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Armeira - Discussion

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Master Mew

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Well, here's the first thing I would like to discuss: Stat Point Explanations

I've received questions from a handful of you guys recently regarding the definitions of the various stats in Armeira, thus putting sufficient pressure on me to stop procrastinating and start working on actually explaining the bloody things. So... I'd like some help. :dizzy:

Basically, I'm looking for a list of all the various Stat Categories, accompanied by a concise explanation of that Stat and its practical use, as well as (possibly) a list of particular features/abilities only available to characters who have reached a particular level of that Stat.

While it's tempting to just throw something together haphazardly on my own, it seemed appropriate, in the spirit of Armeira's "sandbox" atmosphere, to get input from you guys on it.

Armeira's stats are as follows:
Strength
Stamina
Speed
Agility/Acrobatics
Blade
Blunt
Hand-to-Hand
Marksman
Magic (Destruction)
Magic (Healing)
Magic (Elemental/Nature)
Mana
Stealth


 
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Magic (Destruction): Spells from this field deal with death, decay, the Infernal Plane, and other unpleasant things. Users of destruction magic can rip their opponents apart with Telekinesis, strangle foes from afar, and resurrect fallen opponents as undead minions. This school, while not strictly evil, is regarded with suspicion, as it is regarded as unnatural.

Magic (Nature): Magic from this school deals with the natural energies flowing throughout Armeira. The elements of earth, water, wind, fire, and heartlightning are at the beck and call of users of this school. It's masters can call forth bolts of fire, summon mighty wind elementals, and impale foes on spears of ice.

Magic (Healing): Healing magic is composed almost entirely of beneficial magic, which comes from the Celestial planes, and some say from the gods themselves. Users of this school can heal allies, summon hammers of light to wield, and fly. Masters of this school are said to be able to, with immense effort, bend time itself, speeding themselves up and slowing foes to a crawl just by pointing at them.

Mana: This defines how much magical energy the user has access to. While the user gets one spell per point invested in a given school, how often they can cast that spell is limited by how many points they have here.
 
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Time to put my Elder Scrolls knowledge to work. *cracks knuckles*

Strength should be just that. The more strength a character has, the more damage they do. Simple.

Stamina should determine carrying capacity, how much they can run before tiring, and other such things.

Speed is self-explanatory.

Agility/Acrobatics is, as the name says, how much a character can perform fancy, ninja-like gymnastics and such.

Blade governs the character's skill with knives, swords, claymores, etc.

Likewise, Blunt governs a character's skill with maces, warhammers, axes, etc.

Hand-to-Hand governs a character's skill with fist-fighting.

Marksman is a character's skill with a bow.
 
Alrighty, here's what we have so far:

Physical Stats
Strength
The more strength a character has, the more damage their physical attacks can deal. Getting too specific here risks ruining the fun, so just play it by ear. Try to be reasonable.
Stamina
Determines carrying capacity, how much they can run before tiring, and other such things. Your Stamina Stat is equal to the number of items you can carry (excluding basics such as your character's clothing).
Speed
The speed with which a character can accomplish physical tasks. i.e. Running, swinging a sword, etc.

Wondering if you can outrun that oncoming Talyx? This is the stat you'll need to be checking.
Agility/Acrobatics
The level of a character's aptitude to perform fancy, ninja-like gymnastics and such. Also affects your ability to successfully evade oncoming attacks. The higher your Agility Stat is in comparison to your opponent's aptitude with whatever weapon it is they're using, the more likely it is that you'll be able to successfully elude them.
Stealth
Your character's ability to accomplish tasks undetected. Characters with a higher Stealth stat are also more prone to detecting the concealed movements of others.

Wondering if you can pick the Emperor's pocket? You might compare his Stealth Stat to yours before you try...
Weapon Stats
Blade
Governs the character's skill with knives, swords, claymores, etc.

