MH Academy: A Kingdom Hearts AU
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Skill-Trees and Summons

Abilities

Lore

Lore

Skill-Trees and Summons

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Post by Veara Thu Mar 05, 2015 12:56 pm

Anti-Power Zone: Veara declares a primal element. For the rest of the topic, people who attempt to use a skill or spell of that element will suffer high moderate damage along with casting their magic. Veara is unaffected.
Base Ability Cool Down: One use per topic.



Tier One
LOYAL!: The APZ Dragons only follow Veara and cannot be turned against him.

Stormrage: Whenever Veara casts an electricity/storm spell, uses an electricity/storm based skill, or utilizes an electricity/storm synthesis, it is boosted by a moderate amount in terms of effectiveness.

How to Train Your Dragon: When APZ is activated, Veara creates from either of his palms or his mouth three small energy dragons. These dragons are the strength of Shadow Heartless. These dragons are beings of energy aligned with the element designated by APZ, and are immune to it.

Spaaaaaace: Veara is impervious to mind altering/ halting effects

EMP: Veara can disrupt technology-based weapons, items, and other objects by touching them. This keeps them from functioning properly if they can function at all until repaired.


Tier Two
Additional Power Counter: When Veara activates APZ, he can designate an additional primal element that the ability affects. The entities from HTTYD are not affected by this element as well.

Mp Increase: Veara gains 25mp per character tier.

Dp Increase: Veara's dp is increased by one per character tier.

I Choose You!: The entities from HTTYD can now fire breath attacks that use any of the elements designated by the base ability to deal damage.


Tier Three
Heart Counter: When Veara activates APZ, he can designate an additional primal element or Heart element that the ability affects. The entities from HTTYD are not affected by this element as well.

Higher Learning Counter: When Veara activates APZ, he can designate an additional primal element or advanced element that the ability affect. The entities from HTTYD are not affected by this element as well.

Cant stop, Won't stop!: Veara is immune to any ability/skill that'll make him immobile.


Tier Fourth
These Dragons Be Well Trained: The Dragons that Veara calls now have his stats, reduced by one tier in each case. They deal damage with their breath weapons based on their highest stat. In addition, their breathe weapons can now contain two elements.

Shock to Yo' System: Base ability is augmented so rather then moderate high, extreme damage is inflicted.



Tier Five
Limit Break: Anti-Power Dragon: Instead of constructing three baby AP dragons, Veara can opt to construct a giant AP Dragon instead. This Dragon Operates under the same general rules as its predecessors, however its stats are the same as Veara's base statics. This Dragon is a beast of energy- if a person utilizes a limit that would use energy of a declared element, that limit is absorbed into the dragon. The dragon can not emulate effects of the limit, but does experience a moderate increase in power. This Dragon's breathe weapon can use all four declared elements at once to deal damage.


Last edited by Veara on Thu Sep 03, 2015 11:25 pm; edited 6 times in total (Reason for editing : Fixing anti power zone skill so says what it needs too so not preventing casting but adding punishment)
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Post by Game Master Thu Mar 05, 2015 1:43 pm

The base ability, after consulting with a few individuals, has been revealed to be a new meta-effect. It is called a Spell Counter. Unlike Silence which prevents casting, and Negation which negates casting, this effect punishes an individual for using spells that fall within certain parameters.

The base ability to this end will not be able to prevent them from casting magic, but to that end will be able to punish them for casting magic. To that endd, you may up the damage they sustain upon meeting the conditions as this ability would be classified as a Limit. Each time they cast a spell of your designated element type, they will immediately take damage. It also needs a range.


For The Wind!, what if there is no air or molecules to move with wind?

For the moderate increases, how much MP would you say they apply each spell?


For Additional Power Counter, you'll need to reword it so that the spells/skills are not being blocked, and bring them more in line with the main effect.


Same with these Ability Counters

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Post by Veara Thu Mar 05, 2015 1:58 pm

Understood

For the wind would not take affect

His moderate increases would be +10 for t1 and plus 25 for tier two


Edited
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Post by Game Master Thu Mar 05, 2015 2:00 pm

Approved

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Post by Veara Mon Jul 13, 2015 7:26 pm

Revamped the following

T1 skill 1

T2 skill 2

T3 skill 3

T4 skill 2
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Post by Harlow Mon Jul 13, 2015 7:28 pm

Based solely on what was edited, Approved.
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Post by Veara Thu Sep 03, 2015 11:26 pm

Reworked

Tier 1 skill 3

Tier 2 skills 2 and 3

Nothing else has been touched
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Post by Game Master Sat Sep 05, 2015 1:40 am

Approved

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