The dawn of a new era has arisen within the Archi Galaxy. A vast expanse with a diameter of 275,000 light years which holds countless agendas, factions, and powerful people within it along with many different planets and star systems to explore and influence. The core planet within this galaxy is called Kyriopelagos, which is a place riddled to the brim with talented and powerful people, along with several mysteries that are yet to be uncovered.
Played | 41 times |
Cloned | 7 times |
Created | 10 days ago |
Last Updated | 1 days ago |
Visibility | Public |

Warder - Battle Shield
A Warder cantrip that creates a thin, orbiting shield around each party member, including the caster, absorbing 10 hit points of damage before breaking. The shield's durability increases by 5 hit points for each caster level above 5.

Warder - Kinetic Absorption Shield
Creates a thin, translucent kinetic shield around the Warder, lasting 15 turns. The shield halves all physical weapon damage received and stacks with other damage reduction effects, while slightly reducing the chance of being targeted by attacks.

Aureate Blast
Samson Aureate conjures a miniature sun of nuclear fusion energy and hurls it at a target within range, unleashing a blast of intense heat and radiant damage in a 30ft radius. The blast ignites flammable objects and causes searing burns to creatures hit, with a chance to ignite ongoing flames.
Duelist - Mano-a-Mano
Locks a target enemy in line of sight into a 1v1 duel with the caster. The enemy must succeed on a Strength saving throw or be forced into the duel. Both roll initiative to determine attack order. While dueling, damage dealt and received is doubled for both, the caster attacks with advantage and gains +7 damage. Neither can be attacked, healed, or buffed by others during the duel, but existing buffs remain active.
Controller - Gambit
Taunts enemies within 60 feet to attack the caster indefinitely, granting them advantage on attack rolls against the caster. If the caster dies from a taunted enemy, all taunted enemies become bound for two turns and take double the damage they inflicted on the caster. Those inflicted by the spell make a wisdom saving throw with DC 17 to avoid being taunted, failure results in them also receiving 1d12 psychic damage. At the end of each taunted enemy turn they make a wisdom saving throw of DC 17 to stop being taunted. If they succeed before the caster dies, they receive half of all the damage they inflicted on the caster (rounded down).

Controller - Hold
You attempt to hold a creature in place with an energy restraint force for 4 turns. The target must succeed on an Intelligence saving throw to avoid being restrained. While restrained, the target cannot move or make any physical attacks

Modifier - Healing Pillar
Summons a healing pillar anywhere within line of sight that takes one extra turn to spawn. The pillar has 65 hitpoints, increasing by 10 for each caster level above 7, and emits a whiteish green healing pulse in a 30ft radius each turn, healing 15 hitpoints to allies for every pulse.

Utiliser - Shaliach Heal
Increases the caster's speed by 50 and dexterity by 5 for 30 minutes. Heals all allies within 10 feet for 75% of their max health or grants +2 AC for their next turn if already at full health during this duration. All allies can only receive either effect once per cast.

Utiliser - Afterimage
Speed increases by 20, creates afterimages of your movements, increasing your AC by 5 plus your dexterity modifier for 4 turns. While active, you take double damage if hit, but all your attacks count as sneak attacks, tripling damage inflicted.

Controller - Blinding Radiance
You emit a dazzling light in a 60-foot radius, forcing enemies to make an Intelligence saving throw or be blinded for 3 turns.

Quasard: Form Quasar Grenade
Quasard conjures a small, ping pong sized orb of extremely condensed gravitational energy coated in a shimmering resin. This is ammunition Quasard needs to throw his quasar grenades.

Player 1: Store Template
Pizor touches a creature or individual and analyzes their movement and fighting tendencies, storing a template of their character and combat style. He can store up to 5 templates at a time; storing a new template beyond this limit erases the earliest stored one. While a template is stored, he can summon troops based on that template to fight for him. Any touched creature or individual by this skill has to throw a wisdom saving throw (DC 20) to avoid their schematic being stored.

Player 1: Schematic Dominion
Upon activation, Pizor becomes immobile and gains a protective schematic shield, rendering him nearly impervious to damage (this shield increases his AC to 35). He summons up to 5 troops based on previously stored templates of individuals he has touched and analyzed, each troop tailored for offense, defense, support, or reconnaissance as Pizor desires. The shield remains until all summoned troops are defeated.

