Well, I was working on a few things, and it came to my attention that we've got no values for reference in terms of spells and their relative power. Area of effect for spells will also be addressed here, as well as grenade-type weapons such as Bomb Fragments and Antarctic Winds.
First off, this post will be in three sections: Spells and their Power/Effects, Types of Areas of Effects, and Grenade-Type Weapons.
Spell Power/Effects
In terms of power, a first-level spell is just as powerful as that first rank of the equivalent spell in KH2. However, as no game mechanics guides exist that I know of, we will give this base power a number. Each successive rank in power is twice as powerful as the previous.
,-------------------------.
| Spell Rank | Base Power |
|-------------------------|
| Base Level | 50 . . . . |
| -ra Level .| 100 . . . .|
| -ga Level .| 200 . . . .|
| -ja Level .| 400 . . . .|
`-------------------------'Each element is equal in base power, but rather it is the area of effect that determines the adjusted level of power, or true power for that spell. Spells with a wider area are weaker than the concentrated versions of those spells. This will be addressed in the area of effect section.
What sets the elements apart from each other is twofold - the first is the obvious, elemental resistances/weaknesses. The other however is the individual elemental effects.
,-------------------------------------------------------------------.
| Element .| Element's Effect . . . . . . . . . . . . . . . . . . . |
|-------------------------------------------------------------------|
| Fire . . | Small bit of randomization in power. Burns plants. . . |
| Blizzard | May freeze targets. Freezes water. . . . . . . . . . . |
| Thunder .| May stun targets. Can restore power to machines. . . . |
| Water . .| Small knockback effect. Douses flames. . . . . . . . . |
| Wind . . | Very high knockback effect. -50% power. . . . . . . . .|
| Earth . .| Cannot hit airborne targets. +25% power. . . . . . . . |
| Poison . | High chance to poison target. -20% power. . . . . . . .|
| Magnet . | Draws in foes from far away. -50% power . . . . . . . .|
| Time . . | Deals 0 damage. Freezes time for target. . . . . . . . |
| Neutral .| Ignores defense. Cannot be resisted or guarded. . . . .|
| Light . .| +50% power vs Darkness. . . . . . . . . . . . . . . . .|
| Darkness | +50% power vs Light. . . . . . . . . . . . . . . . . . |
`-------------------------------------------------------------------'As such, we could say that through these effects, the adjusted power values for base elemental spells are:
,---------------------------------------.
| Element .|Base| -ra| -ga| -ja| Notes .|
|---------------------------------------|
| Fire . . | 50 |100 |200 |400 |+/- 10% |
| Blizzard | 50 |100 |200 |400 |--------|
| Thunder .| 50 |100 |200 |400 |--------|
| Water . .| 50 |100 |200 |400 |--------|
| Wind . . | 25 | 50 |100 |200 |--------|
| Earth . .| 63 |125 |250 |500 |--------|
| Poison . | 40 | 80 |160 |320 |--------|
| Magnet . | 25 | 50 |100 |200 |--------|
| Time . . |. 0 |. 0 |. 0 |. 0 |--------|
| Neutral .|Doesn't have stages|********|
| Light . .| 50 |100 |200 |400 |--------|
| Darkness | 50 |100 |200 |400 |--------|
| Light . .| 75 |150 |300 |600 |Vs Dark |
| Darkness | 75 |150 |300 |600 |Vs Light|
`---------------------------------------'*** There are very few Neutral spells. As of now, the only known ones are Flare, Comet, Meteor, and Scathe, each of which have their own independent power and additional affects.
*****Gravity spells, though they are of their own element, deal damage based off of the target's current HP, and only affects a single target. Gravity deals 1/4 the targets current HP, Gravara deals 1/2 the target's current HP, Gravaga deals 3/4 the target's current HP, and Gravaja deals 7/8 the target's current HP. Enemies CANNOT be defeated with gravity magic - if they have 1 HP left, gravity will always deal 0 damage to them.
