| CH4OT1C! Member
 
 
   | Primordial Metamagic: Frozen Stupor MC Quickcast Efficient Ice spell that deals no damage. Instead, it attempts to prevent your foe from using Spells/Skills, and reduces their INT.
 
 Example Tier:
 Level: 150 Mastercraft
 PowerLvl: 153
 
 Price: 24,205,166
 Sellback: 12,102,583
 Location: Rare GGB
 hits: [See effect]
 Element: [See effect]
 Cost: 366mp (MC used here)
 
 Effects:
 - You can activate this spell as many times as it takes to successfully inflict any of the statuses below per turn.
 - This spell deals no damage. However, it will attempt to inflict your foe with 3 different effects:
 1). INT loss -100*Ice Resistance, [x] Turns
 2). The inability to cast spells, [x] Turns
 3). The inability to use skills, [x] Turns
 
 Your foe can resist each effect at a -20 bonus*:
 
 PowerLvl vs MonsterLvl
 PlayerINT vs MonsterEND
 PlayerLUK vs MonsterLUK
 
 (All three have the same roll modifiers)
 
 * Your foe becomes unable to think clearly!
 Your foe keeps its mind clear
 The cold makes forming spells impossible!
 Your foe retains enough focus to cast spells!
 Your foe catches hypothermia, becoming unable to use its energy (SP)!
 Your foe manages to stave off hypothermia!
 
 
 Appearance: Your foe becomes shrouded in a blue light. Particles similar to snowflakes fall from this shroud.
 Description: This ancient metamagical construct enables you to severely drop the air temperature around your foe for a short period. Whilst it won't freeze your foe, it'll definitely give them a severe case of hypothermia, making them unable to think clearly!
 
 
 
 Metamagic Prototype: Frozen Stupor
 Non-MC Efficient Ice spell that deals no damage. Instead, it attempts to prevent your foe from using Spells/Skills, and reduces their INT.
 
 Example Tier:
 Level: 150 Mastercraft
 PowerLvl: 153
 
 Price: 24,205,166
 Sellback: 12,102,583
 Location: Common GGB
 hits: [See effect]
 Element: [See effect]
 Cost: 392mp
 
 Effects:
 - This spell deals no damage. However, it will attempt to inflict your foe with 3 different effects:
 1). INT loss -200*Ice Resistance, [x] Turns
 2). The inability to cast spells, [x] Turns
 3). The inability to use skills, [x] Turns
 
 Your foe can resist each effect at a -20 bonus*:
 
 PowerLvl vs MonsterLvl
 PlayerINT vs MonsterEND
 PlayerLUK vs MonsterLUK
 
 (All three have the same roll modifiers)
 
 * Your foe becomes unable to think clearly!
 Your foe keeps its mind clear
 The cold makes forming spells impossible!
 Your foe retains enough focus to cast spells!
 Your foe catches hypothermia, becoming unable to use its energy (SP)!
 Your foe manages to stave off hypothermia!
 
 
 Appearance: Your foe becomes shrouded in a blue light. Particles similar to snowflakes fall from this shroud.
 Description: This metamagic prototype enables you to severely drop the air temperature around your foe for a short period. Whilst it won't freeze your foe, it'll definitely give them a severe case of hypothermia, making them unable to think clearly! Although it takes longer to cast, it's considerably more potent as a result!
 
 
 
 Primordial Magic: Critical Defect
 MC Quickcast Efficient Energy spell that deals no damage. Instead, it attempts an energy spiritual seed that damages your foe's HP and SP
 
 Example Tier:
 Level: 150 Mastercraft
 PowerLvl: 153
 
 Price: 24,205,166
 Sellback: 12,102,583
 Location: Rare GGB
 hits: [See effect]
 Element: [See effect]
 Cost: 366mp (MC used here)
 
