(2) JRPG Skill System

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JRPG

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Magical Burst Attack (A single enemy)


Targets: 1


Range: Can be Modified


Duration: Initial Post.


Effect: See below.


Prevention: Spirit Die, Magical Defend/Evade/Counter Technique, Status Effect.


Lv 1: 3 Damage, 1 Target. Cost: 3 mana, 1 Action.


Lv 2: 6 Damage, 1 Target. Cost: 6 Mana, 2 Action.


Lv 3: 9 Damage, 1 Target. Cost: 9 Mana. 3 Action.


Bonus: +2 Damage.


Removal: -2 Damage.


Magical Area Attack (Targets multiple enemies)


Targets: Radius.


Range: Can be Modified


Duration: Initial Post.


Effect: See below.


Prevention: Spirit Die, Magical Defend/Evade/Counter Technique, Status Effect.


Lv 1: 2 Damage, All Targets in a close area, 3m radius. Cost: 4 mana, 1 action.


Lv 2: 4 Damage, All Targets in a close area, 5m radius. Cost: 8 mana. 2 action.


Lv 3: 6 Damage, All Targets in a close area, 7m radius. Cost: 12 mana. 3 Action.


Bonus: +1 Damage and 1m radius.


Removal: -1 Damage and -1m radius.


Magical Damage Over Time (Duration 3, after initial post. Can break through Status Immunity)


Targets: 1.


Range: Can be Modified


Duration: 3 always.


Effect: See below.


Prevention: Spirit Die, Magical Defend/Evade/Counter and Status Restore Technique, Status Effect.


Lv 1: 1 damage, 1 target. Cost: 2 mana, 1 action.


Lv 2: 2 damage, 1 target. Cost: 4 mana, 2 action.


Lv 3: 3 damage, 1 target. Cost: 6 mana, 3 action.


Bonus: +1 Damage.


Removal: -1 Damage.


 



Magical Damage Over Time Area (Duration 3, after initial post. Cannot break through Status Immunity)


Targets: Radius.


Range: Can be Modified


Duration: 3 always.


Effect: See below.


Prevention: Spirit Die, Magical Defend/Evade/Counter and Status Restore Technique, Status Effect.


Lv 1: 1 damage, 3m radius. Cost: 3 mana, 1 action.


Lv 2: 2 damage, 5m radius. Cost: 6 mana, 2 action.


Lv 3: 3 damage, 7m radius. Cost: 9 mana, 3 action.


Bonus: +1 Damage and +1m radius.


Removal: -1 damage and -1m radius.


 


Magical Counter (Redirect a singular attack back at opponent)



Targets: 1.


Range: Can be modified.


Duration: Initial post.


Effect: See below.


Prevention: Status Effect.



Lv 1: Redirects a Lv 1 Attack back at an opponent (Cannot be Prevented), 1 target. Cost: 5 mana, 1 action. Can redirect up to 3 damage worth of normal attacks.


Lv 2: Redirects a Lv 2 Attack back at an opponent, 1 target. Cost: 10 mana, 2 action. Can redirect up to 6 damage worth of normal attacks.


Lv 3: Redirects a Lv 3 Attack back at an opponent, 1 target. Cost: 15 mana, 3 action. Can redirect up to 9 damage worth of normal attacks.


Bonus: +1 Damage.


Removal: -1 Damage.


 




Magical Defend (Can Cover singular allies. Can defend against Terrain Attacks).



Targets: 1 + 1 (ally)


Range: Can be modified.


Duration: Initial post.


Effect: See below.


Prevention: Status Effect.



Lv 1: Blocks a Lv 1 Attack. Cost: 3 mana, 1 action. Blocks up to 3 damage worth of normal attacks for both yourself and an ally.


Lv 2: Blocks a Lv 2 Attack. Cost: 6 mana, 2 action. Blocks up to 6 damage worth of normal attacks for both yourself and an ally.


Lv 3: Blocks a Lv 3 Attack. Cost: 9 mana, 3 action. Blocks up to 9 damage worth of normal attacks for both yourself and an ally.


Bonus: +1 more ally.


Removal: Cannot cover allies.


 


Magical Area Defend (Can Cover all allies in a radius. Can defend against Area Effects, or absorbs the area effect).



