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 Spell/Ability creation guide.

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Wilfred Locks
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Wilfred Locks


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Spell/Ability creation guide. Empty
PostSubject: Spell/Ability creation guide.   Spell/Ability creation guide. EmptyTue Apr 14, 2020 5:19 pm

Now as covered in the rules section for abilities, spells, and damage. spells, and Abilities are like special attacks, stances. That deal damage in accordance to how they work. The following is a smooth guide to how to app, and an idea of what is expected With such apps.


*note: For what is considered forbidden, limited refer to forbidden and limitation list *


Below is a detail of each section for the application.

Ability/spell name: name of attack. Have fun with it.


Level: these go between level 1-10. Now note that when apping an ability/spell. The Level will reflect how much damage, and how many, and the scale of bonus effects an ability/spell has. This also influences the effective range of ability/spell.

The lower the level. The shorter the range, and lower the overall damage will be. Additionally  this impacts if your character has the required proficiency level for said ability



Ability/spell class: this covers if it is used by 1 handed swords, daggers, ice magic, etc, or even specific roles like rouge, paladin. Etc.


ACR cost: this costs an certain number  of ACR to use. Now rule of thumb is the ACR cost is usually  (level of ability/spell +1) depending on the scale of the ability. The more an ability has. The more it will cost in ACR. Note that if you do not have the required ACR. Said ability/spell cannot be used.


Description: this is the general overview of how said ability/ spell works. Requiring any motions described, how it affects the user/affected targets, and even locations hit if an attack. Or if defensive description on how the user evades/defends. This is the meat of the ability itself. So details are nessccary. Especially with spells.


Bonus effect: this ties to anything like bleeding, or stuns. It goes without saying. That more effects can be placed with higher level abilities.


Damage formula: you put the appropriate formula for said weapon, or spell type you are using. With each level. The final number will increase by +5. 


(Example


Level 1 damage formula for 1 handed sword: ⅓ strength+30


Level 3 damage formula for 1 handed sword:

⅓ strength +45)


Range:this affects how far the user can hit, or travel. Granted this will use logic. If you are doing a jump attack this will use your Jumping distance raiting, or JDR. If you are running and swinging. Then the distance travled will be accordingly placed.  For abilities +5ft per level, for spells +10ft per level.


Some tips when apping.


Keep it either offensive, utility, or defensive. spells have a higher acceptable variety. In the case of abilities there is not much flexibility with weapons in terms of abilities. If you are attaching something like counter attacks. Then note it in description. 


The more attacks you are doing in 1 ability. The more likely it will be an short ranged ability, and will cost more ACR. On the other hand. The bigger the spell. The more ACR it'll cost.

Bonus effects are more tied to if an ability/spell may affect the users/ opponents main/substats, or even status afflictions, or AOE effects.

Keep in mind that if it seems like it will do alot. Please adjust ACR cost, and the level accordingly. An ability doing 6 stabs will not be level 1, or level 2 rendeer . Just like an ability afflicting bleed, and has stun chance. Will not be level 3. Additionally particularly powerful abilities may have a negative drawback.

If apping an ability/spell you can claim it should you have the correct proficency level in its required ability class. During the time of apping it will be in prototype form. (See prototype )




weapon arts app

weapon arts are extremely powerful, so at minimum they will cost between 4-15 Actions.

when apping a weapon  art keep in mind you will be following the chosen weapon proficiency on it's app. (Axes will require 1 handed axe skill).


when a weapon art is graded it will need to be formidable, requiring significant detail to how it works. A simple stab will not be passable for a weapon art, nor flicking your wrist. Instead a stance, and even rapid motions such as "shifting positions around an enemy " to look for an opening is expected.  These are to deal massive damage, and as such expected to have great detail, and are held in greater regard.

weapon art damage are explained below.

weapon arts regardless of power are still subject to clashing, and blocking rules. (see status, and damage rules.)

offensive weapon art.

damage of a weapon art is unique, as this will go purely off your str+speed X2, after the normal weapon calculations. and in the case of multiple hits, damage after the first strike will be reduced by 10% up to 30%.

counter weapon  art

if a weapon art is defensive,it will have an inbuilt counter attack. in this case damage is inflicted in the following formula ( normal weapon calculation + 25 + 30% of the incoming attack.) this while powerful has a chance to still miss, or even hit through if the defense is not descriptive enough in a post.

theurgy weapon arts


will apply an elemental effect  to the weapon in question and could be used in conjunction of other weapon abilities in this case the damage will be further increased by (weapon formula+ inr X2). And possess an unique effect due to the element used. (note theurgy must be at a minimum of 1 to use this.)





Below is the code



Code:
Ability Template

[B]Ability Name:[/b] 
[B]Level: [/b]
[B]Ability Class:[/b] 
[B]ACR Cost:[/b]
[B]Description:[/b]
[B]Bonus Effect:[/b] 
[B]Damage Formula:[/b] 
[B]Range:[/b]

For spells

Code:


[B]Spell Name:[/b]
[B]Level:[/b]
[B]Magic Class:[/b]
[B]ACR Cost:[/b]
[B]Description:[/b]
[B]Bonus Effect:[/b]
[B]Damage Formula:[/b]
[B]Range:[/B]



for sword arts

weapon art Template

[B]weapon art Name:[/b] 
[B]Ability Class:[/b] 
[B]ACR Cost:[/b](4-15)
[B]Description:[/b]
[B]Bonus Effect:[/b]
[B]Damage Formula:[/b] 
[B]Range:[/b]



[/code]
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