Thread of changes and rebalancing - Orithan - 09-19-2015
Post what you feel needs change or rebalancing here.
- REQUIREMENTS: A Weapon and a PSI Spell (excluding PSI Arrow).
- COST: The cost of the PSI Spell involved
- DESCRIPTION: Enchant a Weapon you have with a PSI Spell of your choice, giving it an Affinity for the attack.
- EFFECT: The selected weapon gains Your Affinity Level of the PSI Spell used.
- DURATION: Until the end of the battle or you use this skill to apply another affinity to the weapon.
- This does not stack with repeated uses.
RE: Thread of changes and rebalancing - WindStrike - 09-20-2015
Here's a list of Passive Skills that can get some changebats or nukebats, depending on how useless it is.
- RESTRICTIONS: This is a Booster Skill. You may only have one Booster Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You become more resilient to bomb explosions and proficient at throwing bombs based on your elemental powers.
- # = your Total Affinity Levels
- Attack Dice: +# * 2 when throwing Bombs
- Armor: +# against Bomb explosions.
- RESTRICTIONS: This is a Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: Shadow (Level: 1)
- DESCRIPTION: Your attacks are tinted with poison from a demonic, ethereal realm, known as Master DM's Watchtower. As a result, your attacks deal more damage to targets with less health.
- EFFECT: For every 5 Hearts the target is missing, your attacks gain 1 Damage.
- RESTRICTION 1: This is an Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- RESTRICTION 2: When in effect, you cannot use any attacks that hit all enemies.
- You can still use attacks that hit everyone.
REQUIREMENTS: Level 10 and Shadow (Level: 2) and at least one living ally in the battle
DESCRIPTION: Enter the battle tainted with corruption deep within your heart, greatly increasing your attack power at the cost of the loss of control.
Attack: +# * 2 Successes, where # = your Total Affinity Levels
EFFECT: After stating a Combat Action, roll $1d@ to choose your target(s), where @ = number of participants in the turn order, except yourself.
- RESTRICTIONS: This is an Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- REQUIREMENTS: Level 10 and Arcane (Level: 2)
- DESCRIPTION: Your magical energies become rampant, increasing in power as you attack, but increasing in cost.
- EFFECT: Once per turn, when you successfully hit a target with a single-target Offensive Spell, your Offensive Spells gain # * 2 Successes, but their Magic Costs are also increased by #, where # = your Level / 10 (rounded up).
- RESTRICTIONS: This is an Offensive Skill. You may only have one Offensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You gain the ability to throw boomerangs in a manner in which it doesn't lose speed after striking a target. Groovy.
- EFFECT: When a boomerang thrown by you redirects to another target, it doesn't get a Dice or Success penalty.
- This works with any bouncing attack.
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: You gain the hardness of a rock while protecting someone.
- Armor: +# while using Cover, where # = your Total Affinity Levels
- RESTRICTIONS: This is a Defensive Skill. You may only have one Defensive Skill enabled at a time. All others must be set to (Disabled).
- DESCRIPTION: Your affinities wrap around you like a bubble, combining in defensive strength to negate counters against you.
- EFFECT: Anyone that would get an Affinity Bonus when attacking you only gets half that Affinity Bonus.
- RESTRICTIONS: This is a Defensive Skill that’s also an Aura. You may only have one Defensive Skill enabled at a time, and one Aura per team at a time. All others must be set to (Disabled).
- A team can choose to prioritize one Aura over another on a per round basis, thus negating all other auras on that team for that round.
REQUIREMENTS: Level 10 and Arcane (Level: 2)
COSTS: # Magic at the start of each round to maintain, where # = (Level / 10, rounded up)
DESCRIPTION: A powerful wave constantly pushes outwards from you, affecting everyone else's attacks depending on the proximity:
EFFECT 1: When someone attacks you or your allies in melee combat, his Attack Dice is reduced by (# * 2).
EFFECT 2: When someone attacks any of your enemies in melee combat, his Attack Dice is reduced by #.
