Zelda Universe RPG

WIP Team Attacks - Printable Version

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WIP Team Attacks - Orithan - 05-02-2015

Combination attack meeting combination skills:

Combination Amplifiy
  • REQUIREMENTS: Two of the same spells being cast at once.
    DESCRIPTION: Combine forces with an ally to fire a spell together, amplifying its effects.
    • ATTACK: Average rolls of both you and your ally's vs. targets' average roll
    • EFFECT: The spells being cast combine together, becoming a stronger version of the spell.
      • The resulting spell is 1 tier above the highest tiered spell combined. For example, combining PSI Arrow, Alpha and PSI Arrow, Beta together results in creating a PSI Arrow, Gamma.
      • If one of the spells being cast is of Omega tier, the resulting spell's dice roll and effects are scaled above Omega tier.
PSI Combine
  • REQUIREMENTS: Two PSI spells of different affinities being cast at once.
  • DESCRIPTION: Combine forces with a partner to fire different PSI spells together, combining their effects.
    • ATTACK: Average rolls of both you and your ally's vs. targets' average roll
    • EFFECT 1: The spells being combined together produce a spell that combines their affinities and effects
      • For example, if you and an ally casts PSI Blast and PSI Strike together respectively, the resulting spell has both your Water and the ally's Shadow affinities and will deal 1 Neutral Damage for each stack of Buff the target has and ignores half of the targets' Armor
    • EFFECT 2: The spell gains Attack Dice equal to the Highest Total Affinity Levels

Specialized combo attacks:
Mana Outage
  • REQUIREMENTS: Power Outage and Mana Leak being cast at once.
  • DESCRIPTION: Combine Power Outage and Mana Leak together to produce the Mana Outage spell:
  • Mana Outage:
    • DESCRIPTION: Knock out the Magic Power on the field by executing a devastating poking frenzy that tears open the Magic pools of those who fall victim. Hits everyone except yourself and any ally who helped you execute this attack.
      • ATTACK: Average rolls of both you and your ally's vs. targets' average roll
        • Neutral Damage: Halved.
        • EFFECT 1: Target(s) hit get 1 stack of the Mana Leak Affliction:
          • If target uses an action that involves moving, target loses Magic equal to his Total Affinity Levels.
            • If the target runs out of Magic, target becomes immobilized and unable to use actions that involve moving (including Cover and Escape) until Mana Leak is removed.
        • EFFECT 2: Target(s) hit also get one stack of the Power Leak Affliction:
          • If target uses an action that involves moving, target loses Power equal to his Total Affinity Levels.
Burning Tether
  • REQUIREMENTS: Roots and Ember being cast at once.
  • DESCRIPTION: Combine Roots and Ember together to produce the Burning Tether spell:
    • Burning Tether:
      • DESCRIPTION: Tendrils of Fire emerge from the ground, forcibly grabbing the target and continue to burn them for as long as they are held.
        • EFFECT: Bypasses Cover
        • ATTACK: Average rolls of both you and your ally's vs. targets' average roll
          • EFFECT 1: Target gets one stack of the Immobilized Affliction:
            • Target cannot move or perform melee attacks. This includes Cover and Escape
          • EFFECT 2: Target takes Neutral Damage equal to the highest Total affinity levels at the start of each round from the burning tendrils.
          • EFFECT 3: If the target is hit by a Water attack, the tendrils dissipates, cancelling out the above effects.



RE: Meeting WIP thread - WindStrike - 05-02-2015

Shadow Strike (Shadow (Level: 1)) + Barrier Blast (Arcane (Level: 1))
  • Speed Barrier
  • Requires two people. Fire a barrier of shadows at a target. Average rolls. If it hits, both you and your ally get a courage barrier, which reduces the damage of incoming Courage-based attacks by the difference in successes from the combo attack.

Burn (Fire (Level: 1)) + Thunderspark (Nature (Level: 1)) + Frost (Water (Level: 1))
  • Delta Force
  • Requires three people, literally combines to give you Delta Force, without the bonus from charging up.

Frost (Water (Level: 1)) + Blind (Light (Level: 1))
  • Converted to Offensive Combo Spell
  • Blinding Ice
  • Requires two people. The two of you charge rasenga- I mean a bright, blue orb. If it hits, target is frosted in place (immobilized) and has severely reduced accuracy.