Targets: Radius


Range: Can be modified.


Duration: Initial post.


Effect: See below.


Prevention: Status Effect.


Lv 1: Absorbs Lv 1 Area, but receives the effects. Cost: 3 mana, 1 action. 3m radius. Blocks up to 2 damage worth of normal attacks for both yourself and allies.


Lv 2: Absorbs Lv 2 Area, but receives the effects. Cost: 6 mana, 2 action. 5m radius. Blocks up to 4 damage worth of normal attacks for both yourself and allies.


Lv 3: Absorbs Lv 3 Area, but receives the effects. Cost: 9 mana, 3 action. 7m radius. Blocks up to 6 damage worth of normal attacks for both yourself and allies.


Bonus: Do not receive any effects.


Removal: Receive double the effects.


 




Magical Evade/Teleport (Move a certain amount of meters. Can evade/teleport against terrain attacks).



Targets: 1.


Range: Can cast on allies, can be modified.


Duration: Initial post.


Effect: See below.


Prevention: Status Effect.



Lv 1: Evades a Lv 1 Attack, move 3m. Cost: 3 mana, 1 action. Blocks up to 3 damage worth of normal attacks.


Lv 2: Evades a Lv 2 Attack, move 6m. Cost: 6 mana, 2 action. Blocks up to 6 damage worth of normal attacks.


Lv 3: Evades a Lv 3 Attack, move 9m. Cost: 9 mana, 3 action. Blocks up to 9 damage worth of normal attacks.


Bonus: Move +3m.


Removal: Move -3m.


 


Magical Burst Heal



Targets: 1


Range: Can be modified.


Duration: Initial post


Effect: See below.


Prevention: Status Effect.



Lv 1: 3 Heal, 1 Target. Cost: 3 mana, 1 Action.


Lv 2: 6 Heal, 1 Target. Cost: 6 Mana, 2 Action.


Lv 3: 9 Heal, 1 Target. Cost: 9 Mana. 3 Action.


Bonus: +2 Heal.


Removal: -2 Heal.


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Magical Area Heal (Targets multiple allies)


Targets: Radius


Range: Can be modified.


Duration: Initial post


Effect: See below.


Prevention: Status Effect.


Lv 1: 2 Heal, All Targets in a close area, 3m radius. Cost: 4 mana, 1 action.


Lv 2: 4 Heal, All Targets in a close area, 5m radius. Cost: 8 mana. 2 action.


Lv 3: 6 Heal, All Targets in a close area, 7m radius. Cost: 12 mana. 3 Action.


Bonus: +1 Heal and +1m radius


Removal: -1 Heal and -1m radius


Magical Heal Over Time (Duration 3, after initial post)


Targets: 1


Range: Can be modified.


Duration: Always 3


Effect: See below.


Prevention: Status Effect.


Lv 1: 1 Heal, 1 target. Cost: 2 mana, 1 action.


Lv 2: 2 Heal, 1 target. Cost: 4 mana, 2 action.


Lv 3: 3 Heal, 1 target. Cost: 6 mana, 3 action.


Bonus: +1 Heal


Removal: -1 Heal


Magical Heal Over Time Area (Duration 3, after initial post.


Targets: Radius.


Range: Can be Modified


Duration: 3 always.


Effect: See below.


Prevention: Status Effect.


Lv 1: 1 heal, 3m radius. Cost: 3 mana, 1 action.


Lv 2: 2 heal, 5m radius. Cost: 6 mana, 2 action.


Lv 3: 3 heal, 7m radius. Cost: 9 mana, 3 action.


Bonus: +1 Heal and 1m Radius.


Removal: -1 Heal and 1m Radius.


 



Status Effect (A single enemy. Duration is always 3, after initial post. Can break through status immunity.)


Target: 1


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Restore, Resistance Die


Lv 1: Lv 1 Status Effect. Cost: 3 mana, 1 Action.


Lv 2: Lv 2 Status Effect. Cost: 6 Mana, 2 Action.


Lv 3: Lv 3 Status Effect. Cost: 9 Mana. 3 Action.


Bonus: +1 Status Effect Duration.


Removal: -1 Status Effect Duration.


Status Effects include stuns (preventing movement), silences (preventing spells), taunt (enemies attack only you), berserk (can only attack), etc.


