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FF8:Aberrance Alpha. Testing, rp testing till further notice. if you are interested in testing pls message a captain. 

Tags: Final Fantasy, Sorcery, Modern, Original Character, Canon Character 

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Eljhas
Crew

Dapper Lunatic

6,650 Points
  • Brandisher 100
  • Risky Lifestyle 100
  • Team Jacob 100
PostPosted: Sat Jun 01, 2013 7:32 pm


Ask questions here===Post suggestions here===Character Creation




RULES


1) This is a max literacy role play community set in the Final Fantasy 8 universe.
But what does Max Literacy mean?
It means you must, with every pose you submit, put your best grammatical and explanatory skill into each post. It means we want you to write books, not pages. In a guild like this we strive for legibility when posting. We do not care about how long you have been rping, we care about the quality of your writing.
  • 1.a) Be descriptive and Read Thoroughly before you reply
    Describe the scene, or how your character feels, thinks and acts. Describe their clothes, the smells. EVERYTHING. Just also keep it consistent with what everyone else is posting. If someone already said that it's sunny outside, and you come up and say it's suddenly the middle of winter, all you'll end up getting is confusion.
  • 1.b) Be punctual.
    In school we have all learned(or in some cases are learning) punctuation and grammar in our english/writing classes. Lets use these basic skills, and use them well. This is a maximum literacy rp, so present yourself accordingly. No run on sentences, use periods and quotes when needed. Also when your character is thinking, you may use slashes, brackets, less-than and equal-to signs, or italicize their thoughts.
    Please use the bold and italics sparingly.


2) Third person Prose
Write in the third person, it keeps the consistent look and feel when being read.
  • 2.a) Standard Text Format
    Now while we don't mind the colors for the text, the problem is that bolding the text and light colors are hard to read. Please make sure that your formats are legible, and not too light on the colors.
  • 2.b) Character Posting
    We do not allow the combining of character posts when regarding Player characters into one posts. If you have multiple characters, you make multiple posts, even if they are in the same scene. Mostly this is because of how we have it set up for characters to generate income. Secondly, it is set up this way to help deter from Power gaming. Ghost gaming, having one character being in two places at once, is also not acceptable.



3) Content Rating
Follow TOS. Gaia is rated PG-13. While FF8 is rated T. While we do not care about chaste kissing or hand holding or 'public displays of affection', no roleplayer should be participating in any sexual content on these forums. Take explicit sexual content to IMs, or even better, off the site. That being said, no adult member should EVER be engaging in explicit content with a minor member, and certainly should never be doing so in IMs.
  • 3.a) Character Backgrounds We wouldn't want to restrict anyones creative writing, therefore you may mention in your characters backstory that explicit activity has happened, however you are not to elaborate. (ex. Due to Mary being raped as a child by her abusive stepfather, she has developed Chiraptophobia.) Is okay to use, but explaining the activity in detail is a definite NO.
  • 3.b) Character Preferences Why then do we have character preferences? To give an extra factor of their personality for viewers to see at a glance. Often times preferences will influence how one person reacts to another, or it may be used to describe how 'open' that person is to new things. For example, there is a common belief that bisexual curious people are far more open to new, exciting, and strange things than a heterosexual. This isn't always the set in stone of course.



Moderators and their Helpers



Moderator and Crew Titles

Captain: Eljhas - Lead Moderator, Full Control over game, can approve or disapprove character sheets. Has Full Moderator Authority.

Vice Captain: Nauscica - Lead Moderator, Full Control over game, assists Captain, can approve or disapprove players character sheets. Has Full Moderator Authority.

Adviser: ADD Arbiter, Atu Lotumee - Lead Moderator, assists Captain and Vice Captain in every aspect of the game. Can control Major story arcs, plots, NPC's, and monsters. Acts as PR for players. Can approve or disapprove players character sheets. Has Full Moderator Authority.

Tactician - Full control over monsters and battle system. Moderator over the battle system, makes sure players or other moderators do not cheat any currently implemented system. Assists in creating new systems or system features. Can Advise on changes for players character sheets. Has control over giving out rewards for combat. Has Moderator Authority.

Co-Writer: ADD Arbiter - Assists in all plot and story arcs, control's Major NPC's. Is one of the main writers for the main plots. Mini plots, side missions, etc. Main adviser for players regarding to story brainstorming. Has Moderator Authority.

