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==Preface==
 
==Preface==
__NOTOC__
 
<html><img src="http://terrarp.net/resources/mastery/spellbane.png" class="right" style="margin: 0 0 90px 25px; width: 200px"></html>
 
  
Out of combat, this mastery gives its user the agility to perform gymnastic feats such as flipping, walking on a tight rope, scaling high wall, swinging from vine to vine, or other ways to conquer the environment. In combat, it allows the user avoid damage through dodging.
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<html><img src="http://terrarp.net/resources/mastery/spellbane.png" class="right" style="margin: 0 0 90px 30px; width: 200px"></html>
  
Acrobat offers increased reflex and agility, which provide great utility skills in and out of combat. Note that this mastery does not work well when the user wears more than 2 heavy armor pieces and wield large and bulky weapons.
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Spellbane specializes in hunting down magical sources such as mages and magical monsters and shutting them down by nullification through touching the spell with the user's weapon. Spellbane only works if it is higher mastery than the spell, or the user will take the full damage. The mastery allows the user to investigate spells to identify their mastery level.
  
<span class="b2a">Strengths:</span> High mobility, high defense from avoiding attacks, ninja-like
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Every time Spellbane nullifies a spell, some energy will be consumed. Increments in the mastery will lessen energy cost to set up a field and nullify, as well as letting the user counter more spells.
<br><span class="b2a">Weaknesses:</span> Doesn't work with heavy equipment, high stamina cost, difficult to master
 
  
==Features==
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<span class="b1">Prerequisite:</span> Adept in a melee weapon type. <br><span class="b1">Initiation:</span> Obtain the mark of a Spellbreaker after joining their secret society.
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==Mechanics==
 
<table width="100%" border="0" class="infobox progression">
 
<table width="100%" border="0" class="infobox progression">
 
     <tr>
 
     <tr>
       <td width="20%"><span style="color:#a1d74d">Dodge</span></td>
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       <td width="20%"><span style="color:#ca3838">Anti-spell Field</span></td>
       <td>The user can avoid attacks in battle through various maneuvers, re-positioning themselves.</td>
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       <td>These AoE fields can be used to nullify magical sources outside of it. While no magic can enter, no magic can be used in the field either, for both allies and foes.</td>
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    </tr>
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    <tr>
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      <td><span style="color:#38c1ca">Nullify</span></td>
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      <td>A straightforward ability to Nullify spells by touching it with the user's weapon.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#f1bb2b">Natural Reflex</span></td>
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       <td><span style="color:#dccd27">Magic Detect</span></td>
       <td>Heightened reflex grants its user faster reaction time and automatic physical response in and out of combat.</td>
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       <td>This mechanic improves the user's investigation mode, allowing them to detect spells that are being cast so they can take action. They cannot see spell info if the spell is at a higher level,
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but they will be alerted that the spell is higher level than Spellbane.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#47b962">Agile Feet</span></td>
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       <td><span style="color:#9641de">Magic Thievery</span></td>
       <td>This feature allows the user to excel at movements that require a great deal of agility, such as walking on a tight rope, scaling high walls, parkour running, etc.</td>
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       <td>Starting from Adept, the user can even steal the spell they nullify and cast it back at half of the spell strength and only 25% of the original cost. Once the spell is used, you lose access to it. OOC: this mechanic does not cross threads.</td>
 
     </tr>
 
     </tr>
 
</table><br>
 
</table><br>
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<table width="100%" border="0" class="infobox progression">
 