RE: Thread of changes and rebalancing - Orithan - 09-21-2015
Courtesy of the spell revamps...
- REQUIREMENTS: Light (Level: 1)
- COSTS: 1 Magic
- DESCRIPTION: A basic Light spell, PSI Flash hits one target.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- IF SUCCESSFUL: Your highest stat is increased by 2 until the end of your turn one round later.
- If this is Hearts and Magic, it increases both current and maximum.
- This does not stack
- REQUIREMENTS: Light (Level: 1)
- COSTS: 3 Magic
- DESCRIPTION: Three beams of Light energy descend from the sky and surround a target, striking them. The more beams that hit, the more intense the burning that the Light causes. Each beam is rolled separately.
- EFFECT: This bypasses Cover.
- Roll your Wisdom dice vs. targets' Wisdom dice * 3
- Damage: 2.5 * Number of successful rolls
- REQUIREMENTS: Level 10 and Light (Level: 2)
- COSTS: 4 Magic
- DESCRIPTION: Fire a channeled beam of negative energy at a target.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESSFUL: The beam stays stable, altering the target's Affinity counters.
- All of target’s Affinity Bonuses and Affinity Losses are multiplied by -1.
- DURATION: The beam lasts until you attack or defend.
- REQUIREMENTS: Level 10 and Light (Level: 2)
- COSTS: 5 Magic
- DESCRIPTION: Send a dispersed ball of energy at a target that's seemingly harmless.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESSFUL 1: Target gets two stacks of the Life Siphoning Affliction:
- Target has 3 Hearts siphoned from them to you at the start of each round.
IF SUCCESSFUL 2: Target gets one stack of the Magic Siphoning Affliction:
Target has 3 Magic siphoned from them to you at the start of each round.
- REQUIREMENTS: Level 10 and Light (Level: 2)
- COSTS: 6 Magic
- DESCRIPTION: An orb of Light is summoned in the middle of the field, which later explodes to act as a time delay bomb. This counts as a Field Effect.
- EFFECT: At the end of the next round, the orb explodes, hitting all enemies with a pulse of suppressive Light. This does not count as targeting.
- Roll your Wisdom +7 dice vs. targets' Wisdom dice
- Damage: Halved
- IF SUCCESSFUL: Target(s) hit get one stack of the Affinity Down Affliction:
- Target’s highest affinity level is reduced by 1.
- REQUIREMENTS: Level 20 and Light (Level: 4)
- COSTS: 8 Magic
- DESCRIPTION: A magical circle spawns around a target, which can transform into a prism.
- Roll your Wisdom +10 dice vs. targets' Wisdom dice
- Damage: +0
- IF SUCCESSFUL: Target gets one stack of the Reflecting Prism Affliction:
- At the start of each round, target takes Damage equal to half the amount of damage they dealt on the previous round.
- Stacking Reflecting Prism only acts as a buffer.
- REQUIREMENTS: Level 20 and Light (Level: 5)
- COSTS: 8 Magic
- DESCRIPTION: A mass of lasers are spawned from your hand, instantly hitting all enemies.
- Roll your Wisdom +6 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: Ignores all of targets’ Armor.
- REQUIREMENTS: Level 20 and Light (Level: 5)
- COSTS: 8 Magic
- DESCRIPTION: Summon a beam of Light over a target, lazering the target.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +15 dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESSFUL: Target gets five stacks of the Wisdom Down Affliction:
- Target loses 3 Wisdom.
- REQUIREMENTS: Level 20 and Light (Level: 5)
- COSTS: 4 Magic
- DESCRIPTION: A thread of Light pierces all enemies, causing them to burn when they counterattack.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Neutral Damage: 5
- IF SUCCESSFUL: Target(s) hit get two stacks of the Painful Counter Affliction:
- Target takes 3 Neutral Damage whenever they Counterattack.