Non-Moderator Titles - Has no Moderator Authority

Storyteller - Control over minor stories, plots, sidequests, and NPC's. Can give out minor items as rewards for story driven plot points to help move story along or assist player. Assists Co-Writers. Gets sneak peak at major plot ideas.

Soldier: Lord_Titus2012 - Control over minor monster battles, tests new systems, assists Tactician. Can give out minor items as rewards. Gets sneak peak at major plot/system ideas.

Tester: All Alpha Testers - Test new systems. A tester's feedback is critical in improving all systems.

RolePlayer - Job is to have fun without causing drama.  
PostPosted: Thu Jun 27, 2013 10:16 am


Standard post format


So we don't really care what type of format you use, but we figured with everyone having different formats that there should be a standard amount of information displayed.

NAME

"Quote Optional"
Age: | Height:
Archetype
Occupation; Rank
### Gil | HP ## | MP ##
Weapon:
Companion:
*:AttackName:*
*:AttackName:*
*:AttackName:*
*:AttackName:*


Everything is self explanitory, although where it says 'Weapon' and 'Companion' is where put the weapon and companion you are currently using.

So here would be an example.

Irvine

"Sharpshooters are loners by nature."
Age: 17 | Height: 6'0"
Sentinel
SeeD Candidate; F
2,000 Gil | HP 200 | MP 15
Weapon: Shotgun (4) ; +1 Adept
Companion: Carbuncle
*:Valiant:*
*:Buckshot:*
*:Quick Shot:*
*:Best in the West:*


So like I said, use whatever format you want, but I figure this should be the standard amount of information displayed. That way it is somewhat uniform.

[align=center][color=color][b]NAME[/b][/color]
[size=11]
[i]"Quote Optional"[/i]
Age: | Height:
Archetype
Occupation; Rank
Gil | HP | MP
Weapon:
Companion:
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
*[i]:AttackName:[/i]*
[/size][/align]


Income


Everyone starts off with one thousand gil (1000). You may gain more gil for every PC post by selecting the lowest to the highest number. 1 being the lowest, and 100 being the highest. Add the number you get from submitting to your existing Gil count.

What is considered a valid roleplay post?
Paragraph format of 5 sentences or more.

Any less sentences will be a Violation. Every GIL violation is your roll x50 - current Gil. For example:

Zell punched Seifer.
Is not a paragraph, or even a sentence really. So it is a violation. Zell's current gill was 10,000, he rolled a 80, so his violation is 50 x 80, which is 4,000. So now Zell only has 6,000 gil left.

BUT WHY?!


This is a literate roleplay guild, and it is a forum roleplay, there isn't any reason why we shouldn't have more than five sentences in a post!

Other violations include

For these OOC violations the penalty is 100 X your roll.

Rolling a Gil roll on a post that isn't in a roleplay thread. (Do not roll for an OOC post basically)
Roll Spamming - Just.. don't do it.
Short paragraph Roll spamming - doing only five sentences at a time just to maximize gold income is abuse... don't do it.

Ranking


Ranking effects your income! Higher Ranks get to roll higher random number rolls.

First off there are ten Ranks
G = 1-100
F = 100-200
E = 200-300
D = 300-400
C = 400-500
B = 500-600
A = 600-700
AA = 700-800
S = 800-900
SS = 900-1,000


Each rank gives the ability to choose different licenses within the rank, as well as gives you a monetary increase in your income. As you can see above.

Nauscica
Captain

Friendly Hunter


Nauscica
Captain

Friendly Hunter

PostPosted: Thu Jun 27, 2013 10:36 am


Combat Tutorial


As you've seen each archetype (See Character Creator) also has two stats, but you can only chose one to be Adept in. Your adept skill affects your damage modifier, and is usually your highest stat. While you can choose to have your adept skill to be something other than your archetypes two proficient skills, its not recommended. In contrast your Inept skill is typically your lowest stat, no matter what that may be. Lets go over how adept and inept skills effect you.