Area of effect types.
Area of effect has the largest influence on the power of standard spells, that is to say, spells that follow the -ra, -ga, -ja, etc... series of naming. Independent spells, such as Holy, Meteor, Ultima, and Flare, act independently of this, but are bound to similar rules. These will be discussed only after the basics are agreed upon by those in the forum.
Additionally, the area of effect, in conjunction with the level of the spell, also determines to duration of the spell. Most AoE's will have two versions of it - one dealing instant damage, and one dealing damage over a duration. Instant damage is greater in power, but spells with duration can hit multiple times. Depending on how many times they hit, they may deal more overall damage than one powerful hit. Conversely, if they don't hit the enemy much, than the damage is much less.
When a person learns a type of elemental spell, they may learn ONLY ONE area of effect for that element. This choice is PERMANENT, meaning they cannot change it to something else on a whim. Though this restricts some of the roleplay value, it also prevents abuse of the AoE system, if implemented. It also gives a reason for Sora's change in AoE with his spells between KH1 and KH2 - as he'd forgotten all his spells thanks to Castle Oblivion, as he re-learned the spells, he chose a different Area of Effect.
Power modifiers are determined by three factors - Range, Area, and Duration. Spells that are short range are shorter, but those with a wide area are weaker. Those that have a duration rather than being an instant effect are weaker still.
To help explain the AoE system, a grid system is used for the diagrams. Those familiar with Tactical RPGs such as Final Fantasy Tactics or Disgaea will be familiar with this grid based system. Here's an explanation of what different panels mean:
With this, we'll begin:
,--------------------------.
|AoE shape . . .| Linear . |
|---------------+----------+-------------.
|Instant Effect | Ball Type| +25% power .|
|---------------+----------+-------------|
|Duration Effect| Beam Type| -25% power .|
`----------------------------------------'Ball Type sends a ball of the element forward until it strikes an enemy. A good example is the KH1 fire spells. The AoE is relatively low, usually striking only one or two targets, but as a result it is stronger than normal.
Beam Type projects a beam of the element from the caster. This beam strikes all targets directly in the path of the spell until it hits an obstacle, such as a wall. The actual width and duration of the beam depends on the level of the spell, with higher level spells having a wider beam and longer duration. The duration is short, though - for a -ja level spell, it is only about 2-3 seconds long. The power of the spells are reduced due to the long range and duration-effect.
,------------------------------.
|AoE shape . . .| Immediate . .|
|---------------+--------------+-------------.
|Instant Effect | Cicle Type . | +00% power .|
|---------------+--------------+-------------|
|Duration Effect| Barrier Type | -75% power .|
`--------------------------------------------'Circle Type spells strike all foes immediately around the caster, and are often used to by the caster to protect themselves from harm. They only effect very short range targets - those immediately surrounding the caster, but the area is wide enough to be effective. The power of spells are not altered by this AoE. Examples include KH2's Fire Spell, and KH: CoM's Aero Spell.
Barrier Type spells apply a barrier of an element around the caster. This protects the caster by reducing the amount of damage received, while at the same time dealing damage to targets in the immediate vicinity of the caster. The duration of the effect is quite long - even a base level spell can last up to 20-30 seconds. However, the power output of the spells is harshly reduced - they lose 75% of their standard power. Examples include KH1's Aero spell.
,---------------------------.
|AoE shape . . .| Conical . |
|---------------+-----------+-------------.
|Instant Effect | Shot Type | +10% power .|
|---------------+-----------+-------------|
|Duration Effect| Cone Type | -25% power .|
`-----------------------------------------'Shot type spells send shots of an element in a cone-shaped area. These spells start out with a low area, but the area widens as the spell progresses in distance. They spell WILL, however, dissipate to nothing after a distance. This distance, as well as how wide the spread is, depends on the level of the spell. These spells, do to their shorter range, are slightly stronger in power. Examples include KH1 Blizzard Magic.
