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Maniklas

White Magus

Mar 28th, 2019
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  1. Grading: 6((62+10)/12)
  2.  
  3. Project name: White Magus
  4. Weapons: Rapier, Spellbooks/Caster Focuses
  5.  
  6. Energy type: Aura. Generation halted on consumption. When hit by attacks, take 50% less damage rounded down to at least 1 and lose that much aura. If at 60% of max or more, heals 2 points of health each turn. Consumed by certain abilities, Caps at 100+level*10. Generates a random amount between 5 and 30 each turn. Generates an additional random dust if you have less than 33.3% of your max aura. Starts full
  7.  
  8. Energy type 2: Dust: Caps at 12 total increased by progression. Produced by certain abilities. Consumed by certain abilities. Exist in different aspects; G(ravity), B(urn), I(ce), L(ightning), E(arth), F(orce). Starts empty
  9.  
  10.  
  11. Stats:
  12.  
  13. Strength: 12
  14. Magic: 16
  15. Perception: 6
  16. Body: 6
  17. Resistance: 10
  18. Dodge: 12
  19. AP: 0
  20. HP: 0
  21.  
  22.  
  23. Passive ability: White Aurem
  24. White Aurem: Aura is regenerated at double the speed at night and triple the speed and never be halted at full moon. Aura is regenerated at half the speed at solar noon. Regeneration normal during sunrise and sunset.
  25.  
  26. Abilities:
  27. (Divided into 3 categories for easy reading. Glyphs use dust and aura to create Different ground/platform effects or interact with/create projectiles, Summons are unlockable minions for combat that act on "AI", and finally skills/combos are based on skill in swordsmanship and/or combinations of diferent abilities crossed with each other. There is [kinda] a fourth category of passives which you will only gain 2 of. These are called perks.)
  28.  
  29. Glyphs:
  30. NOTE: all glyphs consume an additional base cost of 5 aura to summon. All glyphs can be upkept by paying half the cost again during the next turn (rounded up, unless anything else is specified. this does not include the base cost)
  31.  
  32. Platform - This is a glyph summoned in the air which lets you step safely on top of it. Can be upkept by paying 5 aura each turn for any amount of time. This can break free fall.
  33.  
  34. Force - This glyph consumes 10 aura or 1 F dust (This glyph does not consume the base cost for glyphs) to create a glyph propelling onsteppers forward or upward, for example to reach high speed or climb steep surfaces. This glyph can be summoned on a surface or in the air like the platform glyphs. Can be upkept for 1 F dust or 10 aura each turn any amount of time. This can break and/or control freefall.
  35.  
  36. Time dilation - This glyph consumes 2 L dust to make time go faster for all players on top of it, letting them take 3 turns (however the White Magus loses the rest of their turn when they cast this spell), it also let's players do basic actions (like attacking) in response to other players actions, (like cutting down projectiles) consuming the action for their next turn. This glyph is summoned on a surface. This glyph lasts one "full turn" unless the White Magus uses another 1 L dust to keep it up (letting them take 3 turns). You cannot use reload while in a time dilation glyph.
  37.  
  38. Fire wave - Deals damage to enemies in a cone in front of the CLASS. Consumes 1 B dust to deal MAG/4 damage to enemies in front of the user in a wave-like form.
  39.  
  40. Force wave - Costs 1 F dust. Staggers everyone in a cone in front of the user, can knock them prone instead if you pay 1 extra F dust.
  41.  
  42. Dust missiles - This glyph consumes 1 F dust to produce a beam of light, however by instead consuming B, I, L or E dust the glyph can shoot missiles from the chosen element. These glyphs can be summoned anywhere the caster could see in the air and face the direction they shoot the beam or missile in. Missiles have different effects depending on the element;
  43. Burn: Explodes and deals MAG/4 damage to enemies near the target and double that to the target.
  44. Ice: Freezes the target to the ground, immobilizing them for MAG/5 turns. deals MAG/3 damage.
  45. Lightning: Shocks the target silencing them for 2 turns, chains to nearby enemies and jumps inbetween enemies to deal more damage. Deals MAG/2 damage in total distributed among targets CALCULATION:[by distributing half of the damage left to deal between each jump to a new target. If that amount is 0.5, Deal 1 damage instead and 0 the damage pool.] Cannot jump to the same target twice.
  46. Earth: Deals MAG/4+STR/4 damage.
  47.  
