Post by CJ on Oct 4, 2004 19:56:31 GMT -5
Elemental power is very useful at times and kind of bothersome at others. Elements aren't restricted just to magic though. Some special techniques make use of it, and some equipment gives you its power. Allow me to explain them:
TIER D
The most basic of all elements, those that make up the basic world around you. They are simple to control for those who know magic, and are the first things you tend to learn to utilize, even if you're not a spellslinger, as they are more obvious and 'solid' than the other tiers.
Wind: A force to be reckoned with, for sure! Wind does Critical damage to fire type enemies, and sometimes causes Blind status
D3, H3.
Fire: One of the most destructive forces in nature, flames. Flame type attacks have the benefit of sometimes causing the Burn status effect, as well as always dealing Critical damage to to Ice type monsters, or any other monster that is for some reason weak to it.
D4, H2.
Plant: The inperterbable, adventurous, persevering life force of the flora of the universe. This unique power is simpler than the mind, but just as capable of keeping itself going. Though most dominant in plants, animals can tap into it's power in order to subvert, or enhance, the growth pattern of plants to their own ends, bolster themselves via plant processes, and attack with plant matter they grow from themselves.
D3, H3.
Water: Peaceful water... It isn't terribly offensive, but it is one of the few attack types that douses fire monsters. Fire monsters will be doused by it, as well as taking critical damage on any succesful hit.
D2, H4.
Lightning: The most powerful natural force, the power of electricity. This element sometimes Paralyzes the enemy, and deals critical damage to Water type enemies.
D3, H3.
Soul: The power of the soul, the innate energy that keeps all things alive and fosters creation. This innately light force can be harnessed as attack energy, used to attack the target's life force, or stimulated in one's own body to increase spiritual power, as in the case of Chakra manipulation.
D2, H4.
Rock/Earth: Rock steady, and built to last. These types of attacks cause great damage to Ice type enemies, and can cause Petrify status.
D2, H4.
Gravity: The power that draws bodies together. It is an abundent force in any large body that spins, and is one of the easier cosmic forces to control.
D3, H3.
Mind: The power of the mind, that beautiful organic computer. This unusual element allows you to harness the power of your brainwaves to cause certain phenomenon, such as projecting force, interfering with the thoughts of others, and with great skill, forcing your mind into other objects or even people to control them.
D3, H3
Ice: Chilling ice is a big problem if it gets too cold to handle...This element sometimes causes Freezing, which is a very BAD status effect. Also, it always causes critical damage to Water type enemies
D3, H3.
Poison: A vengeful and often considered hanous element that is used often in the wild by plants and beasts that have figured out how to use it right. Acids, poisons, toxins, and venom are all lumped into this category. Not many things are 'weak' against poison, but it's a highly diverse element and it can be really painful in high enough doseage. Poison causes, duh, Poison status effect.
D4, H2.
Decay: A dark force that causes the eventual breakdown of all things that are, from the death of a human being, to the end of a great star. Though sinister sounding, it is a required force for governing the universe as it is...For after all, nothing can be created without something else being first destroyed. The canny and unprejudiced also find themselves knowing that decay is no always a harmful thing, if properly applied...
D4, H2.
TIER C
The powers that make up the motivations of the living dwell within this exalted tier... Due to this nature, they aren't really -that- hard to use, but it certainly isn't easy to take a concept and make it into power. Just like in life...
These elements CAN be used without building up to them from Tier D, but such moves lose benefit of the special traits the elements possess and will probably be less powerful than normal.
Light: The power of good, light, and all that good stuff. Light deals critical damage to Dark enemies, and can cause a variety of status effects, such as Blind, Paralyse, or even reduce stats. This magic is hard to handle, and usually applies to healing. When it is used offensively, however, it can be very devastating.
Special Trait: SPwrII Bonus is added to spell damage. Healing spells recover Max HP loss by their spell bonus.
D3, H5.
