Special Attacks: Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
Sudden Jab: If you roll your 'to hit' and get 18-20 (not including your bonuses) you get an addition attack that automatically hits but deals half the original damage done. Both attacks must be rolled for if being dodged by an opponent. Second attack is not effected by power up or crit hit. The half dmg should be calculated without these additions. || Does not have to be announced to use, it triggers automatically. || This is a passive ability.
6 + 4 = 10
jayoku generated a random number between
1 and 25 ...
1!
Panacea: || Removes a status aliment from one player as well as heal them over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.
Magic Mend:This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns.|| Considered a half turn action.|| This attack is not effected by powering up.
Temporal Form:This attack takes a full turn to cast, the effects start the next turn. || The temporal form deals an additional half damage to the opponent when attacking. This principle also applies to healing. || The caster receives x.5 more damage from incoming attacks. || You can dodge the soul linker attack but you cannot dodge the Temporal form's damage.|| Temporal form only lasts for 5 rounds or until the user is below 10 health.|| Considered a full turn action.|| This attack is not effected by powering up.
Spells: Spells: ~ Health Mastery 25/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount. ~ Water Lvl 2 7/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20 ~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20
Special Attacks: Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
Sudden Jab: If you roll your 'to hit' and get 18-20 (not including your bonuses) you get an addition attack that automatically hits but deals half the original damage done. Both attacks must be rolled for if being dodged by an opponent. Second attack is not effected by power up or crit hit. The half dmg should be calculated without these additions. || Does not have to be announced to use, it triggers automatically. || This is a passive ability.
Panacea: || Removes a status aliment from one player as well as heal them over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.
Magic Mend:This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns.|| Considered a half turn action.|| This attack is not effected by powering up.
Temporal Form:This attack takes a full turn to cast, the effects start the next turn. || The temporal form deals an additional half damage to the opponent when attacking. This principle also applies to healing. || The caster receives x.5 more damage from incoming attacks. || You can dodge the soul linker attack but you cannot dodge the Temporal form's damage.|| Temporal form only lasts for 5 rounds or until the user is below 10 health.|| Considered a full turn action.|| This attack is not effected by powering up. Spells: Spells: ~ Health Mastery 25/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount. ~ Water Lvl 2 7/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20 ~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20
Takoda casts Temporal Form!
~ Next turn Takoda will cause an additional x.5 in damage caused by Temporal Form. ~ Temporal forms damage cannot be dodged. ~ Takoda will recieve an additional x .5 damage from Aysun for the next 5 rounds or until health drops below 10.
Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
Sudden Jab: If you roll your 'to hit' and get 18-20 (not including your bonuses) you get an addition attack that automatically hits but deals half the original damage done. Both attacks must be rolled for if being dodged by an opponent. Second attack is not effected by power up or crit hit. The half dmg should be calculated without these additions. || Does not have to be announced to use, it triggers automatically. || This is a passive ability.
Panacea: || Removes a status aliment from one player as well as heal them over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.
Magic Mend:This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns.|| Considered a half turn action.|| This attack is not effected by powering up.
Temporal Form:This attack takes a full turn to cast, the effects start the next turn. || The temporal form deals an additional half damage to the opponent when attacking. This principle also applies to healing. || The caster receives x.5 more damage from incoming attacks. || You can dodge the soul linker attack but you cannot dodge the Temporal form's damage.|| Temporal form only lasts for 5 rounds or until the user is below 10 health.|| Considered a full turn action.|| This attack is not effected by powering up.
Spells: Spells: ~ Health Mastery 25/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount. ~ Water Lvl 2 7/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20 ~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20
Takoda casts dodge and counter/retaliate.
~ Next turn Takoda will cause an additional x.5 in damage caused by Temporal Form. ~ Temporal forms damage cannot be dodged. ~ Takoda will recieve an additional x .5 damage from Aysun for the next 5 rounds or until health drops below 10.