- REQUIREMENTS: Level 30 and Light (Level: 6)
- COSTS: 12 Magic
- DESCRIPTION: Fire a beam of Light so bright, it blinds itself! Hits one target.
- Roll your Wisdom +18 dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESSFUL: The target gets one stack of the Blinding Defense Affliction:
- The target loses Attack Dice & Successes equal to their total Bonus Defense Dice & Successes.
- Stacking Blinding Defense only acts as a buffer.
- REQUIREMENTS: Level 30 and Light (Level: 6)
- COSTS: 8 Magic
- DESCRIPTION: Fire a high-powered beam of intense Light at a target.
- Roll your Wisdom +13 dice vs. targets' Wisdom dice
- Damage: None
- IF SUCCESSFUL: It... disperses, appearing to do no damage, but a spark hides inside of the target.
- Next time target deals damage via attack, the spark explodes; dealing Damage equal to 1.5x the amount of damage they dealt.
- REQUIREMENTS: Level 30 and Light (Level: 6)
- COST: 15 Magic
- DESCRIPTION: Summon a massive volley of star fragments from the heavens, which fall down to strike all enemies.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Neutral Damage: 10
IF SUCCESSFUL: If it hits, target(s) hit gets two stacks of the Decaying Attack Affliction:
- At the start of each round, target loses 3 Attack Dice.
Some of these may have to be simplified even further...
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Light spells I propose to nuke:
- Spirit Lance (Light (Level: 3))
RE: Thread of changes and rebalancing - Orithan - 09-22-2015
- REQUIREMENTS: Water (Level: 1)
- COSTS: 3 Magic
- DESCRIPTION: Fire a wave of freezing water a target, removing a Buff.
- Roll your Wisdom dice vs. targets' Wisdom dice
- Damage: +0
- EFFECT: Remove one stack of a Buff from the target.
- REQUIREMENTS: Level 10 and Water (Level: 2)
- COSTS: 3 Magic
- DESCRIPTION: Summon a spiking torrent of rain, which hits one target.
- Roll your Wisdom +5 dice vs. targets' Wisdom dice
- Damage: Halved
- IF SUCCESSFUL: Target gets two stacks of the Increased Cost Affliction:
- All of target's Magic Costs are increased by 1.
- REQUIREMENTS: Level 10 and Water (Level: 3)
- COSTS: 8 Magic
- DESCRIPTION: Fire a large-scale blast of ice at your enemies. The blast explodes in the midst of them, hitting all enemies.
- Roll your Wisdom -2 dice vs. targets' Wisdom dice
- Damage: Halved
- IF SUCCESSFUL: Target(s) hit get one stack of the No Recovery Affliction:
- Target becomes immune to all forms of recovery.
- REQUIREMENTS: Level 20 and Water (Level: 5)
- COSTS: 10 Magic
- DESCRIPTION: Slowly freeze someone with extremely thick ice.
- Roll your Wisdom +20 dice vs. targets' Wisdom dice
- Neutral Damage: 3
- IF SUCCESSFUL 1: Target gets five stacks of the Attack Down Affliction:
- Target loses 3 Attack Dice.
IF SUCCESSFUL 2: Target gets two stacks of the Armor Up Buff:
Target gains 3 Armor.
- REQUIREMENTS: Level 20 and Water (Level: 5)
- COSTS: 10 Magic
- DESCRIPTION: Quickly freeze the entire field, turning the ground to ice in nearly an instant. Hits everyone without Water affinity.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +8 dice vs. targets' Wisdom dice
- Damage: None
- EFFECT: Negate a currently existing Field Effect
- IF SUCCESSFUL: Target(s) hit get one stack of the Frozen Affliction:
- Target can not move or perform any actions that require movement.
- All stacks of Frozen are removed if the target is hit by a Fire spell.
- REQUIREMENTS: Level 30 and Water (Level: 6)
- COSTS: 15 Magic
- DESCRIPTION: Whip up a massive gale consisting only of diamond-shaped ice fragments, which rains over all enemies.
