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Zander
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Zander


Male Age : 32
Posts : 74
EXP : 587
Join date : 2010-05-31
Location : Inside someone's tummy!

Character sheet
Class: Prey
Breed: Feline
Size Rank: 1

Spells and Skills Empty
PostSubject: Spells and Skills   Spells and Skills I_icon_minitimeSat Jun 05, 2010 11:38 am

Spells

All characters may learn spells. However, the learning potential is different depending on the profession of your character. Some will learn spells rapidly, while others will learn them on rare occasion. Succinctly:

-Chef - Starts out with two. Gains one every two levels.
-Climatic - Starts out with three. Gains one every level.
-Crusader - Starts out with two. Gains one every five levels.
-Desperado - Starts out with three. Gains one every four levels.
-Duelist - Starts out with two. Gains one every four levels.
-Enthraller - Starts out with two. Gains one every level.
-Heavy Craft - Starts out with two. Gains one every six levels.
-Hunter - Starts out with three. Gains one every four levels.
-Martial Artist - Starts out with two. Gains one every five levels.
-Masochist - Starts out with two. Gains one every five levels.
-Siren - Starts out with two. Gains one every two levels.
-Soul Eater - Starts out with three. Gains one every three levels.
-Tactician - Starts out with four. Gains one every four levels.
-Thaumaturge - Starts out with two. Gains one every two levels.
-Travestier - Starts out with two. Gains one every two levels.
-Virtuoso - Starts out with three. Gains one every four levels.

Next up is a very important rule about spells. You have to learn the preceding weak spells to learn the more powerful ones. As an example, you need to learn both the level 1 and level 2 water spells before you may learn the level 3 water spell. But don't get the wrong idea--the level 3 spell would not replace the previous levels. Rather, you will keep them all in your arsenal.

When you choose your spells and skills, copy and paste them into your character's profile. You may change these throughout your character's growth--spells need not be permanent additions--but you may not change them in the middle of a quest or battle.

All of the spells your character may learn are listed below. You will notice that certain kinds of spells may only be learned by certain classes, but all of the spells have the same "formula." Each lists its name, followed by some nonsense within parenthesis. To make sense of what they mean, here are what the abbreviations stand for:

Lvl. - Level of the spell. This is how powerful it is.
Ele. - Element of the spell.
Type - The form the spell takes. More detail is below.
S - The spell targets only a single opponent.
M - The spell targets multiple nearby opponents.
A - The spell targets all allies OR all enemies.
SP - Skill Points. This is how much SP the spell costs to cast.

Each spell has a basic, default name. You may change it to whatever you like. It may be the name of the spell, or the words of a short incantation. You'll also see "Type: ---" listed in the formula. This is the form the spell will take, which you may choose from the list below.

Burst - Either falls on or shoots at the enemy as a "ball" of the element. High damage, low accuracy.
Converge - Engulfs the enemy. Moderate damage and unavoidable.
Rise - Comes out of the ground at the enemy. Moderate damage and high critical hit rate.
Tornado - Whips up a tornado around the enemy. Damage varies from very low to very high.

That wraps everything up! Now, to the part you've been waiting for~



Offensive

Water 1 (Lvl. 1; Ele. water; Type: ---; S; SP: 10)
Water 2 (Lvl. 2; Ele. water; Type: ---; M; SP: 20)
Water 3 (Lvl. 3; Ele. water; Type: ---; S; SP: 35)

Fire 1 (Lvl. 1; Ele. fire; Type: ---; S; SP: 10)
Fire 2 (Lvl. 2; Ele. fire; Type: ---; M; SP: 20)
Fire 3 (Lvl. 3; Ele. fire; Type: ---; S; SP: 35)

Wood 1 (Lvl. 1; Ele. wood; Type: ---; S; SP: 10)
Wood 2 (Lvl. 2; Ele. wood; Type: ---; M; SP: 20)
Wood 3 (Lvl. 3; Ele. wood; Type: ---; S; SP: 35)

Earth 1 (Lvl. 1; Ele. earth; Type: ---; S; SP: 10)
Earth 2 (Lvl. 2; Ele. earth; Type: ---; M; SP: 20)
Earth 3 (Lvl. 3; Ele. earth; Type: ---; S; SP: 35)

Light 1 (Lvl. 1; Ele. light; Type: ---; S; SP: 10)
Light 2 (Lvl. 2; Ele. light; Type: ---; M; SP: 20)
Light 3 (Lvl. 3; Ele. light; Type: ---; S; SP: 35)

Dark 1 (Lvl. 1; Ele. dark; Type: ---; S; SP: 10)
Dark 2 (Lvl. 2; Ele. dark; Type: ---; M; SP: 20)
Dark 3 (Lvl. 3; Ele. dark; Type: ---; S; SP: 35)


Defensive
Note: Shield spells reduce damage from both physical and magical attacks. Any attacks that would have an elemental advantage are treated as a normal attack, and then have the percentage deducted from that.

