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Skills and Magics- Racial, Class and Common

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Wincanther
Captain

PostPosted: Wed Jan 12, 2011 3:00 am


…Skills and Magics- Racial, Class and Common


There are a variety of skills that can be used in Wincanther. While some of them are common and not limited, others can only be used by certain species, or those under a certain class. Assemble your character carefully, dear Wincantherian.

Rules
• You may only freely choose from this list once.
As you begin to assemble your character for his Level 1 Chart, this is your opportunity to select from this list. Afterward, skills need to be earned in-thread, or through events.

• How many skills can I initially choose?
You may choose 4 skills or magics to start your character.

• I thought my characters' species was allowed to learn more than that. Can't I choose more?
No, you may not. Choose only 4 skills or magics to start with. Your character can use more in battle, however, you will have to earn more in events or in-thread. In time, you will have a whole slew of skills and magics to customize your character with. Then, you may use the full amount of skills and magic your character may bring into battle.

• So, If I eventually have 20 Skills and Magics, is what I put on my Quick Battle Chart permanent?
No, it is not. The skills you've earned are permanently placed in your Journal Battle Chart only. Your Quick Battle Chart may be changed as you see fit- shuffled battle-to-battle as the circumstance warrants.

• What happens if I add a move I don't really have?
Cheating by changing your skills around can result in ban. We run on the honor system here- however, if you're spotted, punishment will be delivered forcefully and you will be walking sideways for several days by the time we're done with you.

No skills given out in future events will be from this beginner list, so please don't insist otherwise. We do not like it when you try to boss us around. You too may end up walking sideways for your trouble.

Navigation
Common Skills
Species Specific Skills
Class Specific Skills
 
PostPosted: Wed Jan 12, 2011 3:03 am


…Common Skills and Magics


These magics are available to all. Feel free to choose from this list with no apprehension. Although they don't have any specialty in particular, they're good basic moves, with little cost to make use of.


Common Skills
Common Skills:

Reckless Assault -50HP: With a vicious roar, you chase after your enemy, ignoring all protest and obstacles and truly laying into the man. You do 50HP damage to yourself for your lack of caution, but a solid 50HP damage to him as well. Your Attack does not factor into damage you do.


JC[b]Reckless Assault -50HP:[/b] With a vicious roar, you chase after your enemy, ignoring all protest and obstacles and truly laying into the man. You do 50HP damage to yourself for your lack of caution, but a solid 50HP damage to him as well. Your Attack does not factor into damage you do.

[b]Reckless Assault -50HP:[/b] 50 DMG to enemy. Do not add ATTK.



Trip: Clock your opponent firmly across the back of his knees with your foot. He lands square on his behind, for 15 damage.

JC[b]Trip:[/b] Clock your opponent firmly across the back of his knees with your foot. He lands square on his behind, for 15 damage.

QC[b]Trip:[/b] 15DMG



Punch: Throw a left hook right into the enemies' face. That showed him! Generate a number 1-20. GN is the DMG dealt.

JC[b]Punch: [/b]Throw a left hook right into the enemies' face. That showed him! Generate a number 1-20. GN is the DMG dealt.

QC[b]Punch:[/b] GN 1-20. GN is the DMG dealt.


Kick -25HP: As your enemies' guard is lowered, kick him firmly in the breadbox. GN 10-15 for DMG dealt.

JC[b]Kick -25HP: [/b] As your enemies' guard is lowered, kick him firmly in the breadbox. GN 10-15 for DMG dealt.

QC[b]Kick -25HP:[/b] GN 10-15 for DMG Dealt



Common Magics
Common Magics

Damage Control -30MP: You jump back and perform a quick assessment of your opponent and his abilities. This gives you a chance to better defend yourself against his strikes. +10 DEF for 2 Turns.

JC[b]Damage Control -30MP:[/b] You jump back and perform a quick assessment of your opponent and his abilities. This gives you a chance to better defend yourself against his strikes. +10 DEF for 2 Turns.

QC[b]Damage Control -30MP:[/b] +10DEF for 2 Turns


Bandages -30MP: You take a moment during the battle to hide away, bandaging your wounds and helping you feel a little better to soldier on for the battle ahead. Roll 2, 10 sided Dice. DR total is amount of HP recovered.

JC[b]Bandages -30MP:[/b] You take a moment during the battle to hide away, bandaging your wounds and helping you feel a little better to soldier on for the battle ahead. Roll 2, 10 sided Dice. DR total is amount of HP recovered.

QC[b]Bandages -30MP:[/b] Roll 2, 10 sided Dice. DR Total is HP Recovered.


Recover -60MP: You're seriously injured, but no worry, you've magic. Use your spells to mend your cuts and bruises while you can. Roll 4, 10 sided Dice. DR Total is amount Recovered. MAG will not factor into amount healed.