- Roll your Wisdom +23 dice vs. targets' Wisdom dice
- Damage: Halved
- EFFECT: If it hits, target(s) hit get one stack of the Buff Decay Affliction:
- At the start of each round, target loses one stack of a random buff they have, rolled with $1d# where # = Number of buffs on the target.
- REQUIREMENTS: Level 30 and Water (Level: 7)
- COSTS: 13 Magic
- DESCRIPTION: Freeze someone so hard, it makes water attacks freeze on the target.
- Roll your Wisdom +20 dice vs. targets' Wisdom dice
- Neutral Damage: 8
- EFFECT: Target gets one stack of the Deep Freeze Affliction:
- Every time the target is hit by a Water spell, target loses a stack of a Buff they have.
RE: Thread of changes and rebalancing - WindStrike - 09-27-2015
Have a Changelog for upcoming changes/removals/etc. for Passive Skills!
- Booster:
- Whimsical Strikes switched to an Active Skill.
- Too Manly removed. It will return later in some form.
- Bomb Affinity removed.
- Sword Affinity removed.
Offensive:
Attack Increase added, aka increase your Attack Dice equal to your Total Affinity Levels.
Suppress Strike removed, its effect will go to a Light spell.
Defense Break removed, its effect will go to a Fire spell.
Elemental Erasure, double jumped to Level 30 and triple jumped to Level 50.
Magic Death switched to an Active Skill.
Nethertoxin changed to "if the target has less than half Hearts, your attacks gain Damage equal to your Total Affinity Levels".
Dark Heart removed.
Frostburn removed.
Spread Shock, the shock is now automatic and does not require a roll.
Static Field renamed to Sparking Blast, and the description is that when your single-target attacks land, it shoots out a bunch of sparks that auto-hit all enemies. Same effect, just a redescription.
Defense Down removed, its effect will go to a Fire spell.
Essence Shift removed, its effect will go to a Shadow spell.
Fervor switched to an Active Skill.
Razor Affinity removed.
Overload removed.
Boomerang Affinity removed.
Elemental Drain removed.
Defensive:
Defense Increase added, aka increase your Defense Dice equal to your Total Affinity Levels.
Attack Down removed, its effect will go to a Nature spell.
Levitation removed.
Affinity Resistances switched to Support Spells.
Guardian Shield removed, its effect will go to an Arcane spell.
Burning Shadows removed, its effect will go to a Fire/Shadow spell.
Bounce Back now only boosts Courage, with a multiplier of * 2.
Re-Covery buffed to be based on Total Affinity Levels.
Shielded Cover removed.
Rock Cover removed, its effect will go to a Nature spell.
Fireguard removed, its effect will go to a Fire spell.
Repulsion Aura removed.
Support:
Magic Efficiency removed.
Post-Battle Recovery altered to "At the end of the battle, you recover Hearts & Magic equal to half their respective maximums".
Natural Rejuvenation removed, its effect will go to a Nature/Light spell.
Spell Requiem removed, its effect will go to a Water/Light spell.
Spellback Recovery removed, its effect will go to an Arcane spell.
Sadist removed, its effect will go to a Shadow spell.
Counterattack:
Strikeback removed.
And here’s one for Active Skills!
- Combat:
- PSI Enchant just costs 1 Magic, and it can be applied to any non-affinity attack.
- Cross Slash no longer uses the weaker Damage Modifier. It now averages both the Dice Modifiers and the Damage Modifiers.
- Spin Attack decreased to 3 Magic.
- Double Spin Attack decreased 6 Magic.
- Open Wounds now just causes the target to get a number of stacks of Bleeding.
- Laser Eyes switched to be Wisdom-based and increased Dice Modifier.
- Rapid Punches now requires two free hands. However, it has increased Dice Modifier and EFFECT 1 has been removed.
- Amplify Damage removed.
- Rupture, the Affliction’s first effect is buffed, the secondary effect is removed.