Dark: The power of sheer evil and utter oblivion....Dark deals critical damage to Light enemies, and can cause various status effects such as Darkness, Fear, or even instant death...This magic can eat away at your soul when you use it, so be careful...
Special Power: Half of spell damage is done to the user, but this amount is also done to the target's Max HP. SPwr Bonus added to healing spells.
D5, H3. PPI
Chaos: The power within the Chaos Emeralds is of this type. The essence of change and randomness, Chaos elemental can be incredibly powerful but hard to control... It can cause any number of status effects, or any kind of damage, or do just about anything if manipulated correctly. The power of chaos can change boundries, move things, attack, defend, or even stop time...
Special Power: Restorative moves can go past the max MP/HP by the user's SPwrII Bonus. Spell damage has a 50% chance of recurring.
D4, H4. FFW
Order: The opposite power and check of Chaos, this is the kind of power that the Master Emerald contains. It is the essence of rigidity and consistancy, and has applications both in healing and attacking. Order can strike enemies with it's prestigious force, restrict them through the power of law, and standardize things you use it on.
Special Power: SPwr Bonus ignores armor. Support spells cannot be retargetted or stolen.
D4, H4.
TIER B
These twin powers come together to create galaxies, and are the highest level magic that most can attain. It takes special power to go beyond this tier...
Null: Extremely powerful element born from nothingness and destined to return there. It embodies the deep cold of the void, and is the most destructive force currently known, unmaking reality and bringing all things back whence they came to be. Only the most powerful of mages can control this power without succumbing to it, as it can cause such dreaded status effects as Stat 0, Instant Death, and Superdeath.
D8, H5.
Celestial: Extremely powerful element from the stars. It embodies the basis of all creation, energy and matter in a perfect dance. Despite being primarily light, it has a certain degree of damage capability as well, and can cause a variety of status effects, such as Blind, Burn, or reduce stats. This magic is usually very powerful and extremely hard to master.
D5, H8.
TIER A
The ultimate magic power... ... ...
Pure: ??
Attacking an enemy with its own element will usually heal it, so be careful. Strengths to elements are kind of a logistics thing, and can be either Half, Null, Absorb, or Absorb+, which also absorbs the MP used to cast the spell.
TIER D
The most basic of all elements, those that make up the basic world around you. They are simple to control for those who know magic, and are the first things you tend to learn to utilize, even if you're not a spellslinger, as they are more obvious and 'solid' than the other tiers.
Wind: A force to be reckoned with, for sure! Wind does Critical damage to fire type enemies, and sometimes causes Blind status
D3, H3.
Fire: One of the most destructive forces in nature, flames. Flame type attacks have the benefit of sometimes causing the Burn status effect, as well as always dealing Critical damage to to Ice type monsters, or any other monster that is for some reason weak to it.
D4, H2.
Plant: The inperterbable, adventurous, persevering life force of the flora of the universe. This unique power is simpler than the mind, but just as capable of keeping itself going. Though most dominant in plants, animals can tap into it's power in order to subvert, or enhance, the growth pattern of plants to their own ends, bolster themselves via plant processes, and attack with plant matter they grow from themselves.
D3, H3.
Water: Peaceful water... It isn't terribly offensive, but it is one of the few attack types that douses fire monsters. Fire monsters will be doused by it, as well as taking critical damage on any succesful hit.
D2, H4.
Lightning: The most powerful natural force, the power of electricity. This element sometimes Paralyzes the enemy, and deals critical damage to Water type enemies.
D3, H3.
Soul: The power of the soul, the innate energy that keeps all things alive and fosters creation. This innately light force can be harnessed as attack energy, used to attack the target's life force, or stimulated in one's own body to increase spiritual power, as in the case of Chakra manipulation.
D2, H4.
Rock/Earth: Rock steady, and built to last. These types of attacks cause great damage to Ice type enemies, and can cause Petrify status.
D2, H4.
Gravity: The power that draws bodies together. It is an abundent force in any large body that spins, and is one of the easier cosmic forces to control.
D3, H3.