<table width="100%" border="0" class="infobox progression">
 
     <tr>
 
     <tr>
       <td width="22%"><span style="color:#9a9a9a">Beginner</span></td>
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       <td width="20%"><span style="color:#9a9a9a">0-29 Beginner</span></td>
       <td>You can barely dodge a bug let alone an attack.</td>
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       <td>Your investigation mode has been improved, you are starting to take notice of magic around you. You can nullify baby spells.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#dadadb">Novice</span></td>
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       <td><span style="color:#dadadb">30-99 Novice</span></td>
       <td>Your reflex is steadily increasing as your instinct is being honed. You can avoid some damage, but not most. You find yourself able to perform some gymnastic moves.</td>
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       <td>You can nullify Novice-level spells now.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#2c82d2">Trained</span></td>
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       <td><span style="color:#2c82d2">100-199 Trained</span></td>
       <td>You can avoid more attacks. Your body is steadily developing a sense for acrobatic movement.</td>
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       <td>You can nullify Trained-level spells now.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#43B8B2">Proficient</span></td>
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       <td><span style="color:#43b8b2">200-499 Proficient</span></td>
       <td>You can reliably dodge attacks now. Your gymnastic ability is at a very decent level currently - you don't find it difficult to be light on your feet.</td>
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       <td>You can competently nullify Proficient-level spells now.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#82c04b">Adept</span></td>
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       <td><span style="color:#82c04b">500-999 Adept</span></td>
       <td>You don't even have to actively dodge anymore as it has become a natural instinct in dangerous situations. You find yourself able to tackle more difficult tasks such as swinging from rope to role, or balancing on a tight rope.</td>
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       <td>You can quickly and competently nullify Adept-level spells now. Also, you can now steal spells you nullify and keep them for a few minutes.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#d0bf2d">Expert</span></td>
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       <td><span style="color:#d0bf2d">1000-1499 Expert</span></td>
       <td>Dodging is now second nature to you. You can do even more difficult tasks such as scaling high walls and make it look like child's play.</td>
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       <td>Same as Adept, but you can now hold up to 3 nullified spells for several hours.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#cd2b3e">Mastered</span></td>
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       <td><span style="color:#cd2b3e">1500 Mastered</span></td>
       <td>Your legendary mobility allow you to perform great gymnastic feats like no other. With incredibly reflex, you find yourself often acting before you can think about it. Your inclination for avoiding attacks make you an illusive and formidable foe.</td>
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       <td>Same as Adept, but you can now hold up to 5 nullified spells indefinitely. Your anti-spell fields will allow allies to cast spells within it now.</td>
 
     </tr>
 
     </tr>
 
</table><br>
 
</table><br>
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[[Category:Mastery]]

Revision as of 05:48, 1 January 2018

Preface

Spellbane specializes in hunting down magical sources such as mages and magical monsters and shutting them down by nullification through touching the spell with the user's weapon. Spellbane only works if it is higher mastery than the spell, or the user will take the full damage. The mastery allows the user to investigate spells to identify their mastery level.

Every time Spellbane nullifies a spell, some energy will be consumed. Increments in the mastery will lessen energy cost to set up a field and nullify, as well as letting the user counter more spells.

Prerequisite: Adept in a melee weapon type.
Initiation: Obtain the mark of a Spellbreaker after joining their secret society.

Mechanics

Anti-spell Field These AoE fields can be used to nullify magical sources outside of it. While no magic can enter, no magic can be used in the field either, for both allies and foes.
Nullify A straightforward ability to Nullify spells by touching it with the user's weapon.
Magic Detect This mechanic improves the user's investigation mode, allowing them to detect spells that are being cast so they can take action. They cannot see spell info if the spell is at a higher level, but they will be alerted that the spell is higher level than Spellbane.
Magic Thievery Starting from Adept, the user can even steal the spell they nullify and cast it back at half of the spell strength and only 25% of the original cost. Once the spell is used, you lose access to it. OOC: this mechanic does not cross threads.

Progression

0-29 Beginner Your investigation mode has been improved, you are starting to take notice of magic around you. You can nullify baby spells.
30-99 Novice You can nullify Novice-level spells now.
100-199 Trained You can nullify Trained-level spells now.
200-499 Proficient You can competently nullify Proficient-level spells now.
500-999 Adept You can quickly and competently nullify Adept-level spells now. Also, you can now steal spells you nullify and keep them for a few minutes.
1000-1499 Expert Same as Adept, but you can now hold up to 3 nullified spells for several hours.
1500 Mastered Same as Adept, but you can now hold up to 5 nullified spells indefinitely. Your anti-spell fields will allow allies to cast spells within it now.