Adept skills effect your Physical Damage(PDmg), which is typically your (Adept stat) + Weapon Damage.
Inept effects how much damage you shrug off from your enemy. Which is calculated by DEF(+Modifiers if applicable to DEF)xINEPT+CON(+Modifiers if applicable to CON).
So its: Result - Gross enemy damage = Net Damage Taken


For example:
Squall is a Sentinel archetype with CON at a 13 as his Adept, and hits Seifer with a weapon that has 16 WD. 13+16=29 PDmg
Seifer is also a Sentinel that has DEF at 8 as his adept, but his Inept is Acuity(at a 3), and his CON is 4 with a +1 Modifier. 7x3=21+4+1=26

Squall swings for 29 damage. Seifer takes 26 - 29, which is 3 in damage from his enemy.
Quote:


Damage Dealt : Adept + Weapon Damage = PDmg
Damage Taken : DEF(+Mods)xINEPT+CON(+Mods) = Defense - Gross Damage taken = Net Damage Taken



But what about special attacks? How do you deal damage with those. Well literally, you add it to your damage. For example, lets say Seifer's WD is 10 and his Adept is ten, but he hits Squall with his special ability, dealing damage on top of his natural damage.

Quote:
*:Ability 1:*
1 post CD
Cost 3 Mana
Swings sword. Impacting the target will deal physical damage, and knock down the target. 2x(PDmg) in additional damage.

PDmg = 20
Special Ability: 2x(20) = 40

Total: 60


A post in battle would look like this.

User Image
Squall


"Maybe I'm a Lion."
Age: 17 | Height: 5'6"
Sentinel
SeeD Candidate; G
1244 Gil | HP 300 | MP 15
Weapon: Revolver Gunblade (4) ; +1DEF
Companion: N/A
*:Upper Blues:*
* biggrin raw Magic:*
*:Revolver Swing:*
*:Bravery:*


Shock went over his face when the blade swiped clean air where the man had just been. He turned around immediately, just in enough time to block the first blow. It nearly sent him sprawling, but he soaked the damage the pulse swipes were doing. Holding his grip firmly even as he was forced to take the beating like... (He's strong...)

Squall looked at the man, noting the smile and the snarky remark, the Cadet sneered. Repositioning his feet, he shoved at the man's massive blade with all of his might. Starting with a vertical downward swing just after he forced the blade up. Stepping forward to keep the distance shorter than it would take for the man to wield the claymore properly, swinging his blade right back up. Making sparks as it dragged along the ground, pulling the trigger on the Revolver as the blow would hit the claymore. An energy force slamming against the instructor as the blow continued upward. Squall was trying to launch him into the air, and if he did, he would jump after him. Striking four more times, the final blow had another blast of energy that would slam the instructor back onto the ground. If Squall was lucky he would disarm him, either way the Cadet would be over him with the gunblade pointed down at him, the cool blade gently touching his neck. "......."

Quote:

19 - (1+5) = 13
300 -13 - 16 = 267

Squall
---HP 271
---MP 15

PDmg = 10
Special Attack: 2x(A) + 3+CON = 21

Total Damage: 31


Special Attacks Used:

*:Revolver Swing:*
Combo Starter
1post CD
0 Mana Cost
As he swings he fires the gun of the gunblade, doing 3+Con in additional damage.

*:Upper Blues:*
3 Post CD
Costs (4xPOW) HP
Step forward and attack with an upward swing, a blast of energy knocks opponent into the air, then he jumps to strike three more times, then once more a blast of energy slams them down. Doing 2x(A) in additional Damage.


Like so.
What's with the 'CD' and 'mana' in his special attack?

CD stands for Cool Down. Cool down is how many turns or posts it takes where the ability is unable to be used, after of course, it has already been used. Turns just refers to the cycles of posts starting with you and including everyone in the scene, before coming to you again. For this setting Posts will mean the same thing. Not that it takes literally 3 posts, but that it takes 3 of YOUR posts for it to be off cool down. Get it?

Now remember when we had you do the math to get your base mana. Well why have base mana if you don't use it!
Every ability should consume mana. While there are some abilities provided by us that have a set number of how much mana it costs, your own special abilities are up to you to decide. Some abilities will be allowed to cost HP, but need to be approved.

Keep in mind that we will have to approve your profile card, so try to make your abilities fair to get approved quickly!

Also remember that you can only have four special attacks total, and that taking one we may provide WILL take up one of those slots. No one should EVER be getting five special attacks!