Shield 1 (Lvl. 1; Shields 20% damage; S; 10)
Shield 2 (Lvl. 2; Shields 40% damage; S; 20)
Shield 3 (Lvl. 3; Shields 60% damage; S; 35)


Healing

Heal 1 (Lvl. 1;  Heal 50 HP to one person; SP: 15)
Heal 2 (Lvl. 2; Heal 100 HP to one person; SP: 30)

Heal All 1 (Lvl. 1; Heal 50 HP to all allies; SP: 35)

Recovery (Heal 400 HP; SP: 75)


Climatics Only (Advanced Spells and Debuffs)

Fire 4 (Lvl. 4; Ele. fire; Type: ---; M; SP: 45)
Fire 5 (Lvl. 5; Ele. fire; Type: ---; S; SP: 65)
Fire 6 (Lvl. 6; Ele. water; Type: ---; M; SP: 80)

Water 4 (Lvl. 4; Ele. water; Type: ---; M; SP: 45)
Water 5 (Lvl. 5; Ele. water; Type: ---; S; SP: 65)
Water 6 (Lvl. 6; Ele. water; Type: ---; M; SP: 80)

Earth 4 (Lvl. 4; Ele. earth; Type: ---; M; SP: 45)
Earth 5 (Lvl. 5; Ele. earth; Type: ---; S; SP: 65)
Earth 6 (Lvl. 6; Ele. water; Type: ---; M; SP: 80)

Wood 4 (Lvl. 4; Ele. wood; Type: ---; M; SP: 45)
Wood 5 (Lvl. 5; Ele. wood; Type: ---; S; SP: 65)
Wood 6 (Lvl. 6; Ele. wood; Type: ---; M; SP: 80)

Light 4 (Lvl. 4; Ele. light; Type: ---; M; SP: 45)
Light 5 (Lvl. 5; Ele. light; Type: ---; S; SP: 65)
Light 6 (Lvl. 6; Ele. light; Type: ---; M; SP: 80)

Dark 4 (Lvl. 4; Ele. dark; Type: ---; M; SP: 45)
Dark 5 (Lvl. 5; Ele. dark; Type: ---; S; SP: 65)
Dark 6 (Lvl. 6; Ele. dark; Type: ---; M; SP: 80)

Confuse (Inflicts ailment; S; SP: 25)
Curse (Inflicts ailment; S; SP: 25)
Silence (Inflicts ailment; S; SP: 25)
Slow (Inflicts ailment; S; SP: 25)
Poison (Inflicts ailment; S; SP: 30)
Sleep (Inflicts ailment; S; SP: 35)
Paralyze (Inflicts ailment; S; SP: 35)
Charm (Inflicts ailment; S; SP: 40)
Petrify (Inflicts ailment; S; SP: 55)


Enthrallers Only (Advanced Dark Spells)

Dark 4 (Lvl. 4; Ele. dark; Type: ---; M; SP: 45)
Dark 5 (Lvl. 5; Ele. dark; Type: ---; S; SP: 60)
Dark 6 (Lvl. 6; Ele. dark; Type: ---; M; SP: 70)


Thaumaturges Only (Advanced Healing and Buffs)

Shield 4 (Lvl. 4; Shields 80% damage; S; 45)
Shield 5 (Lvl. 5; Shields all damage; S; 60)

Shield All 1 (Lvl. 1; Shields 20% damage; A; 40)
Shield All 2 (Lvl. 2; Shields 40% damage; A; 60)
Shield All 3 (Lvl. 3; Shields 60% damage; A; 80)

Heal 3 (Lvl. 3; Heal 200 HP to one person; SP: 40)
Heal 4 (Lvl. 4; Heals all health of one person; SP: 60)

Heal All 2 (Lvl. 2; Heal 100 HP to all allies; SP: 45)
Heal All 3 (Lvl. 3; Heal 200 HP to all allies; SP: 60)
Heal All 4 (Lvl. 4; Heal all health of all allies; SP: 80)


Last edited by Zander on Sat Feb 18, 2023 2:45 am; edited 18 times in total
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Zander
Admin
Zander


Male Age : 32
Posts : 74
EXP : 587
Join date : 2010-05-31
Location : Inside someone's tummy!

