Customs: Magic/Psionics

Information on how to create Custom Special Abilities for your character, whether it be magical or physical!
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Customs: Magic/Psionics

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Post by Strato »

Custom / Special Magical Techniques (Spell Points)

It is possible for a character to create their own magical or psionic abilities using the same system as described above with a few minor changes. The most important of which is a penalty to a character's Magic Affinity, which represents the necessity for a character to put a little bit of their own spirit into any spell they create, regardless of system.

Level 1 Spells (-15 Spirit for one week)
10 Spell Points, 20 MP to cast
3 Attribute Points available, Max Attribute Level 2

Level 2 Spells (-30 Spirit for one week)
15 Spell points, 80 MP to cast
4 Attribute Points available, Max Attribute Level 4

Level 3 Spells (-45 Spirit for one week)
20 Spell points, 180 MP to cast
5 Attribute Points available, Max Attribute Level 4

Level 4 Spells (-60 Spirit for one week)
30 Spell points, 320 MP to cast
6 Attribute Points available, Max Attribute Level 4

Level 5 Spells (-75 Spirit for one week)
40 Spell points, 500 MP to cast
7 Attribute Points available, Max Attribute Level 5

Level 6 Spells (-90 Spirit for one week)
60 Spell points, 720 MP to cast
8 Attribute Points available, Max Attribute Level 6

Level 7 Spells (-105 Spirit for one week)
75 Spell points, 980 MP to cast
9 Attribute Points available, Max Attribute Level 7

Level 8 Spells (-120 Spirit for one week)
100 Spell points, 1280 MP to cast
10 Attribute Points available, Max Attribute Level 8

Level 9 Spells (-135 Spirit for one week)
125 Spell points, 1620 MP to cast
12 Attribute Points available, Max Attribute Level 9

Level 10 Spells (-150 Spirit for one week)
150 Spell points, 2000 MP to cast
15 Attribute Points available, Max Attribute Level 10

Attribute Levels

Accuracy: how much of a roll bonus the skill receives.

Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Level 5: +10
Level 6: +15
Level 7: +20
Level 8: +25

Combo: represents multiple hits

Level 1: 1d2 hits
Level 2: 1d3 hits
Level 3: 1d4 hits
Level 4: 1d6 hits
Level 5: 1d8 hits
Level 6: 1d10 hits
Level 7: 1d12 hits
Level 8: 1d16 hits

Range: represents how many targets can be struck

Level 1: 1 target
Level 2: 2 targets
Level 3: 3 targets
Level 4: 4 targets
Level 5: 5 targets
Level 6: 6 targets
Level 7: 7 targets
Level 8: 8 targets

Damage: the damage modifier applied. This is added on to whatever damage modifier a spell of this level would ordinarily have. For example, if you take a level 3 custom spell and level 2 damage, your damage is thus:
(Spirit * 2) + Spell Modifier + Custom Modifier

Level 1: +200
Level 2: +400
Level 3: +600
Level 4: +800
Level 5: +1000
Level 6: +1500
Level 7: +2000
Level 8: +2500
Level 9: +3000
Level 10: +3500
Level 11: +4000
Level 12: +5000

For reference, here are the Spell Modifiers for custom spells.

Level 1 custom spell: +200
Level 2 custom spell: +400
Level 3 custom spell: +600
Level 4 custom spell: +800
Level 5 custom spell: +1000
Level 6 custom spell: +1500
Level 7 custom spell: +2000
Level 8 custom spell: +2500
Level 9 custom spell: +3000
Level 10 custom spell: +4000

Effect: any special effects the ability may entail, including status effects or special circumstances.

Only the following statuses can be placed on an Ability:
  • Negative: Blind, Confuse, Disease, Freeze, Petrify, Poison, Reverse, Silence, Sleep, Slow, Stop, Transform, Zombie, Off Guard, Knockback/Wall Rush, Feeble, Fatigue, Sadness, Sprain, Burning, Melting, Soaked, Clod, Berserk, Infested, Shock, Bleeding
  • Positive: Cover, Counter, Defense, Offense, Fury, Regen, Endure, Provoke, En-element
See the Status Effects pages for definitions

Level 1 (2 Attribute Points): "Mild" Status
Level 2 (4 Attribute Points): "Moderate" Status
Level 3 (6 Attribute Points): "Acute" Status
Level 4 (8 Attribute Points): "Chronic" Status
Level 5 (10 Attribute Points): "Terminal" Status

It is also possible to apply exclusive Special Attributes to your abilities.

