Abilities
Introduction
In Ilisara, abilities consist of Basic Attacks and Tier Abilities. Basic Attacks are fundamental and can be used repeatedly in combat. Tier Abilities are more specialized and come in three tiers with varying strengths. These abilities are unique, custom moves created by players, promoting individuality and creativity in the game.
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Basic Attacks
Every character in Ilisara has a basic attack: the simplest, most-practiced move they know. Maybe it's swinging a sword, or casting a magic missile. Regardless, a Basic Attack is something a character can use as many times as they want in a combat encounter.
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Tier Abilities
Ilisara has some expanded ability types that characters can use in combat, called Tier Abilities. Tier Abilities are limited in usage. They have a number of charges that deplete when they get used. Those charges immediately regenerate out of combat. Tier Abilities are special moves, often including special utility or dramatic secondary effects.
There are three types of Tier Abilities:
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Tier 3 abilities may be used three times per combat encounter
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Tier 2 abilities may be used twice per combat encounter
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Tier 1 abilities may be used once per combat encounter
Tier 1 abilities are incredibly strong character-defining abilities that represent your "signature move". Tier 2 abilities are quite powerful. Tier 3 abilities are usually utilitarian, but do not have to be.
Rather than providing a list of Tier abilities for you to choose from, you must create your own. Guidelines for building your own Tier abilities from scratch are provided, along with sample abilities for inspiration. Your character’s moves should be custom and unique, and your imagination is the limit.
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Healing Abilities
Healing abilities automatically "hit" allies or enemies without an attack roll. They cannot critically strike. Healing effects that apply to allies in an Area also apply to the character who cast the ability. Area healing effects never apply to enemies unless the caster specifies it.
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Area Abilities
Some Tier abilities have an Area of Effect. All Area of Effect abilities are centered on one point (either the character casting the ability, or another point within 70') and have a 30' radius.
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Critical Strike Chance
Critical Strike Chance enables critical strikes to occur on lower dice rolls. For instance, a character with +1 Critical Strike Chance will deal maximum damage if they roll a 19 or a 20. Tier Abilities can include Critical Strike Chance bonuses. So can Passives.
Critical Strike chance should always be about half as effective as attack bonuses (rounded down). A character who gains +5 to their next attack roll is receiving a bonus equivalent to a character who gains +2 to their Critical Strike Chance.
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Effects Over Time
Effects applied by Tier Abilities or items may last more than one turn. Effects range from damage over time (such as bleeds or burns) to helpful combat bonuses (like +2 to Attack rolls for all allies).
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When to Apply Damage or Healing Over Time
If a bleed effect is applied that causes a target to lose one hit point per turn for three turns, they will not take any damage from it when the effect is applied. They will take 1 damage at the start of their turn in combat. Once they have taken damage three times, each at the beginning of their turn, the effect ends.
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When to Start and End Combat Bonuses
If a character uses a Tier ability that applies a combat bonus, it always applies to themself as well. The combat bonus duration begins to count down immediately.
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For example, if a warrior uses Inspiring Presence to provide +2 to all allies' Attack rolls for 3 turns, the effect begins as soon as the ability is used. When the warrior's turn ends after using the ability, it counts as "one turn" passing. After two more of the warrior's turns end, a total of 3 turns has been met, and the Inspiring Presence fades away.
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Stacking Damage Over Time
In Ilisara, damage over time effects can stack. In other words, if a character is afflicted by two bleed effects, they will take damage from both of them at the start of their turn.
Magic vs. Martial
About
There are two types of characters in this game, and two paths for character progression: Magic and Martial. Magic users include things like mages, warlocks, wizards, (some) druids, elementalists, etc.; basically, people who use magic spells. Martial characters are rogues, warriors, rangers, hunters, knights, cavaliers, etc.; basically, people who use weapons.
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You can mix and match Magic and Martial abilities, so long as you meet the Attribute requirements.
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Differences Between Magic and Martial Characters
Attributes and Stats
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Magic characters require a certain amount of Arcana to create Tier abilities.
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Martial characters require a certain amount of Strength and/or Dexterity to create Tier abilities and wield weapons.
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So long as you meet the appropriate Strength, Dexterity, and Arcana stat requirements, you can wield weapons and magic simultaneously.
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Damage Progression
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Magic characters start with a ranged basic attack -- a spell -- that deals damage. Their basic attacks get small increased damage modifiers as they level up. In this way, casters are relatively simple to build, and have a linear path to upgrade their basic attack.
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Martial characters start with a weapon that determines what their basic attack is. They can upgrade their weapon, craft a new weapon with higher-quality materials, or buy a new weapon at any time -- providing a non-linear path to upgrading their damage output.
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Ability Damage
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Magic characters use a specific damage template and format for their damaging / healing abilities.
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Martial characters use their weapon damage to determine how much damage their Tier abilities do.