An Adept Is You! - Lingering Spells

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Introduction

NeutralStrikerDefenderControllerSupporter
Base SpellsBurst SpellsCounter SpellsDebuff SpellsHealing Spells
Focused SpellsLingering SpellsIntercept SpellsAilment SpellsBuff Spells
Utility SpellsEnchant SpellsShield SpellsGeomancy SpellsCleansing Spells
[Cannon Spell Conversion] (https://www.reddit.com/r/GoldenSun/comments/6ncewm/an_adept_is_you_neutral_spells_omake/)Ailments PrimerFundaments PrimerThe Break ProblemOmake

Lingering Spells

^(Striker association, Substitutes an Advanced or Expert line.)

Occasionally, those with striker tendencies will create spells designed not to do all their damage at once, but often to do continuing damage over time. These spells are learned in place of either an Advanced Spell or Expert Spell line, and their power scales appropriately to the strength of the spells they replace. In addition to strikers, the tendency of this variety of spell to control terrain makes them attractive to those with a controller's mind as well.

Residual Spells

^(Advanced: Class Tiers 1 and above. Expert: Class Tiers 3 and above. Casters: Expert version available at Class Tier 2 and above. Advanced: Limit 1 line per class (Limit 2 for Tri Element classes)^) ^(Expert: Limit 1 line per class (Limit 2 for Tri Element classes)^)

Residual spells are a type of spell designed to do lingering damage after an initial burst of power. The way this lingering damage manifests varies, though often is reflected of the aspect being used to cast. For instance, a flame based residual spell may have an initial blast of fire, followed by lingering fires in the area affected. A wind spell may cause a vortex, and leave behind sharp eddies of air behind. These residual effects tend to last around 30 seconds before fading out.

The strength of the initial burst these spells tends to reflect a stage lower than the spell they replace - an Advanced Residual spell tends to have the strength of a Basic Base Spell, while an Expert Residual Spell tends to have the strength of an Advanced Base Spell. The power of the lingering effect tends to be roughly a fifth of the damage from the initial impact per "turn" (A period of time roughly 7.5 seconds long). This results in about 80% additional damage over the 30 seconds the lingering effect tends to have (four turns long in game terms).

If multiple residual spells are cast within the same area, all of their effects apply and stack. Occasionally these effects could feed off of or negate one another, but it is far more common for them simply to coincide. If a Residual spell has an additional effect, only the initial burst applies the effect - the lingering effect only applies damage.

Zone Spells

^(Advanced: Class Tiers 1 and above. Expert: Class Tiers 3 and above. Casters: Expert version available at Class Tier 2 and above. Advanced: Limit 1 line per class (Limit 2 for Tri Element classes)^) ^(Expert: Limit 1 line per class (Limit 2 for Tri Element classes)^)

While Residual spells are designed for initial impact and lingering damage, zone spells were designed to deal consistent damage over time. Curiously, the nature of these spells produces an additional effect. Zone spells are difficult to move in, and tend to slow down those caught within the zone of effect. With slower movement and the difficulty in making ground, it is a favored spell type of strikers who seek to restrain their targets for better focused fire.

The strength of the spell tends to reflect a stage lower than the spell they replace, when measured over a period of seven seconds. This lasts for a full half minute, dealing constant damage for the duration of the spell. This means that every 7 seconds, foes in the area will take damage roughly equal to half a Basic Base Spell (in the case of Advanced Zone spells), or equal to half an Advanced Base Spell (in the case of Expert Zone spells). The power of the reduction in a foe's speed and movement is independent of any debuffs a foe may be inflicted with, as it is the area that they are being applied to rather than an effect applied to the targets themselves. In game terms, this lasts for four turns.

In addition, multiple zone spells can be cast in the same area, each doing their damage to that area. However, the hindering effects of these spells does not appear to have a cumulative effect - reflecting only the strength of the spell with the greatest restraining effect. If a zone spell has an additional effect (ex: Sleep), this effect will only be applied upon the target's entry into the zone. Additional accountings of damage from the lingering effect does not change the outcome of the effect.


Common Q&A:

Wait, these spells replace spells like Beam and Plasma?

Yup. You can opt to use one of these instead of a standard base spell. It's a similar philosophy to Multiplier vs Resonant spells - Base spells put all their damage up front, while these deliver damage over time. There is risk though, in that when laid out like a tactical game, an enemy could leave the zone of effect of one of these spells, so it's definitely worth thinking about.

This is the first time you've used Turns. Any reason why you use these on top of the more natural language like "seconds"?

Because we're familiar with the video game. The concept of turns was defined in D&D as being a representation of 6 seconds of combat. I've extended that to 7.5 seconds, having 4 turns being 30 seconds. 4 turns tends to be the length of stuff like buffs and debuffs by default, and 30 seconds seemed a good length of time.

So swinging a sword takes 7 and a half seconds?

Oh gods, no! XD What you see in the games as a single strike is most likely an exchange of blows. The damage dealt isn't from a single poke with a pointy stick, but the total damage dealt during the attack combo. Think about how battles happen in fantasy movies. Look at a duel between one of the heroes and villains. Count six-seven seconds. The exchanges they made at each other? That's one turn. The damage numbers you saw in the game are just an abstract representation of that.

When should I choose a Base, Residual, or Zone spell?

Well, it depends on what you think the character would do. Would they focus on up front damage? Would they cast a spell doing continual damage while setting up for a more focused attack? Would they have an initial strike that did bits of damage afterwards? Think about the themes you associate with the character. Try to pick the spells you think fit them best.

What if I don't know what the themes of my character are?

You don't have to start with a character's spells or class - in fact, I recommend against it. It's usually better to think about who a character is first, and why they believe what they believe and why they fight the way they do. Then use a class and spells to interpret that. Even if you're filling out a slot in a party and have to use a specific role, it's better to step away from mechanics adjacent stuff like spells and classes and instead look at who the character is.

Let's say for instance it's a Supporter that's needed. Is your character a kind person seeking to help others, like Mia? Maybe they're more stern, and driven by a quest to protect people against a disaster they lived through, like with Evelyn. Maybe they're a Noble Heir seeking redeem what nobility means in a land where nobility is mostly corrupt, and rally forces to their call like Lysander.

Once you have your character's personality in mind, ask yourself how they fight. Mia is first and foremost a healer - straight up doing the White Mage approach to the ol' D&D cleric. Since damage isn't that much of a concern, she can take the basics and move on without worry - as such, Base spells work fine for her. Evelyn is an Inquisitor, specializing in anti-mage combat. She's more interested in stopping warlocks and the like form summoning eldritch abominations. Zone spells are great for her, as they slow down her foes while she closes in and gives them the ol' mace-to-the-face treatment. Healing happens as it's needed, but she's much more of a D&D War Cleric than Mia's approach. Lysander seeks to inspire his troops, rallying them to his cause. For him, the greater spectacle of a Residual spell is more likely to be the kind of spell he uses. He doesn't have as much healing as the others, but favors buffs quite a bit. He's more akin to a heroic D&D Bard.

And all three of these are Supporters - you don't have to be a Striker in order to use this. Controllers are fond of it, and as with Lysander's example, sometimes rule of cool is a good enough reason to favor a variant spell over a more traditional Base spell.

 

So, y'all like the new types of spells? This is the first time the spell types are 100% new. I'm far more motivated by your comments than upvotes, so please - by all means - give your opinions down below. If you have any questions, as usual I'll answer them as I am able.

Posted Jul 18, 2017, 12:39 AM UTC · edited

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