All status effects from customs last 1d3 rounds.

[ ] Restorative
-- This spell/ability restores instead of damages hit points.
-- Does not affect attribute points.

[ ] Elemental
-- This Ability is considered fully elemental at Level 2, dealing 200% damage to the opposite element and 50% damage to the same element.
-- The first element of a custom magic spell is free. Each additional element thereafter costs 1 attribute point. You may not take two opposite elements for the same spell in this manner (wind and earth, fire and water, etc).

[ ] Limit Break Attack (Requires 'Limit Break' Feat)
-- Provides +2 attribute point bonus per Limit Break level (1, 2, 3, 4).

[ ] Trance Attack (Requires 'Trance' Feat)
-- Provides +2 attribute points.

[ ] Finishing Strike
-- Provides +2 attribute point bonus.
-- An Ability designed to be used with a Skill Chain Ability. Finishing Strike comes after a Skill Chain of 1d3 hits landing a full combo, and must be used on the next turn.

[ ] Dual Tech
-- Provides +1 attribute point bonus
-- Can be linked to magic
-- Requires a second character to take the exact same Ability and they both must be executed simultaneously. Secondary attacker adds assist bonus into roll.

[ ] Triple Tech
-- Provides +2 attribute point bonus
-- Can be linked to magic
-- Requires a second and third character to take the exact same Ability and they all must be executed simultaneously. Secondary/tertiary attackers add assist bonuses into roll.

[ ] Extended Casting Time
-- Spell requires 1 full round of cast time. (Round 1: Declare/Charge. Round 2: Use)
-- Grants 2 attribute point

[ ] Extreme Casting Time
-- Spell requires 2 full rounds of cast time. (Round 1: Declare/Charge, Round 2: Charge, Round 3: Use.)
-- Grants 3 attribute points
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Restrictions

Due to the nature of magical spells and psionic abilities, there are restrictions that must be placed on the creation of spells.

Accuracy - Can not exceed +2 Attribute Levels over the Spell Level. (A Level 3 Spell can only have up to Level 5 Accuracy.)
Combo - Can not exceed the Spell Level. (A level 3 Spell can not have more than 3 points in Combo.)
Range - Can not exceed +2 Attribute Levels over the Spell Level. (A Level 3 Spell can only have up to Level 5 Range.)
Damage - Can not exceed the Spell Level. (A Level 3 Spell can not deal more than +600 damage.)
Effect - Can not exceed the Spell Level. (A Level 3 Spell can not have higher than a Moderate Effect.)

I commented out the examples for Accuracy and Range, because they conflict with the max attribute levels. - Daedalus
Formatting

To properly write up a Special Ability, a template is provided here.

Name
Cost: SpP
Required Skill Level:
Description:
Attribute 1
Attribute 2
Attribute 3
etc.
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Things You Should Know

Some of the technicalities of the above system may not be quite obvious, so we're going to point out a few of them.

1) Without placing at least 1 Attribute Point into Targets, your ability automatically targets yourself. This is useful for characters who wish to use an ability as a self-buff or a self-heal.

2) Without placing at least 1 Attribute Point into Damage, your ability automatically will not deal or cure damage. It is considered an HP-ineffective ability. This is useful for characters who wish to create a status-inflicting ability.

3) The Special Effect Attribute can be purchased multiple times, each time starting with Level 1 of course. That is to say, that you can spend 6 Attribute Points on a Special Effect to reach Level 3, then use another two Attribute Points to reach Level 1 for a lower-level effect.

4.) Creative Intent: Beyond what is listed if something CAN be made into ability we will consider such if it is presented. Our decision on such and its assigned attribute cost is final.

5.) If you have any questions, ASK.
Last edited by Daedalus on August 14th, 2024, 5:51 am, edited 3 times in total.
Strato
Posts: 418
Joined: December 31st, 2008, 10:08 pm

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