Author Topic: Nanoha Project part 2: Magical Techniques  (Read 3063 times)

Offline littha

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Nanoha Project part 2: Magical Techniques
« on: August 11, 2012, 01:41:47 PM »
To generate a magical technique:

Choose a maximum range, this determines the efficiency of your FP to effect ratio.
Melee range: 2:1 ratio
Close range: 1:1 ratio
Medium range: 0.75:1 ratio
Long range:  0.5:1 ratio

The maximum range of the spell selected here and the actual range of the spell are not always the same. Unless otherwise noted they follow the standard ranges for spells (Touch, Close, Medium, Long).

All fractional ratios are rounded to the closest whole number.
Thus with a melee range spell you double your FP to determine the final effects of the spell

Next choose an effect dependent on which kind of slot you have available, certain moves are limited to certain range categories as noted in their descriptions. Effects marked with an (A) are capable of being augmented by spending part of the total effect of the spell on the augment instead of the normal effects of the spell.

Defenses against spell types are noted after their name:
AC: Spell requires a melee attack to hit
TAC: Spell requires a Touch attack to hit.
N/A: Spell does not target foes.
(Save): successful save of that type negates
(Save) 1/2: Successful save of that type halves damage

Attack- Attack spells have a casting time of 1 standard action.
 Shooting:- TAC
   Shooting attacks are single target close, mid or long range attacks, they deal 1d6 damage per point of effect.
 Bombardment:- Reflex 1/2
   Bombardment attacks affect a 5' wide line with a close, mid or long range. They deal 1d6 damage for every 2 points of effect. (A)Line Width increases by 5' for every extra point of effect.
 Melee:- AC
   Melee attacks are single target melee range attacks, they deal 1d6 damage per point of effect.
 Area of Effect:- Reflex 1/2
   Area of effect spells damage all targets in the surrounding area. They deal 1d6 damage per point of effect. Their actual range is 5' bust for melee, 10' burst for close, 15' burst for mid and 20' burst for long ranges.
 Magic Enhanced Attack:- N/A
   A magic enhanced attack infuses your weapon with magical power allowing you to deal additional damage on a full attack. Magic enhanced attacks effect your weapon for 5 rounds and cause all attacks using that weapon to deal an additional 1d6 damage per 2 points of effect. You may only affect a weapon that has a range increment equal to or less than the maximum range of the spell. Cast with a melee range this spell only affects melee weapons. This spell only affects weapons you are holding, regardless of the selected range.


Defense- Defense spells have a casting time of 1 immediate action.
 Barrier:- N/A
   Barrier type spells create an omnidirectional protective bubble that attempts to stop bludgeoning, piercing, slashing and force damage. When cast these spells protect any creature within a single targeted 5' square within range. They block all effects of any attack that deals those damage types until their temporary Hp is depleted. Barrier spells have 5 temporary HP for every point of effect spent. Barrier spells last until the beginning of your next turn.
 Shield:- N/A
  Shield type spells create a stronger barrier effective against all attacks but they are only effective from one direction. When cast these spells protect any creature within a single targeted 5' square within range from attacks coming from one direction (Up, down, Left, Right, Front or Back as designated when you cast the spell). They block all effects of any attack that damage until their temporary HP is depleted. Barrier spells have 10 temporary HP for every point of effect spent. Shield spells last until the beginning of your next turn.
 Field:- N/A
   Field type spells create an omnidirectional protective bubble that attempts to stop Cold, Acid, Sonic, Fire or Electricity damage. When cast these spells protect any creature within a single targeted 5' square within range. They block all effects of any attack that deals those damage types until their temporary Hp is depleted. Barrier spells have 5 temporary HP for every point of effect spent. Barrier spells last until the beginning of your next turn.