  48. Gravity well - This glyph consumes 1 G dust to create a gravity well in the ground, letting the users stand still even through extreme forces or letting you stand on vertical or upside-down surfaces. You can consume an additional 1 G to pull enemies down into a prone position. this glyph is summoned on a surface and cost 20 aura or 1 G dust to upkeep. Its pull gets stronger each turn it is upkept.
  49.  
  50. Gravity absorbtion - Destroy any projectile regardless of type. Consumes 1 G dust. Not an action, can be done in response. Cannot be upkept
  51.  
  52. Prevention - Not an action and can be done in response. Cancels all effects of one attack, consumes 20 aura and one G, F I or E dust depending on what you want to cancel; G for any weapon attack that can be dodged/F for any ability or weapon attack with no magical properties/I for any non-fire ranged attack/E for any no-lightning melee attack. Cannot be upkept
  53.  
  54. Ice Wall - Consumes 1 I dust and 5 aura to encase an area in ice for 3 turns, preventing movement in and out of the area. Fire based attacks can destroy the wall.
  55.  
  56. Move! - Consumes 1 G dust to move an enemy a small distance from where they stand.
  57.  
  58. Explosive dispel - Consumes 1 B dust and no aura. Destroys a target rune in a magnificient explosion dealing mag/4 damage to all nearby enemies. This glyph cannot be upkept
  59.  
  60. Summons:
  61. NOTE: only one summon can be active at a time
  62. Summon challenger - This summon is a copy of any character the CLASS has defeated before with lessened grade (3 grades lower than this fight). (To save new summons permanently the CLASS has to win the fight.) This summon dissipates after 5 turns. Consumes 40 aura cast over 3 turns
  63. Summon beast - This basic summon has no abilities, a simple fang weapon and 1.5x the physical stats of the CLASS, but half the magical stats. This summon dissipates at the end of a fight. Consumes 30 aura cast over 3 turns
  64. Elemental formation - This summon consumes 40 aura and 1 dust of any type. It is a storm of a single element. It can chase after any target you chose at the end of summoning (animate or inanimate). It's effect based on element are as follows:
  65. GBILEF
  66. Gravity: Anchors targets to the ground immobilizing them. Lasts for 3 turns.
  67. Burn: Sets targets on fire burning them for MAG/5 damage per turn. Lasts for 5 turns.
  68. Ice: Slows targets preventing them form dodging as if everyithing had light undodgeability when they are in the storm and dealing 1(fixed) damage each turn. Lasts for 5 turns.
  69. Lightning: Silences targets and deals descending damage each turn. Lasts until it deals less than 1 damage and deals damage accordingly: (mag/2>/4>/8>/16>/32>/64)
  70. Earth: Hits targets with rocks dealing MAG/5+STR/5 damage each turn. Lasts 3 turns.
  71. Force: Pushes away all targets from the storm.
  72.  
  73. Skills/Combos:
  74. Combo: Quick time slash - [Glyph:Time dilation & Glyph: Force] This combo let's the CLASS jump from force glyph to force glyph really fast, slashing through anyone standing in their way making 12 attacks divided as they chose among any characters within 30 meters. This consumes one full turn and has a cooldown of 2 turns (in a time dilation glyph you can only use this once every "full turn")
  75. Combo: Skate - [Glpyh:Force & Glyph:Force] This combo let's the CLASS move a lot faster than usual, can move an infinite length each turn but add one Glyph:Force for every 10 meters.
  76. Combo: Power thrust - [Glyph:Force & Skill:Martial Stance] This combo empowers the CLASS attack when having a force glyph under them. Can be used at the end of a Skate combo. If used as is, it adds STR/5 damage to the attack. If used at the end of a Skate combo, it adds 0,1*STR*amount of runes(if more than 10=10)
  77. Combo: Quickened summoning - [Glyph:Time dilation & Any summon] This combo let's the user summon any summon in a single turn if inside a time dilation glyph. This however consumes all three turns and requires you to start summoning during the first one.
  78. Skill: Reload - Lose all current dust and gain half of your max random dusts. Can be channeled over two more actions to gain double the dust, this can go over multiple turns. Active
  79. Skill: Martial Stance - Deals damage with multiple smaller thrusts, attacks do half damage but can attack twice per action. The CLASS can use dust with their attacks to enhance their attacks; G(ravity): Anchor yourself and your target to where they currently stand for this turn, therefore you both cannot move, but also cannot be affected by movement effects. B(urn): The target is set on fire, taking damage the following few turns. I(ce): The target is slowed and cannot use weapon attacks for the next turn. L(ightning): The target is shocked, stunning them. E(arth): Deals an extra STR/2 damage on hit. F(orce): Move through the target and appear on the other side of them after the attack. Passive/Active
  80.  