- Ability Clone buffed from +5 to +10 on the Dice Modifier.
- Deliverance no longer fires each shot at its respective affinity level. Instead, it adds Successes to each attack. The more fired, the more Successes.
- Wave of Terror Magic cost increased.
Support:
Rearm now counts as starting the charge itself but Magic cost increased to be 150% of original cost.
Mechanic now restores 3 Hearts per stack, up from 2 Hearts.
Enrage reduced to 3 Magic cost and the effect is flipped to be “+1 Damage for every 5 Hearts missing”.
In theory, these changes will be applied in 1 to 2 weeks.
RE: Thread of changes and rebalancing - Orithan - 10-05-2015
- REQUIREMENTS: Nature (Level: 1)
- COSTS: 2 Magic
- DESCRIPTION: Fire off a small orb of Lightning that shocks a target’s protection. Hits one target.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: None
- Vs Water: +2 Successes
- Vs Fire: -2 Successes
- IF SUCCESSFUL: Target takes Neutral Damage equal to their Armor.
- RESTRICTIONS: Cannot hit airborne targets
- REQUIREMENTS: Nature (Level: 1)
- COSTS: 3 Magic
- DESCRIPTION: Hit the target from below ground, causing the target to become immoblized from the tremors.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +3 dice vs. targets' Wisdom dice
- Damage: +0
- Vs Water: +2 Successes
- Vs Fire: -2 Successes
- IF SUCCESSFUL: Target gets one stack of the Immobilized Affliction:
- Target can not move or perform any actions that require movement.
- REQUIREMENTS: Level 10 and Nature (Level: 2)
- COSTS: 3 Magic
- DESCRIPTION: A bolt of Lightning strikes a target from the sky.
- EFFECT: This bypasses Cover.
- Roll your Wisdom +2 dice vs. targets' Wisdom dice
- Neutral Damage: $1d8
- Vs Water: +4 Successes
- Vs Fire: -4 Successes
- EFFECT: Airborne targets take an extra 2 Neutral Damage
- REQUIREMENTS: Level 20 and Nature (Level: 4)
- COSTS: 10 Magic
- DESCRIPTION: Knock out the Power on the field by using an electrifying pun attack that hits everyone except those with the Nature affinity.
- Roll your Wisdom dice vs. targets' Power dice
- Neutral Damage: 7
- Vs Water: +8 Successes
- Vs Fire: -8 Successes
- EFFECT: If it hits, target(s) hit lose 7 Power.
- DURATION: This lasts for the remainder of the battle.
- REQUIREMENTS: Level 20 and Nature (Level: 5)
- COSTS: 8 Magic
- DESCRIPTION: Call the wind around you, using your Magic to form it into an ethereal fist. Then, fling the fist of wind at someone!
- Roll your Wisdom +10 dice vs. targets' Power dice
- Damage: Halved
- Vs Water: +10 Successes
- Vs Fire: -10 Successes
- IF SUCCESSFUL: Any Handheld Items the target has equipped is flung out into the middle of the field.
- Anyone can spend a Support Action to pick up a dropped item, either by immediately equipping it or stashing it into their inventory.
- REQUIREMENTS: Level 30 and Nature (Level: 6)
- COSTS: 10 Magic
- DESCRIPTION: Using the power of wind, attempt to lift a target up.
- ATTACK 1: Roll your Wisdom +20 dice vs. targets' Power dice
- Damage: None
- Vs Water: +12 Successes
- Vs Fire: -12 Successes
- If SUCCESFUL: Then, fling the target as far as you can with ATTACK 2!
ATTACK 2: Roll your base Power dice with no bonuses applied
Damage: Halved
Vs Water: +6 Successes
Vs Fire: -6 Successes
IF SUCCESSFUL: Target is considered out-of-the-battle for the next two turns.
If this would skip the target’s turn, their turn instead happens when the DURATION ends.
Candidates for removal:
- Static Link (Nature (Level: 4)). Being moved to Shadow
- Leech Seed (Nature (Level: 5)). Too similar to Particle Transfer in a simplified form.