Capture: Capture spells have a casting time of 1 standard action
 Bind:- Reflex
   A binding spell restricts the movement of one creature (As Hold Monster)it has a duration equal to 1/5 its effect in rounds.
 Cage:- Reflex
   A cage spell creates a solid barrier that surrounds the targeted creature (As Force Cage, Windowless cell version). Its walls may be destroyed normally and have hardness 10 and 10 hp per effect. (A)Each extra effect spent increases the hardness by 1.

Force Field
 Circle
 Area

Support
 Increase
 Decline
 Transport.

Offline littha

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Re: Nanoha Project part 2: Magical Techniques
« Reply #1 on: August 11, 2012, 01:41:57 PM »
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Offline littha

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Re: Nanoha Project part 2: Magical Techniques
« Reply #2 on: August 11, 2012, 01:42:05 PM »
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Offline littha

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Re: Nanoha Project part 2: Magical Techniques
« Reply #3 on: August 11, 2012, 01:42:43 PM »
Obviously unfinished and still does not make much sense without the classes to use it but I had to start somewhere (and the classes would make no sense without this).

A basic spell would be something like this:
Divine Shooter
Long Range, Shooting.
Deals 1d6/2 FP spent to one target within 400'+ 40' per Focus level (like caster level) with a successful touch attack.

Expected damage at level 20: 10d6 (+ bonuses from class features.)
« Last Edit: August 11, 2012, 01:49:19 PM by littha »

Offline Prime32

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Re: Nanoha Project part 2: Magical Techniques
« Reply #4 on: August 11, 2012, 06:42:41 PM »
I'm disappointed you didn't work in the system of grades for rank/power/range/casting speed... :p (F/E/D/C/B/A/AA/AAA/S - there's even nine of them!)

Offline littha

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Re: Nanoha Project part 2: Magical Techniques
« Reply #5 on: August 11, 2012, 06:47:13 PM »
There are but with the 20 level D&D system and 11 grades (F, E, D, C, B, A, AA, AAA, S, SS, SSS though nobody in the series is SSS (Possibly Sankt Kaiser Vivio but no word on that) ) You could just assume your spells go up a rank every level or two.


I could set grades at certain FP levels if you like just for thematic purposes.

Offline Garryl

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Re: Nanoha Project part 2: Magical Techniques
« Reply #6 on: August 11, 2012, 06:52:23 PM »
D&D's spells have 11 standard levels, too. Cantrips, 1-9, and epic. Coincidence? I THINK YES!

Offline littha

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Re: Nanoha Project part 2: Magical Techniques
« Reply #7 on: August 11, 2012, 06:54:28 PM »
 :lol

True. I don't want to think about what an SSS class spell does damage-wise when an S class spell flattens most of a city...

Offline Prime32

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Re: Nanoha Project part 2: Magical Techniques
« Reply #8 on: August 11, 2012, 06:56:09 PM »
There are SSS-rank mages (theoretically) but I don't think there have ever been any spells higher than S.

Lv1 mages are E-rank, gain one rank every two levels until they hit SSS at lv19? (add pluses at the levels in-between)
« Last Edit: August 11, 2012, 07:01:39 PM by Prime32 »

Offline littha

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Re: Nanoha Project part 2: Magical Techniques
« Reply #9 on: August 11, 2012, 07:03:25 PM »
Diabolic Emission is S- and Eternal Coffin is S+ but there are not that many spells that have an overall rank, usually just three partial ranks (Range, Power, Casting speed)

If SSS is level 19 does that make level 20 SSS+?!?. What do I do with epic levels lol :lol SSSS?

Offline veekie

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Re: Nanoha Project part 2: Magical Techniques
« Reply #10 on: August 12, 2012, 12:16:55 PM »
:lol

True. I don't want to think about what an SSS class spell does damage-wise when an S class spell flattens most of a city...
Not so much I think. Nanoha spells simply work with more scalable areas and longer ranges than D&D engagement ranges.
D&D spells are fundamentally designed for indoor use.

As for past SSS, Epic IS rare enough that they might not have any in recorded history.
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