| Skill |
Description |
|
Tier 0
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| Magic Generalist |
You’ve dipped your toes into the magical arts. Maybe you got some instruction at a school, or maybe you wandered into a mystical forest. Whatever the case, you’ve discovered you have a connection with aether and are able to command it to your will. |
Flight: Self explanatory, you can fly.
Cost: -
Damage: -
Effect: You cannot be hit by physical combos unless your opponent also has a means of flight.
Tags: Passive
Cooldown: -
|
Telekinesis: You can move things with your mind but are limited in the size and scale of what you can pick up. This is more of a convenience type of ability.
Cost: low/med/med-high
Damage: 25/50/125
Effect: Lift something and use it to harm a target.
Tags: -
Cooldown: -
|
Magic Missile: A burst or flurry of weaker bursts of energy directed at a target.
Cost: low/med
Damage: 40/80
Effect: -
Tags: Blast
Cooldown: -
|
|
Tier 1
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| Arcanist |
You’ve taken the most natural next step as a magical being and deepened your understanding of aether. Even if you have no education in the field, you have an instinctive knowledge of how magic works. |
Energy Absorption: Narratively you can slowly seep power out of any energy source or living creature. You can do this to restore your reserves and slowly drain or even kill targets. It’s not meant to be used in battle, but you could use it as a defensive mechanism, albeit a very inefficient one.
Cost: low/med/med-high
Damage: -
Effect: On a target with no armor, can instead absorb one Med worth of reserves from them. Can be successfully used once per opponent per battle. Against ki or magical attacks, reduce damage taken by 50/100/250.
Tags: -
Cooldown: 5
|
Enhanced Telekinesis: You can now expend aether to lift large objects and people. You can exert a crushing force on things within your grasp, allowing you to crumple cars or turn the weak into mush.
Cost: low/med/med-high
Damage: 35/65/150
Effect: Meditation vs Strength + 100, you may use one of an opponent’s weapons to attack. In this case, add the weapon damage bonus to this attack.
Tags: Stat Check
Cooldown: 5
|
Premeditated Defenses: While ki users and other mages might throw up a physical barrier, you can protect yourself, others, and even entire areas using rituals and incantations. An example of this would be walking into a battle with a magical shield already applied to your body.
Cost: low/med/med-high/high
Damage: -
Effect: You may cast this for no action on your first post in a battle. Adds 40/80/200/400 to your armor. Can be cast as many times as you want.
Tags: Premeditated
Cooldown: -
|
| Mystic |
Arcanists take the practical route while you took the studious route. You’ve learned how magical glyphs work and can use this knowledge to do things that others cannot. |
| Mystic Sense: You are innately aware of the magical abilities of those with less meditation than you and can even guesstimate the stat distribution of these individuals. You can also tell if there are any magical effects around you (with exceptions). Likewise you can conceal your mystic might from others with less meditation. |
| Scrying: You can form a connection with people for a constant passive drain on your reserves. Until this connection is severed you get a general feel for where these people are and can get glimpses into their life. |
| Magical Artifacts: These artifacts are a class of item that allow you to cast predetermined spells. The difference from other crafted items is that these can have complexity to them that others cannot. A scroll that shoots a fireball is simple, whereas one that can be activated by thought is not, for example. |
| Otherworldly Connection |
You’ve somehow made a connection to an otherworldly force or place, or perhaps you were just born this way. You know these strange powers are not natural in the slightest. |
Emotional Reading: You can get a cursory feeling of the emotions of those around you. For a cost you can get an idea of what kinds of things trigger certain emotions.
Cost: med/med-high
Damage: -
Effect: Your meditation stat checks are 50/100 more difficult against a target for 5 rounds.
Tags: Debuff, Undodgeable
Cooldown: 5
|
Shape Shifting: You gain the ability to change your form. Useful if trying to blend in among other races, etc. You’re limited to appearing as other races.
Cost: med
Damage: -
Effect: Can add 100 to a stat at the cost of removing 100 from a stat.
Tags: Actionless
Cooldown: 3
|
Demonic Realm Connection: You have a permanent connection to the demon realm. You can tell what’s going on there as if you’re listening to a radio broadcast of local events. You can also send messages in this way. This can be tuned out.
Cost: low
Damage: -
Effect: Sends a message to anyone in the demon realm with this ability.
Tags: -
Cooldown: -
|
|
Tier 2
|
| Biomancy |
You have worked hard just to accomplish what some namekians are born able to do. Still, you have managed to tap into life itself and can command plants and animals around you. |
Healing: mid tier healing ability.
Cost: med/med-high/high
Damage: -
Effect: Restores 150/300/600/800 health to self or 200/400/700/900 to someone else. Usable once per person.
Tags: -
Cooldown: 5
|
| Race Changes: if someone wants to change their race, they need your services. You can even try hybridizing some races, but the effects are usually short lived. |
Plant Control: You can bind to, create, and control plants kind of like a druid can. There are some wacky plants out there in the universe that can be developed and used.
Cost: med
Damage: 80
Effect: Reduces dodge chances by 10% for 2 rounds.
