Post by Katashi Terra on Nov 10, 2019 13:31:53 GMT 10
SPELLS
Spells are bought using Spell Points (SP). Each spell has a level from 1 to 10, with each level of spell costing the same amount of points as it's level. Each spell's base power is based on the kind of spell it is, and it's level, and is a multiplier of your magical power.
When you are creating a new spell, if that spell is based on a lower level spell you already have, you can branch into that spell. When branching into a spell, you reduce the cost of that spell by the level of the lower level spell you are improving to create the branched spell.
If you buy a spell of higher level and would like to make a lower level spell of it, you can branch backwards into the spell. You create a spell for free that is of a lower level.
ATTACK [ ATK ]
An Attack spell's base power is 2x your MP at level 1, and increases by 2x for each level beyond. To add an effect to an attack spell, you reduce it's power by an amount listed in brackets next to the effect. A spell can only have two effects at any one time, unless you have a feature that says otherwise.
DEFENSE [ DEF ]
A Defense spell ranks up by 25% in defensive power between D Rank and A Rank, increasing to 150% total at S Rank. All defense spells are Action spells unless otherwise specified, and are displayed as [ ? | DEF ]. If an attack beats the defense spell, the left over damage is reduced by 50%. You can add one of the following effects to the technique, if you reduce it's blocking power by 10%, reducing it by 10% again for each rank above D.
EVASIVE [ EVA ]
An Evasive spell ranks up by 50% in evasive power between D Rank and A Rank, increasing to 300% total at S Rank. All evasive spells are bonus action spells unless otherwise specified, and are displayed as [ ? | EVA ]. You can add one of the following effects to the technique, if you reduce it's dodging power by 20%, reducing it by 20% again for each rank above D.
SUPPORT [ SPT ]
An Support spell ranks up by 10% in supportive power between D Rank and A Rank, increasing to 60% total at S Rank. All support spells are bonus action spells unless otherwise specified, and are displayed as [ ? | SPT ]. Choose one of the following Supportive effects.
HEALING [ HEA ]
Requires the 'Healing' Strength. A Healing spell ranks up by 10% in healing power between D Rank and A Rank, increasing to 60% total at S Rank. All healing spells are action spells unless otherwise specified, and are displayed as [ ? | HEA ]. You can add one of the following effects to the technique, if you reduce it's healing power by 5%, reducing it by 5% again for each rank above D.
UTILITY [ UTL ]
A Utility spell ranks up depending on it's purpose, though must Utility spells are D Rank. Their purpose is to provide non-Ethernano utilities and flavor-based abilities to the mage's repertoire. They are displayed as [ ? | UTL ]. Below are several examples of already existing Utility spells.
Spells are bought using Spell Points (SP). Each spell has a level from 1 to 10, with each level of spell costing the same amount of points as it's level. Each spell's base power is based on the kind of spell it is, and it's level, and is a multiplier of your magical power.
When you are creating a new spell, if that spell is based on a lower level spell you already have, you can branch into that spell. When branching into a spell, you reduce the cost of that spell by the level of the lower level spell you are improving to create the branched spell.
If you buy a spell of higher level and would like to make a lower level spell of it, you can branch backwards into the spell. You create a spell for free that is of a lower level.
ATTACK [ ATK ]
An Attack spell's base power is 2x your MP at level 1, and increases by 2x for each level beyond. To add an effect to an attack spell, you reduce it's power by an amount listed in brackets next to the effect. A spell can only have two effects at any one time, unless you have a feature that says otherwise.
- Quickening (1x): The spell is now a bonus action instead of an action.
- Homing (2x): If the spell is dodged with an Evasive spell, it must be dodged a second time on the following turn.
- Pierce (2x): This spell ignores half of the blocking power of any defense spell, and can only ever have it's bleed through reduced by a maximum of a quarter.
- Stunner (3x): This spell stuns the target if it does damage equal to the target's MP or higher. On the following turn, they are unable to take two action types. They must choose an action or a bonus action, not both.
- Divided (1x): This spell can have up to three targets, splitting the damage evenly among them.
- Charging (2x): This spell doesn't fire off at the target right away. As an action on subsequent turns, you can increase the power of the spell by 2x, to a maximum of 6x. After spending at least one turn charging, you can spend an action to fire the spell as an attack at it's full power. If you take more than your MP in damage before firing the spell off, you lose the spell and it's EP is wasted.
Overwatch (2x): This spell doesn't fire off at the target right away. As a bonus action within the next three turns, or automatically on your opponents turn when the target tries to use an escape spell, the spell fires. - Unison Raid (2x): This spell's total power can be combined with any other attack spells that have this effect, becoming a singular powerful attack.
- Ticking (2x): If the spell hits and does at least the targets MP in damage, they take extra damage equal to their MP at the end of each post for two posts, not including the post they took the initial hit.