Mind: The power of the mind, that beautiful organic computer. This unusual element allows you to harness the power of your brainwaves to cause certain phenomenon, such as projecting force, interfering with the thoughts of others, and with great skill, forcing your mind into other objects or even people to control them.
D3, H3
Ice: Chilling ice is a big problem if it gets too cold to handle...This element sometimes causes Freezing, which is a very BAD status effect. Also, it always causes critical damage to Water type enemies
D3, H3.
Poison: A vengeful and often considered hanous element that is used often in the wild by plants and beasts that have figured out how to use it right. Acids, poisons, toxins, and venom are all lumped into this category. Not many things are 'weak' against poison, but it's a highly diverse element and it can be really painful in high enough doseage. Poison causes, duh, Poison status effect.
D4, H2.
Decay: A dark force that causes the eventual breakdown of all things that are, from the death of a human being, to the end of a great star. Though sinister sounding, it is a required force for governing the universe as it is...For after all, nothing can be created without something else being first destroyed. The canny and unprejudiced also find themselves knowing that decay is no always a harmful thing, if properly applied...
D4, H2.
TIER C
The powers that make up the motivations of the living dwell within this exalted tier... Due to this nature, they aren't really -that- hard to use, but it certainly isn't easy to take a concept and make it into power. Just like in life...
These elements CAN be used without building up to them from Tier D, but such moves lose benefit of the special traits the elements possess and will probably be less powerful than normal.
Light: The power of good, light, and all that good stuff. Light deals critical damage to Dark enemies, and can cause a variety of status effects, such as Blind, Paralyse, or even reduce stats. This magic is hard to handle, and usually applies to healing. When it is used offensively, however, it can be very devastating.
Special Trait: SPwrII Bonus is added to spell damage. Healing spells recover Max HP loss by their spell bonus.
D3, H5.
Dark: The power of sheer evil and utter oblivion....Dark deals critical damage to Light enemies, and can cause various status effects such as Darkness, Fear, or even instant death...This magic can eat away at your soul when you use it, so be careful...
Special Power: Half of spell damage is done to the user, but this amount is also done to the target's Max HP. SPwr Bonus added to healing spells.
D5, H3. PPI
Chaos: The power within the Chaos Emeralds is of this type. The essence of change and randomness, Chaos elemental can be incredibly powerful but hard to control... It can cause any number of status effects, or any kind of damage, or do just about anything if manipulated correctly. The power of chaos can change boundries, move things, attack, defend, or even stop time...
Special Power: Restorative moves can go past the max MP/HP by the user's SPwrII Bonus. Spell damage has a 50% chance of recurring.
D4, H4. FFW
Order: The opposite power and check of Chaos, this is the kind of power that the Master Emerald contains. It is the essence of rigidity and consistancy, and has applications both in healing and attacking. Order can strike enemies with it's prestigious force, restrict them through the power of law, and standardize things you use it on.
Special Power: SPwr Bonus ignores armor. Support spells cannot be retargetted or stolen.
D4, H4.
TIER B
These twin powers come together to create galaxies, and are the highest level magic that most can attain. It takes special power to go beyond this tier...
Null: Extremely powerful element born from nothingness and destined to return there. It embodies the deep cold of the void, and is the most destructive force currently known, unmaking reality and bringing all things back whence they came to be. Only the most powerful of mages can control this power without succumbing to it, as it can cause such dreaded status effects as Stat 0, Instant Death, and Superdeath.
D8, H5.
Celestial: Extremely powerful element from the stars. It embodies the basis of all creation, energy and matter in a perfect dance. Despite being primarily light, it has a certain degree of damage capability as well, and can cause a variety of status effects, such as Blind, Burn, or reduce stats. This magic is usually very powerful and extremely hard to master.
D5, H8.
TIER A
The ultimate magic power... ... ...
Pure: ??
Attacking an enemy with its own element will usually heal it, so be careful. Strengths to elements are kind of a logistics thing, and can be either Half, Null, Absorb, or Absorb+, which also absorbs the MP used to cast the spell.