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Standard
Black Magic allows the user to wield a dark energy that often manifests as a dark purple or shadowy haze which causes damage to its target upon impact. It is a nefarious magic that corrupts nature and is used in rituals to curse, hex, or otherwise harm its targets. These rituals are often incredibly intricate and offer little to no use in close combat.
Energy gauge Range gauge
  • Condition
  • Disruption
Awakened
Necromancy gives the user the ability to reanimate corpses and place them under their control as mindless minions. These minions require constant sustenance from the user and can be difficult to maintain in larger numbers. The user can also imbue lesser undead creatures with energy to create hostile abominations with limited lifespans.
Energy gauge Range gauge
  • Summon
  • Utility

Skill Set

Damage over time These spells do not deal damage upfront, but over a period of time.
Drain These spells drain the target's various needs such as food, water, health, or energy.
Conditions These spells feature rot, fear, hex, curse, and disease.
Ritual These spells are best used out of combat because they have a long spellcast and require magical reagents. They are often strong curses or have powerful effects such as tainting a lake, or rotting a field.
Summon Undead (Awakened) These spells reanimate corpses and put them under the user's control.
Zombies are identical to the corpse, but only have a fraction of the power.
Horrors hatch from the corpse, but look nothing like the body it came out of. These creatures tend to look like a grotesque mix of body parts and bones.
Skeletons doesn't require corpses and can easily turn into a horde, but are rather frail.
Corpse Manipulation (Awakened) These spells allow the user to manipulate corpses in creative ways, allowing the user to do things such as detonating them, putting curses on them, perserving the corpse, or using them to replenish other summons.

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.