~Mechanics~
Any more questions, feel free to ask.
TLDR; bigger the spell, harder it is to cast. Upside to smaller spells is spammability. Summoners get summons. Probably will get hurt in combat, but that's okay. Don't fall off the airship. No ultima abilities. No godmoding status effects.
This list will be expanded as more questions are asked. I'm not going to micromanage, but again, we're translating a game to an RP, some standards have to be brought.
You can start off with 3 A-Abilities from your class. Don't worry about Reaction or supplementary ones.
You start off with one class, you'll quickly get a 2nd, if you want.
You learn abilities through IC means, weapons don't mean much.
Powerscaling, you are an average clanner. You aren't an amateur, but there are some clans that an and will absolutely wreck you.
You start off with one class, you'll quickly get a 2nd, if you want.
You learn abilities through IC means, weapons don't mean much.
Powerscaling, you are an average clanner. You aren't an amateur, but there are some clans that an and will absolutely wreck you.
You can pick -aga off the bat if you want, but there are drawbacks to using it. Each level higher you use of magick, the longer it will take, and the more exhausted you will feel. There are advantages to picking lower level spells.
Base - You can cast these easily and repeatedly. This level will be a smaller area than the games, focus where you hit. Aim for single targets.
-ra - These will take a turn to charge up, and release with a wide-reaching effect. Tiring to repeat. They can hit a small room's worth of people.
-aga - You are now Megumin (Konosuba). It takes quite a bit of prep, and one spell will drain you, but you can release one hell of a blast. All your magick of the day is released in a single spell. It makes -ra spells look small.
-aja - This exists, but not available for PCs. Basically tactical nuke at this level. See the ultima note.
Base - You can cast these easily and repeatedly. This level will be a smaller area than the games, focus where you hit. Aim for single targets.
-ra - These will take a turn to charge up, and release with a wide-reaching effect. Tiring to repeat. They can hit a small room's worth of people.
-aga - You are now Megumin (Konosuba). It takes quite a bit of prep, and one spell will drain you, but you can release one hell of a blast. All your magick of the day is released in a single spell. It makes -ra spells look small.
-aja - This exists, but not available for PCs. Basically tactical nuke at this level. See the ultima note.
With a judge present, healing spells are impressive, bringing the dead back from life, repairing mortal wounds, depetrifying stone. However, when the judge leaves, it is much smaller. You can manage small wounds and sicknesses.
As long as someone believes your illusion, they take that damage. This is going to be hard to roleplay, but to be convincing falls on your shoulders. On the other hand, you can create large scale illusions at will, and have fantastic control of them. They will be draining on you.
No. They are story points, if you see someone with it, please collectively go 'holy shit'.
Instead of summoning creatures for a single attack, summon one for a single battle. It will be a walking god, powerful, but you will be squishy, and when you go down, it goes down. You must be near it at all times.
Go for it. Instead of keeping the monsters captive, you can turn into monsters you've personally killed. You can start off with one.
Time magic, or magick that causes status effects, make a way for an opponent to dodge if necessary. Doesn't have to be that obvious, can be subtle, but make sure it's not an auto hit. For example, for time magick, let's say there's a small distorting bubble around an opponent before slow goes off. Talk to me about it is really what it comes down to.
The judge will make sure you survive, but not being on the airship you were previously on can be a little bit annoying. Also means any unit you knock off is probably out of the fight, sans Gria or the like. If you shoot a gria in the wing though, even they aren't going to like being off an airship.
You are immortal while a judge is about, however, that also means you will regularly 'die’ in combat. If you are surviving every encounter, something is wrong. The GM might be gracious to those who work with this mechanic.
Any more questions, feel free to ask.
TLDR; bigger the spell, harder it is to cast. Upside to smaller spells is spammability. Summoners get summons. Probably will get hurt in combat, but that's okay. Don't fall off the airship. No ultima abilities. No godmoding status effects.
This list will be expanded as more questions are asked. I'm not going to micromanage, but again, we're translating a game to an RP, some standards have to be brought.