Creating spells and abilities
Spells and abilities produce beneficial or harmful effects to desired targets. Because spells and abilities can be custom built, the possibilities are widely ranged. Still, there are a few rules when it comes to creating spells and abilities. Knowing their types and differences will help choose the right ones for your character's class.
spells and abilities info
Spells Spells can provide various effects, be it damaging, healing, beneficial effects (aka buffs) on friendly characters, or harmful effects (aka debuffs) on hostile enemies. All spells are magical in nature, thus spending Magic Points, or MP, for their use.
Abilities Unlike spells, abilities tend to be more on the mundane side, though they still help the player in some shape or form. Abilities are divided into two categories: Passive Abilities and Active Abilities. Active Abilities spend Energy instead of MP for their use.
Active abilities need to be activated in order to work. Active ability vouchers can later be purchased in the bazaar for the chance to create more of your own abilities.
These are abilities that are always active. Passives are connected to your character's race, so they do not take one of your two starter spell slots. Players are only allowed one passive for their race upon character creation. Passive ability vouchers can later be purchased in the bazaar, or won in events for the chance to create extra passive abilities.
Both spells and abilities grow with the expenditure of EXP.
Affinity Spells and Abilities
Each class has a specific affinity. Each Affinity comes with a free spell or ability that you add during character creation. Depending on your affinity is the effect of each spell or ability.
Tanks have a taunt.
Healers have a healing spell or ability.
Damage Dealers have a damage dealing spell or ability.
All of these alway start poor tier (more info on tiers below). For affinity spells, the tier doesn't just increase its power, but the amount of targets it can affect as well.
• Poor Can effect 1 target - Costs 60 EXP to level to Average
•• Average Can effect 2 targets - Costs 100 EXP to level to Good
••• Good Can effect 3 targets - Costs 150 EXP to level to Exceptional
•••• Exceptional Can effect 4 targets - Costs 200 EXP to level to Outstanding
••••• Outstanding Can effect 5 targets
LEVELING TIERS FOR SPELLS OR ABILITIES
Tiers determine the power of an effect of a spell or ability. All spells and abilities start out as Poor (level 1). Leveling a spell or ability's tier costs EXP. One can gain EXP through events, killing enemies, participating in battles, discovering new areas, fulfilling your patron god's directives or joining the training academy and progressing.
One can improve a spell or ability up to five times. Each tier's level and EXP cost are as follows:
• Poor Raises the spell or ability effect by 1 - Costs 60 EXP to level to Average
•• Average Raises the spell or ability effect by 2 - Costs 100 EXP to level to Good
••• Good Raises the spell or ability effect by 3 - Costs 150 EXP to level to Exceptional
•••• Exceptional Raises the spell or ability effect by 4 - Costs 200 EXP to level to Outstanding
••••• Outstanding Raises the spell or ability effect by 5
DAMAGE + HEALING
Spells and abilities that do damage or heal need to have a selected stat added for the final result. As a player, you get to choose which stat you would like to add to this ability's or spell's final output, as long as it makes sense. Depending on your spell or ability's type is that stat you add.
Physical abilities use Strength, Dexterity or Stamina.
Magical spells use Intelligence, Perception or Resolve.
In short, it's your tier + the stat.
Here's an example of an Average Tier Damage Ability.
NAME: RAIN OF DAGGERS
TYPE: DAMAGE ABILITY
TIER: •• Average: 2 damage from tier level + 2 dexterity = 4 Damage to a single enemy
DESCRIPTION: In a rain of daggers the user slices and dices their enemy. Can only be used 2 times in an encounter.
BUFF + DEBUFFS Buffs and Debuffs don't have a stat added to them. Their tier is the power of their effect. Here is an example of a Good Tier Spell Buff.
NAME: IRON DEFENSE
TIER: ••• Good: Raises the user's Stamina by 3 (the 3 being from the tier level)
DESCRIPTION: The user hardens their body like iron, sharply raising its Stamina stat for the remainder of the encounter. This Ability cannot stack and can only be cast on the caster.
TIER + EFFECT
SPELL/ABILITY INFOTYPE Passive ability? Active Ability? Damage Spell? Healing Spell? Damage Ability? Healing Ability? Buff? Debuff?
MP/EP MP/EP is the number of times you can use this spell or ability in a scenario. Be it Energy Point or Magic Point, they tend to cost their tier number. For example, a Poor Tier Ability will be able to be cast 1 time, while an Outstanding Spell can be cast 5 times per scenario.
TIER + EFFECT First list the amount of tier dots, then the tier level, then the effect.
DESCRIPTION Little description of ability or spell. Make sure to not make them too overpowered. Try adding a weakness or negative effect to balance them out.