Neverending Despair (Shadow (Level: 3)) + Burn (Fire (Level: 1))
  • Neverending Burn
  • Requires two people. Burn the reality around a target... what? If it hits, target takes a bunch of Neutral Damage at the start of each round. This won't be an affliction, and therefore lasts until the end of the battle or target dies.

Pressurized Water Cannon (Water (Level: 4)) + Fatigue (Water (Level: 2))
  • PRESSURIZED HEAVY RAIN!
  • Requires two people, and Water Cannon must be charged. Extremely spiky rain rains down on a target. If it hits, target's spells cost extra magic equal to target's physical armor.

Brain Sap (Shadow (Level: 2)) + Particle Feed (Light (Level: 2))
  • Drain Bamage it tis.
  • Requires two people. Fire a bunch of light and dark particles at a target, causing a negaverse light show. If it hits, target's Magic costs also require equal amounts of Heart costs. Secondly, when target spends Hearts/Magic, you and your ally recover an equal amount of Hearts/Magic.

Illuminate (Light (Level: 2)) + Shadow Veil (Shadow (Level: 2))
  • Illuminating Veil
  • Requires two people. An illumination of shadows covers the field... wat. During this time, everyone's damage drops. At the end of the next round, the shadows illuminate all enemies, causing them to take damage. For each enemy hit, you and your ally get one stack of the Affinity Up Buff.

Lightning Bolt (Nature (Level: 2)) + Missing Power (Arcane (Level: 3))
  • Converted to Offensive Combo Spell
  • Antimagic Bolt
  • Requires two people. Target gets zapped by a bolt of Arcane lightning, bypassing Cover. Deals Neutral Damage equal to $1d#, where # = target's Maximum Magic.

Leech Seed (Nature (Level: 3)) + Mana Void (Arcane (Level: 2))
  • Rejuvenation Seed
  • Requires two people. Places a magical seed on the target. If it hits, target loses Magic equal to difference in successes. Then, every time the target is hit, you and your allies recover some Hearts and Magic.

Scorch (Fire (Level: 3)) + Break Beam (Light (Level: 3))
  • Overload Inferno
  • Requires two people. Both of you overload your Magic, causing a massive burning shockwave to erupt and hit everyone except you two. Does a bunch of damage.

Poisoned Recovery (Arcane (Level: 3)) + Fiend's Grip (Shadow (Level: 4))
  • Converted to Offensive Combo Spell
  • Fiend's Recovery
  • Requires two people. Fire a lazar of sledge and darkness at a target. If it hits, every time target would recover Hearts/Magic, you and your ally steal that recovery instead.

Heaven's Silence (Light (Level: 4)) + Screeching Shadows (Shadow (Level: 5))
  • Screeching Silence
  • Requires two people. Causes Heaven to screech out in silence as a shadow falls upon contradiction. Hits the target with a Power vs. Power attack and a Wisdom vs. Wisdom attack (you do one, your ally does the other).
    • If the Power one hits, target gets Wisdom Silenced, aka can't use Wisdom-based moves.
      • If it misses, the respective attacker gets the Affliction instead.
    • If the Wisdom one hits, target gets Power Silenced, aka can't use Power-based moves.
      • If it misses, the respective attacker gets the Affliction instead.

Fireball (Fire (Level: 1)) + Null Channel (Water (Level: 2))
  • Spark Channel
  • Requires two people. Fire a pressurized beam of burning water at a target. At the start of each round, it sends sparks at all enemies that deal some damage and remove a Buff.

Repression (Shadow (Level: 1)) + Dream Coil (Arcane (Level: 4))
  • Repressing Dreams
  • Requires two people. Repress all enemies into their own dreams, locking them in place. Rolls Base Wisdom vs. Base Wisdom, deals no damage. If it hits, target gets the Dream Lock Affliction. If they do any action that involves moving, they lose Wisdom equal to the difference in successes from the original attack. If their Wisdom hits 0, they cannot move, and the Affliction cannot be removed until the end of the battle.

