy makes a move that you declared you wanted to intercept. You must have Combat Preparedness to have this ability. |
Ability | Draining Hit |
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Effects | This ability causes half of the vitality damage you do to your target to be used to heal your Vitality. You must have Weapon Mastery to get this ability. |
Ability | Special Weapon Damage |
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Effects | This ability caused you to inflict special weapon damage (wounds, daze, etc) whenever you land a critical hit. You must have Weapon Mastery to have this ability. |
Ability | Combo Attack |
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Effects | This ability allows you to sacrifice your turn to instead attack in tandem with your ally when your ally attacks. You can't have attacked yet because this takes away your attack. You must be targeting the same target and able to attack the same target from where you are at. You must have Weapon Mastery to get this ability. |
Ability | Rushing Charge |
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Effects | If you sprint when you move you can sprint into your enemy. With a successful atheltics check, you can push your enemy back the remaining amount of your movement + 1. |
Ability | Physical Defense Proficiency |
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Effects | This ability increases your proficiency at defending against physical attacks. It does so by allowing you to roll twice for any defensive action. |
Ability | Armor Proficiency |
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Effects | This ability gives you proficiency in Light, Medium, or Heavy Armor. You must acquire this ability for each armor type you desire proficiency in.
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Ability | Keep Self |
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Effects | +1 to Mental Balance and Spiritual Balance against mental affecting status effects including possession. |
Ability | Heightened Senses |
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Effects | +1 to Perceive and Insight |