Post by Raven on May 3, 2013 11:24:30 GMT -8
VI. Magics and Techniques
Within this universe, magic is a common thing-- even in the most backwater of worlds. Not all characters may have used magic before-- heck, not even all characters might know of magic-- but give a reason why they might not have heard or seen it. Magic is unique to the individual casting it. While one person might cast Fire as a fireball erupting from their palm, another's Fire spell might create several spinning spheres of fire spinning around oneself. Where one person's Blizzard might be throwing a javelin of ice, another's might send a peppering hail of ice in lots of small bits flying at the target. Be creative how your character might cast one of the more basic spells! No element of spell is stronger than another, and no element of spell trumps another-- but certain types of creatures may be weak to some magics and strong against others and some may even heal upon being hit with a specific element. As with exerting oneself physically, using magic often can mentally exhaust oneself quickly. Be certain that if you're casting many spells that you're keeping track of just how powerful the spells you're casting are and how often you're casting them. The Light and Dark elements and templates for spells are currently off-limits. These restrictions, however, will be lifted later as the plot progresses. All of these Magics and Techniques below are simply ideas to help inspire you to create others! Don't be afraid to expand on the list lay out for you!
Training Magics
Fire - A basic fire element spell that deals light fire damage.
Thunder - A basic thunder element spell, it deals light thunder damage to a single enemy.
Blizzard - A basic ice element spell that deals light ice damage.
Water - A basic water element spell that deals light water damage.
Aero - A basic wind element spell that deals light wind damage.
Quake - A basic earth element spell that deals light earth damage.
Cure - A basic white magic spell that heals a small amount of damage.
Poison – A spell that inflicts the Poison abnormality.
Confuse - A spell that inflicts the Confuse status.
Basic Magics
Fira - A slightly stronger spell, deals medium fire damage. [Must know Fire]
Thundara - A slightly stronger spell, deals mediujm thunder damage. [Must know Thunder]
Blizzara - A slightly stronger spell, this deals medium ice damage. [Must know Blizzard]
Watera - A slightly stronger spell, this deals medium water damage. [Must know Water]
Aerora - A slightly stronger spell, this deals medium air damage. [Must know Aero]
Quaka - A slightly stronger spell, this deals medium earth damage. [Must know Quake]
Cura - A slightly stronger spell, heals a medium amount of damage. [Must know Cure]
Pray - A basic spell that heals a light amount of damage for all party members (expends no energy).
Esuna - A basic spell that cures all status ailments on a single target.
Bravery - Increases the physical capabilities of a single ally by a light amount.
Charm - Induces a charmed state that prevents a single target from targeting the user for three posts unless they are the only opponent left in battle.
Faith - Increases the magical capabilities of a single ally by a light amount.
Pain - A spell that inflicts to a single target with the Pain status.
Paralysis - A spell that inflicts the Paralysis status.
Protect - A spell that erects a barrier that protects againt physical attacks on a target.
Shell - A spell that erects a barrier that protects against magical attacks on a target.
Sleep - A spell that inflicts a single target with the Sleep status.
Intermediate Magics
Firaga - A stronger spell that does heavy fire damage. [Must know Fira]
Thundaga - A stronger spell that does heavy thunder damage. [Must know Thundara]
Blizzaga - A stronger spell that deals heavy ice damage. [Must know Blizzara]
Waterga - A stronger spell that deals heavy water damage. [Must know Watera]
Aeroga - A stronger spell that deals heavy air damage. [Must know Aerora]
Quakga - A stronger spell that deals heavy earth damage. [Must know Quaka]
Curaga - A stronger spell, heals a heavy amount of damage. [Must know Cura]
Regen - An intermediate magic that heals a single target light amount of damage every post for five posts.
Raise - A spell that revives one ally in combat with a medium amount of damage healed. Auto-kills undead enemies.
Berserk - A spell that inflicts a single target with the Berserk status.