Roll to dodge: 10 + 3 = 14 1-10 = full damage, 11-17 = half damage, 18+ = no damage New Health: 42 - 15.75/2 = = 34.13/42
Roll for counter/retaliate: 9 + 9 = 18 HIT Damage: 19 + 9/4 = 7 dmg TF deals: 3.5 un-dodgeable dmg
Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
Sudden Jab: If you roll your 'to hit' and get 18-20 (not including your bonuses) you get an addition attack that automatically hits but deals half the original damage done. Both attacks must be rolled for if being dodged by an opponent. Second attack is not effected by power up or crit hit. The half dmg should be calculated without these additions. || Does not have to be announced to use, it triggers automatically. || This is a passive ability.
Panacea: || Removes a status aliment from one player as well as heal them over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.
Magic Mend:This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns.|| Considered a half turn action.|| This attack is not effected by powering up.
Temporal Form:This attack takes a full turn to cast, the effects start the next turn. || The temporal form deals an additional half damage to the opponent when attacking. This principle also applies to healing. || The caster receives x.5 more damage from incoming attacks. || You can dodge the soul linker attack but you cannot dodge the Temporal form's damage.|| Temporal form only lasts for 5 rounds or until the user is below 10 health.|| Considered a full turn action.|| This attack is not effected by powering up.
Spells: Spells: ~ Health Mastery 25/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount. ~ Water Lvl 2 6/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20 ~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20
Takoda casts water lvl 2 and attacks Aysun!
~ Next turn Takoda will cause an additional x.5 in damage caused by Temporal Form. ~ Temporal forms damage cannot be dodged. ~ Takoda will recieve an additional x .5 damage from Aysun for the next 5 rounds or until health drops below 10.
Roll to hit: 1 + 9 = 10 CRITICAL MISS Takoda misses Aysun but manages to hit himself. Damage: 17 + 9/2 = 13/4 = 3.25 dmg TF deals: 1.63 un-dodgeable dmg
New Health: 34.13 - 4.88 = 29.25/42
Water special attack: || An opponent's attack bonus can be lowered by -1 for three turns if spell hits. Must roll 15-20. Roll: 13 = HIt/MIss
Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
Sudden Jab: If you roll your 'to hit' and get 18-20 (not including your bonuses) you get an addition attack that automatically hits but deals half the original damage done. Both attacks must be rolled for if being dodged by an opponent. Second attack is not effected by power up or crit hit. The half dmg should be calculated without these additions. || Does not have to be announced to use, it triggers automatically. || This is a passive ability.
Panacea: || Removes a status aliment from one player as well as heal them over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.
Magic Mend:This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns.|| Considered a half turn action.|| This attack is not effected by powering up.
Temporal Form:This attack takes a full turn to cast, the effects start the next turn. || The temporal form deals an additional half damage to the opponent when attacking. This principle also applies to healing. || The caster receives x.5 more damage from incoming attacks. || You can dodge the soul linker attack but you cannot dodge the Temporal form's damage.|| Temporal form only lasts for 5 rounds or until the user is below 10 health.|| Considered a full turn action.|| This attack is not effected by powering up.
Spells: Spells: ~ Health Mastery 24/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount. ~ Water Lvl 2 5/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20 ~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20
Takoda will dodge and then cast Health Mastery!
~ Next turn Takoda will cause an additional x.5 in damage caused by Temporal Form. ~ Temporal forms damage cannot be dodged. ~ Takoda will recieve an additional x .5 damage from Aysun for the next 5 rounds or until health drops below 10.
Roll to dodge: 10 + 3 = 13 1-10 = full damage, 11-17 = half damage, 18+ no damage New Health: 29.25 - 4 = 25.25/42
Roll for Health Mastery: 18 + 9 /5 = 5.4 TF heals for additional: 2.7 New Health: 8.1 + 25.25 = 33.35/42
Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
Sudden Jab: If you roll your 'to hit' and get 18-20 (not including your bonuses) you get an addition attack that automatically hits but deals half the original damage done. Both attacks must be rolled for if being dodged by an opponent. Second attack is not effected by power up or crit hit. The half dmg should be calculated without these additions. || Does not have to be announced to use, it triggers automatically. || This is a passive ability.
Panacea: || Removes a status aliment from one player as well as heal them over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.
Magic Mend:This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns.|| Considered a half turn action.|| This attack is not effected by powering up.