Character sheet
Class: Prey
Breed: Feline
Size Rank: 1

Spells and Skills Empty
PostSubject: Re: Spells and Skills   Spells and Skills I_icon_minitimeSat Jun 05, 2010 11:44 am

Skills

All classes will also learn skills from a special set that is designated for their class. Each character will start out with 1 skill and gain 1 every other level.

If you want to figure out how many you should have: Take your level, divide by 2 (round down), and then add 1. So, if you're level 5, you'll have 3 skills.



Chef

[Belch] The Chef lets out a wet belch in the face of the enemy, causing it to flinch. {SP: 10}

[Scald] Quickly fixes a soup and tosses it at an enemy, inflicting a burn. {SP: 20}

[Spices] Sprinkles a healthy portion of spices on an enemy. This not only makes it all the tastier, but the spice will occasionally make the enemy flinch by sneezing, therefor making it unable to move for a turn. This effect lasts for five turns. {SP: 25}

[Taste Test] This is to be used anytime after [Spices]. The Chef licks the seasoned enemy and gains a bit of health from the delicious taste. {SP: 20}

[Boiling Pot] Dunks an enemy into a large vat and tosses a lid over top; fire damage is dealt each turn the victim is inside. To escape from the pot, a certain amount of damage must be dealt to the lid. The lid’s health is equal to 20 per Chef’s level. (Note: This is a pot the Chef doesn't need to check, so other skills may be used after the turn this is executed.) {SP: 5 per level of the Chef}

[Dough Toss] Mixes a batch of dough and tosses it at an enemy. Slowness is inflicted. {SP: 25}




Climatic

[Alignment Sync] Spells/skills of the Climatic’s alignment naturally deal x2 damage. Elemental criticals will deal x2.5 damage. {Passive}

[Elemental Boost] Increases attacks of and resistance to a chosen element by 0.5, for the whole party. Only one element may be chosen at a time; to change this element, the skill must be activated again. {SP: 20}

[Elemental Break] Lowers a chosen element of the opposing team by 0.5 effectiveness. Only one element may be chosen at a time; to change this element, the skill must be activated again. {SP: 20}

[Elemental Barrier] Raises a barrier in the element of the user’s alignment. This field can only be pierced by its opposing element or an enemy who is 10 levels higher. This will last five turns and covers up to four allies along with the Climatic, and the Climatic cannot do anything else while this field is up. Additionally, characters inside this field may only target each other, or cast offensive spells of the barrier's element. {SP: 60}

[Natural Disaster] Conjures a disaster of any element which deals a large amount of damage for five turns. It sporadically attacks both enemies and allies, so beware. The choices are: hurricane (water), blaze (fire), tornado (wood), earthquake (earth), thunderstorm (light), and nightmarish eclipse (dark). {SP: 80}




Crusader Skills

[Leaping Chop] The Crusader jumps up and slashes down for a critical hit. {SP: 15}

[Elemental Blade] The Crusader’s sword takes on his or her elemental affinity for the next five turns. {SP: 15}

[Boomerang Blade] Throws sword like a boomerang, flying in an arc that can hit multiple foes. {SP: 25}

[Spinning Slash] The Crusader twirls around like a merry-go-round on crack, slashing all nearby enemies. {SP: 30}

[Viral Blade] Attacks may also poison the targets. This effect wears off after five turns. {SP: 30}

[Chainsaw Blade] The Crusader's sword vibrates like a chainsaw, raising physical attack and critical hit rate for five turns. {SP: 35}

[Honorable Mention] The Crusader uses his knowledge and experience to focus. The Crusader deals all critical hits for the next three turns, and is healed for 50 HP. {SP: 40}

[Shivering Slices] Deals the ailment freeze to a single opponent. {SP: 45}

[Bloody Ribbons] The Crusader deals a number of masterful slashes. There is a good chance that the enemy will begin to bleed from this assault. {SP: 50}