Kairos/Enoch: TrainWreckage
He enters a charging stance in which he is unable to move or act for that turn. He can continue charging for as many extra turns as desired, in which he is unable to move or act for those turns. For every extra turn he spends charging, the damage roll increases by 1d8 force and 1d8 bludgeoning damage.

Adam's Copy
Adam gazes upon any creature or individual and mimics one of its abilities, gaining a superior version of that ability for 1 minute. The copied ability can be a spell, attack, or special trait he has seen used within the last minute. If the ability requires an attack roll or saving throw, Adam uses his own stats, and the ability's power is enhanced by 25%.

Battlesuiter - Stealth Mod
Deactivates all other active Battlesuiter - Mod spells. Grants +3 bonus to Dexterity, Stealth, Sleight of Hand, and Deception checks. Provides advantage on the first attack roll in battle. Reduces AC by 3 while active.

Battlesuiter - Analysis Mod
This spell deactivates all other Battlesuiter - Mod spells when active. It grants a +4 proficiency bonus to Intelligence, Investigation, and Perception checks, enhancing analytical abilities. However, it reduces AC by 2 and imposes disadvantage on attack rolls.

Modifier - Temporal Rewind
This spell rewinds the state of a selected ally to how they were four turns ago, restoring their health, conditions, and status effects to that previous state. It effectively reverses damage taken and removes any conditions gained since then, but also undoes any beneficial effects or healing received in that time.

Modifier - Enhance Physique
Choose up to three allies within range. Each target's AC increases by 2 for 24 hours.

Controller Analysis
You analyze the environment and layout of a point of interest within range. Upon casting, you gain insight into traps, routes, NPCs, special items, and treasures present in the area. The quality of the information depends on a spellcasting ability check made during casting, with higher results revealing more detailed and numerous elements.

Controller - Summon Assets
You summon three spectral units or illusions that last for 5 turns. These units can attract enemy aggro, disappearing immediately when hit.

Utiliser - Transform Weapon
Transforms a non-weapon item into a functional weapon. The type of weapon (melee or ranged) depends on the item's nature and the caster's explanation of its use.

Duelist - Target Lock
You choose a single opponent as your target for 4 turns. You gain advantage on attack rolls against the target, and the target has disadvantage on attack rolls against you for the duration. If your target died before the end of the duration, you switch targets to the next closest opponent for the remainder of the duration. During this period, the duelist can only attack their targeted enemy.

Warder - Counter Ward
For one turn, all party members are marked with a Ward. When a marked ally is attacked, the Warder teleports in front of them, making a parry attack and dealing counter damage based on their Constitution modifier.

Warder - Bodyguard
You select a willing ally within 30 feet to shadow for 5 turns. When the chosen ally is attacked, you instantly teleport in front of them, intercepting the attack, then return to your original position. Any damage received by the Warder by intercepting an attack is reduced by 3/4.

Sieger - Fission
The caster skips their next two turns to build energy, then unleashes a devastating blast of force damage affecting all enemies within 150 feet around of them.

Genius Analysis
This spell allows the caster to analyze a single object or enemy, revealing detailed and concise information about its configuration, properties, or abilities. The analysis provides insight into the target's strengths, weaknesses, and unique traits, aiding strategic decisions. The quality of the analysis depends on a spellcasting ability check made during casting, with higher results revealing more significant and deep incisive elements.

Effector: Blast
A ranged spell attack that unleashes a blast of energy tailored to the caster's effect control, such as fire, ice, or pure energy. The damage type and visual effect depend on the caster's specific effector specialization.

Empath - Empathic Motivation
You inspire your allies within 30 meters, granting them advantage on all rolls for 5 turns as long as they remain within the radius.

Battlesuiter - Defence Mod
Increases your Armor Class by 3 but imposes a -2 penalty on your attack rolls. Automatically deactivates all other Battlesuiter - Modifier spells if active.

Battlesuiter - Attack Mod
This spell enhances your battlesuit, granting you advantage on attack rolls and a +3 bonus to attack rolls. However, the enhanced offensive capability reduces your AC by 2. Automatically deactivates all other Battlesuiter - Mod spells when active.

Duelist - Critical Aim
Enhances the Duelist's accuracy, granting a plus 3 to damage on landed attacks for 5 turns as they target the vital points of their enemy.