Ast

ASTROLOGER NOTES

  • Stardust Rod Attack: 1d6 damage+INT damage
  • Skyfall: Asteroid: 1d10+INT damage; costs 7 mp.
  • START
    • LV1: Float: Gives you (or an enemy) Distance; costs 1 mp; CT 1/2
      • Distance is a fairly neutral effect, so it's cheap to grant it.
      • I might want to move this into the realm of "noncombat magic." If so, Astrologers will need a new Level 1 ability.
  • LOW
    • LV 2: Bind: Gives an enemy Immobilize; costs 6 mp; CT 1 1/2
      • Without doing damage, this is a fairly cheap ability.
    • LV 3: Slow: Enemy takes a Delay 1 (or 1 extra) for each action; costs 19 mp; CT 4
      • This basically halves an enemy's effectiveness, so it should be pricey!
    • LV 4: Gravity: 1/4 the enemy's remaining HP; costs 20 mp; CT 2
      • The middle-of-the-road cost represents the fact that it's very useful at first, but becomes less so.
  • MID
    • LV 5: Disable: Inflicts Disable; costs 25 mp; CT 3
      • This is middle-of-the-road MP cost for the level, since Techs are useful, but not always vital.
    • LV 6: Haste: Ally's Delays are reduced by 1 for each action; costs 34 mp; CT 5
      • Pricey, reflecting how powerful it can be in the right hands.
    • LV 7: Graviga: 1/2 the enemy's remaining HP; costs 35 mp; CT 3
      • Like Gravity, it can be very effective…or…not…
  • HIGH
    • LV 8: Warp: Ejects an enemy; costs 44 mp; CT 6
      • Eject is powerful. It earns the cost!
    • LV 9: Stop: Stops an enemy; costs 47 mp; CT 5
      • This is very useful, but can be overcome.
    • LV 10: Gravira: 3/4 the enemy's remaining HP; costs 50 mp; CT 4
      • It's fairly baseline like the rest.
  • EPIC
    • Epic: Meteor: 6d10+INT non-elemental damage; costs 55 mp; CT 5
      • This is capstone damage, but it's not especially exceptional damage for epic.
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