[Veil of Slices] In an act of blurry swordsmanship, the Crusader assails the enemy from all directions. Massive, unavoidable damage is dealt. May also cause flinching. {SP: 60}




Desperado

[Mimic] Allows for an ally's or enemy's skill to be copied and used for this turn. May be used three times per quest. {SP: cost of the mimicked skill]

[Pinpoint] The Desperado targets an enemy, making the next attack a sure hit. {SP: 15}

[Pilfer] The Desperado is a master pick-pocket. This skill allows for a 25% chance of stealing an item from an NPC or monster character. {SP: 20}

[Speedy Strike] The Desperado makes a quick attack, whether physical or magical. What's special about this attack is that instead of the physical or magical attack stat being used to determine damage, the speed stat is utilized. {SP: 25}

[Multiplication] A double of the Desperado manifests. The double has no real form, and therefor cannot actually do anything; it is mainly there for distraction. However, enemies may target the double and waste a turn attacking it. When attacked three times (whether physical, magical, or ailment-inducing), the double disappears. {SP: 30}

[Redirection] When a spell is sent flying at the Desperado, the player can reflect it elsewhere. Though, where the spell activates is completely random and up to the GM. Desperadoes of a high level, though, can attempt to reflect the spell off into a general direction. The Desperado must wait five full turns before this skill can be used again. {SP: 30}

[Sidestep] The Desperado dodges a previously made physical attack and makes one of his own, with the critical hit rate doubled. The player must wait five full turns before this skill can be used again. {SP: 30}

[Transposition] In the blink of an eye, the Desperado trades places with another object or character. This may be used to cancel out a previously made attack (as in the turn that is in progress), gain distance from an enemy, or something else depending on the scenario. The Desperado must wait five full turns before this skill can be used again. {SP: 35}

[Trickery] The Desperado bargains with an enemy to achieve some sort of goal (such as trying to get by, making it leave, getting it to give you something, etc.). This only works on targets that understand speech, and is typically only effective on those with moderately low intelligence. {SP: 35}

[Displacement] The target hears and sees things as if in another place, and therefor has no bearing on reality. It may hurt itself, and if it decides to blindly attack, it is incredibly easy to dodge. {SP: 40}

[Dead Man's Hand] The Desperado makes a lethal strike from behind, inflicting medium damage and the ailment bleed. {SP: 45}

[Lethal Attraction] As if by an invisible rope, an enemy is pulled right next to the Desperado. The target is bound for a single turn, unable to do anything, and all hits on it over the bound turn are criticals. However, this leaves the Desperado in very close range, and once unbound the target can inflict a critical on anyone near. {SP: 50}




Duelist

[Couple of Cuts] Duelist strikes twice, inflicting two attacks in a single turn. {SP: 15}

[Filleted Foe] Duelist slashes the foe thrice, inflicting three attacks in a single turn. {SP: 25}

[Duelist's Eye] Spotting the opening in a foe's defenses, the Duelist's next three turns deal automatic critical hits. {SP: 25}

[Elegant Exsanguination] Strikes a target with a flashy blow, dealing normal damage and inflicting the Bleed ailment. {SP: 35}

[Distracting Display] The Duelist shows off in a fancy way, distracting a single target. {SP: 25}

[Hamstring] Using his precision and skill, the Duelist slashes a foe's joints to deal the ailments burn and disable. {SP: 25}

[Thrust and Parry] Strikes a foe, dealing double the damage, and cuts the damage from the foe's next attack in half. {SP: 45}

[Painful Prey] When targeted with a hampering ability like Suck or Constrict (in which physical contact is made), the Duelist may use this to deal double damage to his foe and potentially force it to spit him or her out. {SP: 55}

[Gloat!] The Duelist boasts about his skills. The boost in his morale gives him the Euphoria status effect. {SP: 35}

[Blaze of Glory] Going out in the flashiest manner possible, the Duelist attempts to take down the one who struck the final blow to him. The chance of success is 50%. (Cannot be used in 1 on 1 PvP’s) {SP: 50}




Enthraller Skills

[Dark Deception] The Enthraller tricks the enemy into confusion for one turn. {SP: 20}

