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

Abilities

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Skill-Trees and Summons

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Wicked Ledgermain

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Wicked Ledgermain Empty Wicked Ledgermain

Post by Hugh Mon Feb 23, 2015 10:28 pm

Base Ability
Balance - When the user's DP and MP are at an equal ratio (9DP & 450MP are both 100%, at stock, for example), the user's next spell or summon costs only 75% of what it normally would, rounding up. (A 400 MP spell would only cost 300 MP, for example, and a 9 DP summon would cost 7, because 6.75 rounds up to 7)

Base Ability Cool Down
After reducing the cost of a spell or summon, the user must wait 2 posts before doing so again.




Tier One

1st Skill
RM Focus - Any spell that Hugh has that requires him to concentrate and take no actions can instead have one of his summons concentrate and take no actions, either to charge it or maintain it.

2nd Skill
Red Magic: Summoner's Arts - The user gains 1 DP.

3rd Skill
Red Magic Ledger: Arcane Arts - Every time the user casts a spell, he gains one 'Magic' counter, an invisible, intangible counter that only he can interact with. They activate abilities of spells and summons.

4th Skill
Red Magic Ledger: Summoner's Arts - Every time the user summons a creature, he gains one 'Conjure' counter, an invisible, intangible counter that only he can interact with. They activate abilities of spells and summons.

5th Skill
Red Magician's Trick - The user gains a small boost to all statistics for each 'Magic' and 'Conjure' counter he possesses.




Tier Two

1st Skill
RM Trick - The user can have his spells with a physical appearance switch places with any summon he has under his control.

2nd Skill
RM Extension - Any summon within 100 feet of the user can be the starting point for any spell the user casts, if he desires.

3rd Skill
RM Mending - As long as Hugh has at least one 'Magic' counter, each spell he casts heals him, healing him more drastically when the spell costs more MP and less drastically when it costs less. The same goes for 'Conjure' counters and summoning creatures. The maximum amount healed is equivalent to a less powerful 'Curaga' spell, but moreso than a 'Cura' spell.

4th Skill
Red Magic: Arcane Arts - The user gains 50 MP.




Tier Three

1st Skill
Disclosed Location - The user's summons cannot be viewed with magical sensory abilities.

2nd Skill
Disclosed Intention - The user's spells cannot be viewed with magical sensory abilities.

3rd Skill
Disclosed Agenda - The user's spells and summons cannot be targeted by abilities that must specifically target them.




Tier Four

1st Skill
Balanced Spell - Whenever the user casts a spell reduced with the 'Balance' ability or its corresponding limit break, it gains a moderate or extreme boost in power, respectively.

2nd Skill
Balanced Eidolon - Whenever the user calls a summon reduced with the 'Balance' ability or its corresponding limit break, it gains a moderate or extreme boost in all statistics, respectively.




Tier Five

1st Skill
LimitBreak: Balance - Whenever Hugh could cast a spell or call a summon and reduce it with the 'Balance' ability, he can instead reduce its cost by 75%. Cooldown: 4 posts (does not also Cooldown the base ability).


Last edited by Hugh on Tue Feb 24, 2015 1:52 am; edited 2 times in total
Hugh
Hugh
Azmot

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Wicked Ledgermain Empty Re: Wicked Ledgermain

Post by Game Master Mon Feb 23, 2015 11:35 pm

The First Red Magic in the T1 section can only have 25 MP.


RM Mending will need to have a cap on what it can heal, given that it is only a Tier 2 healing ability. Since it is conditional, this can be higher than normally would be allowed. For reference, Cura is considered T2.


This is a minor and irrelevant technicality that doesn't affect the tree but may affect its function due to wording. A limit break can not exist where there is no limit. This ability would be technically classified as a limit, despite being styled as a limit break. If other members aren't so discerning or Nit picking, it could serve its original function. However, more detail oriented members could call out the ability's use as being illegal, and would wind up being correct.

My advice on that matter is to merely alter the wording.

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Wicked Ledgermain Empty Re: Wicked Ledgermain

Post by Hugh Mon Feb 23, 2015 11:53 pm

Edited everything you have described.

The latter note, however, I interpreted the limit to being how much the ability or summon was reduced in cost. The limit break triples it's reduction abilities, easily surpassing its previous limitations. Unless I'm confused on what limits are defined as, if so, I apologize for my confusion.

EDIT: Reduced limit break cooldown
Hugh
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Azmot

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Wicked Ledgermain Empty Re: Wicked Ledgermain

Post by Game Master Tue Feb 24, 2015 6:17 am

Approved.

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Wicked Ledgermain Empty Re: Wicked Ledgermain

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