Dueling a character with a significantly higher Blade Stat might be a bad idea, etc.
Blunt
Governs a character's skill with maces, warhammers, axes, etc.
Hand-to-Hand
Governs a character's skill with fist-fighting.
Marksman
Governs a character's skill with a bow. Contrast this Stat with your foe's Agility Stat ("Evasiveness" in terms of the Bestiary) when determining the likelihood of landing your shot.
Spellcasting Stats
Magic (Destruction)
Spells from this field deal with death, decay, the Infernal Plane, and other unpleasant things. Users of destruction magic can rip their opponents apart with Telekinesis, strangle foes from afar, and resurrect fallen opponents as undead minions. This school, while not strictly evil, is regarded with suspicion, as it is regarded as unnatural.

Your level in this Stat equals the maximum number of Destruction Spells your character can learn, as well as the Difficulty Level of the spells you can learn.
Magic (Healing)
Healing magic is composed almost entirely of beneficial magic, which comes from the Celestial planes, and some say from the gods themselves. Users of this school can heal allies, summon hammers of light to wield, and fly. Masters of this school are said to be able to, with immense effort, bend time itself, speeding themselves up and slowing foes to a crawl just by pointing at them.

Your level in this Stat equals the maximum number of Healing Spells your character can learn, as well as the Difficulty Level of the spells you can learn.
Magic (Elemental/Nature)
Magic from this school deals with the natural energies flowing throughout Armeira. The elements of earth, water, wind, fire, and lightning are at the beck and call of users of this school. It's masters can call forth bolts of fire, summon mighty wind elementals, and impale foes on spears of ice.
Mana

Your level in this Stat equals the maximum number of Elemental/Nature Spells your character can learn, as well as the Difficulty Level of the spells you can learn.
This defines how much magical energy the user has access to. While the user gets one spell per point invested in a given school, how often they can cast that spell is limited by how many points they have here.

Every spell has a "Mana Cost" listed - your Magic use cannot exceed your character's Mana Level in any given post. (Note that some spells, particularly those with "Persistent Effects," will 'reserve' a portion of your Mana for the duration of the spell.

As to the topic of special abilities/skills unlocked at certain proficiencies, an example of what I had in mind might be...

Custom Spellmaking - Requirements: Mana - Level 20 (Prior to this point, only spells acquired via the Mages Guild may be learned)
 
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I think it would actually be better if people could teach themselves spells from experience. Mostly just because the mages guild is really, really expensive, and only gives scholarships to people who are really, really, really good.
 
I think it would actually be better if people could teach themselves spells from experience. Mostly just because the mages guild is really, really expensive, and only gives scholarships to people who are really, really, really good.
They wouldn't have to join to purchase a spell tome, would they?
 
Actually, they probably would, if it was from the guild. Their main goal is to stop people from summoning eldritch abominations in the middle of Tuseid, so it's unlikely they would sell anyone who wasn't a student, and thus doesn't have proper training, a tome. But then, it's not like they can stop non-affiliated wizards from selling spells. Ancev and his bros don't approve, especially because without them, they'd have a monopoly on magic use, but they can't do anything about it for that exact reason.
 
Alright, then how about we develop a list of "Basic" spells for each of the three schools, to be learned/acquired by characters below Mana Level 20 who can't create their own.

Template:
Spell Name:
Effect(s):
[Magic School] Level Required to Cast:
Mana Cost (magic use per post cannot exceed your total Mana level):​

Custom spells would be submitted to me via PM with only the Spell Name and Effect(s) fields filled in, I would assign the remaining fields.

Does that make any sense at all?
 
Alright, I guess that would work, though I think it might be good to lower the amount of Mana ranks needed, to, say, 10 or 15? Anyway, I'll make a few. Should I just PM them to you, orpost them here?
 
well since your pm box is full

for may stat points add 1 to stealth, one to marksman and two to blade.

Assassins Guild

Strike fast. Unseen. Fade Away.