Light Thread (Light (Level: 5)) + Radio Wave Blast (Arcane (Level: 5))
  • Converted to Offensive Combo Spell
  • Radio Wave Lasers
  • Requires two people. Modulated radio waves explode into existence from a pulse of Arcane magic, transmitting an image directly to the target's eyes and causing internal damage, hitting everyone without Light or Arcane. Deals minor Neutral Damage. If it hits, target(s) can't counterattack and Magic costs are doubled.

Arc Beam (Arcane (Level: 2)) + Reflecting Beam (Light (Level: 4))
  • Fractal Reflecting Prism
  • Requires two people. Places a laser prism around a target. Lasers then shoot out from that target, hitting everyone else. Deals no damage, but siphon Magic from everyone hit back to the target with the prism based on difference in successes.

Drown (Water (Level: 3)) + Water Bomb (Water (Level: 4))
  • Drowning Bomb
  • Requires two people. Places a water bomb inside of a target. For each successful attack (by you and your ally), the water bomb inside the target grows, and for each that fails, the water bomb dissipates. If the total successes reaches 5, the target automatically drowns, and the water bomb inside explodes from inside his corpse, dealing massive damage to everyone. Half damage to those with Water affinity. Also, corpse cannot be revived for rest of the battle.

Negative Beam (Light (Level: 3)) + Corpse Explosion (Shadow (Level: 3))
  • Corpse Beam
  • Requires two people. Dark light converts a corpse into a powerful beam (said target can no longer be revived) that gains damage based on corpse's Current Magic. Send the beam at a target. If that beam kills the target, he explodes (can't be revived), sending spears of blood at everyone.
    • If it hits, target(s) get all stacks of Afflictions the exploding target had.
    • If it fails, target(s) recover Hearts equal to the difference in successes.

Flame Pit (Fire (Level: 4)) + Suffocating Veil (Shadow (Level: 4))
  • Veil of Black Flames
  • Requires two people. Summons of a ring of black flames that strikes all enemies at the start of each round. Can be dispelled like a Status Effect. If it hits, any target(s) hit take Neutral Damage and cannot use Support Spells for the rest of the round. The damage dealt increases with each round. If all attacks fail on a round, it dissipates.

Thunderspark (Nature (Level: 1)) + Split Shot (Arcane (Level: 1))
  • Converted to Offensive Combo Spell
  • Splitspark
  • Requires two people. Form a ball of blue and purple lightning, which then splits, hitting two targets. The blue spark deals Neutral Damage to the first target equal to the target's Physical Armor. The purple spark deals Neutral Damage to the second target equal to the target's Magical Armor.

Cold Wave (Water (Level: 1)) + Penitence (Light (Level: 5))
  • Frostlight
  • Requires two people. A beam of freezing light descends from the heavens, striking a target. Bypasses Cover. If it hits, target gets the Lightfrost Affliction:
    • Target takes 50% extra damage from spells. Additionally, every time target is hit by a spell (of any kind), target loses one stack of a Buff.

Magic Fry (Fire (Level: 3)) + Last Word (Arcane (Level: 4))
  • Converted to Offensive Combo Spell
  • Cursed Flames
  • Requires two people. Curse the next spellchanting words from the target through the fire and flames. If it hits, the next spell the target casts will cause the target to take Magical Damage equal to three times its Magic Cost followed by getting the Silenced Affliction.

Boomerang Sapper (Nature (Level: 5)) + Soul Grasp (Shadow (Level: 6))
  • Soul Sapper
  • Requires two people. The souls of dead leaves swirl around a target as logic tries to sap the target's essence. If it hits, steal one stack of all Buffs the target has, and siphon Maximum Hearts/Magic from the target (one of you gets the Hearts, the other gets the Magic; both of you get the Buffs).



RE: Meeting WIP thread - WindStrike - 05-03-2015

Here's a list of available Offensive Spells that aren't in a Team Attack. And yes, just to avoid confusion with Affinity Combo Spells, we're now calling these Team Attacks.



