Category:Abilities

=Abilities=

Abilities are used in the combat system to help guide role play combat, as well as the attack styles that can be done in meter combat. There are two major categories of abilities, and several subgroups to each one. The major ones are Combat, which are mostly attacks that use weapons, or can be performed by one without magical talent. (Combat abilities focus on the use of AP) Magic, the other ability set, focuses on the use of magical abilities and spells. (Magic abilities use MP.)

Combat
Combat is split into 3 types:

Primal: These abilities are considered to be created or inspired from basic instincts of humanoids, and can used by nearly everyone.

Martial: Martial abilities are considered to be styles that could have been learned from experience in combat or trained by a militia.

Discipline: Abilities that have been learned by focusing and training. These are considered to be used by those who have pushed themselves to

Magic
Magic is separated into 7 different types:

Abjuration: These spells focus on defensive shielding, or spells that alter or disrupt spells or effects that are already active.

Transmutation: Transmutation alters object, spells, and abilities into different forms. The new form is always of the same type, but not how it was or operated in it's previous state.

Conjuration: Spells that summon various things into the realms. (Currently no spells in the combat system, but can still be used in RP.)

Enchantment: Effects that stick onto a person or object, or alters a person or object state are filed under enchantments.

Evocation: Offensive spells that cause damage are classified as evocations. All the elemental spells are a part of this group.

Necromancy: Spells that involve the body, more specifically raising of the dead, using blood as a competent, or draining energy from another.

Divine: Divine are spells that heal, or restore the body to how it was. They don't usually remove negative aliments, but focus on healing wounds.