The Motto of any good assassin. We seek turning the tides not but brute force, but though skill and cunning. Few survive after the Guild has it's orders. Those who do will forever look over their shoulders looking for another. The dark is their ally and their greatest among their few. Assassins could take well over a month of watching before finding a perfect time to strike. But time is money and the longer a job takes the less profit the guild and the assassin gets.
 
@tyler212
Sorry about that! I've cleared up some space in my inbox now. Your Stat Points have been updated and your Guild Description has been added.
 
I think that it might be cool if we made it so spells could use Bound Mana. It's like in Dragon Age, where some spells can be switched on and off, and while they're on, your maximum mana is effectively reduced by however much mana is bound to the spell. So if the sorceror Xykon had three mana, and used his acid bolt spell which costs three mana to kill a dude, he could use 1 bound mana to raise him as a zombie. But then, as long as the guy was a zombie, he couldn't use acid bolt until he released the bound mana, killing (Unkilling? Unundeadening? Whever.) the zombie. Your thoughts?
 
Essentially a Passive Spell-Effect? I don't see why not. I like it. Makes sense for summoning, at least (whether it be a summoned creature, summoned weapon, summoned armor, etc.)

Also, I've been hard at work adding new sections to the Sign-Up page. You'll find them under the "Land of Armeira" tab. Check it out and let me know what you think.

The pressing matter that remains now seems to be the list of Basic Spells. I'd really like to get ten or so for each of the three Arcane Schools.

 
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Well, a few low level elemental spells from a mmorpg my family plays would be Flare, Ice Spear, Lightning Javelin, and Stone Daggers.

With flare, it is a small ball of fire(with it's big brother being fireball) being thrown at the enemy.
Ice Spear, I think that is a bit self explanatory, A spear of Ice is thrown at the enemy.
Lightning Javelin, the picture shows a arrow of lightning drawn in a shortbow, though, that makes no sense to me. It's a javelin thrown at the enemy.
Stone Daggers are to daggers(like throwing daggers) sent flying at the enemy.

All of them do require things thrown, though it makes a bit of sense, they are the lowest level of there type.
___________________
A few Healing would be Healing Breeze, Heal Area, and then something to protect allies would be Sheilding Hands.

Healing breeze is an enchantment(elongated spell) that makes them naturally heal faster.
Heal Area, quite self explanatory, heals everything around the user(with a targeted version named heal other, yet you can change one aspect of it and name it heal)
Shielding hands, the effect is to lower damage done to the enchanted person(another elongated spell)
______________
A few Destruction spells would be animate bone horror, vampiric gaze, Life Siphon. Imaginary Burden, and illusionary phantom

Animate Bone horror brings a fallen ally to your side as a bundle of bones and a bit of flesh(rotted flesh), leaving a dead corpse that cannont be used again for anoter thing like it.
Vampiric gaze, the effect is you steal life from the enemy.
Life Siphon, This is a elongated spell that takes your enemies life, and makes it yours
Imaginary Burden, Elongated Spell that Slows your enemy down by making them think of horrible memories and such.
Ilusionary Phantom, The opposite of Healing Breeze, Elongated Spell that makes your enemy degenerate faster, slowly killing it.

All courtesies go to Guild Wars, which is where I got the spells from.
 
Would stuff like Sora's ability to breath healing flames really count as a spell? Just checking, since it's a biological attribute of her type of Doran.
 
Would stuff like Sora's ability to breath healing flames really count as a spell? Just checking, since it's a biological attribute of her type of Doran.
No, it wouldn't. But I'm assuming that, like a spell, she can't do it constantly?
 
She has to eat special herbs to do it, though as a trained healer, she can do some other healing magic. She just lost her affinity for elemental magic due to what kind of Doran she is.
 
@Godzillawolf
Yep, that will be perfectly fine.

@buggabo99909
Hm... some of the Healing Spells seem a little powerful for a Basic Spell.