Fire (13)
  1. Flamestrike, Fire (Level: 2)
  2. Melta Beam, Fire (Level: 2)
  3. Blaze, Fire (Level: 2)
  4. Lava Beam, Fire (Level: 3)
  5. Roaring Flames, Fire (Level: 4)
  6. Boiling Blood, Fire (Level: 5)
  7. Searing Hands, Fire (Level: 5)
  8. Conflagration, Fire (Level: 6)
  9. Immolation Shockwave, Fire (Level: 6)
  10. Endless Flames, Fire (Level: 6)
  11. Cauterizing Pain, Fire (Level: 7)
  12. Phoenix Strike, Fire (Level: 7)
  13. Leave No Trace, Fire (Level: 7)
Water (10)
  1. Bullet Spray, Water (Level: 1)
  2. Tidal Wave, Water (Level: 4)
  3. Geyser, Water (Level: 5)
  4. Stasis Field, Water (Level: 5)
  5. Flash Freeze, Water (Level: 5)
  6. Poisoned Reserve, Water (Level: 6)
  7. Torrential Torrent, Water (Level: 6)
  8. Diamond Dust, Water (Level: 6)
  9. Deep Freeze, Water (Level: 7)
  10. Arctic Burn, Water (Level: 7)
Nature (11)
  1. Rumble Quake, Nature (Level: 1)
  2. Quake Channel, Nature (Level: 2)
  3. Entomb, Nature (Level: 2)
  4. Whiplash, Nature (Level: 3)
  5. Echoslam, Nature (Level: 4)
  6. Earth Spike, Nature (Level: 5)
  7. Barrier Breaker, Nature (Level: 6)
  8. Vine Swarm, Nature (Level: 6)
  9. Magnetic Evisceration, Nature (Level: 7)
  10. Fissure, Nature (Level: 7)
  11. Pillar of Doom, Nature (Level: 7)
Light (11)
  1. Beam, Light (Level: 1)
  2. Spiral Light, Light (Level: 1)
  3. Inversion Channel, Light (Level: 2)
  4. Spirit Lance, Light (Level: 3)
  5. Reflecting Prism, Light (Level: 4)
  6. Mass Laser, Light (Level: 5)
  7. Blinding Shield, Light (Level: 6)
  8. Stardust Blow, Light (Level: 6)
  9. Hidden Spark, Light (Level: 6)
  10. Stored Light, Light (Level: 7)
  11. Overbearing Light, Light (Level: 7)
Shadow (9)
  1. Shadowbolt, Shadow (Level: 1)
  2. Clone Strike, Shadow (Level: 2)
  3. Steel Shadows, Shadow (Level: 3)
  4. Phase Out, Shadow (Level: 4)
  5. Phase Channel, Shadow (Level: 5)
  6. Portal Marker, Shadow (Level: 6)
  7. Copy Movements, Shadow (Level: 7)
  8. Payback Mindstrike, Shadow (Level: 7)
  9. Yoink Buffs, Shadow (Level: 7)
Arcane (8)
  1. Magic Drain, Arcane (Level: 2)
  2. Curse of the Silent, Arcane (Level: 3)
  3. Forceful Repel, Arcane (Level: 5)
  4. Unstable Gravity, Arcane (Level: 6)
  5. Magic Expulsion, Arcane (Level: 6)
  6. Crushing Magnet, Arcane (Level: 6)
  7. Destabilizing Capacity, Arcane (Level: 7)
  8. Absolute Silence, Arcane (Level: 7)
Total Combos
  • Fire + Fire
    • N/A
  • Water + Water (2)
    • Heavy Rain
    • Drowning Bomb
  • Nature + Nature
    • N/A
  • Light + Light
    • N/A
  • Shadow + Shadow
    • N/A
  • Arcane + Arcane
    • N/A
  • Fire + Water (1)
    • Spark Channel
  • Fire + Nature (3)
    • Burning Tether
    • Blazing Whirlwind PAAWNCH!
    • Armageddon
  • Fire + Light (1)
    • Overload Inferno
  • Fire + Shadow (2)
    • Veil of Black Flames
    • Neverending Burn
  • Fire + Arcane (1)
    • Last Fry
  • Water + Nature (1)
    • Flinging Lance
  • Water + Light (2)
    • Frostlight
    • Blinding Ice
  • Water + Shadow (1)
    • Mummification Roulette
  • Water + Arcane (2)
    • Ice Blastwave
    • Charged Ice Missiles
  • Nature + Light
    • N/A
  • Nature + Shadow (2)
    • Soul Sapper
    • Static Shadows
  • Nature + Arcane (4)
    • Mana Outage
    • Splitspark
    • Antimagic Bolt
    • Rejuvenation Seed
  • Light + Shadow (4)
    • Corpse Beam
    • Drain Bamage
    • Screeching Silence
    • Illuminating Veil
  • Light + Arcane (3)
    • Radio Wave Lasers
    • Fractal Reflecting Prism
    • Gravity Barrage
  • Shadow + Arcane (3)
    • Repressing Dreams
    • Fiend's Recovery
    • Speed Barrier



