An Adept Is You! - Intercept Spells
| Neutral | Striker | Defender | Controller | Supporter |
|---|---|---|---|---|
| Base Spells | Burst Spells | Counter Spells | Debuff Spells | Healing Spells |
| Focused Spells | Lingering Spells | Intercept Spells | Ailment Spells | Buff Spells |
| Utility Spells | Enchant Spells | Shield Spells | Geomancy Spells | Cleansing Spells |
| [Cannon Spell Conversion] (https://www.reddit.com/r/GoldenSun/comments/6ncewm/an_adept_is_you_neutral_spells_omake/) | Ailments Primer | Fundaments Primer | The Break Problem | Omake |
Intercept Spells
^(Defender association, Substitutes an Advanced or Expert line.)
Defenders, often concerned with the defense of their allies, will occasionally create spells designed to act as defensive armament. These spells are learned in place of either an Advanced Spell or Expert Spell line, and their power scales appropriately to the strength of spells they replace. In addition to strikers, the tendencies of this variety of spell makes them attractive to those with a controller's eye as well.
Mine 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)^)
Mine Spells are a type of spell designed to lie in wait and surprise an advancing foe, halting their attempt to attack the caster's allies. This manifests in a wide variety of ways, though they almost always have sudden violent release of energy. The Explosive aspect is famous for how well it lends itself to this nature, but all aspects are capable - beit a sudden blast of wind or an explosion of steam or any other number of expressions.
The strength of the spell tends to reflect a stage lower than the spell they replace - an Advanced Mine spell tends to have the strength of a Basic Base Spell, while an Expert Mine Spell tends to have the strength of an Advanced Base Spell. A mine spell has no length of time for its duration - lying in wait until its caster triggers the spell. Even should the caster be knocked out or rendered unconscious, the spell will remain dormant until the caster recovers and either dissolves it or triggers it. Should the caster die, the spell will dissolve.
Area Denial Spell
^(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 Mine spells are about a sudden burst of power to stop an enemy, Area Denial spells focus on keeping foes out of an area - constantly harassing the enemy while they advance on the caster and their allies. Area Denial spells are designed to drive foes out of the affected area, concerned less with damage and more with punishing an aggressor's advances. Unlike Zone spells, which are constantly active and thus burn through their energy after roughly half a minute, area denial spells are triggered in short bursts. Though they cannot be held forever, they tend to be active for twice as long, reaching a full minute in duration.
The strength of the spell tends to reflect half the power of a stage lower than the spell they replace - an Advanced spell will be half the strength of a Basic Base Spell, while an Expert spell will be half the strength of an Advanced Base spell. The spell takes a variety of shapes, though given the purpose of the spell they often are missile-shaped spells, taking the forms of arrows of stone or bolts of flame.
Multiple area denial spells can be cast over the same area, each striking at aggressors within the area. However, due to the nature of these spells, foes that retreat, take cover or try to support their allies are often passed over in favor of more aggressive foes. If an area denial spell has an additional effect (ex: Res Down), this effect will only be applied upon the first time the target takes damage from this spell. Subsequent strikes at an advancing foe does not change the outcome of the effect.
Common Q&A:
More replacement spells? So we have a choice between five types of spells when we go for our Advanced or Expert lines?
Correct - Base, Residual, Zone, Mine, or Area Denial.
What's the difference between Zone and Area Denial?
Zone spells are a constant effect, while area denial spells only trigger when an enemy is going to attack. This means Zone spells will affect enemies that aren't closing in on an attack, but Area Denial won't. On the other hand, Area Denial spells are among the longest lasting spells out there, lasting a full 8 turns (~60 seconds).
Can we have both a Lingering and an Intercept spell on a class?
I don't see why not. Pick what best fits what you're going for. If you think that both a Zone spell and a Mine spell would work well for what you want the character to do, then by all means go for it.
You keep bringing up controllers in these topics about striker and defender spells
Strikers concern themselves with taking out the enemy with direct combat. Defenders concern themselves with protecting their allies. Controllers are tacticians. While Strikers and Defenders are straightforward, controllers thrive on seeing everything as a piece to be moved. Everything has its place - and if that means that spells developed with other purposes in mind can be used to meet a controller's needs, they will most certainly use them. Battlefield control - that is, making sure that the flow of battle stays in the favor of one's allies - is the main goal of a controller, so anything that helps them do this they will like. While a Striker casts a zone spell to deal a lot of damage to an enemy over time, a controller may cast one to keep an enemy from entering a certain area, or to trap them in place. A defender plants mines to stop an enemy from advancing on an ally, a controller plants mines to disrupt enemy tactics.
Would supporters find some of these spells favorable?
Depends on the supporter. What matters more than anything else is how the character thinks and acts - if they're like Mia, they likely won't concern themselves with modified spells, focusing instead on healing and recovery. But not every healer is the same - some healers may opt to say that an enemy that cannot reach their ally is an enemy that cannot harm their ally. They have the healing and buffs of a supporter, but use tactics of a controller to get some efficiency out of their craft. Some may actually prefer to use striker tactics to take out enemies quickly for similar reasons. They keep their party healthy sure, but then take spells to better help the striker take out the foe. Don't be afraid of giving your supporters a Focused spell if it makes sense for the character - even D&D Clerics have their 4d6 1st level nuke spells.
I've updated the Enchant Spells and Ailments Omake thanks to a suggestion by u/HyruleanJedi! Be sure to give him props down below! I welcome any comments, questions, and suggestions - just remember not to be rude or anything~
Posted Jul 24, 2017, 9:56 PM UTC · edited