Accidental Transmigration to Another world

BlazedSigma
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Synopsis

Energies

Now comes one of the most important things! The energies!

Mana, the neutral energy.

Suitable for all creatures for all

constitutions except a few.

Affinities vary, but never get lower

than C (if it gets, then something's wrong).

All elements' magic can be cast with this. Can be used

to craft most types of potion, forge most types of equipment and

make most types of accessories.

Not added effectiveness or

weakening with any of the other energies.

Astra, the radiant energy. Suitability varies, and affinity can be

anywhere in the spectrum from FFF to SSS.

All elements' magic

except dark can be cast with it. Light element spells, offensive, defensive and healing are boosted immensely when cast with it.

Can't use spells of dark element with this one.

Can't craft forge

and make everything, too sad. Ambiguous relationship with

Netheron.

Netheron, the dull energy.

Same as Astra in most cases. As for elements' magic, a tad bit different. This one immensely boosts

dark element spells and can't be used for light at all.

Now, what is the relationship between Netheron and Astra?

Both are weaknesses of each other. Doesn't it make the

situation like "Unstoppable Spear meets Unbreakable Shield"?

Yes but actually no. The Astra aura emitted reduces the power

of Netheron more than it does to Astra and Mana.

But once the

attack fights its way through the aura andstrikes the Creature

with high Astra affinity, it deals much more damage.

So you say

that the increased effectiveness and the aura dampening the

power of the spell cancel each other out? But the aura needs to

be manipulated skilfully to dampen the power, so yesn't.

Haha, now Astra and Netheron have priorities and anomalies,

but on the flip side, they provide added effects.

For example, Astra buffs,

Light: Increased Power, range etc

Fire: Hotter and harder to extinguish, therefore deals more

direct damage.

Water: Reduces magic attack stat of the victim.

Earth: Crumbles to form superfine dust that destabilize energy

flow (Mana, Nethron, Astra, Soul energy) in the victim's body.

Wind: Energy bleeding, i.e. wounds caused by this wind

(internal or external) causes energy to be leaked into the

surroundings.

Plant: Makes plants more resistant to fire and light, healing

spells work better.

Electricity: Explodes after a short lag.

Netheron Buffs,

Dark: Increased Power, range etc

Fire: leaves a burn effect, which constantly deals damage and

also drains stamina. Whether it can bypass status inducing

skills is another matter.

Water: Disables any of the sense organs of the enemy for some

duration, during that duration, even Mana sensing's

effectiveness is reduced.

Wind: Increases effectiveness of debuffs on enemy

Earth: Crumbles to form superfine dust, which upon entering

victim's body, decreases agility

Plant: Makes plant more resistant to ice and dark, draining

moves heal the user a bit more.

Electricity: Disrupts a spell badly if the victim was struck with it

during the process of casting it.

The fourth form of energy is soul energy.

It is the energy contained in one's soul. The stronger the soul,

more the soul stats it has and more the soul energy it can store.

Also, soul energy is used to unleash soul attacks. Using soul

energy to cast spells, they can damage soul but not body.

Mixing Mana/Netheron/Astra allows the soul spell to damage both

physical body and soul. With the help of certain skills, the energies can

be used to increase damage inflicted to the soul instead of

dealing damage to body.