Rare Staff Stats
|| Sorcerer ||
HP || 33 (+4)(+4) = Total Hp: 41/41
Attack || 11 (+1)(+0) = (+1)
Defense || 32 (+4)(+2) = (+6)
Magic || 40 (+5)(+3) = (+8 )
Speed || 12 (+1)(+1) = (+2)
Skill || 16 (+2)
Luck || 12 (+1)
Special Attacks:
Delayed Elemental Blast: || This attack doesn't deal damage until 2 rounds AFTER it has been cast. || Delayed Elemental Blast is treated like having an extra attack. || This attack uses 1 spell slot. || Roll an additional 2d20 to determine if you hit and your damage on the turn it activates. || This can only be used 3 times in a single battle and can only target one person at a time. || Considered a half turn action. || This attack is not effected by powering up.
Elemental Blitz!: || Using this attack you get a bonus +5 dmg as well a chance to cause elemental dmg (fire causes burn, lightning paralyzes, ect). Can only use one element type for this attack. This attack will use 2 uses of that particular magic element. || Can only be used every 3 turns. || Considered a full turn action.
Magical Surge: || It takes 1 full action to cast and another full action if you wish to change the element later. || Uses 1 spell slot every time the element is changed/initiated. || Lasts the duration of battle. || Considered a full turn action. || This attack is not effected by powering up.
Earth: Will increase the caster's defense by +2
Water: Will 'repel' projectile attacks. Thrown daggers, arrows ect. Anyone using such attacks get an automatic - 2 to hit.
Fire: This will target melee attacks 'burning' anyone who gets too close to the caster. This deals a +2 damage to melee attackers. Anyone using ranged attacks is not effected.
Electricity: This will target ranged attackers. Dealing a +2 damage to those using ranged attacks. Anyone using melee attacks are not effected.
Ice: Attackers find them slower than normal and suffer a -2 to any dodge roll attempts.
Air: This causes the caster to 'float', allowing them greater speed and agility. When rolling for dodge they get an additional +2 speed bonus.
Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
_____________________________________________________
Coding for Battles
|| Sorcerer ||
HP || 33 (+4)(+4) = Total Hp: 41/41
Attack || 11 (+1)(+0) = (+1)
Defense || 32 (+4)(+2) = (+6)
Magic || 40 (+5)(+3) = (+8 )
Speed || 12 (+1)(+1) = (+2)
Skill || 16 (+2)
Luck || 12 (+1)
Special Attacks:
Delayed Elemental Blast: || This attack doesn't deal damage until 2 rounds AFTER it has been cast. || Delayed Elemental Blast is treated like having an extra attack. || This attack uses 1 spell slot. || Roll an additional 2d20 to determine if you hit and your damage on the turn it activates. || This can only be used 3 times in a single battle and can only target one person at a time. || Considered a half turn action. || This attack is not effected by powering up.
Elemental Blitz!: || Using this attack you get a bonus +5 dmg as well a chance to cause elemental dmg (fire causes burn, lightning paralyzes, ect). Can only use one element type for this attack. This attack will use 2 uses of that particular magic element. || Can only be used every 3 turns. || Considered a full turn action.
Magical Surge: || It takes 1 full action to cast and another full action if you wish to change the element later. || Uses 1 spell slot every time the element is changed/initiated. || Lasts the duration of battle. || Considered a full turn action. || This attack is not effected by powering up.
Earth: Will increase the caster's defense by +2
Water: Will 'repel' projectile attacks. Thrown daggers, arrows ect. Anyone using such attacks get an automatic - 2 to hit.
Fire: This will target melee attacks 'burning' anyone who gets too close to the caster. This deals a +2 damage to melee attackers. Anyone using ranged attacks is not effected.
Electricity: This will target ranged attackers. Dealing a +2 damage to those using ranged attacks. Anyone using melee attacks are not effected.
Ice: Attackers find them slower than normal and suffer a -2 to any dodge roll attempts.
Air: This causes the caster to 'float', allowing them greater speed and agility. When rolling for dodge they get an additional +2 speed bonus.
Assurance: The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.