Cone Type spells send a cone of swirling elemental energy in front of the caster. This cone of energy extends longer and wider with each progressive spell level. The duration of the spell increases as well, though not by much. A base level spell may have a duration of 4-5 seconds, while a -ja level spell may have a duration of around 8-9 seconds. Spells of this AoE lose a quarter of their effectiveness. Examples include the Aqua Splash Sleight in KH: CoM
,---------------------------.
|AoE shape . . .| Wide . . .|
|---------------+-----------+-------------.
|Instant Effect | Burst Type| -75% power .|
|---------------+-----------+-------------|
|Duration Effect| Field Type| -90% power .|
`-----------------------------------------'Burst type spells affect a very wide area surrounding the caster. Its range is the same for all spells of this AoE - only the power increases as the spell level increases. Due to the sheer amount of area the spell must affect, however, it loses 75% of its base power.
Field type spells apply an elemental affect to a wide area. Those within the area are affected by this spell (sans the caster). The size of the area is unchanged by the level of the spell, however the duration and power increase. The duration lasts a while - for a base level spell, it lasts around 10-20 seconds. For a -ja level spell, this increases to 35-45 seconds. However, due to the immense area, spells drop significantly in power - they are only 10% as effective.
,---------------------------.
|AoE shape . . .| Target . .|
|---------------+-----------+-------------.
|Instant Effect |Target Type| +00% power .|
|---------------+-----------+-------------|
|Duration Effect|Pillar Type| -90% power .|
`-----------------------------------------'Target Type spells strike a target that is in range. This is one of the most common types of AoE - The range, area, and damage are all decent. Once the target area/enemy has been selected, that target, as well as the area around the target, are struck by the spell. It IS possible for the target to be out of range, however. Though the range never increases, the Area of Effect increases very slightly as spells increase in level. Examples of this spell include thunder spells from KH, as well as ALL standard spells from the FF Tactics games.
Pillar Type spells erupt from the ground and extend up into the sky, dealing continuous damage to those in the target area. The damage is very low, but it strikes exceedingly fast and has a very decent area. This type of spell is VERY likely to score multiple hits, particularly to those in the center of the area. The rate of damage, area of effect, as well as the duration increase per level (though the increase in area of effect is very minor).
These are just some of the proposed area of effects for spells. If anyone has any they'd like to add, feel free. Also, input is greatly appreciated. This is, after all, only a basis of concept. Most likely, a lot of work will need to be done to get it right, and that requires input from all of you.
Grenade type items
Grenade type items are items that when used deal damage to an opponent - usually elemental. Compared to spells, these items are weaker in nature, and are limited to two types of areas of effect, depending on which item is used. The first type affects only the immediate area around the grenade-type item. The second type affects a much wider area. In terms of the grid, this is shown as such:
Type 1
Type 2
Most elements have a grenade type associated with them, with a few exceptions (such as Neutral). There are 4 types of grenades for each of these elements, each more valuable, and thus more expensive, than the last. The first three ranks share a Type 1 area, and are gradually increasing in power. The fourth, and most expensive, has a much wider area (Type 2), and has a power equal to the weakest of the first three. ALL grenades deal instant damage, rather than duration, through an explosion of that element. These do not differentiate friend from foe, and should the user be careless enough with them, can even affect the person whom used the item.