RE: WIP Team Attacks - WindStrike - 05-07-2015

Fire Crush (Fire (Level: 4)) + Gale Punch (Nature (Level: 5))
  • Blazing Whirlwind PAAWNCH!
  • Requires two people. Person 1 charges his fiery fists of fury. Once charged, Person 2 uses the power of wind to fling Person 1 into the sky. Person 1 calls the power of the wind while in the sky, and then returns to the earth with a blazing punch that brings a powerful whirlwind with him. He slams the ground, hitting everyone else with an insane burning whirlwind inferno. Anyone he hits, their items equipped in their hands are knocked literally out-of-the-battle, and can only be picked up by escaping.

Earthquake (Nature (Level: 3)) + Firestorm (Fire (Level: 5))
  • Armageddon
  • Requires two people. Both people charge, Person 1 rumbling the ground (Earthquake's charge phase) and Person 2 channeling a beam of fire into the sky. Once both are charged, fissures erupt through the entire ground, rupturing the field as fire reigns down from above, filling the fissures with flames and lava. Hits everyone... twice. Afterwards, places now a permanent Field Effect that cannot be dispelled - Fire attacks do more damage, Water attacks do less damage, Nature targets take damage over time, uneven footing decreases melee attack dice, and anyone defending an attack has a $1d5 chance of stepping into a fire river, taking damage.

Waterlance (Water (Level: 2)) + Fling (Nature (Level: 6))
  • Flinging Lance
  • Requires two people. Person 1 hurls a Water Lance at Person 2. If Person 2 catches it (if fail, he's struck by it), he rolls half his Power stat and then rolls the result to add successes to the lance before hurling it at target. If it hits, lowers armor based on damage dealt.

Static Link (Nature (Level: 4)) + Shadow Link (Shadow (Level: 5))
  • Converted to Offensive Combo Spell
  • Static Shadows
  • Requires two people. Lightning and shadows combine, forcing yours and target's shadows together through static electricity. Causes a linked Status Effect:
    • If target takes damage, your attacks gain damage.
    • If you take damage, target's attacks lose damage.

Mummification (Water (Level: 7)) + Doom Roulette (Shadow (Level: 6))
  • Mummification Roulette
  • Requires two people. Summons a deathy roulette wheel covered in Gibdo wrappings. Has a 50/50 chance to either mummify your team or the enemy team. Anyone that throws a reroll at it automatically becomes mummified.

Ice Blast (Water (Level: 3)) + Ion Shockwave (Arcane (Level: 4))
  • Ice Blastwave
  • Requires two people. Summons a bomb of ice so cold, it freezes just to look at it... I think. It then explodes into thousands of magically enchanted ice fragments, somehow hitting everyone without Water or Arcane affinity. Anyone hit loses Magic based on damage taken, and then gets the No Recovery Affliction, aka can't recover Hearts or Magic.

Gravity Swamp (Arcane (Level: 7)) + Starlight Barrage (Light (Level: 7))
  • Gravity Barrage
  • Requires two people. Combine starlight and gravity to create a barrage of bullets that strike all enemies. Anyone hit loses armor, attack dice, and defense dice.