_____________________________________________________
Coding for Battles
[color=#4b2c22][size=11][b]Battle post[/b]
Biroki: Sorcerer
Health: 41/41
Attk: (+1) || Def: (10 + 6) || Magic: (+8 ) || Spd: 1-12 (+2)
Opponents Def:
[b]Special Attacks:[/b]
[b]Delayed Elemental Blast:[/b] || This attack deals damage 2 rounds AFTER it has been cast. || Treated like having an extra attack. || This attack uses 1 spell slot. || Roll an additional 2d20 to determine if you hit and your damage on the turn it activates. || This can only be used 3 times in a battle and can only on one target at a time. || Considered a half turn action. || This attack is not effected by powering up.
[b]Elemental Blitz!:[/b] || Using this attack you get a bonus +5 dmg as well a chance to cause elemental dmg (fire causes burn, lightning paralyzes, ect). Can only use one element type for this attack. This attack will use 2 uses of that particular magic element. || Can only be used every 3 turns. || Considered a full turn action.
[b]Magical Surge:[/b] || It takes 1 full action to cast and another full action if you wish to change the element later. || Uses 1 spell slot every time the element is changed/initiated. || Lasts the duration of battle. || Considered a full turn action. || This attack is not effected by powering up.
[i]Earth:[/i] Will increase the caster's defense by +2
[i]Water:[/i] Will 'repel' projectile attacks. Thrown daggers, arrows ect. Anyone using such attacks get an automatic - 2 to hit.
[i]Fire:[/i] This will target melee attacks 'burning' anyone who gets too close to the caster. This deals a +2 damage to melee attackers. Anyone using ranged attacks is not effected.
[i]Electricity:[/i] This will target ranged attackers. Dealing a +2 damage to those using ranged attacks. Anyone using melee attacks are not effected.
[i]Ice:[/i] Attackers find them slower than normal and suffer a -2 to any dodge roll attempts.
[i]Air:[/i] This causes the caster to 'float', allowing them greater speed and agility. When rolling for dodge they get an additional +2 speed bonus.
[b]Assurance:[/b] The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.[/size][/color]
Biroki: Sorcerer
Health: 41/41
Attk: (+1) || Def: (10 + 6) || Magic: (+8 ) || Spd: 1-12 (+2)
Opponents Def:
[b]Special Attacks:[/b]
[b]Delayed Elemental Blast:[/b] || This attack deals damage 2 rounds AFTER it has been cast. || Treated like having an extra attack. || This attack uses 1 spell slot. || Roll an additional 2d20 to determine if you hit and your damage on the turn it activates. || This can only be used 3 times in a battle and can only on one target at a time. || Considered a half turn action. || This attack is not effected by powering up.
[b]Elemental Blitz!:[/b] || Using this attack you get a bonus +5 dmg as well a chance to cause elemental dmg (fire causes burn, lightning paralyzes, ect). Can only use one element type for this attack. This attack will use 2 uses of that particular magic element. || Can only be used every 3 turns. || Considered a full turn action.
[b]Magical Surge:[/b] || It takes 1 full action to cast and another full action if you wish to change the element later. || Uses 1 spell slot every time the element is changed/initiated. || Lasts the duration of battle. || Considered a full turn action. || This attack is not effected by powering up.
[i]Earth:[/i] Will increase the caster's defense by +2
[i]Water:[/i] Will 'repel' projectile attacks. Thrown daggers, arrows ect. Anyone using such attacks get an automatic - 2 to hit.
[i]Fire:[/i] This will target melee attacks 'burning' anyone who gets too close to the caster. This deals a +2 damage to melee attackers. Anyone using ranged attacks is not effected.
[i]Electricity:[/i] This will target ranged attackers. Dealing a +2 damage to those using ranged attacks. Anyone using melee attacks are not effected.
[i]Ice:[/i] Attackers find them slower than normal and suffer a -2 to any dodge roll attempts.
[i]Air:[/i] This causes the caster to 'float', allowing them greater speed and agility. When rolling for dodge they get an additional +2 speed bonus.
[b]Assurance:[/b] The attack does x1.5 dmg and deals -1HP for 3 turns. || Can be used once every 3 turns. || Considered a full turn attack.[/size][/color]