Blind - A spell that inflicts the Blind status.
Carnage - The entire party is put under the Berserk status ailment for three turns.
Concentrate - The user enables him/herself to increase the damage dealt by the next ability by a medium amount.
Dispel - A spell that removes one enchantment or curse from a single target.
Flash Freeze - A spell that inflicts a single target with the Frozen status.
Mute - A spell that inflicts a target with the Silence status.
Stone - A spell that inflicts a single target with the Petrify status.
Advanced Magics
Firaja - A much stronger spell that does devastating fire damage.[Must know Firaga]
Thundaja - A much stronger spell that does devastating thunder damage. [Must know Thundaga]
Blizzaja - A much stronger spell that does devastating ice damage. [Must know Blizzaga]
Waterja - A much stronger spell that does devastating water damage. [Must know Waterga]
Aeroja - A much stronger spell that does devastating air damage. [Must know Aeroga]
Quakja - A much stronger spell that does devastating earth damage. [Must know Quakga]
Curaja - A much stronger spell that fully heals all damage. [Must know Curaga]
Regenga - An advanced spell that heals a single target medium damage every post for five posts.
Esunaga - An advanced spell that cures all status ailments on the entire party. [Must know Esuna]
Revive - A spell that revives all other allies in combat with a medium amount of damage healed. [Must know Raise]
Bravera - Increases the physical capabilities of the entire party by a medium amount. [Must Know Bravery
Faithra - Increases the magical capabilities of the entire party by a medium amount. [Must know Faith]
Overwhelm - The user enables the entire party to increase the damage dealt by one ability each by a medium amount, although the cooldown of each ability is increased.
Reflect - A spell that erects a barrier that protects against physical and magical attacks on a target. Once it blocks an attack, the sphere of protection explodes outward, moderately damaging surrounding enemies.
Toxin - A spell that poisons an enemy with a thick green substance, inflicting them with the Venom abnormality. [Must know Bio]
Master Magics
Demi - A master spell that envelopes the entire field in darkness, dealing all targets a constant 10% damage.
Gravity - A master spell that reduces all participants in the battle to 50% of their current health. May increase the gravitational force in an area until your next turn.
Flare - A master fire spell that engulfs the area in flame, dealing everything a devastating amount of fire damage. Inflicts the 'burn' effect. [Must know Firaja]
Freeze - A master ice spell that freezes the area, the spell deals everything a devastating amount of ice damage. Inflicts the 'frozen' effect. [Must know Blizzaja]
Plasma - A master thunder spell that creates a lightning storm, the lightning strikes random sections of the field dealing devastating damage to everything they strike. For all struck by lighting, inflicts the 'Paralyze' effect. [Must know Thundaja]
Break - A master earth spell that crushes enemies in a compressing layer of earth. Deals a devastating amount of earth damage. Inflicts the petrify effect. [Must know Quakja]
Tornado - A master wind spell that sweeps everyone in a tempest of wind, picking up large debris and moving the battle from ground to air. The attack deals a devastating amount of damage to all caught in the winds and inflicts the confused effect. [Must know Aeroja]
Flood - A master water spell that creates a torrent of water, sweeping everyone on the field up in its watery grasp. Deals a devastating amount of water damage and inflicts the slowed and weakened effects to everyone in the water. [Must know Waterja]
Ultima - A master spell. Deals a devastating amount of damage. [Restricted]
Restoration - A spell that completely heals a single ally, while reviving them from KO.
Holy - A master light spell that instant K.O.s dark aligned characters. [banned]
Darkness - A master dark spell that instant K.O.s light aligned characters. [banned]
Anguish – A crippling, powerful spell, which inflicts Silence, Confuse, Venom, Sleep, Pain, Blind, Berserk, and Slow for a single turn. After this turn, the abnormalities Blind, Silence, and Venom are the only statuses that will remain on the target, for their usual durations. [Must know three additional Green Magic spells]
Doom – Inflicts the Doom status. [banned]
Entrust - By putting up to three other abilities in cooldown, you may reduce another party member’s total cooldown recovery by half the combined amount of your cooldown total. Once-only abilities passed in this manner completely recover an ability, excluding other once-only abilities. - [Must own at least two additional Green Magic abilities]
Reflectga - A spell that erects a barrier that protects against physical and magical attacks on a target. once it blocks an attack, the sphere of protection explodes outward, heavily damaging surrounding enemies.