Tags: Entangle
Cooldown: 2
|
Animal Control: You can control animals around you to do your bidding, or to leave you alone.
Cost: med/med-high/high
Damage: 45/95/245
Effect: Causes animal(s) to attack a target. Unusable on desolate planets.
Tags: -
Cooldown: 5
|
| Umbramancy |
You can control shadows. Don’t ask how. You can command shadows to leap up and attack people, perform tasks, etc. Your own shadow can detach from your body and act completely independently if need be. |
Shadow Hold: Your shadow latches onto another’s and stops them from moving.
Cost: High
Damage: -
Effect: Meditation vs Strength + 100. Stuns for 1 turn. Can be used on two opponents at once for twice the cost.
Tags: Stat Check
Cooldown: Thread
|
Shadow-port: You can flicker between shadows in your vicinity. This is more efficient and effective that speed teleports, though your destination choices are limited.
Cost: Med
Damage: -
Effect: Reduces one speed check requirement by half.
Tags: Actionless
Cooldown: 5
|
Shadow-port Other: You can cause someone to become consumed by their own shadow and spit out from a shadow of your choosing.
Cost: Med-High
Damage: -
Effect: Blinds for one turn.
Tags: Blind
Cooldown: 5
|
| Elemancy |
You’ve learned how to use your aether to become one with the world around you. This is the most flexible type of magic there is due to its nearly limitless possibilities. |
Elemental Manifestation: You can create fire, air, water and earth in exchange for your energy reserves. This is often used in conjunction with elemental control if a certain element isn’t nearby. You can create elements anywhere you can see, allowing you to set people ablaze, etc.
Cost: Med
Damage: -
Effect: Creates a bountiful supply of elements to be used with other spells.
Tags: Actionless
Cooldown: -
|
Elemental Attack: You can manipulate fire, air, water and earth. You can shape them into various constructs, change their state between solid liquid and gas, etc. You can use this to make a small breathable bubble around yourself in outer space, recreate basically any mineral, push against the water inside a person, etc.
Fireball
Cost: Med
Damage: TBD
Effect:
Tags: Blast
Cooldown: -
Water Wave
Cost: tbd
Damage: -
Effect: tbd
Tags: tbd
Cooldown: -
Air Drill
Cost: tbd
Damage: tbd
Effect: tbd
Tags: tbd
Cooldown: -
Earth Spike
Cost: tbd
Damage: tbd
Effect: tbd
Tags: tbd
|
Elemental Effect: Your mastery of the elements allow you to debilitate your foes.
Combust
Cost: Med
Damage: -
Effect:
Tags: Undodgeable, Burn
Cooldown: -
Mist
Cost: tbd
Damage: -
Effect: tbd
Tags: tbd
Cooldown: -
Wind Gust
Cost: tbd
Damage: tbd
Effect: tbd
Tags: tbd
Cooldown: -
Earthquake
Cost: tbd
Damage: tbd
Effect: tbd
Tags: Stat Check, Shaken
|
| Astromancy |
A highly mathematical and theoretical field that you managed to bring to life with magic. |
Gravity Well: You can create wells of gravity that pull things towards it.
Cost: Med-High
Damage: -
Effect: Reduces everyone’s speed by 200 while maintained. Prevents flight. All Ranged Combos have a 50% chance to miss. Lasts 3 rounds.
Tags: Concentration, AoE, Grounded
Cooldown: 5
|
Weightless: You eliminate gravity entirely, making physical attacks harder to pull off.
Cost: Med-High
Damage: -
Effect: Cannot be used while Gravity Well is in effect. Those without flight cannot dodge. Physical and non-ranged Weapon combos take an extra action to perform. Ranged Combos are 10% harder to dodge. Lasts 2 rounds.
Tags: Concentration, AoE
Cooldown: Thread
|
Spatial Manipulation: You can fold space, causing you to shunt yourself and others short distances away. This can make you incredibly annoying to hit and give your missed attacks an extra chance to strike.
Cost: Med-High
Damage: -
Effect: Meditation vs Toughness + 200. Eliminate a successful dodge. Target is given another opportunity to dodge or block (this takes an action).
Tags: Stat Check
Cooldown: Thread
|
Teleportation: You have the best and cheapest form of teleportation. You can move anywhere you’ve been before or to any exact coordinates you’ve been given. You cannot teleport to someone specific unless you have Instant Transmission.
Cost: High
Damage: -
Effect: Allows you to dodge any action, even undodgeables. Can make a High cost attack undodgeable.
Tags: Actionless
Cooldown: Thread
|
| Namekian Heritage |
You were born lean mean and green. Your heritage affords you two paths in life, and you’ve happened to be the one that isn’t so great at fighting. |
Mystic Heal: There’s no secret that your healing is demonic in origin. You borrow power from the demon realm to heal wounds better than anything else can.
Cost: med/med-high/high
Damage: -
Effect: Restores 300/450/800/1000 health to self or 350/500/950/1100 to someone else. Usable once per person.