Area Status Effect (Targets multiple enemies. Duration is always 3, after initial post. Cannot break through status immunity).


Target: Radius


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Restore, Resistance Die


Lv 1: Lv 1 Status Effect on All Targets in a close area, 3m radius. Cost: 4 mana, 1 action.


Lv 2: Lv 2 Status Effect on All Targets in a close area, 5m radius. Cost: 8 mana. 2 action.


Lv 3: Lv 3 Status Effect on All Targets in a close area, 7m radius. Cost: 12 mana. 3 Action.


Bonus: +1 Status Effect Duration and +1m radius.


Removal: -1 Status Effect Duration and -1m Radius.


Status Restore (A single target. Status immunity duration is always 3)


Target: 1


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Effect.


Lv 1: Removes Lv 1 Status Effect/Deducts/DOT, and adds Lv 1 Status Immunity. Cost: 3 mana, 1 Action.


Lv 2: Removes Lv 2 Status Effect/Deducts/DOT, and adds Lv 2 Status Immunity. Cost: 6 Mana, 2 Action.


Lv 3: Removes Lv 3 Status Effect/Deducts/DOT, and adds Lv 3 Status Immunity. Cost: 9 Mana. 3 Action.


Bonus: +1 Status Immunity Duration.


Removal: -1 Status Immunity Duration.


Lv 1 Status Immunity means Lv 1 Status Effects/Lv 1 Deducts/Lv 1 DOTs cannot work on your character. Apply this to every level for each new Status Immunity level.


Area Status Restore (Targets multiple enemies. Doesn't apply Status Immunity.)


Target: Radius


Range: Can be modified.


Duration: None.


Effect: See below.


Prevention: Status Effect.


Lv 1: Removes all Lv 1 Status Effect/Deducts/DOTs on All Targets in a close area, 3m radius Cost: 4 mana, 1 action.


Lv 2: Removes all Lv 2 Status Effect/Deducts/DOTS on All Targets in a close area, 5m radius Cost: 8 mana. 2 action.


Lv 3: Removes all Lv 3 Status Effect/Deducts/Dots on All Targets in a close area, 7m radius Cost: 12 mana. 3 Action.


Bonus: +1m radius.


Removal: -1m radius.


Augment (Targets 1. Duration is always 3l, and the effects start after initial post).


Target: 1


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Effect, Deduct.


Lv 1 Ability provides up to 1 dice for a normal action, but costs 3 mana and 1 action.


Lv 2 Ability provides up to 2 dice for a normal action, but costs 6 mana and 2 action.


Lv 3 Ability provides up to 3 dice for a normal action, but costs 9 mana and 3 action.


Bonus: +1 Die.


Removal: -1 Die.


Area Augment (Targets multiple allies. Duration is always 3, and the effects start after initial post).


Target: Radius


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Effect, Deduct.


Lv 1 Ability provides up to 1 dice for a normal action, but costs 4 mana and 1 action. 3m radius.


Lv 2 Ability provides up to 2 dice for a normal action, but costs 8 mana and 2 action. 5m radius


Lv 3 Ability provides up to 3 dice for a normal action, but costs 12 mana and 3 action. 7m radius


Bonus: +1 Die and +1m radius.


Removal: -1 Die and -1m radius.


Augment Elemental (Change the crystal energy in the air to a new element)


Target: Everywhere


Range: Can be modified


Duration: 3


Effect: See below.


Prevention: Status Effect, Deduct.


Lv 1 Ability increases elemental energy by 1 of a specific element, but costs 5 mana and 1 action.


Lv 2 Ability increases elemental energy by 2 of a specific element, but costs 10 mana and 2 action.


Lv 3 Ability increases elemental energy by 3 of a specific element, but costs 15 mana and 3 action.


Bonus: +1 elemental energy


Removal: -1 elemental energy


Deduct (Target 1. Duration is always 3, and the effects start after initial post).


Target: 1


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Restore, Empower Die


Lv 1 Ability removes 1 die for a normal action, but costs 3 mana and 1 action.


Lv 2 Ability removes 2 dice for a normal action, but costs 6 mana and 2 action.


Lv 3 Ability removes 3 dice for a normal action, but costs 9 mana and 3 action.