Taking some of what you've said, and a few ideas of my own:

Magic (Destruction)
  1. Summon Toad Demon
    Effect: Summons a Toad Demon (see Bestiary) to aid you in your endeavors.
    Skill Level: 2
    Mana Cost: 1 (Persistent)
  2. Life Siphon
    Effect: Slightly rejuvenates the caster by weakening the target.
    Skill Level: 2
    Mana Cost: 2 (Persistent)
  3. Broken Mirror
    Effect: Splits the damage of the next attack to strike the caster between the foe and the caster.
    Skill Level: 3
    Mana Cost: 2 (Persistent)
  4. Summon Batling
    Effect: Summons a Batling (see Bestiary) to aid you in your endeavors.
    Skill Level: 2
    Mana Cost: 1 (Persistent)
  5. Summon Fiend Spider
    Effect: Summons a Fiend Spider (see Bestiary) to aid you in your endeavors.
    Skill Level: 5
    Mana Cost: 4 (Persistent)
  6. Corrosive Aura
    Effect: Coats the subject's weapon in a dark aura that burns things it touches.
    Skill Level: 2
    Mana Cost: 1 (Persistent)
  7. Animate Dead
    Effect: The caster animates a dead body, making it his undead servant.
    Skill Level: 6
    Mana Cost: 2 (Persistent - requires a corpse)
  8. Acid Bolt
    Effect: The caster fires a bolt of green energy, which coats anything it touches in corrosive slime.
    Skill Level: 4
    Mana Cost: 3
  9. Telekinesis
    Effect: Allows the caster to mentally lift inanimate objects.
    Skill Level: 5
    Mana Cost: 4 (Persistent)
  10. Mage Blade
    Effect: Summons a sword made of entropic energy for the caster to wield.
    Skill Level: 3
    Mana Cost: 1 (Persistent)
  11. Spawn Strigoi
    Effect: Summons a swarm of Batlings, then uses them to possess a body, creating a Strigoi (see Bestiary).
    Skill Level: 12
    Mana Cost: 14 (Requires corpse)
  12. Levitate
    Effect: Allows the caster to float in the air.
    Skill Level: 7
    Mana Cost: 5 (Persistent)
  13. Dispel
    Effect: Allows the caster to negate a spell, neutralizing the magical energy.
    Skill Level: 9
    Mana Cost: 5