So how many abilities could I do in one turn?

You get one Movement action, one Minor action, and one Major action.

Your Minor Action is using a Special Ability or Tactic that classifies as a Minor Action or a basic attack.
Your Major Action is using a Special Ability or Tactic that classifies as a Major Action.
Your Movement Action is using a Special Ability or Tactic that classifies as a Movement Action, or the use of your basic movement. You may also use certain Movement actions that move the opponent instead of you, doing this spends your Movement action.

If your wondering about what abilities you have classify as, you could either ask us, or give us permission to edit your sheet ourselves to change the classification of your special attacks. Generally speaking, most support abilities may be classified as Minor, and most attack abilities (especially high damage ones) may classify as Major.

You can forgo your Major to do two Minors/Movement Actions, but not the other way around.
PostPosted: Mon Jul 15, 2013 7:08 am


Elements


- Earth - Weak against Gravity, Strong against Thunder
- Fire - Weak against Water, Wind, Strong against Ice
- Holy - Weak against Dark, Strong against Dark
- Dark - Weak against Holy, Strong against Holy
- Ice - Weak against Fire, Strong against Wind
- Poison - No weakness, Strong against Biological Constructs.
- Thunder - Weak against Earth, Strong against Water, Strong against Mechanical Constructs.
- Water - Weak against Thunder, Wind, Strong against Fire
- Wind - Weak against Ice, Strong against Fire, Water
- Gravity - No weakness, Strong against Earth
- Non-elemental - No Weakness, No Strength
- Physical - Varies


AILMENTS and EFFECTS

Anything can inflict these effects and ailments. You can put them in your abilities, which some of you have done, and some spells inflict this.
Keep in mind that anything that modifies your stats during battle or confrontation is temporary.

True damage - Any damage that cannot be mitigated by ones Defense.

Channel - A user intensely focuses over a set number of turns, a user then unleashes use a powerful action or spell.

Focus - An ability or spell that requires concentration to keep an ability or action going. Highly Interrupt-able.

Taunted - Can't use an Special Attack next turn, and it focuses attention on the Taunter.

Stun - Prevents any action on your next turn.

Daze - Forces a target to take only one action in a single post, and they have to choose to use a Minor, Movement, or Major action.

Cripple - Unable to do dexterous movements, abilities and movement based tactics. (Sprinting, jumping, Rush, etc)

Slow - Movement Speed impaired by half. Movement is based on your ALAx5.

Confusion - You have a chance to hit yourself or an ally instead of your enemy. (Divide your previous Gil roll by 2. Even number: You hit an ally. Odd Number: You hit an enemy. Fraction or Decibel Number: You hit yourself.)

Corrosive - Causes 9 True damage over time, lowers the durability of armor and Machina. On unarmored target, lower DEF stat by 2. Lasts for 3 turns.

Rot - Target takes damage from all regenerative and healing sources for twice as much value as the healing for 4 turns.

Petrify - Lowers ALA stat by INEPT for every turn until the stat reaches 0. Once it reaches 0, the effected persons are turned to stone. Stunned in place and knocked out until released by use of the item Silkseed, or the spell Esuna. Cannot lose LP while in Stoned State. Stoned people are given 500 HP and a Net defense of 60 to all incoming attacks.

Berserk - Doubles Attack Damage, and makes the user unable to use Special Attacks. But they could still use Offensive Major Tactics. Attack nearest target, friend or foe.

Pain - Grants 'Interupt' on all abilities and tactics used by the effected target. Disrupts channeled and abilities requiring focus.

Bleed - Causes true physical damage for a set amount of time.

Burn - Causes true fire damage for a set time.

Sneak Attack Damage - Causes double physical damage to those hit from behind.

Blind - Decreases ACU by half for 3 turns, effected target can not see. Ranged attacks fail. (Does not effect hearing or other senses. If someone is near you and screaming, punch them in the face. smile )

Fatigue - Gives a drawback for particularly useful or high damage dealing abilities. (Ex. Limit Breaks, Summoning, High level magic, etc)

Paralysis - Disable movement, but still allows you to attack if you have a ranged weapon. Reduces DEX by 3.

Sleep - Have a nice nap. You are unable to act but getting hit or having something particularly noisy happen next to you will wake you.