Grenade Name | Element | Power | AoE | Effect | Description |
Bomb Fragment | Fire | 40 | Type 1 | +/- 4 Power | A fragment of a bomb held within an enchanted crystal |
Bomb Crank | Fire | 75 | Type 1 | +/- 7 Power | A bomb's arm held within an enchanted crystal |
Bomb Core | Fire | 110 | Type 1 | +/- 11 Power | The core of a bomb held within an enchanted crystal |
Red Fang | Fire | 40 | Type 2 | +/- 4 Power | The fang of a Red Dragon held within an enchanted crystal |
Antarctic Wind | Ice | 40 | Type 1 | Freezes land-based enemies for a brief time | A chilling wind contained within an enchanted crystal |
Arctic Wind | Ice | 75 | Type 1 | Freezes land-based enemies for a short time | A frigid wind contained within an enchanted crystal |
Polar Wind | Ice | 110 | Type 1 | Freezes land-based enemies for a moderate length of time | An extremely cold wind contained within an enchanted crystal |
White Fang | Ice | 40 | Type 2 | Freezes land-based enemies for a brief time | The fang of a White Dragon held within an enchanted crystal |
Heavenly Wrath | Thunder | 40 | Type 1 | Stuns airborne enemies for a very brief time | An enchanted crystal containing the shocking wrath of the heavens |
Wrath of Gods | Thunder | 75 | Type 1 | Stuns airborne enemies for a brief time | An enchanted crystal containing the shocking wrath of the gods |
Zeus’ Wrath | Thunder | 110 | Type 1 | Stuns airborne enemies for a short time | An enchanted crystal containing the shocking wrath of Zeus himself |
Blue Fang | Thunder | 40 | Type 2 | Stuns airborne enemies for a very brief time | The fang of a Blue Dragon held within an enchanted crystal |
Fish Scales | Water | 40 | Type 1 | Very small knockback effect | A variety of fish scales can be seen within this enchanted crystal |
Lamia Scales | Water | 75 | Type 1 | Very small knockback effect | A set of lamia scales can be seen within this enchanted crystal |
Dragon Scales | Water | 110 | Type 1 | Very small knockback effect | Fine dragon scales can be seen within this enchanted crystal |
Purple Fang | Water | 40 | Type 2 | Very small knockback effect | The fang of a Purple Dragon held within an enchanted crystal |
Gaia Drum | Earth | 50 | Type 1 | Doesn't hit airborne foes | A miniature earthen drum can be seen in this enchanted crystal
|
Gaia Mallet | Earth | 90 | Type 1 | Doesn't hit airborne foes | A miniature earthen mallet can be seen in this enchanted crystal |
Gaia Gong | Earth | 130 | Type 1 | Doesn't hit airborne foes | A miniature earthen gong can be seen in this enchanted crystal |
Brown Fang | Earth | 50 | Type 2 | Doesn't hit airborne foes | The fang of a Brown Dragon held within an enchanted crystal |
Bird Wing | Wind | 20 | Type 1 | Moderate knockback effect | This enchanted crystal contains the feathers of a bird's wing |
Falcon Wing | Wind | 35 | Type 1 | High knockback effect | This enchanted crystal contains the feathers of a falcon's wing |
Angel Wing | Wind | 50 | Type 1 | Very high knockback effect | This enchanted crystal contains he feathers of an angel's wing |
Yellow Fang | Wind | 20 | Type 2 | Moderate knockback effect | The fang of a Yellow Dragon held within an enchanted crystal |
Dim Matter | Dark | 40 | Type 1 | +20 Power vs Light elemental targets | A strange bit of dim matter clouds this enchanted crystal |
Shadow Matter | Dark | 75 | Type 1 | +38 Power vs Light elemental targets | A strange bit of shadowy matter clouds this enchanted crystal |
Dark Matter | Dark | 110 | Type 1 | +55 Power vs Light elemental targets | A strange bit of dark matter clouds this enchanted crystal |
Black Fang | Dark | 40 | Type 2 | +20 Power vs Light elemental targets | The fang of a Black Dragon held within an enchanted crystal |
Light Nova | Light | 40 | Type 1 | +20 Power vs Dark elemental targets | A tiny star can be seen within this enchanted crystal |