  81.  
  82. Perks:
  83. Darting stance - The white magus gains the momentum skill and a stamina bar which works as follows:
  84. Momentum: The white magus has a chance to dodge any attack directed towards her even if it has light undodgeability. 10% dodge chance at all times regardless of dodge, consumes 30 stamina and generates 2 random Dust. If the CLASS is out of stamina she uses 5 aura instead. If the white magus is out of both aura and stamina, she still dodges but doesn't generate any dust, but instead consumes one F dust, this only works if the white magus has at least one F dust. This ability is in addition to the normal dodge, not in place of it.
  85. Stamina: Generation locked at 10/turn. Max stamina is 100+10*level
  86. Selective - The white magus can now select 2 dusts at the beginning of each fight. (can be the same type) She will receive those in addition to the normal collection(minus 2) whenever she reloads.
  87. Readjusted aurem - White aurem effects are now reversed, working at daytime instead of nighttime and giving triple regeneration during solar noon.
  88. Physical Aura - Select one type of dust for this perk; you can select to use 30 aura instead of that kind of dust. Making glyphs this way does not consume the base cost of 5 aura.
  89. Black aurem - Replace White aurem with Black aurem
  90. Black aurem: When you do damage to an enemy, gain that much aura. If you kill an enemy, gain back all your aura. You can no longer gain aura naturally.
  91. Extreme speed - Gain 2 AP but regenerate aura at half the normal speed. Can be turned on and off at the end of each turn.
  92. MAJOR: Martial Mastery - The effects of Martial Stance are doubled. (Amount of turns are doubled for debuffs and the damage doubled for damage. no effect on the F version of the skill.)
  93. MAJOR: Time nest - Time dilation can stack with itself. (Only adds 3 more turns, doesn't triple. Casting Time dilation while in a time dilation ends all your turns even if you haven't begun all of them yet.)
  94.  
  95.  
  96.  
  97.  
  98. Progression:
  99.  
  100. (All combos are available as soon as you know the parts of the combo)
  101.  
  102. Ability = A
  103. Perk = P
  104. Bonus stat increase = B
  105.  
  106. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
  107. | | | | | | | | | || || || || || || || || || || ||
  108. - A A A A A A A A A A A A A
  109. S P P
  110. T B B B B B B
  111. A
  112. R
  113. T
  114. -
  115.  
  116. Abilities:
  117. Three trees and a separate group of starting abilities
  118.  
  119. Basics:
  120. Glyph:Platform
  121. Glyph:Force
  122. Skill:Reload
  123.  
  124. Runic training:
  125. [Requires Glyph:Gravity Well] Glyph:Time Dilation
  126. [Requires Glyph:Move!] Glyph:Gravity Well
  127. Glyph:Ice Wall
  128. Glyph:Move!
  129. [Requires Level:6]Summon:Summon Beast
  130. [Requires Summon:Summon Beast] Summon:Summon Challenger
  131. [Requires Level:10, Glyph:Dust Missiles]Summon: Elemental formation
  132.  
  133. Manipulation:
  134. Glyph:Dust Missiles
  135. [Requires Glyph:Fire Wave, Glyph:Gravity Absorption, Level:9] Summon:Elemental Formation
  136. Glyph:Force Wave
  137. [Requires Glyph:Dust Missiles, Glyph:Force Wave] Glyph:Fire Wave
  138. Glyph:Gravity Absorbtion
  139. Glyph:Explosive dispel
  140.  
  141. Swordsmanship:
  142. [Requires Level:3]Skill:Martial Stance
  143. [Requires Skill:Martial Stance, Glyph:Dust Missiles] Glyph:Prevention
  144.  
  145.  
  146. Perks:
  147. Perks can be selected two times on a single character, the two major perks can only be selected at level 20 though.
  148.  
  149. Unique conditions:
  150. Freefall:
  151. During freefall you cannot make melee attacks and are unable to move normally. abilities that say that they can help you move or be used/break freefall can do so. Freefall is gotten while you are falling and can be given to oneself or someone else by being launched into the air.
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