Darkness - Makes effected target weak to light magic. Reduced ranged damage (From all sources) by 25%.

Stupify - Roll a 1d20 (add 1d to each 3 Character Ranks) to see if you retain enough intelligence to keep going on as normal. You must roll your ACU+POW or lower to succeed.

Charm - Enemy does not attack user or the previous targeted ally for 1 turn.

Elemental Weakness - Take double damage to your elemental weakness.

Siphon - Steal or drain health, or mana.

Silence - Prevents Special Attacks and spells from being used, disables vocal communication. (Tactics are not effected)

Absorb - Reduces damage taken.

Distract - If the user's ACUx2 is higher than the targets ACUx2, target is forced to focus on something else.

Homing - Projectile cannot be dodged.

Suffocate - Lowers CON stat by INEPT for every turn until the stat reaches 0. Once it reaches 0, the effected persons are are knocked out.

Knocked Out - You are knocked unconscious and have a chance to die. Everyone gets 8 Life Points, when the LP reaches 0, you die. LP is replenished every IC day, days are controlled by Moderators.

Sorcellerie Stigma - Permanent Ailment. A rare allergy to magic. The use of spells on afflicted wracks their body in Pain. Over time spells and destruction spells do prolonged damage to their magic allergic body. (Causes 5xInept True Damage per turn for as long as the spell is in effect.)


Movement

It was discussed on how to give players a reason to go with ranged weaponry for some situations, or melee with others. We decided that during combat specifically there could be easier ways to gauge how quickly your opponent moves. This isn't as important with facing monsters as it is with facing players. We hope this will help with the implementation of TACTICS, which allow more movement and options besides just our basic attacks and special attacks.

In combat, you may only move a number of feet equal to your ALAx5, expending your Movement Action for that turn.
Again outside of battle, you are not restricted by this number.
Think of it like: Battle requires intense focus. Walking down the street does not.

To strike an opponent with a Melee weapon, you need to be within 5 feet of them. Magic should have an effective range of about 20 feet, and ranged weapons such as Throwing weapons have a range of 35ft. While Guns should have an effective range of about 50 feet. However, some guns don't actually have that reach. For example, its impractical that a shotgun would shoot you from 50ft away. Longer ranged guns such as rifles used by snipers may exceed reach to up to 70ft, but no more because its difficult to gauge this far of a range in a roleplay setting. You would have to be substantially descriptive.

Now lets move on to tactics.


Tactics

Tactics are special maneuvers you can do in combat. They cannot be disabled by Silence, and can be used as long as you meet the requirements for them (in the case of Rush, you need to be able to move). Every class can use basic tactics.

Special Abilities have a specific rule about effects: If you do not specifically state that the ability causes an effect, you will not be able to implement the full capability of the effect. (i.e. if your attack's flavor text says you knock them back, but you do not have Effect: Knockback, you can't use the full effect.)

It should be noted that Tactics are free abilities. They do not take up ability slots, have no mana or HP cost, no cooldown time unless stated, and can be used anytime you meet the requirements. (Advanced Tactics have individual cooldown times.)

Taunt - Minor Action. The enemy won't be able to use an Special Attack next 2 turns, and it focuses their attention on the Taunter. For players, this means that if you are taunted you are only allowed to attack the one that taunted you for two turns. Minor Action.

Knock back - Movement action. Throws an opponent backwards a number of feet equal to DEX x5
Technics may sacrifice a use of 1 Super Jump to cause knock back
Flavor text:
Technic- Use a KAT thruster on them and fire, sends them away
Sentinel- grab opponent and throw them
Magi- create a burst of energy to push opponents back.

Rush - Movement/Minor action. You can move double your speed in a single post, but special attacks and spells are disabled. You may make a regular attack at (Adeptx2) + WD while Rushing.
Technics have the option of using a weak Pulsefire(2xA) during attack, but nothing else and may use a Super Jump to retreat up to their movement speed after a Rush.

Reprisal - Minor Action. After a receiving an attack you can interrupt your opponent quickly, causing them to lose focus and putting the tactic on a 1 turn CD. If used on a special ability, ability is on CD 2 turns after the original CD has refreshed.