[Slumber] Inflicts sleep. {SP: 20}

[Creeping Nightmares] Inflicts nightmare on a sleeping foe. {SP: 25}

[Demonic Chaos] Demon’s are summoned and unleashed on the enemy. Deals medium damage. {SP: 25}

[Ghostly Intervention] Summons a ghost to wrap around an enemy, paralyzing it. {SP: 25}

[Dark Resist] The targeted character is unaffected by all dark-aligned attacks. This effect wears off after five turns. {SP: 30}

[Hellish Disease] Unleashes a wave of deadly bugs, which disease all enemies. {SP: 45}

[Call of the Dead] The Enthraller calls out to the dead, asking for their help in combat. The spirits appear and attack the enemies, dealing massive damage. {SP: 50}

[Funeral] Absorbs half of a deceased enemy or ally's total HP. {SP: 50}

[Shadow of Defeat] The Enthraller gives an enemy a deadly shadow. Slowly wrapping around its victim, the shadow may cause the enemy to fail in any actions it tries to take. After three turns have passed, the foe becomes unable to breathe and dies. {SP: 50}

[Dark Revival] Brings an ally back from the dead at half health. {SP: 65}

[Blood Bath] Deals the ailment bleed to all enemies. {SP: 75}

[End Game] The Enthraller calls forth a demon to take away a random enemy’s soul, killing it instantly. {SP: 80}

[Spiritual Bomb] The Enthraller sacrifices all of his HP but 1 to gather all of his energy in one place, shortly releasing it in a powerful wave that strikes all enemies. This deals massive amounts of damage and is usually used as a last resort. {SP: 80}

[Soul Switcher] The Enthraller switches his max HP with another's max HP, whether it be ally or enemy. {SP: 80}

[Revelation] This skill instantly and randomly kills half of the enemies. May not be used if the Enthraller is lacking the exact cost for half of them. {SP: 70 per enemy killed}

[Theft of Essence] This skill reanimates a deceased enemy or ally. The target returns at full health and is under the Enthraller's control. After six turns, the target's soul becomes unstable and withdraws, causing its body to crumble. {SP: 120}




Heavy Craft Skills

[Smash] The Heavy Craft pulls his weapon over his head from behind and brings it down on an enemy. Deals a critical blow. {SP: 10}

[Earthquake] The Heavy Craft rips up the ground with a bash of his weapon and deals immense damage on multiple enemies. {SP: 50}

[Off With Your Head!] The Heavy Craft deals a head blow, resulting in a critical attack and a possible loss of consciousness. {SP: 25}

[Basher] The Heavy Craft deals a crushing blow that causes the enemy to bleed. {SP: 25}

[Crusher] The Heavy Craft swings his weapon sideways, and then pulls it over his head from behind to bring it down on an enemy. Deals two critical blows. {SP: 30}

[Lancer Pose] The Heavy Craft throws his weapon lancer-style at an enemy. {SP: 30}

[Berserk] Gives the Heavy Craft the effect Berserk. Can only be used at half HP or below. {SP: 35}




Hunter

[Double Strike] Attacks with two missiles instead of one, dealing twice of the normal damage. {SP: 15}

[Triple Strike] Attacks with three missiles instead of one, dealing three times the normal damage. {SP: 25}

[Elemental Bolt] Adds an element of the Hunter's choice to his missiles for five turns. {SP: 20}

[Volley] Shoots missile after missile at the enemies, striking them multiple times. {SP: 35}

[Heavenly Strike] Shoots five missiles into the clouds that come down unto the enemy. {SP: 40}

[Speed Up] Adds the effect haste to self. {SP: 25}

[Poisonous Arrow] Shoots a missile at an enemy that deals poison. {SP: 25}

[Aim] Ensures that the Hunter hits all targets without fail for the next ten turns. {SP: 25}




Martial Artist

[Vital Punch] The Martial Artist punches the enemy’s vital areas, dealing extreme pain. An ailment equivalent to poison is also dealt, but it may not be cured by the same means. {SP: 30}

[Fatal Strike] The Martial Artist deals a deadly punch, setting a death count of 3 on the enemy. {SP: 40}

[Swift Kick] The Martial Artist quickly dashes at the enemy and kicks. The kick is un-dodgeable, but it only deals a medium amount of damage. {SP: 15}

[Earth Slash] The Martial Artist smashes his fists into the ground, causing the floor in front of him to rip up underneath the enemies. {SP: 30}