- Area of Effect (4x): This spell affects all targets in the thread. By spending an additional point of Ethernano, you can spare yourself and one ally.
- Fatiguing (2x): This spell causes the target to lose 1 point of Ethernano, if it does at least 5x their MP in damage.
- Bending (2x): This spell will always curve toward the intended target, and therefore cannot be body blocked by another character.
DEFENSE [ DEF ]
A Defense spell ranks up by 25% in defensive power between D Rank and A Rank, increasing to 150% total at S Rank. All defense spells are Action spells unless otherwise specified, and are displayed as [ ? | DEF ]. If an attack beats the defense spell, the left over damage is reduced by 50%. You can add one of the following effects to the technique, if you reduce it's blocking power by 10%, reducing it by 10% again for each rank above D.
- Quickening: The spell is now a bonus action instead of an action.
- Redirect: This spell causes leftover defensive power after absorbing an attack to be directed to a single target as an attack.
- Endure: If this spell successfully blocks a single attack without breaking, you regain 1 point of Ethernano. You regain 1 Ethernano point for every attack fulled defended against, to a maximum of 3. If any damage bleeds through, you regain nothing.
- Unison Raid: This spell's total power can be combined with any other defense spells that have this effect, becoming a singular powerful barrier.
- Outlast: This spell causes a single target to lose 1 point of Ethernano if you defend against at least 50% of their incoming attack.
- Ongoing: This spell remains for up to three rounds, or until it's total defensive power is reached. You can place this spell on yourself or an ally.
EVASIVE [ EVA ]
An Evasive spell ranks up by 50% in evasive power between D Rank and A Rank, increasing to 300% total at S Rank. All evasive spells are bonus action spells unless otherwise specified, and are displayed as [ ? | EVA ]. You can add one of the following effects to the technique, if you reduce it's dodging power by 20%, reducing it by 20% again for each rank above D.
- Weave: This spell is capable of dodging multiple attacks, instead of a single attack. This spell now takes an action to use, instead of a bonus action.
- Counter: This spell causes half of the leftover percentage after successfully dodging an attack to be directed to a single target as an attack.
- Assistance: This spell causes a single target of your choice to dodge an incoming attack, instead of you dodging the attack. When used in this way, the target can choose whether or not to let the spell affect them (and dodge accordingly) on their turn. This technique now takes an action to use, instead of a bonus action.
- Unison Raid: This spell's total power can be combined with any other evasive spells that have this effect, becoming a singular powerful evasion - though the evasion only protects one caster.
- Escape: Instead of dodging, you try to escape the thread. If you have not been targeted with a total amount of damage equal to this spell at the start of your next turn, you escape. Otherwise, resolve damage as usual. This spell now takes an action to use, instead of a bonus action.
SUPPORT [ SPT ]
An Support spell ranks up by 10% in supportive power between D Rank and A Rank, increasing to 60% total at S Rank. All support spells are bonus action spells unless otherwise specified, and are displayed as [ ? | SPT ]. Choose one of the following Supportive effects.
- Bless: You increase the power of a single allied target's spells for one round.
- Bane: You decrease the power of a single enemy target's spells for one round. This effect can be cancelled by the target if they spend one Ethernano point.
- False Life: You increase the health pool of a single allied target for one round.
- Exchange: You reduce the power of an allied target's ATK, DEF or EVA spells, but increase the power of another one of those choices by double the amount reduced. This effect lasts until the end of their next turn.
HEALING [ HEA ]
Requires the 'Healing' Strength. A Healing spell ranks up by 10% in healing power between D Rank and A Rank, increasing to 60% total at S Rank. All healing spells are action spells unless otherwise specified, and are displayed as [ ? | HEA ]. You can add one of the following effects to the technique, if you reduce it's healing power by 5%, reducing it by 5% again for each rank above D.
- Ethernano Restoration: This spell also restores 1 point of Ethernano to the target.
- Protection: After healing the target, they have a 10% defense spell cast on them that lasts until the end of their next turn.'
- Spread: You can target two people, who each receive the same amount of healing.
- Unison Raid: This spell's total power can be combined with any other healing spells that have this effect, becoming a singular powerful heal - though the healing only effects one target.
UTILITY [ UTL ]
A Utility spell ranks up depending on it's purpose, though must Utility spells are D Rank. Their purpose is to provide non-Ethernano utilities and flavor-based abilities to the mage's repertoire. They are displayed as [ ? | UTL ]. Below are several examples of already existing Utility spells.
- [ D | UTL ] Submerge: This spell allows the mage to submerge themselves inside of a material chosen when you take this spell (example, earth or water) and hide themselves, moving through it quickly and discreetly.
- [ D | UTL ] Sensory: This spell allows the mage to sense the relative power and location of other mages.
- [ C | UTL ] Flight: This spell allows the mage to take flight.