Interrupt - Minor Action. Cancels a channeling magic spell, or disrupts a technique that requires focus. (Does not effect summoning, or limit break channeling)

Use Item - Allows the use of items. These items are consumable, you can only hold 20 items. Unless you have a 'Bag Gear' item, which allows you to store more items on your person.

Item List:
Phoenix Feather - Costs 250 gil ea. Consumable. Stacks 5. Major Action. Can only be used on ally. Revives ally immediately from a KO status with 10% hp.

Spirit Salve - Costs 100 gil ea. Recovers 3 mana on target ally or self. CD 3 turns. Stacks 10. Minor Action.

Medical Kit - Costs 90 gil ea. Recovers 10% health back over the course of 4 turns. CD 5 turns. Stacks 10. Minor Action.

Molotov Cocktail - Costs 150 Gil Ea. Throwing this item into the enemy causes fire damage of 10 for 3 turns to a total of 2 enemies. CD 4. Stacks 3. Minor action.

Liquid Nitrogen
- Costs 150 Gil Ea. Throwing this item into the enemy causes ice damage of 10 for 3 turns to a total of 2 enemies. And slows them for 3 turns. CD 4 Stacks 3. Minor action.

Bag of Caltrops
- Costs 150 Gil ea. Throw item on ground to cause pain on enemy, bleed the enemy for 5 damage for 4 turns, and slow them, lowering ALA by 3. CD 4 Stacks 3 Minor/Movement action.

Glue Pellet
- Costs 150 Gil ea. Throw item on ground to cause a sticky situation! Lowers ALA by 5. CD 4 Stacks 3 Minor/Movement action.

Dart - Costs 150 gil ea. Throw item at enemy, causes 5 damage and 2 bleed damage over 3 turns. CD3 Stacks 4 Minor action.


Net Trap
- Costs 200 gil ea. Toss trap, or set up trap in a specific area. When enemy is trapped on it, their ALA is decreased by 6 for 3 turns and they cannot attack until they get out of the trap. CD 5 Stacks 2 Major/Movement action.

Bola - Costs 250 gil ea. Throw Bola to trap an enemy. If used on legs, enemy trips and is rooted for 2 turns. CD4 Stacks 2


Pouch - Costs 500 Gil. Bag Gear. Increases your inventory capacity to 25.

Weapon Specific Tactics


Guns
Quick shot - Minor action. Allows you do fire at your opponent quickly, doing 2x base damage.

Staff
Sweep - Minor action. Disrupt your opponents movement by sweeping them off their feet, can interrupt movement based attacks

Sword
Parry - Minor action. Block attack, and brush it do the side. Gives you a defense bonus equal to your Inept for the next round.

Thrown
Ricochet -Minor action. Bounce your weapon off of objects or enemies, increases damage on one target of 3xbase damage and allows for the thrown weapon to hit enemies behind walls, both physical and magical. Cannot go through shields.

Glove
Mantis - Minor action. Interrupts a combo, disabling the use of a finisher for that round and deals 2xbase damage in bonus damage. Can interrupt channeling magic or abilities.


Advanced Tactics


Called Shots - Major Action. Sentinel only. Does half total damage but disables the body part, reducing a stat by 1. Effects last entire fight, but you can only hit the same body part once. Different body parts decrease different stats Head=ACU, Arms=POW, Legs=DEX or ALA(targets higher stat),Chest=DEF or CON(targets higher stat). 4 post CD

Root - Major action. Technic only. Inflict pain or immobilize the targets feet, causing inability to move for 2 turns. 1 mana, CD- Can only be used once per battle. cannot be used on mechanical or flying things. To use Root, you will need to buy a glue pellet, dart, bag of caltrops, bola or net.

Augury - Major action. Magi only. Siphons the amount of Mana equal to the enemy's Adept or highest stat x3. Once per battle.

Eljhas
Crew

Dapper Lunatic

6,650 Points
  • Brandisher 100
  • Risky Lifestyle 100
  • Team Jacob 100

Eljhas
Crew

Dapper Lunatic

6,650 Points
  • Brandisher 100
  • Risky Lifestyle 100
  • Team Jacob 100
PostPosted: Mon Jul 15, 2013 7:27 am


Spells with (G) are the spells everyone has access to at rank G. Spells are used with Arcana, which is a Magi only Special Ability.