[Skull Bust] The Martial Artist deals a blow to the head, giving the enemy a concussion which lowers magical attack for the remainder of the battle/quest. {SP: 25}

[Arm Bust] The Martial Artist breaks one of the enemy's arms, lowering his physical attack for the remainder of the battle/quest. {SP: 25}

[Leg Bust] The Martial Artist breaks one of the enemy's legs, lowering his speed for the remainder of the battle/quest. {SP: 25}

[Provoke] Draws attention from a single enemy. For three turns, the Martial Artist is the only one that can be attacked by it. {SP: 20}

[Body Like Stone] The Martial Artist becomes invincible for up to three turns (the skill can be cancelled if desired). However, only items may be used in this state. {SP: 35}

[Two Fists, Two Foes] The Martial Artist strikes two foes at once. {SP: 20}

[Sweeping Blow] The Martial Artist floors surrounding opponents, dealing low damage and decreasing their physical defense for one turn. {SP: 30}

[Elemental Fists] The Martial Artist imbues his natural attacks with the element he or she is aligned with. {SP: 20}

[Crushing Blow] Deals a critical hit and dazes the target. {SP: 30}

[Iron Will] The Martial Artist may nullify charm, confusion, frantic, and/or insane. This must be executed once the ailment is received. {SP: 30}

[Cleanse] The Martial Artist removes all status ailments and effects on his or herself. {SP: 50}

[Accelerated Healing] The Martial Artist gains the effect of regen. {SP: 35}

[Stance of Reckless Fury] Increases the Martial Artist's physical/magical attack but lowers his defenses respectively. Lasts until the Martial Artist uses another stance, is knocked unconscious, or ceases its use. {SP: 25}

[Stance of Unbreakable Calm] Increases the Martial Artist's physical/magical defense but lowers his attacks respectively. Lasts until the Martial Artist uses another stance, is knocked unconscious, or ceases its use. {SP: 25}

[Stance of Blinding Speed] Increases the Martial Artist's physical attack and speed but lowers his physical defense. Lasts until the Martial Artist uses another stance, is knocked unconscious, or ceases its use. {SP: 25}

[Those Kicks Were Fast As Lighting!] Martial Artist deals two blows in quick succession; critical hit likelihood is high. {SP: 20}

[They Fought With Expert Timing!] Deals three blows in quick succession; critical hit likelihood is high. {SP: 30}

[It Was a Little Bit Frightening!] The Martial Artist inflicts a flinch on a target. {SP: 20}

[Everybody was Kung-Fu Fighting!] When used after the previous three related skills, in consecutive succession, the Martial Artist deals a heavy blow. The damage is four times the average amount. {SP: 50}




Masochist

[Rage] Attacks with fury for 3 turns, physical attack raising by 0.5 for each attack received in this time. Allies may attack the Masochist as well. {SP: 25}

[Sacrifice] Takes damage for an ally for 3 turns. {SP: 20}

[Feel the Burn] Reduces damage to self by half for 5 turns. {SP: 40}

[Throb] The Masochist cuts his own health by half of his max HP and triples either physical or magical attack. This effect lasts until healed. {SP: 25}

[Blood Bath] Gives all enemies the ailment bleed. {SP: 90}




Siren

[Sexy Wink] Causes confusion for an enemy. {SP: 25}

[Provocative Bite] Does a very small amount of damage, but makes the enemy flinch. {SP: 20}

[Hypnotic Dance] Does a dance, perhaps even with the opponent. Captivates them for 3 turns, leaving them unable to do anything. This trance is broken if the target is attacked. {SP: 30}

[Slumber] Puts a target to sleep. {SP: 25}

[Nightmare] Whispers malicious words into a sleeping enemy’s ear, inducing a nightmare. {SP: 25}

[Sweet Dreams] Whispers tantalizing words into an ally’s ear, giving them quite the nice dream that heals them while they sleep. {SP: 25}

[Serenade] Charms an enemy with a 75% success rate. {SP: 35}

[Feign Death] Pretends to be dead after a blow. Enemies won't bother attacking the Siren, but this leaves the Siren vulnerable to being instantly eaten. {SP: 15 each turn}




Soul Eater Skills

[Soul Devour] Sucks out an opponent's soul, killing it instantly. The regeneration effects of digestion take place, but the stomach is not filled any further. The enemy's health must be at less than 50% or its level must be 10 levels lower than the Soul Eater's. {SP: 70}