Temporal Form:This attack takes a full turn to cast, the effects start the next turn. || The temporal form deals an additional half damage to the opponent when attacking. This principle also applies to healing. || The caster receives x.5 more damage from incoming attacks. || You can dodge the soul linker attack but you cannot dodge the Temporal form's damage.|| Temporal form only lasts for 5 rounds or until the user is below 10 health.|| Considered a full turn action.|| This attack is not effected by powering up.
Spells: Spells: ~ Health Mastery 24/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount. ~ Water Lvl 2 4/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20 ~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20
Takoda will try to dodge both attacks and will counter/retaliate if possible.
~ Next turn Takoda will cause an additional x.5 in damage caused by Temporal Form. ~ Temporal forms damage cannot be dodged. ~ Takoda will recieve an additional x .5 damage from Aysun for the next 5 rounds or until health drops below 10. 19, 17
Roll to dodge 1 : 17 + 3 = 20 Roll to dodge 2 : 13 + 3 = 16 1-10 = full damage, 11-17 = half damage, 18+ no damage New Health: 33.35 - (3.75x.5) = 27.23/42
Roll to hit: 19 + 9 = 28 HIT Roll for dmg:17 + 9/4 = 6.5 dmg TF: 3.25 dmg
Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
Sudden Jab: If you roll your 'to hit' and get 18-20 (not including your bonuses) you get an addition attack that automatically hits but deals half the original damage done. Both attacks must be rolled for if being dodged by an opponent. Second attack is not effected by power up or crit hit. The half dmg should be calculated without these additions. || Does not have to be announced to use, it triggers automatically. || This is a passive ability.
Panacea: || Removes a status aliment from one player as well as heal them over 3 turns. || Stage 2: heals 2HP per turn, Stage 3: heals 4HP per turn, Stage 4: heals 6HP per turn. || Can only be used once every 5 turns || Considered a full action. || This attack is not effected by powering up.
Magic Mend:This spell can be used on yourself, or on another person and each turn that person will gain +2 HP. This spell uses 2 spell slots. Effects only lasts 4 turns.|| Considered a half turn action.|| This attack is not effected by powering up.
Temporal Form:This attack takes a full turn to cast, the effects start the next turn. || The temporal form deals an additional half damage to the opponent when attacking. This principle also applies to healing. || The caster receives x.5 more damage from incoming attacks. || You can dodge the soul linker attack but you cannot dodge the Temporal form's damage.|| Temporal form only lasts for 5 rounds or until the user is below 10 health.|| Considered a full turn action.|| This attack is not effected by powering up.
Spells: Spells: ~ Health Mastery 24/25 uses Slightly heal yourself or team member. (This is a half-turn action.) (Roll 1d20 + magic bonus) /5 = healed amount. ~ Water Lvl 2 4/7 uses - has a chance to lower opponent's attack bonus by -1 for three turns. Must roll 15-20 on 3rd d20 ~ Earth lvl 2 7/7uses - has a chance to lower opponent's defense bonus -2 for three turns . Must roll 15-20 on 3rd 1d20
Takoda will try to attack Aysun with water magic lvl 2!
~ Next turn Takoda will cause an additional x.5 in damage caused by Temporal Form. ~ Temporal forms damage cannot be dodged. ~ Takoda will recieve an additional x .5 damage from Aysun for the next 5 rounds or until health drops below 10.
New Health: 27.23 - 9 = 18.23 Roll to hit: 5 + 9 = HIT/MISS Roll for dmg: ? + 9 /2 = ? dmg TF dmg: ?
Aysun's attack: 5 + 1 = 6, hits self though Aysun's Dmg: ( 5 + 6 )/2 = 5.5 x 1.5 = 8.25/4 = 2.0625 rounded to 2.1 dmg to self + -1 for three turns... I think?
Special Attacks:
Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
Sudden Jab: If you roll your 'to hit' and get 18-20 (not including your bonuses) you get an addition attack that automatically hits but deals half the original damage done. Both attacks must be rolled for if being dodged by an opponent. Second attack is not effected by power up or crit hit. The half dmg should be calculated without these additions. || Does not have to be announced to use, it triggers automatically. || This is a passive ability.