RE: WIP Team Attacks - Orithan - 05-20-2015

Here's a sneak peek at Thoughter's arsenal:

Diamondstar Blow
  • REQUIREMENTS: Diamond Dust and Stardust Blow being cast at the same time.
  • DESCRIPTION: Combine Diamond Dust and Stardust Blow together to produce the Diamondstar Blow spell:
  • Diamondstar Blow:
    • Send down a massive shower consisting only of extremely cold diamond-shaped stardust particles at all enemies:
      • Attack: Average rolls of both you and your ally's vs. targets' average roll.
        • EFFECT: Target gets 1 stack of the Freezing Blind Affliction:
          • Target loses 5 Attack & Defense Dice each time they make any action, including defending.
            • This stacks with each action.
            • Each stack present already accounts for the number of actions target has made since they got the Affliction.



RE: WIP Team Attacks - Orithan - 08-18-2015

Speed Barrier
  • REQUIREMENTS: Shadow Strike and Barrier Blast being cast together
  • DESCRIPTION: Combine Shadow Strike and Barrier Blast to produce the Speed Barrier Combination Spell - Fire a barrier of Shadow at a target, which produces a barrier that protects against agility-based attacks. YOU'RE TOO FAST!
    • ATTACK: Average of your and your ally's rolls.
      • Damage: Uses the lower of the two damage modifiers.
      • IF SUCCESSFUL: Both you and your ally get one stack of the Courage Barrier Buff:
        • A barrier of Shadow surronds ally, creating a forcefield that protects against swift attacks.
        • The barrier has Hearts equal to the difference in successes from the combination attack and absorbs any damage, direct damage or through EFFECTS (includes siphoning), taken from Courage-based attacks.
        • Stacking this barrier only increases its Hearts.
        • DURATION: Courage Barrier lasts until its Hearts are reduced to 0, whereupon it breaks.
          • Any carryover damage from the attack goes to ally like normal.

Blinding Ice
  • REQUIREMENTS: Frost and Blind being cast together
  • DESCRIPTION: Combine Frost and Blind to produce the Blinding Ice Combination Spell
    • Blinding Ice:
      • DESCRIPTION: You and your partner charge Rasen- err a light blue orb of light together and blast it at a target; severly frosting and blinding them
        • ATTACK: Average of your and your ally's rolls.
          • Damage: Uses the lower of the two damage modifiers.
          • IF SUCCESSFUL 1: The target gets one stack of the Blinded Affliction:
            • An afterimage of Light is burned into the targets' eyes, obstructing their vision.
            • When you do any action that does not target yourself, roll $1d3. If it is a 1, you automatically miss.
            • Stacking Blinded only acts as a buffer.
          • IF SUCCESSFUL 2: The target gets one stack of the Frozen Affliction:
            • Target is frozen in ice, preventing the use of any movement-based actions.
            • Target can not move or use any actions that involve moving (including Escape).
              • If the target takes any damage from a Fire-based attack or Field Effect, all stacks of Frozen are removed and the target takes 4 Neutral Damage for each stack removed in this manner.

Neverending Burn
  • REQUIREMENTS: Neverending Despair and Burn being cast together
  • DESCRIPTION: Combine Neverending Despair and Burn to produce the Neverending Burn Combination Spell
    • Neverending Burn:
      • DESCRIPTION: Set the air around the target on fire, burning away the essence of reality around them... what.
        • ATTACK: Average of your and your ally's rolls.
          • Damage: None.
          • IF SUCCESSFUL: The target becomes trapped in an eternally burning veil of fire:
            • A veil of shadowy fires surrond the target, burning at them through burning their reality.
            • At the start of each round, Target takes Neutral Damage equal to the difference of successes from the initial attack.