[Dark Deception] Confuses an enemy. {SP: 20}

[Ghostly Intervention] Paralyzes an enemy by having a ghostlike apparition wrap around it. {SP: 25}

[Spiritual Bomb] Sacrifices all HP but 1 to gather energy into one place, and then releases it in a powerful wave that strikes all enemies. This deals massive amounts of damage and is usually used as a last resort. {SP: 100}

[Soul Shadow] Gives a random opponent a deadly shadow, which wraps around the victim and kills it in three turns. The Soul Eater then devours the soul; the regeneration effects of digestion take place, but the stomach is not filled any further. {SP: 50}

[Dark Resist] The targeted character is able to resist all dark attacks and skills. They are also resistant to the blind ailment. {SP: 30}

[Revelation] This skill randomly kills half of the enemies (rounded down). If the user cannot afford the SP cost to kill exactly half, this skill may not be used. {SP: 80 per enemy killed}

[Slumber] Puts an opponent to sleep. {SP: 20}

[Nightmare] Gives a sleeping character nightmares. {SP: 25}

[Funeral] Absorbs half of a deceased enemy or ally's max HP. {SP: 30}

[Soul Switcher] Switches all stats (including HP and SP) with another's, ally or enemy. The Soul Eater still takes this SP cost, and must have this amount to spend before the transfer is made. {SP: 80}

[Warp Kernel] The Soul Eater peers into the essence of an NPC enemy and changes it, permanently halving its level. This skill may not be used more than once on a single target, and it may not be used on bosses. If it is used more than three times, the user's own level is halved as well for the remainder of the quest. {SP: 100}




Tactician Skills

[Weapon Throw] Throws a weapon at the enemy, and the weapon magically returns like a boomerang. Allows distance to be kept between the enemy, and therefor raises the Tactician's evasion for this turn. {SP: 10}

[Advanced Tactics] The Tactician is able to take two additional actions this turn. {SP: 40}

[Complications] The Tactician thinks of a plan that allows him and his allies to dodge all physical attacks for this turn. {SP: 35}

[Physical Barrage] Attacks an enemy 3-5 times; all are criticals. {SP: 25}

[Magical Volley] Choose 2 offensive spells and hit an enemy or two with them. {SP: the two spells' SP cost, no more}

[Magical Revolution] Choose 2 recovery/buff spells and cast them both in this turn. {SP: the spells' SP cost, no more}

[Plan] The Tactician thinks of a way to raise one of his stats (random; cannot be HP or SP). {SP: 10}

[Unexpected Tactics] Makes an unexpected attack on an enemy and catches it off-guard, dealing a critical hit and disabling it for a turn. {SP: 15}

[Elemental Bombardment] Bombards the enemy with all of the elements (none are canceled out), dealing an enormous amount of damage. {SP: 60}

[Dodge] With this skill, the Tactician is allowed to dodge one physical or magical attack (status effects aren’t dodged). {SP: 20}

[Reject] Twice per battle/quest, the Tactician gets to cancel an enemy spell that was just cast on them. {SP: 20}

[Reversal] Once per battle/quest, the Tactician gets to redirect a spell that is cast on him and/or one of his allies back to the caster. {SP: 35}

[Speed Save] Increases speed. Lasts for the rest of the battle/quest. Can be used accumulatively up to 2 times. {SP: 15}

[Wish] The Tactician sacrifices some health to heal an ally by double. {HP: Up to the Tactician}

[Scream] The Tactician screams at the top of his lungs in a pump of adrenaline, raising physical attack power. {SP: 20}

[Safe Trigger] Removes a trap. {SP: 10}

[The Pollyannaish Effect] This skill is to be used at the same time as a healing spell; the amount of health recovered is doubled. {SP: 25}




Thaumaturge

[Philanthrope] Boosts amount of health the Thaumaturge heals by 20%. {Passive}

[Regen] Target slowly regenerates health. {SP: 30}

[Rebound] Target quickly regenerates health (double the effect of Regen). {SP: 60}

[Recuperate] Target slowly regenerates skill points. {SP: 30}

[Rejuvenate] Target quickly regenerates skill points (double the effect of Recuperate). {SP: 60}

[Touch of Life] Brings a dead ally back to life at 25% health. Does not work on digested allies. {SP: 40}