Destruction Magic


(G)Aero - A gust of wind slams into the target. It is a single-target spell inflicts moderate Wind-elemental damage. MDmgx2
Costs 4 Mana.

Cyclone - A gust of wind slams into the target. It is a single-target spell inflicts moderate Wind-elemental damage. MDmgx3 Costs 12 Mana.

(G)Thunder - A bolt of lightning strikes target inflicting minor Lightning-elemental damage on one target. MDmgx2 Costs 4 Mana.

Thundara - A bolt of lightning strikes target inflicting minor Lightning-elemental damage on one target. MDmgx3 Costs 12 Mana.

(G)Fire - A fire ball blasts the target, inflicting minor Fire-elemental damage on one target. MDmgx2 Costs 8 Mana.

Fira - Fire balls rain from the sky and blasts the target, inflicting minor Fire-elemental damage on one target. MDmgx3 Costs 16 Mana.

(G)Blizzard - A shard of ice drops on the enemy, inflicting minor Ice-elemental damage on one target. MDmgx2 Costs 8 Mana.

Blizzara - A pillar of ice drops on the enemy, inflicting minor Ice-elemental damage on one target. MDmgx3 Costs 16 Mana.

Demi - Cuts an enemies HP by 25%. Costs 12 mana

Quake - Breaks the earth beneath the feet, disrupting all attacks and dealing damage to the enemy. MDmgx4
PostPosted: Mon Jul 15, 2013 7:32 am


Support Magic



(G)Recovery - Revives a KO'd party member, giving them 10% of their max HP back. Costs 15 Mana. CD 5

(G)Cure - Restores a minor amount (2xA)x2 of HP on one target. Deals damage (4xA)x2 to Undead enemies. Costs 2 Mana. CD 2

(G)Reflect - Bestows Reflect on one target, reflecting all single-target spells from the target onto the enemy who cast it. Dealing half damage of the spell cast. Costs 5 Mana. CD 3

(G)Haste - Change speed of Target. Increases ALAcrity by 3 for 2 turns. Costs 4 mana CD 4

Regen - Regenerates 5% of targets max health per turn, number of turns is equal to Caster's natural POW (No modifiers). Costs 6 mana CD 5 after effects end

Dispel - Removes all buffs, debuffs, and ailments on one target. Costs 6 mana CD 3

Aura - Refresh Limit Break Cooldown, once in a battle. Channel time of 3 posts, interrupt-able, costs 2x(ACU) to cast.

Esuna - Removes any status ailment and makes it unable to be reapplied for 3 turns. 6 mana CD 4


Eljhas
Crew

Dapper Lunatic

6,650 Points
  • Brandisher 100
  • Risky Lifestyle 100
  • Team Jacob 100

Eljhas
Crew

Dapper Lunatic

6,650 Points
  • Brandisher 100
  • Risky Lifestyle 100
  • Team Jacob 100
PostPosted: Mon Jul 15, 2013 7:35 am


Phase Magic




(G)Sleep - Has a chance to put enemy or monster to sleep for 3 turns. Costs 4 Mana. CD 4

(G)Silence - Makes a spell or special attack non usable for 4 turns. Costs 3 mana. CD 5

Slow - Change speed of Target. Decreases ALAcrity by 2 for 1 turn. Slows down targets movement speed by 50% for 3 turn. Costs 4 Mana CD 5

Stop - Stops targets movements, root them in place. Enemies are still able to cast magic and attack from afar, but cannot do anything involving movement for half of Caster's POW. Costs 4 mana CD 5

Petrify - Turn Target to stone gradually. Stays frozen in stone until cured. Does not kill effected Target. Cost 5 mana CD 8

Berserk - Cause target to become enraged and attack friend and foe for 4 turns. Cost 5 mana. CD 6

Zombie - Makes target take damage from all regenerative and healing capabilities for 4 turns. Costs 5 mana (Usable by all varieties of Magi)

Fog- Target loses the ability to fight from a distance. Anything within melee range (roughly 5 feet) is visible and can be hit, but beyond that potential targets are obscured. costs 5 mana.

Blind- Target cannot see for 2 turns. Abilities that do not involve attacking (such as support magic or kinetic barrier) can be used, but all attacks will miss. costs 5 mana

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