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(Skill Set)
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       <td width="20%"><span style="color:#67d5d8">Support</span></td>
 
       <td width="20%"><span style="color:#67d5d8">Support</span></td>
       <td>These spells give the user access to all support spells including heal, buff, dispel, and [[revive]] though they are themed around spirits. An example for a buff spell is one where the user binds a spirit to a targets to buff their attack. The target is essentially haunted, but are buffed nontheless.</td>
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       <td>These spells give the user access to all support spells including <span class="tags">heal</span> <span class="tags">buff</span> <span class="tags">dispel</span> <span class="tags">[[revive]]</span> though they are themed around spirits. An example for a buff spell is one where the user binds a spirit to a targets to buff their attack. The target is essentially haunted, but are buffed nontheless.</td>
 
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Revision as of 17:03, 4 April 2018

Standard
Spirit Magic allows the user to boost allies by commanding spirits to protect them in combat. This magic bridges the gap between the living and the dead, allowing the user to communicate with spirits and sense their presence. Restless spirits can become aggressive and cause damage to the user, while others can rejuvenate injured allies.
Energy gauge Range gauge
  • Support
Awakened
Soul Binding allows the user to bind spirits to inanimate objects, such as empty suits of armor, marionettes, dolls, or weapons. This grants the spirit a physical form that allows it to aid the user in and out of combat. If these containers are not regularly replenished with magical energy, the spirit will return to their previous state.

Energy gauge Range gauge
  • Utility
  • Summon

Skill Set

Support These spells give the user access to all support spells including heal buff dispel revive though they are themed around spirits. An example for a buff spell is one where the user binds a spirit to a targets to buff their attack. The target is essentially haunted, but are buffed nontheless.
Communing These spells allow the user to sense and communicate with spirits inhabiting the world. Not all spirits are communicative or friendly, they may attack the user who disturbs them.
Binding (Awakened) These spells allow the user to trap the soul or spirit of a former living being onto things such as mannequin, empty suit of armor, or doll, which can then assist the user in combat by tanking or supplementing their damage.
Bound Soul (Awakened) These beings persist outside of combat, giving the user a companion on their adventure. The soul or spirit have access to most of their memory and can communicate their wishes without defying the user's commands. Most souls gain incredible strength while they are bound to a solid body to make up for their lack of magic. Some souls will treat the user as a slaver and may try to escape, hinder the user, some may even attempt to kill the user.

Weapon

Rod (One-handed) Rod-like items such as wand, branch, etc. Rods often contain "Cantrips," which are weak spells that cost little energy to use.
Focus (One-handed) Embellished items such as chakram, idol, skull, ceremonial dagger, effigy, icon, etc. As its name suggest, focus improves the user's concentration during spellcasting.
Spell Ring (One-handed) These rings are worn on the dominant hand, which allows the user to write the spells instead of reciting the incantation. The written spell will appear as glowing words that float in thin air before the spell is cast.
Rune Stone (One-handed) These are made with a variety of stone or cystal. The rune stone will float alongside the user, helping them cast spells. Rune stones allow the user to insribe runes onto surfaces, which can be activated from a distance.
Charms (One-handed) A set of three flat-surface magic papers float along with you. Since charms are expendable, they improve the user's energy management.
Grimoire (One-handed) These spellbooks range from small and light to large and heavy. The advantage of wielding a grimoire comes from the fact that they contain a large number of spells, which improves the user's spellcasting speed.
Staff (Two-handed) Long and slender scepters that are often full of ornaments or magical energy. These staff are too flimsy to be used for physical combat. (Flavor) Staff often empowers spell that take a long time to cast since it acts as an energy absorber, drawing in mana from its surroundings.
Tarot Cards (Two-handed) To cast spells with tarot cards, you must shuffle the deck and pull these cards out and arrange them in the air (they float) in a particular pattern before the spell materializes. Optionally, you may also pull out a card to cast a random spell, this is the fastest way to cast a spell. Think Astrologian from FFXIV.