Triple Foul - A spell that causes no damage, but inflicts the target of choice with Blindness, Sleep, and Silence.
Physical Techniques
Jump - The user launches high into the air and comes back down upon the opponent.
Blitz - An attack that strikes a 360 degree area around the user, hitting all enemies in range.
Ruin - A non-elemental magical homing sphere strikes at a single target dealing blunt damage.
Power Break - Slightly decrease the physical attack power of an enemy with a successful strike.
Armor Break - Slightly decrease the physical defense of an enemy with a successful strike.
Magic Break - Slightly decrease the magic power of an enemy with a successful strike.
Mental Break - Slightly decrease the magic defense of an enemy with a successful strike.
Flamestrike - Empower a single strike with the power of Fire.
Gaiastrike - Empower a single strike with the power of Earth.
Aerostrike - Empower a single strike with the power of Air.
Sparkstrike - Empower a single strike with the power of Lightning.
Froststrike - Empower a single strike with the power of Ice.
Waterstrike - Empower a single strike with the power of Water.
Shadowstrike - Empower a single strike with the power of Darkness.
Holystrike - Empower a single strike with the power of Light.
Darkness - By sacrificing 10% of one's HP, one can deal twice the amount of HP lost in a single attack.
Defensive Techniques
Guard - By reducing one's attack by half, this ability halves damage taken and increases one's ability to block attacks.
Taunt - Enrage an enemy to the point it will only target the user specifically for 2 posts.
Threaten - Intimidate an enemy to the point they will not target the user unless they are the only remaining target in battle. [Must Know Taunt]VI (cont). Player Abilities
Player abilities are skills associated with the character. No matter what class they are or what weapon they're using, these abilities will always be active on their person. These are passive buffs that make RPing more interesting and allow for individualized characters. Only one Player Ability is allowed per character (for now). As for the techniques and magics above, feel free to create your own, but be ready to make changes if asked.
Momentum - Every time a physical attack lands the attacker is granted a slight power boost. If an attack misses, the power bonus is reset.
Merciless - Upon being reduced to the 'critical' status , the user will be granted a medium strength bonus
Blind Fight - Only able to be utilized while under the Blind aliment, the user is able to make acurate attacks while under the blind status effect.
Faultsiphon - If the opponent is currently suffering under a status abnormality, grant a small strength bonus.
Evasion- Slightly increases one's ability to dodge attacks.
Counter - Doubles the damage of your first attack immediately after suffering damage from an opponent.
Defender - Upon being reduced to the 'critical' status, the user will gain a moderate amount of physical and magical defense.
Area Barrier - This character and all party members gain a light physical and magical defense.
Mediguard - While Using the Guard ability, the user regenerates a light amount of HP every post until guard is deactivated.
Reciprocate - When exiting Guard, you immediately innitiate an attack that inflicts the amount of damage suffered whilst in Guard to a single foe. This damage is not reduced by the effects of Guard.
Runic Focus - Black Magic deals an extra light amount of damage.
Hastened Recovery - Decreases the cooldown of all black magic spells by one post.
Divine Spirit - All white magic spells heal an extra light amount of damage.
Entwine - All white magic spells will grant the same effect upon the caster. When considering multiple effects, apply the best one once to the caster.
Master Summoner - Increases the number of posts your summoned creature may be active for by three.
Boon - Increases the post duration of all buffs to your allied party by two posts.
Jinx - Increases the post duration of all debuffs on the enemy party for two posts.