JC[b]Recover -60MP:[/b] You're seriously injured, but no worry, you've magic. Use your spells to mend your cuts and bruises while you can. Roll 4, 10 sided Dice. DR Total is amount Recovered. MAG will not factor into amount healed.

QC[b]Recover -60MP:[/b] Roll 4, 10 sided Dice for total Recovered. Do not Add MAG.
 

Wincanther
Captain


Wincanther
Captain

PostPosted: Wed Jan 12, 2011 3:13 am


…Racial Skills and Magics


This list contains special skills unique to Wincanther's races. If you are not of the race listed, dear Wincantherian, you may not choose from the skill list, so take heed.

Human
Humans Skills and Magics
Skills and Magics available for Humans.

Human Skills
Actually, you Hold it Like This: If your opponent is using a Gun, Rifle or Crossbow weapon, show them how to use it *properly*. He does 10 extra damage each turn, but he's so embarrassed about this he's lost 20 defense for the whole battle.

JC[b]Actually, you Hold it Like This:[/b] If your opponent is using a Gun, Rifle or Crossbow weapon, show them how to use it *properly*. He does 10 extra damage each turn, but he's so embarrassed about this he's lost 20 defense for the whole battle.

QC[b]Actually, you Hold it Like This:[/b] Enemy Gains +10ATTK, but loses -20DEF for the entire battle.


Armor Boost: Tweak gear to better deal with the attacks of this particular opponent. Solid +10 Def for you/entire team for battle duration. May only be used once per battle


JC[b]Armor Boost:[/b] Tweak gear to better deal with the attacks of this particular opponent. Solid +10 Def for you/entire team for battle duration. May only be used once per battle

QC[b]Armor Boost:[/b] +10 DEF for self and team for battle. One use Only.


Human Magics
Double Item -75mp: A stroke of genius allows you to make use of two items instead of just the one! Double items are enabled for this round- you may use two in tandem!

JC[b]Double Item -75mp:[/b] A stroke of genius allows you to make use of two items instead of just the one! Double items are enabled for this round- you may use two in tandem!

QC[b]Double Item -75mp:[/b] Use two Items at once, during this turn.




Taur
Taur Skills and Magics
Skills and Magics available to Taur.

Taur Skills
Bucking Bronco: Rear up your back legs, and kick savagely at whatever unfortunate body part of your opponent gets in the way! Roll 2, 50 sided dice for Damage! ATTK does not factor into DMG Done.

JC[b]Bucking Bronco: [/b]Rear up your back legs, and kick savagely at whatever unfortunate body part of your opponent gets in the way! ATTK does not factor into DMG Done

QC[b]Bucking Bronco: [/b] Roll 2, 50 Sided Dice for DMG. Do not add ATTK.


Stamp: Boot your enemy to the ground and stomp on his face. Suck on that! GN 1-30 for DMG Done

JC[b]Stamp:[/b] Boot your enemy to the ground and stomp on his face. Suck on that! GN 1-30 for DMG Done

QC[b]Stamp:[/b] GN 1-30 for DMG Done.


Taur Magic
Nature's Gift: +15HP per turn natural regeneration for both you and your team, for the duration of the entire battle. Praise be to Toravis, mighty god of sunlight and strength!

JC[b]Nature's Gift:[/b] +15HP per turn natural regeneration for both you and your team, for the duration of the entire battle. Praise be to Toravis, mighty god of sunlight and strength!

QC[b]Nature's Gift:[/b] +15HP each turn for battle duration for you and team.



Lycan
Lycan Skills and Magics
Skills and Magics available to Lycans

Lycan Skills
That One's Better: Abruptly swaps weapons without your consent. You receive his weapon abilities, and he receives yours. Only works if you and your enemy both have a weapon. One use only.

JC[b]That One's Better:[/b] Abruptly swaps weapons without your consent. You receive his weapon abilities, and he receives yours. Only works if you and your enemy both have a weapon. One use only.

QC[b]That One's Better:[/b] If you and 1 enemy has weapon, swap them. One time use. Strike out after use.


Tail Bash: Use your mighty tail to trip your enemy over. Does 25Dmg.

JC[b]Tail Bash:[/b] Use your mighty tail to trip your enemy over. Does 25DMG.

QC[b]Tail Bash:[/b] Deals 25 DMG


Lycan Magics
Equipment Strike: GN 1-10, should you land a 4 or 8 you will break the opponent' armour. May only be used once.

JC[b]Equipment Strike:[/b] GN 1-10, should you land a 4 or 8 you will break the opponent' armour. May only be used once.

QC[b]Equipment Strike:[/b] GN 1-10, If GN is 4 or 8, Opponents armor breaks. One time use.




