Magic Spell
Revision as of 02:09, 19 November 2025 by HippasusTwo (talk | contribs) (tweak to make a bit more like Protect, since how that plays like is known and familiar)
| Magic Spell (Tuxemon Episode 1) | |
|---|---|
| ID | 251 |
| Blurb | They try to increase enemy cooldowns of non-ranged and nonspecial moves. |
| Is completed? | Complete |
| Technique Category | Special |
| Types | Aether, |
| Element(s) | Cosmic |
| Call | |
| Technique Family | Exotic |
| Tags | Staff |
| Is fast? | Extremely Fast |
| Accuracy | 98% |
| Power | 0 |
| Effects | cooldown enemy_monster,2,ranged,special |
| Healing Power | |
| Potency | 100% |
| Recharge | 3 |
| User Condition | |
| Target Condition | |
| Animation Target | 0 |
Witty fam, eventually, and Brumi. Probably needs playtesting to see how it feels. If it increases cooldown to 1, and can only be used every other turn, and acts fast, then it should almost act like Protect except that I thinkkk the moves with increased cooldown that have already been chosen would still activate (so can't choose enem cooldown 1, your cooldown 2, because that might not work as expected). So, like a delayed Protect? If not careful, would be lowering cooldown for some moves if they had longer than the given. So could backfire if not paying attention to enemy cooldowns.
Monsters using this technique (3)[edit source]
Attribution[edit source]
In other languages[edit source]
| Language | Name | Blurb |
|---|---|---|
| Spanish |