Tags: -
Cooldown: Thread
|
| Unlock Potential: You are able to unlock the potential of others by lifting limiters within their own mind. This requires a roleplay thread and only lasts a season and cannot be performed mid battle. Still, it is a significant buff.
|
| Dragonball Sense: You have an innate sense for where each and every dragonball is located. This ability alone has caused many of your kind to be kidnapped.
|
| Demon Magic |
Technically, most every otherworldly being originates from the demon realm, but only a subset of that magic is actually referred to as ‘demonic.’ This is the kind of magic that is feared by mortals and makes you a target for those who wish to smite you. |
Hellfire: You can manifest and control flames from hell itself. It’s a very brutish and inflexible type of magic, but it’s better than nothing and it’s often the main offensive attack for most demons.
Cost: low/med
Damage: 50/100
Effect: -
Tags: -
Cooldown: -
|
Petrification: You can turn the weak willed to stone, at least temporarily.
Cost: med high
Damage: 50/100
Effect: Meditation vs Toughness + 200. If successful, petrify the target.
Tags: Stat Check, Petrify
Cooldown: Thread
|
Curse: You can curse people using a ritual to debuff them.
Cost: med
Damage: -
Effect: Rituals can only be performed on rounds where you were not attacked and cannot be performed on the first post of battle. This reduces any of a target’s stat by 50/100
Tags: Debuff, Ritual
Cooldown: 1
|
| Absorption: You can absorb those you defeat in battle, granting you a boon for a short while.
|
| Glind Magic |
A branch of magic commonly associated with glinds. This is viewed as the ‘good’ and ‘righteous’ form of otherworldly magic. |
Divine Light: A light so intense that it can burn.
Cost: low/med/med-high
Damage: 50/90/235
Effect: Does 50 extra damage to those that have the Demon Magic skill.
Tags: Beam
Cooldown: 5
|
Consecrate: Form a translucent orb around a target that makes them safer.
Cost: med
Damage: -
Effect: Negates the damage from a physical combo. Deals 50 damage to those that have the Demon Magic skill. If used on an ally, works for two combos.
Tags: -
Cooldown: 5
|
|
Tier 3
|
| Paragon |
You have likely spent years training among the elements, preferring the company of mud and lightning more than other people. |
| Mixed Elements: You can now mix the base elements together to make things such as ice and lightning. Each mixed element has their own properties. |
| Elemental Conversion: You can now convert base elements into other base elements. You could turn a lake into a basin of fire, or convert metal into air. Attacking you with conventional weaponry is kind of a moot point. |
| Elemental Immunity: Metal doesn’t scratch your skin and you do not burn. You cannot drown and you find your lungs incapable of being deprived oxygen. You are still quite vulnerable to blunt trauma and ki, but elemental and weapon based attacks are generally useless against you. |
| Chronomancy |
A natural step up from manipulating gravity. You’ve found that time is something that can be played with as well. Few of you ever seem to exist at any given time, probably because you have a good chance of getting lost in an alternate reality. |
| Time acceleration / Deceleration: You can speed or slow time in a bubble. Attacking through the bounds of the bubble doesn’t really do anything because the time distortion messes with reality. That being said, there’s a lot you can accomplish. |
| Pocket Dimension: You can tear open a hole in reality into your own little pocket dimension. It’s small, just the size of a room, but it grows the more powerful you are as a mage. Your time manipulation powers are much more potent in your own dimension, allowing you to rest up mid fight if you need to. |
| Reality Warping: You can warp reality to some degree but the effects are always random and usually purely cosmetic. |
| Namekian Sage |
You’re probably ancient or incredibly gifted. With any luck you’ve been able to hide your gifts from the wrong sort of people who would hunt you down. |
| Dragonballs: You have the ability to craft your own dragonballs. They’re weak, but they allow you to narratively uses dragon wishes once per season to achieve small scale objectives. |
| Limited Free Travel: Your connection to Namek and the Demon Realm allows you to travel to either and back instantaneously as often as you like. |
| Revive: You can bring people back to life |
| Formation of bodyguards: An elite squadron of namekians serve to protect you at all times. |
|
Tier 4
|
| Soulmancy |
A godlike state of being. You give up all ties to organizations and alliances to be a being truly awakened by magic. You are not technically immortal, but you rarely participate in conflict anyways, and you’ll probably never die of natural causes. |
| Race Hybridization: You can make your own races now and even change the races of entire areas, with mod approval. |
| Sever: You can effectively cut away Skills from yourself and others. This can be either temporary, like in a fight, or permanent with consent. Permanent severance effectively turns you into a reset mechanic, because people could come to you to redo their build. |
| Demon Lord |
Hades, the Devil, there are many names for your kind. There’s usually only one of you in the universe because you probably killed the last guy to take the crown. |
| Control over demons: Your supreme authority is greater than a simple political position. You are able to compel any and all demons to follow your will. You cannot command them to do stupid things, like kill themselves, but goals like ‘we need to take over Earth’ will cause demons to swarm it. |
| Formation of demonic soldiers: In case your control over every demon wasn’t enough, you have a personal army of demons that will listen to any command you give. Not because they have to, but because they want to. |