Lyre
Lyre Skills and Magics
Skills and Magics available to Lyres

Lyre Skills
Death from Above -50HP: Take to the skies, and zip downward from a harsh angle for a devastating blow of 100 damage. Although the blow is hard on your enemy, the recoil on your delicate body hurts you for 50HP as well! ATTK does not factor in.

JC[b]Death from Above -50HP:[/b] Take to the skies, and zip downward from a harsh angle for a devastating blow of 100 damage. Although the blow is hard on your enemy, the recoil on your delicate body hurts you for 50HP as well! ATTK does not factor in.

QC[b]Death from Above -50HP:[/b] Deal 100DMG. Do not add ATTK.


Lyre Magics
Sky Blessing: The Lyre raises his hands, and becomes more fleet of foot for the battle's duration. Consistent +10 DEF for yourself for battle duration. May only be used once.

JC[b]Sky Blessing:[/b] The Lyre raises his hands, and becomes more fleet of foot for the battle's duration. Consistent +10 DEF for yourself for battle duration. May only be used once.

QC[b]Sky Blessing:[/b] +10 DEF for you only, for battle duration. One time use.



Breath of Fresh Air: As you battle from above, the fresh air brought into your lungs helps you to feel better. Avoiding the dust billowing up from battle gives you an edge. Recover 10HP.

JC[b]Breath of Fresh Air:[/b] As you battle from above, the fresh air brought into your lungs helps you to feel better. Avoiding the dust billowing up from battle gives you an edge. Recover 10HP.

QC[b]Breath of Fresh Air:[/b] Recover +10HP for yourself.




Fae
Fae Skills and Magics
Magics and Skills available to Fae.

Fae Skills
Sore Loser: When at or below 20HP, Your MAG Deals Double DMG. Does not work on recovery magics. Not a usable skill: So long as its in play, will take affect automatically.

JC[b]Sore Loser:[/b] When at or below 20HP, Your MAG Deals Double DMG. Does not work on recovery magics. Not a usable skill: So long as its in play, will take affect automatically.

QC[b]Sore Loser:[/b] When at or below 20HP, Your MAG Deals Double DMG. Skill takes affect Automatically.


Fae Magics
Deadly Flames: A solid burst of flame springs forth from your fingertips, searing through the air and scorching your enemy for a solid 10 DMG!

JC[b]Deadly Flames:[/b] A solid burst of flame springs forth from your fingertips, searing through the air and scorching your enemy for a solid

QC[b]Deadly Flames:[/b] 10 DMG


Twisting Vines: You call upon the earth to do your bidding. Vines erupt from the ground and constrict your opponent! Roll 2, 6 sided dice for DMG!

JC[b]Twisting Vines:[/b] You call upon the earth to do your bidding. Vines erupt from the ground and constrict your opponent! Roll 2, 6 sided dice for DMG!

QC[b]Twisting Vines:[/b] Roll 2, 6 sided dice for DMG
 
PostPosted: Wed Jan 12, 2011 3:14 am


…Class Skills and Magics


This skill list is only for those in a certain Class, dear Wincantherian. I'd best not see any Mages using sword-based techniques!

Warrior
Warrior Skills and Magic
Skills and Magic Available for Warriors

Warrior Skills

Broad Slash -50HP: Raises your weapon and brings it sharply across your opponents' chest in an arc. An awful wound is rent into their flesh! Deals 35 DMG. GN 1-2. If GN is 2, enemy is afflicted with Bleeding. Must have a Weapon.

JC[b]Broad Slash -50HP:[/b] Raises your weapon and brings it sharply across your opponents' chest in an arc. An awful wound is rent into their flesh! Deals 35 DMG. GN 1-2. If GN is 2, enemy is afflicted with Bleeding. Must have a Weapon.

QC[b]Broad Slash -50HP:[/b] Deals 35 DMG. GN 1-2. If GN is 2, enemy is afflicted with Bleeding. Must have a Weapon


Warrior Magics
Field Medicine -10mp: Now's the time to make use of your basic training, soldier. Bind and stitch those wounds, and hurry! 50HP Recovered. Eliminates any bleeding effects.

JC[b]Field Medicine -10mp:[/b] Now's the time to make use of your basic training, soldier. Bind and stitch those wounds, and hurry!

QC[b]Field Medicine -10mp:[/b] 50HP Recovered. Eliminates any bleeding effects.





Mage
Mage Skills and Magics
Skills and Magics Available to Mages.

Mage Skills
Magic Leech -200HP: Tendrils of mana wrap around your opponents' head in a writhing blue flash. With his every move, his magic is sucked from his body- but the stress of maintaining such a shattering spell takes an awful toll on your own poor body, for 200HP! Leech 50MP from your enemy every turn, until enemy as 0MP. If they have less than 50MP during leech, Recover 50MP one last turn and end Magic Leech.