Bonus: +1 Die


Removal: -1 Die


Area Deduct (Targets multiple enemies. Duration is always 3, and the effects start after initial post. Cannot break Status Immunity).


Target: Radius


Range: Can be modified.


Duration: 3


Effect: See below.


Prevention: Status Restore, Empower Die


Lv 1 Ability removes up to 1 dice for a normal action, but costs 4 mana and 1 action. 3m radius


Lv 2 Ability removes up to 2 dice for a normal action, but costs 8 mana and 2 action. 5m radius


Lv 3 Ability removes up to 3 dice for a normal action, but costs 12 mana and 3 action. 7m radius


Bonus: +1 Die and +1m radius.


Removal: -1 Die and -1m radius.


Deduct Elemental (Change the crystal energy in the air)


Target: Everywhere


Range: Can be modified


Duration: 3


Effect: See below.


Prevention: Status Effect, Augment.


Lv 1 Ability decreases elemental energy by 1 of a specific element, but costs 5 mana and 1 action.


Lv 2 Ability decreases elemental energy by 2 of a specific element, but costs 10 mana and 2 action.


Lv 3 Ability decreases elemental energy by 3 of a specific element, but costs 15 mana and 3 action.


Bonus: +1 elemental energy


Removal: -1 elemental energy


Terrain (Traps. Pitfalls, Etc. Useful against move/evade combatants. Works as delayed damage. Will only end once stepped on).


Target: 1


Range: Can be modified.


Duration: Forever


Effect: See below.


Prevention: Magical Defend/Evade and Status Effects and Spirit Die and Analyze


Lv 1 Ability deals 3 damage, if an enemy steps on the trap, but costs 3 mana and 1 action.


Lv 2 Ability deals 6 damage, if an enemy steps on the trap, but costs 6 mana and 2 action.


Lv 3 Ability deals 9 damage, if an enemy steps on the trap, but costs 9 mana and 3 action.


Bonus: +2 damage


Removal: -2 Damage.


Terrain Multi (Set up multiple traps. Extremely useful, but traps deal lesser damage)


Target: 3 traps in a radius


Range: Can be modified.


Duration: Forever


Effect: See below.


Prevention: Magical Defend/Evade and Status Effects and Spirit Die and Analyze


Lv 1: 2 Damage per trap. Cost: 3 mana, 1 action. 3m radius


Lv 2: 4 Damage per trap. Cost: 6 mana. 2 action. 5m radius


Lv 3: 6 Damage per trap. Cost: 9 mana. 3 Action. 7m radius


Bonus: +1 damage and +1 trap.


Removal: -1 damage and -1 trap.


Terrain Defend (Can set up the terrain to block against damage.)


Target: Radius


Range: Can be modified.


Duration: Forever


Effect: See below.


Prevention: Status Effects


Lv 1: Set up a terrain to defend with 4 life. Costs 4 mana and 1 action. 1m radius


Lv 2: Set up a terrain to defend with 8 life. Costs 8 mana and 2 action. 2m radius


Lv 3: Set up a terrain to defend with 12 life. Costs 12 mana and 3 action. 3m radius


Bonus: +2 life.


Removal: -2 Life.


Terrain Change (Allows you to change the terrain for a particular effect such as Status Effect, Augment, Deduct, works as a trap. Duration is based off level.)


Target: Radius


Range: Can be modified.


Duration: Depends on level.


Effect: See below.


Prevention: Status Restore, Augment, Status Effects, or leaving the area, specific die, and analyze.


Lv 1: Set up a terrain in a 1m radius. Costs 3 mana and 1 action.


Lv 2: Set up a terrain in a 3m radius. Costs 6 mana and 2 action.


Lv 3: Set up a terrain in a 5m radius. Costs 9 mana and 3 action.


Bonus: +1m radius.


Removal: -1m radius.


Analyze/Steal (Allows you to see an enemy's elemental weakness and carried items. Later levels allow you to steal).


Target: 1


Range; Can be modified.


Duration: None.


 Effect: See below.


Prevention: Status Effect


Lv 1: Analyze 1 enemy. Costs 2 mana and 1 action.


Lv 2: Steal 1 item from an enemy. Costs 3 mana and 1 action. Note: Can only steal from an inventory slot of an enemy.


