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Revision as of 09:38, 24 April 2018 by Asch (talk | contribs) (Skill Set)
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Standard
Illusion Magic gives the user the ability to deceive or distract the opponent by temporarily altering their perception through illusions. These illusions can alter the user’s appearance or create copies capable of doing low damage by attacking the mind of the opponent. The user can also create illusionary fields by expending copious amounts of energy.
Energy gauge Range gauge
  • Defense
  • Disruption
Awakened
Chronomancy allows the user to alter fleeting moments in time and reverse the actions of anyone within their immediate vicinity. This ability also enables the user to temporarily pause or slow down time for anyone within proximity of the user, allowing them to escape to safety. Excessive use can cause the user to become permanently desynchronized from reality.
Energy gauge Range gauge
  • Support
  • Creative

Skill Examples

Illusion These spells create illusions that can trick any or a combination of the opponent's five senses. In combat, illusions can be used to avoid attacks, unless the opponent is unusually resilient to them. Illusion can also help in social situation.
Phantasm These spells target the opponent's psyche, inflicting illusory pain on them.
Disruption These spells excel at disrupting the opponent's concentration through the use of illusion.
Rewind (Awakened) These spells allow the user to turn back time by a few seconds, which can do things such as reversing a broken vase. Rewind only work on things that aren't too big like buildings. It cannot be used to duplicate item either.
Support
(Time Alteration)
(Awakened) These spells give the user access to all support spells including heal buff dispel revive through altering time. A few examples include speeding up the taget's action, essentially buffing their damage. Or turning back time for someone, which equates to a heal. Chronomancy cannot use support multiple allies at the same time.

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.