QC [b]Magic Leech -200HP: [/b] Tendrils of mana wrap around your opponents' head in a writhing blue flash. With his every move, his magic is sucked from his body- but the stress of maintaining such a shattering spell takes an awful toll on your own poor body, for 200HP!

JC [b]Magic Leech -200HP:[/b] Leech 50MP from your enemy every turn, until enemy as 0MP. If they have less than 50MP during leech, Recover 50MP one last turn and end Magic Leech.


Mage Magics
Blaze -80MP: A brilliant blaze flashes forth from the earth and hits your opponent hard. Scorches your opponent for 50HP damage. The burn leaks blood and plasma! Enemy afflicted with Bleeding.

JC[b]Blaze -80MP: [/b] A brilliant blaze flashes forth from the earth and hits your opponent hard. Scorches your opponent for 50HP damage. The burn leaks blood and plasma! Enemy afflicted with Bleeding.


QC[b]Blaze -80MP:[/b] Scorches your opponent for 50HP damage. The burn leaks blood and plasma! Enemy afflicted with Bleeding.





Rogue
Rogue Skills and Magics
Skills and Magics available to Rogues.

Rogue Skills
Evasive Dive -100MP: Reduce damage of the previous blow by half as you take a quick, poorly aimed shot and dive behind cover. Deal 10 DMG.

JC[b]Evasive Dive -100MP:[/b]

QC[b]Evasive Dive -100MP:[/b] Reduce damage of the previous blow by half as you take a quick, poorly aimed shot and dive behind cover. Deal 10 DMG.


Rogue Magics
Potent Toxin -75MP: GN 10-20 for DMG, and establish a -30hp Poison effect as you cut a shallow wound in your opponent, but imbue them with the deadly substance! If used again, poison is not re-established until the current poison effect is cured, or runs its course.

JC[b]Potent Toxin -75MP:[/b]

QC[b]Potent Toxin -75MP:[/b] Poison effect as you cut a shallow wound in your opponent, but imbue them with the deadly substance! If used again, poison is not re-established until the current poison effect is cured, or runs its course.





Archer
Archer Skills and Magics
Skills and Magics available to Archers

Archer Skills
Skillful Twirl -75MP: Spins the arrow around in front of you quickly, like a fan. Out of the distraction, deliver a swift and powerful blow that breaks though all the enemies power buffs! Deal 20DMG. All Enemies ATTK/MAG/DEF/Status Buffs are removed.

JC[b]Skillful Twirl -75MP:[/b] Spins the arrow around in front of you quickly, like a fan. Out of the distraction, deliver a swift and powerful blow that breaks though all the enemies power buffs! Deal 20DMG. All Enemies ATTK/MAG/DEF/Status Buffs are removed.

QC[b]Skillful Twirl -75MP:[/b] Deal 20DMG. All Enemies ATTK/MAG/DEF/Status Buffs are removed.



Archer Magic
Enchanted Arrows -250MP: Place a blessing upon your arrows. Now they glitter and gleam in the light, and when they strike your opponent, release an enchanted dust over your enemies' armour. It's useless against you for the next three turns (No DEF for your opponent).

JC[b]Enchanted Arrows -250MP: [/b] Place a blessing upon your arrows. Now they glitter and gleam in the light, and when they strike your opponent, release an enchanted dust over your enemies' armour. It's useless against you for the next three turns (No DEF for your opponent).

QC[b]Enchanted Arrows -250MP: [/b] Strike your enemy for 5DMG. Enemy has no DEF against yours or your teams attaks for the next 3 Turns!



Gunner
Gunner Skills and Magics
Skills and Magics Available to Gunners

Gunner Skills
Panic Volley -250MP: Roll 5, 100 sided Dice for DMG. Must have a Weapon equipped. Empties your weapon completely into your opponent in many strikes of quick succession. However, your Gun is now Broken for the remainder of battle! Well done, soldier! Weapon stats and abilities negated for the remainder of battle.

JC[b]Panic Volley -250MP:[/b]

QC[b]Panic Volley -250MP:[/b] Roll 5, 100 sided Dice for DMG. Your weapon is now Broken for the remainder of battle.


Gunner Magics
Enchanted Ammo -150mp: Bring forth several bullets into your hands and clasp them to your lips as you whisper unto them a little prayer. They glow in response. Roll 12, 6 sided dice. For every 2 or 4, the enchanted bullet strikes 15dmg. Must have weaponry.

JC[b]Enchanted Ammo -150mp:[/b]

QC[b]Enchanted Ammo -150mp:[/b] Bring forth several bullets into your hands and clasp them to your lips as you whisper unto them a little prayer. They glow in response. Roll 12, 6 sided dice. For every 2 or 4, the enchanted bullet strikes 15dmg. Must have weaponry.
 

Wincanther
Captain

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Magic and Weaponry

 
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