Pressurized Heavy Rain
  • REQUIREMENTS: Pressurized Water Cannon (must be charged) and Fatigue being cast together
  • DESCRIPTION: Combine Pressurized Water Cannon and Fatigue to produce the Pressurized Heavy Rain Combination Spell
    • Pressurized Heavy Rain:
      • DESCRIPTION: A pressurized blast of Water is fired into a torrent of rain; causing the rain to catch the pressurized blast of Water, which fall down on the target as extremely spiky rain.
        • ATTACK: Average of your and your ally's rolls.
          • Damage: Uses the higher of the two damage modifiers.
          • IF SUCCESSFUL: The target gets one stack of the Heavy Armor Cost Affliction:
            • Target becomes mentally weighed down by their armor, drastically increasing spell costs.
            • The Magic costs of any spells target has (excluding maintanence costs) are increased by the target's Armor stat.
            • Stacking this only creates a buffer.
Drain Bamage
  • REQUIREMENTS: Particle Feed and Brain Sap being cast together
  • DESCRIPTION: Combine Brain Sap and Particle Feed to produce the Drain Bamage Combination Spell
    • Drain Bamage:
      • DESCRIPTION: Using the brain power and insanity of one person and particles of light from another, create a beam of black and white Light particles that create a negaverse Light show as it tries to feed off the brain of their target.
        • ATTACK: Average of your and your ally's rolls.
          • Damage: None.
          • IF SUCCESSFUL: The target becomes affected by Draining Bamageed:
            • The target's brain is being leeched out from them to you and your allies via the beams of black and white Light particles you casted upon the enemy.
            • The Magic costs of all the targets' spells now require an equal amount of Hearts and vice versa.
            • Whenever the target spends Hearts and/or Magic, you and your ally recovers an equal amount of Hearts and Magic (respectively).
            • A target affected by Draining Bamageed is immune to Drain Bamage
Illuminating Veil
  • REQUIREMENTS: Illuminate and Shadow Veil being cast together
  • DESCRIPTION: Combine Illuminate and Shadow Veil to produce the Illuminating Veil Combination Spell
    • Illuminating Veil:
      • DESCRIPTION: Cover the battle in a veil of illuminated shadow... wat. This softens the impact of attack, making them slightly weaker. This attack counts as a Field Effect.
        • EFFECT 1: While the veil of shadows remain draping over the battle, everyone loses # Damage on their attacks, where # = Your Total Affinity Levels.
        • EFFECT 2: At the end of the next round, the veil of shadows converge on all enemies; rolling Attack against them
        • ATTACK: Average of your and your ally's rolls.
          • Damage: Uses the lower of the two damage modifiers.
          • IF SUCCESSFUL: Both you and your ally gets 1 stack of the Affinity Up Buff per enemy hit:
            • Your Highest Affinity Level is increased by 1.
            • If your Highest Affinity Level is tied between two or more affinities, select one of them to increase.
Antimagic Bolt
  • REQUIREMENTS: Lightning Bolt and Missing Power being cast together
  • DESCRIPTION: Combine Lightning Bolt and Missing Power to produce the Antimagic Bolt Combination Spell
    • Antimagic Bolt:
      • DESCRIPTION: You and your partner zaps a target with a bolt of Arcane lightning.
        • EFFECT: This attack bypasses Cover.
        • ATTACK: Average of your and your ally's rolls.
          • Damage: None.
          • EFFECT: Target takes $2d# Neutral Damage, where # = Half of targets' Maximum Magic.
Rejuvenation Seed
  • REQUIREMENTS: Leech Seed and Mana Void being cast together
  • DESCRIPTION: Combine Leech Seed and Mana Void to produce the Rejuvenation Seed Combination Spell
    • Rejuvenation Seed:
      • DESCRIPTION: Plant a magical seed on a target, which will then hopefully grow and become a tree of rejuvination. Surely the unfortunate victim won't mind this at all...
        • ATTACK: Average of your and your ally's rolls.
          • IF SUCCESSFUL 1: Target loses Magic equal to the difference in successes.
          • IF SUCCESSFUL 2: Target becomes affected by Rejuvination Seed:
            • The seed of rejuvination grows into a small, harmless tree of life and Magic on the back of the target's neck.
            • Whenever target is hit by an attack, the tree sends a beam of Arcane light at you and your allies, causing you all to recover Hearts and Magic equal to half of targets' Total Affinity Levels.
Overload Inferno
  • REQUIREMENTS: Scorch and Break Beam being cast together
  • DESCRIPTION: Combine Scorch and Break Beam to produce the Overload Inferno Combination Spell
    • Overload Inferno:
      • COST: Magic equal to half of both of your Maximum Magic stats.
        • This overrides the original costs the spells had.
      • DESCRIPTION: You and your partner both overheat their Magic pools, producing a massive shockwave of Fire to erupt and hit everone else.
        • ATTACK: Average of your and your ally's rolls + Dice equal to the average Magic cost beteen you and your partner.
          • Damage: +0.
          • EFFECT: Both you and your partner's Maximum Magic are halved.