Bright Nova | Light | 75 | Type 1 | +38 Power vs Dark elemental targets | A bright star can be seen within this enchanted crystal |
Shining Nova | Light | 110 | Type 1 | +55 Power vs Dark elemental targets | A shining star can be seen within this enchanted crystal |
Holy Fang | Light | 40 | Type 2 | +20 Power vs Dark elemental targets | The fang of a Holy Dragon held within an enchanted crystal |
Grav Bomb | Gravity | N/A | Type 1 | Deals damage equal to 1/5 of affected target's current HP | A strange enchanted crystal that seems to make things heavier |
Time/Space Bomb | Gravity | N/A | Type 1 | Deals damage equal to 2/5 of affected target's current HP | A strange enchanted crystal that seems to distort space and time |
Black Hole Bomb | Gravity | N/A | Type 1 | Deals damage equal to 3/5 of affected target's current HP | A strange enchanted crystal that seems to suck in the light around it |
Silver Fang | Gravity | N/A | Type 2 | Deals damage equal to 1/5 of affected target's current HP | The fang of a Silver Dragon held within an enchanted crystal |
Electromagnet | Magnet | 20 | Type 1 | Draws in foes from a moderate distance | A small magnet is seen within this enchanted crystal |
Horseshoe Magnet | Magnet | 35 | Type 1 | Draws in foes from a wide distance | A horseshoe magnet is seen within this enchanted crystal |
Super Magnet | Magnet | 50 | Type 1 | Draws in foes from a very wide distance | A very powerful magnet is seen within this enchanted crystal |
Gold Fang | Magnet | 20 | Type 2 | Draws in foes from a moderate distance | The fang of a Gold Dragon held within an enchanted crystal |
Bile | Poison | 32 | Type 1 | Inflicts 'Poison' status for a short amount of time | Gunk and filth fill this enchanted crystal |
Deadly Waste | Poison | 60 | Type 1 | Inflicts 'Poison' status for a moderate amount of time | Waste and toxins fill this enchanted crystal |
Malboro Tentacles | Poison | 88 | Type 1 | Inflicts 'Poison' status for a long amount of time | The tenticles of a toxic plant fill this enchanted crystal |
Green Fang | Poison | 32 | Type 2 | Inflicts 'Poison' status for a short amount of time | The fang of a Green Dragon held within an enchanted crystal |
Bronze Hourglass | Time | 0 | Type 1 | Inflicts 'Stop' for a brief amount of time | The shape of a bronze hourglass is clearly viewable in this enchanted crystal |
Silver Hourglass | Time | 0 | Type 1 | Inflicts 'Stop' for a short amount of time | The shape of a silver hourglass is clearly viewable in this enchanted crystal |
Gold Hourglass | Time | 0 | Type 1 | Inflicts 'Stop' for a moderate amount of time | The shape of a gold hourglass is clearly viewable in this enchanted crystal |
Bone Fang | Time | 0 | Type 2 | Inflicts 'Stop' for a brief amount of time | The fang of a Bone Dragon held within an enchanted crystal |
Grenade | Physical | 40 | Type 1 | --- | A small incendiary grenade |
Frag Grenade | Physical | 75 | Type 1 | --- | A second-generation grenade |
Hyper Grenade | Physical | 110 | Type 1 | --- | A powerful grenade |
Shrapnel Mine | Physical | 40 | Type 2 | --- | A grenade with a wide area of effect |
Phew... That took a while to make!
Okay, so yeah, this is basically the initial idea. It's not workable now, I'll tell you that much, after all this is still a basis of concept. It needs tweaking. I know a spell power of 50 for base spells seems high, but I needed to use a number that was, well, easy to work with. I ask that you give some decent criticism, and DON"T BE AFRAID TO TEAR THIS APART IF YOU HAVE TO. Don't pull your punches, I ask you to be honest and blunt about your opinions, and as descriptive as possible. What's more, this is for WD's system as a reference-guide in the making. In otherwords, it's not here to be something that you must follow strictly, rather it is here to use as a reference for comparison purposes. We need to keep this in mind as we work on it.