Magic (Healing)
  1. Heal Abrasion (Self)
    Effect: Heals particularly minor or superficial wounds of the caster.
    Skill Level: 2
    Mana Cost: 2
  2. Heal Abrasion (Other)
    Effect: Heals particularly minor or superficial wounds of the target.
    Skill Level: 2
    Mana Cost: 3
  3. Weak Spell Reflect
    Effect: Reflects a significantly weaker version of the next spell cast on the caster back to where it was cast from.
    Skill Level: 3
    Mana Cost: 2 (Persistent)
  4. Stone Skin
    Effect: Gives the caster's (or target's) skin the texture and hardness of stone, making them less susceptible to damage.
    Skill Level: 4
    Mana Cost: 3 (Persistent)
  5. Paralyze
    Effect: Immobilizes the target.
    Skill Level: 8
    Mana Cost: 5 (Persistent)
  6. Blink
    Effect: Teleports the caster anywhere within their field of vision.
    Skill Level: 7
    Mana Cost: 5
  7. Prescience
    Effect: Gives the caster mild precognition, giving the user a vision of attack just before they land, making it easier to dodge.
    Skill Level: 3
    Mana Cost: 4 (Persistent)
  8. Numb
    Effect: Makes the caster (or target) immune to pain.
    Skill Level: 7
    Mana Cost: 4 (Persistent)
  9. Invisibility
    Effect: Makes the caster (or target) impossible to be seen.
    Skill Level: 10
    Mana Cost: 7 (Persistent)
  10. Sleep (Basic)
    Effect: Makes the target drowsy.
    Skill Level: 5
    Mana Cost: 4
  11. Sleep (Advanced)
    Effect: Causes extreme drowsiness in the target, often resulting in slumber.
    Skill Level: 12
    Mana Cost: 8
  12. Clairvoyance
    Effect: Allows the caster to see through the eyes of another, provided they know something that distinguishes that person from any other (I.e. a unique birthmark, full name, posession of a unique artifact, etc.)
    Skill Level: 7
    Mana Cost: 5 (Persistent)
  13. Mage Eye
    Effect: The caster scribes a rune. As long as the spell lasts, the caster can look through the rune, like a window, at any time.
    Skill Level: 3
    Mana Cost: 1 (Persistent)
  14. Blind
    Effect: Blinds a subject touched by the caster.
    Skill Level: 7
    Mana Cost: 4 (Persistent)
  15. Dancing Lights
    Effect: Summons a multitude of colored lights. They fly around at the caster's will, and can be any size or shape.
    Skill Level: 2
    Mana Cost: 2 (Persistent)
  16. Radiant Aura
    Effect: The caster is surrounded by a painfully bright aura - the exact form of which differs depending on the caster.
    Skill Level: 4
    Mana Cost: 4 (Persistent)
  17. Radiant Burst
    Effect: The caster fires a large beam of energy from their hand. This spells burns most creatures, and is particularly effective against undead targets.
    Skill Level: 9
    Mana Cost: 6
  18. Smite
    Effect: Crafts a weapon from sunlight for the caster to wield.
    Skill Level: 5
    Mana Cost: 3 (Persistent)

Magic (Elemental/Nature)
  1. Flare
    Effect: Sends a small spurt of flames in the direction of the target.
    Skill Level: 2
    Mana Cost: 1
  2. Ice Spear
    Effect: Sends a small, sharp chunk of ice in the direction of the target.
    Skill Level: 2
    Mana Cost: 1
  3. Spark
    Effect: Sends a low voltage shock in the direction of the target (can be blocked or reflected, but cannot be evaded).
    Skill Level: 3
    Mana Cost: 2
  4. Stone Daggers
    Effect: Sends two small, sharp stone projectiles in the direction of the target.
    Skill Level: 3
    Mana Cost: 2
  5. Gust
    Effect: Sends a short gust of strong wind in the direction of the target.
    Skill Level: 2
    Mana Cost: 1
  6. Sticky Flames
    Effect: Allows the caster to create flames in their hand. This fire sticks to most objects, and will only go out if completely deprived of oxygen.
    Skill Level: 4
    Mana Cost: 6
  7. Stone Pillar
    Effect: Creates a stone pillar to shoot out of the ground or a rock wall, throwing the target or caster skyward.
    Skill Level: 8
    Mana Cost: 5
  8. Animate Stone
    Effect: Brings a stone statue to life to fight for you.
    Skill Level: 10
    Mana Cost: 6 (Persistent - requires statue)
  9. Full Bloom
    Effect: Makes any mundane vegetation grow around the caster at alarming speed.
    Skill Level: 2
    Mana Cost: 1
  10. Flora Purim
    Effect: Makes flowers grow around the caster that neutralize all poisons passing over or through them.
    Skill Level: 4
    Mana Cost: 3 (Persistent)
  11. Pumpkin Bomb
    Effect: Converts any fruit or vegetable into a bomb that explodes either when thrown, or at the utterance of a given command word.
    Skill Level: 6
    Mana Cost: 2
  12. Freeze
    Effect: Cools water the caster touches. The caster can manipulate the shape of the resulting ice at will.
    Skill Level: 4
    Mana Cost: 3
  13. Blizzard
    Effect: Causes a heavy snowstorm, covering the surrounding area in snow.
    Skill Level: 10
    Mana Cost: 7 (Persistent)
  14. Windwalk
    Effect: Allows the caster to fly on the wind.
    Skill Level: 8
    Mana Cost: 6 (Persistent)
 