RE: Thread of changes and rebalancing - Orithan - 10-09-2015
Trap rewrites!
- RESTRICTIONS: This spell can only be cast with the Tether Spell to Object Active Skill
- REQUIREMENTS: Level 10 and Fire (Level: 2)
- COSTS: Minimum of 3 Magic
- DESCRIPTION: Place a Magic circle of Fire on the ground on an object (not a person), which is invisible to everyone except yourself and your allies.
- EFFECT: The spell's Break Limit is equal to the cost of casting this Spell.
- TRIGGER CONDITION: Someone touches the object attached to the Magic circle.
- TRIGGER EFFECT: Small cinders fly out of the trap, automatically dealing Neutral Damage to anyone within a short proximity from the trap.
- Neutral Damage: 5
DURATION: This trap is consumed upon triggering.
- RESTRICTIONS: This spell can only be cast with the Tether Spell to Object Active Skill
- REQUIREMENTS: Level 10 and Fire (Level: 3)
- COSTS: Minimum of 6 Magic
- DESCRIPTION: Place a Magic Circle of magma on an object, which is invisible to everyone except yourself and your allies.
- EFFECT: The spell's Break Limit is equal to the cost of casting this Spell.
- TRIGGER CONDITION: Someone touches the object the Magic circle is attached to.
- TRIGGER EFFECT: A plume of lava erupts on anything within a short proximity from the trap, coating them in lava:
- Roll your Wisdom dice vs. targets' Wisdom -6 dice
- Damage: Halved
- Vs Nature: +6 Successes
- Vs Water: -6 Successes
- IF SUCCESSFUL: Any Armor (Items) target(s) hit are wearing get one stack of the Armor Burn Affliction:
- At the start of each round, target takes Neutral Damage equal to half of the Armor's (item) Armor Bonus.
- Stacking this only acts as a buffer
DURATION: This trap is consumed upon triggering.
- RESTRICTIONS: This spell can only be cast with the Tether Spell to Object Active Skill
- REQUIREMENTS: Level 20 and Fire (Level: 4)
- COSTS: Minimum of 9 Magic
- DESCRIPTION: Place a Magic circle of fireballs on an object, which is invisible to everyone except yourself and your allies.
- EFFECT: The spell's Break Limit is equal to the cost of casting this Spell.
- TRIGGER CONDITION: Someone touches the object that the Magic circle is attached to.
- TRIGGER EFFECT: A carpet of flames explodes from the trap, burning anyone who is within a medium proximity from the trap:
- Roll your Wisdom dice vs. targets' Wisdom -5 dice
- Damage: $3d6 on each target
- Vs Nature: +$0d2 Damage
- Vs Water: -$0d2 Damage
DURATION: This trap is consumed upon triggering.
- RESTRICTIONS: This spell can only be cast with the Tether Spell to Area Active Skill
- REQUIREMENTS: Level 20 and Fire (Level: 5)
- COSTS: Minimum of 12 Magic
- DESCRIPTION: Place an extremely hot Magic circle over the area, which is invisible to everyone except yourself and your allies.
- EFFECT: The spell's Break Limit is equal to the cost of casting this Spell.
- TRIGGER CONDITION: A non-Fire Field Effect is summoned in the same area as the Magic circle.
- TRIGGER EFFECT: The Magic circle reveals itself and summons the Heat Wave, Alpha Field Effect:
- A fierce wave of heat bombards the battle, dehydrating everything that doesn't have the Fire affinity.
- When this comes into play, remove the Field Effect that was originally going to be summoned.
- At the start of each round, everyone without Fire affinity takes 5 Neutral Damage
- Anyone who doesn't have a Fire affinity has their Highest Affinity Level decreased by 2.
- DURATION: Until Heatwave Trap is removed.
DURATION: This trap remains active for the next two rounds, at which point it is consumed by its own heat and destroys itself.
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