Lv 3: Steal 3 items from an enemy. Costs 6 mana and 2 action. Note: Can only steal from an inventory slot of an enemy.


Bonus: +1 enemy, or +1 item.


Removal: -1 enemy, or -1 item.


Area Analyze (Allows you to analyze a radius for traps, or enemies.)


Target: Radius.


Range: Can be modified.


Duration: None.


 Effect: See below.


Prevention: Status Effect.


Lv 1: Analyze all enemies in a 3m radius. Costs 3 mana and 1 action.


Lv 2: Analyze all enemies in a 5m radius. Costs 6 mana and 2 action.


Lv 3: Analyze all enemies in a 7m radius. Costs 9 mana and 3 action.


Bonus: +1m radius.


Removal: -1m radius.
 
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Classes of Skills

  1. Attack: deals damage to an opponent.
  2. Defend: defends against Magical Attack.
  3. Heal: restores health, status effects, and deducts.
  4. Status Restore: restores status effects and deducts, while also providing status immunity.
  5. Status Effect: inflicts status conditions.
  6. Augment: boosts a particular die for a character.
  7. Deduct: debuffs a particular die for a character.
  8. Terrain: influences the environment.
  9. Analyze: Let's you steal/view opponent's items/weaknesses.
 
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Additional Effects require the addition of mana. Here's a list of currently acceptable additional effects through the use of more mana.


Spell Creation Workshop


Range


1~5m range: (Free for all levels)


1~15m range: +1 mana


1~25m range: +2 mana


1~35m range: +3 mana


1~50m range: +4 mana


When utilizing multiple spells, it costs +1 mana per additional spell. Example: First spell = Same mana cost. Second spell = Mana Cost + 1 mana. Third Spell = Mana Cost + 2 mana. Fourth Spell = Mana + 3 mana. This continues.
 
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Example Skill


Name of Skill: Cure


Level: 1


Class: Heal


Type: Magical Burst Heal


Mana Cost: 3 Mana + 1 mana (15m range) = 4 mana


Action Cost: 1


Targets: 1


Range: 15m


Duration: Cannot be modified.


Prevention: Status Effect.


Elemental Affinity: Fire


OOC Effect: Heal 3 Hit Points.


Bonus: +2 Heal.


Removal: -2 Heal.


Description: Cast a beam of heat to warm someone's heart.
 
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Elemental Affinities for Skills

  1. Water - beats fire, earth
  2. Fire - beats nature, ice
  3. Earth - beats wind, lightning
  4. Wind - beats fire, lightning
  5. Nature - beats water, earth
  6. Lightning - beats water, ice
  7. Ice - beats wind, nature
  8. Dark - Weak during the night.
  9. Light - Strong during the day.
  10. Normal - beats nothing



Elemental Affinities Weaknesses

  1. Water - Weak against nature and lightning.
  2. Fire - Weak against Wind and Water.
  3. Earth - Weak against Water and Nature.
  4. Wind - Weak against Earth and Ice.
  5. Nature - Weak against Fire and Ice.
  6. Lightning - Weak against Earth and Wind.
  7. Ice - Weak against Fire and Lightning.
  8. Dark - Weak against Daytime.
  9. Light - Weak against Nighttime
  10. Normal - Weak against nothing.



You can add elemental affinities to your character's skills. Elemental affinities affect one's ability against certain enemies If an enemy is weak against a certain element, the skill will have a bonus, whereas if the enemy is strong against a certain element, the skill will not have a bonus. The crystal energy in the area determines if elements get particular bonuses. Added bonuses from crystal energy do not stack with elemental weaknesses of an enemy.


Dark and Light work a little bit differently. If it's daytime, Light spells will gain bonus, while dark spells will lose effects, which depends on the skill. If it's nighttime, light spells will lose effects. Dark spells gain a bonus. No enemies are dark or light affiliated, but they can do dark or light spells.


You can only have three elemental affinities on your character. Only one elemental affinity can be dark, or light. The other two must be Water, Fire, Earth, Wind, Nature, Lightning, or Ice, or you can have three elements from Water, Fire, Earth, Wind, Nature, Lightning, and Ice, but no elements from Dark, or Light.
 
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