Goals: Keep the Adept schtick of casting from HP, but make it more in line with the other non-magical classes (Monk, Warrior, Archer), and give more tacitcal options to the Adept player: Should I go slowly and steadly or fast and reckless?
Martial Discipline: Add the following text to the ability: Each time you use a Adept ability, you may lose 10% of your current HP to decrease the Slow (X) value by 1. This can make the ability a Quick action.
Specialties - no change.
Arcane Discipline:
!Elemental Strike - no change.
!Holy Strike/!Shadow Strike is a Slow (3) magical action. Attack with your weapon. Your attack deals 150% weapon damage, Light-elemental/Shadow Elemental
.
this places the Holy/Shadow strikes on par with !Charge
Specialties
Dualism: no change
Will Shield: swap prevent the damage to negate all effects of the attack
*The change from "prevent damage" to "negate all effects" make it way better against group attacks and status effect attacks
~~Last Resort: Requires Fire level 7. Whenever an action spends your HP, you may spend it at the end of the phase, instead of before making the attack.~~ Removed because now it makes no sense
New Specialty: Quick Channeling: Requires Fire level 7. Reduce the Slow (X) rating of your abilities by 1. This can make the ability a Quick action.
Blade Magic:
!Snake Fang, !Hallowed Bolt and !Black Sky are now Ranged Slow (2) magical actions
Swapped the slow + hp cost for pure slow actions
Shadow Blade: No change.
Stasis Strike: Slow (4) magical action. Weapon attack, dif 30, 150% weapon damage, Light-elemental. If your attack overcomes difficulty 70 or crits, inflict the Immobilize status until the end of your next round on a target.
Fury Brand: Slow (4) magical action. Weapon attack, difficulty 30, deal 150% weapon damage, Fire-elemental. If your attack overcomes difficulty 70 or crits, inflict the Berserk status until the end of your next round on a target.
This change makes them more in line with the other abilities.
Elemental Soul: Core Ability acquired at level 24. Select an element other than Cut, Crush or Puncture. You become Immune to all damage of the chosen element.
This opens more combo opportunities
Specialties:
Night Sword: Requires Fire level 13. You gain the Slow (1) magical action !Night Sword. Using dark energies in your favor, you drain the life energy of your target. If successful, deal weapon damage, Shadow-elemental, and you heal HP equal to the damage dealt, after reducing by MARM.
Light’s Judgement: You gain the Slow (4) magical action !Cleansing Strike. This action creates an arcane seal in the air. You then attack a target with your weapon, difficulty 30, destroying the seal and dealing 150% weapon damage, Ice-elemental. If your attack overcomes difficulty 70 or crits, inflict the Disable status to a until the end of next round.
Reckless Sacrifice: Requires Earth level 13. When using an Adept action that inflicts a negative status on a single target, you can choose to automatically hit and inflict the status without performing an attack roll. If you do, you suffer the same status for the same duration.
Arcane Shock: Core Ability level 42. You gain the Ranged Slow (3) magical action !Demi Shock . Concentrating the arcane forces, you try to break the enemy. Do a Fire vs Earth attack, difficulty 40. If successful, the target loses 50% of their current HP. This counts as a Gravity-type status effect.
Difficulty down to make it more comparable to Demi
Mana Safe: No change.
Dark Pact: Requires Earth and Fire level 11. Whenever you spend HP to use a Quick Adept action that deals Shadow-elemental damage, you may spend extra 10% of your max HP to deal extra 50% weapon damage. You must declare this Ability before rolling the attack, spending the extra HP regardless of hitting or missing.
Elemental Overload: Requires Air level 7 and Fire level 12. Whenever you spend HP to use a Quick Adept action that deals Fire-, Ice- or Lightning-elemental, you may double the HP spent to attack all opponents, rather than just one target.
Staggering Blow: Core Ability acquired at level 60. Whenever you damage a target preparing a Slow action with an action, you make the target lose the prepared action. Specialties:
Increased damage to make it stronger than the Warrior ability
Shellburst Stab: Requires Earth level 20. You gain the Ranged Slow (4) magical action !Shellburst Stab. You overload the target with magical energy. Perform an Earth vs Water attack, difficulty 50. If successful, the target takes Puncture-elemental damage equal to the lesser between its current MP or 999.
Soul Eater: Requires Air level 20. You gain the Ranged Slow (4) magical action !Soul Eater. Do a Air versus Water attack against all enemies, difficulty 50. All opponents hit are reduced to 0 HP. Treat this as a Fatal type status. If any of the targets is immune to this effect, you deal 150% weapon damage to it, Shadow-elemental.
Divine Ruination: Requires Water level 20. You gain the Ranged Slow(4) magical action !Divine Ruination. Do a Water versus Water attack against all enemies, difficulty 50. All opponents hit receive the Charm status. If any of the targets is immune to this effect, you deal 150% weapon damage to it, Light-elemental.
Rewrote them with only slow effects, plus changed to non-weapon attacks to make them fall in line with Shellburst Stab. Increased the difficulty so they aren't simple better versions of older abilities
Hmmm. I'd have to look at these when its not so late for me.
Ok, after a night of sleep I've changed quite a few things:
1) Martial Discipline: Add the following text to the ability: Whenever you use a Adept ability, you may lose 10% of your current HP to decrease the Slow (X) value by 2. This can be done any number of times per ability and can make the ability a Quick action.
2) !Holy Strike/Shadow Strike up to Slow (4);
3) Quick Channeling changed to "You may reduce..."
4) Stasis Strike, Fury Brand, Light's Judgement increased to Slow (5)
5) Incerased Night Sword to Slow (2)
6) Increased Shellburst Stab, Soul Eater and Divine Ruination to Slow (6)
I think current HP% vs max HP% cost is one of the biggest changes compared to as it is now which is nice.