 Effects:
 - You can activate this spell as many times as it takes to successfully inflict the status per turn
 - The spell deals no damage, but instead attempts to inflict your foe with two energy-element  Spiritual Seeds (0.609, 0.541 potency, 3 turns). The first targets your foe's SP and is renamed to "Energy Imbalance". The second targets your foe's HP and is renamed to "Energy Overload". Your foe can resist with 2 saves at a -20 bonus*:
 
 PowerLvl vs MonsterLvl
 PlayerINT vs MonsterCHA
 PlayerLUK vs MonsterLUK
 
 PowerLvl vs MonsterLvl
 PlayerINT vs MonsterEND
 PlayerLUK vs MonsterLUK
 
 - If your foe resists either save, then neither status is inflicted. If compensation is necessary for this to apply, it is fuelled into the potency of each spiritual seed (included in balance numbers below as [Comp?])
 - Balance-wise: A quickcast efficient spell means 75% melee to play with, evenly spread between each spiritual seed. Assuming that a power 1 spiritual seed reflects 100% melee, then...
 1). The HP spiritual seed is worth 0.375/0.7*1.01*[Comp?] = 0.541 Potency
 2). The SP spiritual seed is worth 0.375/0.7*1.125*1.01*[Comp?] = 0.609 Potency
 
 *You create an imbalance within your foe's energy reserves!
 Despite the disharmony, your foe's energy reserves remain stable!
 
 Appearance: A small bolt of lightning is emitted from the player, which hits your foe. This energy continues to crackle around your foe after this initial bolt fades.
 Description: Originally intended as a form of indirect mana manipulation, Warlic repurposed this energy spell for direct use! While it may seem painless, this construct can create an imbalance within your foe's Energy (SP) reserves. Over time, this imbalance compounds, eventually resulting in a massive outburst of unstable energy!
 
 
 
 Metamagic Prototype: Critical Defect
 Non-MC efficient energy spell that deals no damage. Instead, it attempts an energy spiritual seed that targets your foe's HP and SP.
 
 Example Tier:
 Level: 150 Mastercraft
 PowerLvl: 153
 
 Price: 24,205,166
 Sellback: 12,102,583
 Location: Common GGB
 hits: [See effect]
 Element: [See effect]
 Cost: 392mp
 
 Effects:
 - The spell deals no damage, but instead attempts to inflict your foe with two energy-element  Spiritual Seeds (1.217,1.082 potency, 3 turns). The first targets your foe's SP and is renamed to "Energy Imbalance". The second targets your foe's HP and is renamed to "Energy Overload". Your foe can resist with 2 saves at a -20 bonus*:
 
 PowerLvl vs MonsterLvl
 PlayerINT vs MonsterCHA
 PlayerLUK vs MonsterLUK
 
 PowerLvl vs MonsterLvl
 PlayerINT vs MonsterEND
 PlayerLUK vs MonsterLUK
 
 - If your foe resists either save, then neither status is inflicted. If compensation is necessary for this to apply, it is fuelled into the potency of each spiritual seed (included in balance numbers below as [Comp?]).
 - Balance-wise: An efficient spell means 150% melee to play with, evenly spread between each spiritual seed. Assuming that a power 1 spiritual seed reflects 100% melee, then...
 1). The HP spiritual seed is worth 0.75/0.7*1.01*[Comp?] =  1.082 Potency
 2). The SP spiritual seed is worth 0.75/0.7*1.125*1.01*[Comp?] = 1.217 Potency
 
 *You create an imbalance within your foe's energy reserves!
 Despite the disharmony, your foe's energy reserves remain stable!
 
 Appearance: A small bolt of lightning is emitted from the player, which hits your foe. This energy continues to crackle around your foe after this initial bolt fades.
 Description: This is a prototype version of the energy spell that Warlic repurposed for direct use. Even at this early stage, the spell was clearly designed to destabilise your foe's energy reserves (SP). Although it takes longer to cast, the result is considerably more potent!
 
 < Message edited by CH4OT1C! -- 6/21/2020 13:34:02  >
 
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