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I've got some:

Destruction:
Corrosive Aura: Coats the subject's weapon in a dark aura that burns things it touches.
Skill Level: 2
Mana Cost: 1 (Persistent)

Animate Dead: The caster animates a dead body, making it his undead servant.
Skill Level: 6
Mana Cost: 2 (Persistent, requires a dead body)

Acid Bolt: The caster fires a bolt of green energy, which coats anything it touches in corrosive slime.
Skill Level: 4
Mana Cost: 3

Telekinesis: Allows the caster to mentally lift inanimate objects.
Skill Level: 5
Mana Cost: 4 (Persistent)

Mage Blade: Summons a sword made of entropic energy for the caster to wield.
Skill Level: 3
Mana Cost: 1 (Persistent)

Spawn Strigoi: Summons a swarm of Batlings, then uses them to posess a body, creating a Strigoi, a semi-immortal undead apparition.
Skill Level: 12
Mana Cost: 14 (Also requires a dead body)

Levitate: Allows the caster to float in the air.
Skill Level: 4
Mana Cost: 3 (Persistent)

Nature:
Sticky Flames: Allows the caster to create flames in their hand. This fire sticks to most objects, and will only go out if completely deprived of oxygen.
Skill Level: 4
Mana Cost: 6

Stone Pillar: Creates a stone pillar to shoot out of the ground or a rock wall, throwing you or opponents skyward.
Skill Level: 8
Mana Cost: 5

Animate Stone: Brings a stone statue to life to fight for you.
Skill Level: 10
Mana Cost: 6 (Persistent)

Full Bloom: Makes any mundane vegetation grow around the caster at alarming speed.
Skill Level: 2
Mana Cost: 1

Flora Purim: Makes flowers grow around the caster that neutralize all poisons that pass around or over them.
Skill Level: 4
Mana Cost: 3 (Persistent)

Pumpkin Bomb: Converts any fruit or vegetable the into a bomb that explodes either when thrown, or when the caster speaks a given command word.
Skill Level: 6
Mana Cost: 2

Freeze: Cools water the caster touches. The caster can manipulate the shape of the resulting ice at will.
Skill Level: 4
Mana Cost: 3

Blizzard: Causes a heavy snowstorm, covering the area in snow.
Skill Level: 7
Mana Cost: 5 (Persistent)

Windwalk: Allows the caster to fly on the wind.
Skill Level: 4
Mana Cost: 3 (Persistent)

Healing:

Stone Skin: Gives the subject's skin the texture and hardness of stone, making them less susceptible to damage.
Skill Level: 4
Mana Cost: 3 (Persistent)

Paralyze: Immobilizes the subject.
Skill Level: 8
Mana Cost: 5 (Persistent)

Blink: Teleports the user anywhere within their field of vision.
Skill Level: 4
Mana Cost: 2

Prescience: Gives the subject mild precognition, giving the user a vision of attacks just before they land, making it easier to dodge.
Skill Level: 3
Mana Cost: 4 (Persistent)

Numb: Makes the subject immune to pain.
Skill Level: 5
Mana Cost: 2 (Persistent)

Invisibility: Makes it impossible for the subject to be seem
Skill Level: 10
Mana Cost: 7 (Persistent)

Sleep: Makes the subject drowzy, and can even put them to sleep in the middle of battle at higher Healing levels.
Skill Level: 5
Mana Cost: 4

Clairvoyance: Allows the caster to see through the eyes of another, provided they know something that distinguishes that person from any other (I.e. a unique birthmark, full name, posession of a unique artifact, etc.)
Level: 7
Mana Cost: 5 (Persistent)


Also, would it be okay to make some spells permanent? They would have to require some sort of sacrifice, like a pint of blood (Enough to cause weakness, two pints makes you pass out), or maybe a finger or some food.
 
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