[Restoring Grace] Brings a dead ally back to life at full health. Does not work on digested allies. {SP: 70}

[Altruistic Burn-Out] The Thaumaturge sacrifices his life to revive all party members to full health. {HP: all the way to -50}



Travestier

[Quick Slide] Doubles evasion rate for five turns. {SP: 15}

[Mind-Boggle] Throws the enemy into confusion. {SP: 30}

[Dementia] Makes an enemy believe something is happening to them which really isn’t. Does no damage, but may have varying effects depending on the Travestier’s intention. Ex: May throw the enemy into a frenzy by making them believe spiders are crawling all over them. {SP: 35}

[Illusory World] Transforms the surroundings into whatever the Travestier imagines. Disorients enemies, but may also disorient allies. Lasts as long as wanted, or when the Travestier is defeated. {SP: 30}

[Duplicate] Creates a double of self. It will repeat whatever you do, even if no additional effect is made, and you take its SP cost along with yours. It is destroyed when attacked 3 times, and the skill can only be used once per battle/quest. {SP: 20}

[Team Split] Splits each party member into three images and boosts their agility. The images attack just as the characters and may cause flinching, but they do not inflict damage. They all last until they are attacked, until the real character is struck, or until the Travestier is defeated. {SP: 50}




Virtuoso Skills

[Don’t Wake Me Up, I Am Still Dreaming] When an enemy wakes up from sleep, this song will drag them back into their slumber. Must be used the turn they woke up. {SP: 25}

[Applause, Applause! No, Wait, Wait] Recovers all status ailments that were cast on the Virtuoso. Must be used the turn the ailment was obtained. {SP: 30}

[Come Into My Dream, Let Me Show You What I Mean] This song puts an enemy to sleep and gives it nightmares, dealing a small amount of damage each turn. {SP: 30}

[God, I Pity the Violins in Glass Coffins] Inflicts silence on an enemy. {SP: 30}

[We Are Like The Living Dead, Craving For Deliverance] Turns an enemy undead. {SP: 30}

[Great Balls of Fire] Balls of fire burst out of the sky, raining down upon all enemies. Deals medium fire damage. {SP: 35}

[I'm Not the Only Soul Who's Accused of Hit and Run] Raises the critical hit rate of the Virtuoso and all allies. {SP: 35}

[Wind Me Up, Turn the Gears] Speeds up all allies. {SP: 35}

[You Are Here Alone Again, In Your Sweet Insanity] Drives an enemy insane, making it unable to attack or defend itself for a few turns. {SP: 35}

[Douse Yourself In Cheap Perfume, It’s So Fitting] Removes all heightened stats on the enemies. {SP: 40}

[When I Feel That Something, I Want to Hold Your Hand] Charms an enemy. {SP: 40}

[Imagination, Life Is Your Creation] Revives all dead allies. Cannot be used if the cost for all allies cannot be sustained. {SP: 45 per ally}

[Can't You Feel My Heart Beat Fast? I Want This to Last] Slows down all enemies. {SP: 45}

[Know That I Could Crush You With My Voice] An invisible force crushes an enemy, dealing a large amount of damage. {SP: 50}

[I Wanna Be the Very Best, Like No One Ever Was] Gives the Virtuoso euphoria. {SP: 50}

[We’re Falling Apart To Half Time] When an enemy reaches around half HP, its HP begins to drastically fall. The loss of health is three times greater than poison. {SP: 50}

[You Might Say Its Self-Destructive, But You See, It's More Productive] Halves the Virtuoso's total HP and permanently gives him the ailment bleed, but allows him to use two skills in one turn for the rest of the battle/quest. Also raises physical and magical attack. {SP: 50}

[Can’t Touch This] Makes the Virtuoso temporarily invincible for three turns. Can be used once per battle/quest. {SP: 65}

[Sugar, We’re Goin’ Down Swinging] Just the moment before the Virtuoso passes out or dies from a "fatal" blow, he plays this song. Along with his death/KO, he takes down the one who struck the blow with him. (Cannot be used in 1 on 1 PVP’s.) {SP: 75}

[What's a Pound of Flesh Among Friends?] The HP and SP of all allies are fully restored. However, the Virtuoso's HP and SP are drained to 0. {HP/SP: All}




((More skills to come soon))
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