2025-06-08

diplomatiste: (Default)
2025-06-08 01:26 pm

spells & abilities.

Alphinaud will default to a support role in a combined team-effort fight, focusing on shielding and healing to keep his team reasonably healthy. He is careful and conservative in a fight, preferring more diplomatic methods (such as conversation and reason) before relying on violence as a means of problem-solving. Because his class is not strictly a Scholar, and instead an Academician, he also uses the Moonstone Carbuncle rather than the Eos faery.

His carbuncle, which comes in the form of a silvery white creature with a fluffy tail and fox/bunny features, will appear upon using the summoning spell, ‘Summon Carbuncle’ to provide Alphinaud with aid during battle. In Diadem, Alphinaud will have to summon his carbuncle in order for it to appear, so this creature is much less of a pet and acts as an additional help-action spell. The carbuncle essentially acts as a conduit to Alphinaud’s magic, allowing it to cast certain spells on his behalf through an ‘order’ – but with the caveat that any healing spell it carries will act with diminished magic potency. Thus, Alphinaud could be in one area, while his carbuncle can gain some distance away from him to conduct the healing spell, however that healing spell will carry about 25% effectiveness. More offensive attack spells carry its full potency, but can be deflected by a more skilled fighter. These spells appear to others like bright explosions, and glowing auras. Healing spells will take on a more green hue; attacks will take on a more red or purple aura.

While the video game has nullified the ability for carbuncles to take on any damage, in Diadem, Alphinaud’s carbuncle can be damaged to the point of its summon being dispelled, which will wear on Alphinaud’s energy and stamina in a fight, leaving him more exhausted in the end. He will need to take some time to regain his energies in order to summon his carbuncle again. Exact time of rejuvenation is to mod discretion, if there is a preference.

It is simplest to describe each of Alphinaud’s spells at his current level/skillset, rather than lump them as one as this might still be too vague; they can be divided into categories of healing spells, shielding spells, and offensive damage attack spells. These can be nerfed by the mods as needed as I am not mentioning any of the maths involved. Also to note, Alphinaud’s offense/attack spells are based on the theory that he is manipulating the energy (or aether) in the atmosphere through a calculated science with the aid of his Academician’s arm, essential a grimoire, and thus must have some familiarity or understanding of his opponent in order to use his spells at their most effective.

So, in Diadem, Alphinaud could quickly learn a baseline human being’s strengths and weaknesses and biology, but an Eldritch creature may take some time and learning to understand how he might effectively use his magic against it. This means in-game, Alphinaud can develop his magic strength over time rather than arrive fully equipped if the mods prefer. This theory can also extend to his healing spells if necessary.

HEALING
Physick: A single-target healing spell, allowing Alphinaud to use his magic energy to restore someone’s health in part with a finite potency. This can be nerfed by the mods as needed, but I have no intentions on allowing Alphinaud to 100% instant-heal anyone using this ability. In Diadem, this can be used in situations that require any other characters in his team/party to receive a last ditch boost of energy and strength against some bigger, Eldritchy Bad. This spell also only works on one person at a time and cannot be dealt across a party. This will appear in Diadem like a glowing green, sparkling aura, granting a feeling of comfort and warmth to the person taking on the spell.

Lustrate: If someone is looking to be in serious, grave danger, Alphinaud can cast this healing spell which has a much stronger healing ability than Physick. This only works on one person at a time, and only when they are looking one step out of the grave. This will also be difficult for Alphinaud to cast as it takes a fair amount of his own energy and magic to use it. In Diadem it will appear as a silvery green light and provide his target with a feeling of an instant boost of energy, like a shot of caffeine with a slight buzz that wears off into comfort and feeling whole.

Esuna: Essentially working like a medic, Alphinaud has some mastery over dispelling certain toxins and poisons but using this spell adds a magical boost that can help to clean a target of their ailments. This will only work effectively when Alphinaud is familiar with the ailment and can thus treat it with the full knowledge of how his magic will actually work to undo the potency of the toxin or poison.

Resurrection: A single-target healing spell that raises a party member from very low health/near death, and used during a fight. Alphinaud can help to pick a team member up from an incapacitated state to partial health, but this does not mean he can raise the dead. This spell will also take a great deal of energy and effort to cast, and only applies to a teammate who might be on the brink. This doesn't serve as a regular heal or a top-up. Its effects will appear similar to Physick, in that it appears like a glowing green, sparkling aura, and it will feel like ones wounds are being carefully stitched back together again — not entirely pleasant but still evoke a feeling of relief.

SHIELDING
Adloquium: Like the above, Alphinaud also has the ability to magick a single-target heal through shielding. It essentially provides a little less healing magic but also nullifies a greater amount of the damage done against his target when cast. This also takes a great deal more energy and magic from Alphinaud than a Physick, and is used when a team member is in more grave danger and requires a stronger form of protection in a fight. In Diadem, this will take on the form of a translucent physical shield in blue light, and then continue to linger over his target with a faint blue glow until the spell’s effect fades away. Duration can be up to mod discretion.

Succor: This spell works similarly to Adloquium, but provides a larger breadth of cast to include more than one target. If a number of his team are injured, Alphinaud will turn to using this spell in order to slowly heal them but also provide a shield to protect them from further injury. This will appear in Diadem in the form of a physical translucent shield in blue light and will fade to a lingering faint blue glow until the spell’s effects fades away. Again, the duration of the spell can be up to mod discretion. In addition, it’s fair to say that Alphinaud will use a lot of his own energy and strength to cast a spell that can help more than one teammate and will take some time afterwards to recover before he can use it again.

OFFENSE/ATTACK
Broil II: An offensive magic attack that deals unaspected damage. This will obviously not kill or greatly harm, but can be akin to a strong physical punch. This magic will appear like an explosion with a reddish glowing aura.

Terminal Disaster: Inflicts Bio II and Miasma II on his target. This is a combined ‘damage over time’ spell that essentially ‘poisons’ his target and works to lower their health and energy level over a certain period of time. In Diadem this spell will last around 15s (half of the video game’s skill at 30s) or a time to the mods discretion, and essentially weakens his opponent, starting with the feeling of the wind knocked out of the target, then sapping their energy and making them feel weak and sluggish, providing an opportunity to sneak in a second attack, retreat, or allow his teammate to get a hit in. This spell appears like a bright, colourful explosion of red, purple, and white light and then fades in an instant, but leaves the effects.

Luminous Lance: Alphinaud’s Moonstone Carbuncle can be ordered to help attack a target and cause some damage. Like Broil II, a carbuncle’s attack will feel like a punch to the gut, dealing them enough damage as though they were involved in a fistfight against a fox-bunny. They can dodge attacks, but they can also be susceptible to absorbing an attack and then taking damage. Taking enough of a beating means that Alphinaud’s carbuncle will be dispelled and disappear and cannot be used in the duration of the fight until Alphinaud has had a proper rest afterwards.