Abilities

Skills, on their own, don't do much. In order to perform more complex things, skills need to be combined into abilities. Abilities, like skills and stats, have grades and cooldowns. The stronger the ability, the greater the cooldown. Although more literary than mechanical, it is possible to create your own style of magic or martial art by carefully constructing abilities with specific skills.

## How does ability creation work?

In short, combining any two (or more) skills creates an ability. More specifically, however, there are five characteristics you need to take account of: Ability Name, Skills, Grade, Post Cooldown, and Description. Below is an example of an ability.

* Magic Impact Ray - Magic Affinity C, Affinity Explosion F, Magic Range D, Area of Effect D - Grade C - 3 Post Cooldown
	+ Character declares the abilities name while pointing hands at target and fires a destructive beam of magic that explodes on impact with the target

### Ability Name

The ability name is purely cosmetic, meaning you can choose any name for the ability. However, please keep the name in line with what the ability will actually do.

### Skills

As a rule of thumb, if you think the ability will need a certain skills to function, include that skill. **It's possible to list a skill as a lower grade.** (Ex: I have Magic Affinity C. I can make an ability with Magic Affinity D instead.)

Let's look at our example ability, Magic Impact Ray. We obviously needed Magic Affinity, as this skill is what allows our character to utilize magic in the first place. We'll also need to flavor the ability with explosion magic, so we picked up Explosion Affinity. (For our purposes, we assume the explosion is damaging with just concussive force as opposed with firey blasts.) Next, to achieve a spell that has a range beyond touch, we add Magic Range D, which allows the ability to travel some distance before tapering off. To have the explosion affect a wider area, we add in the Area of Effect skill. The area-of-effect skill allows the affinity of the magic to affect an area rather than just a point of contact.

### Grade

The ability's grade takes up the highest grade skill in the ability. In the case of our example ability, Magic Impact Ray is Grade C since our highest graded skill is Magic Affinity C. If you want the ability's grade to be lower (perhaps to avoid a long cooldown), you can list the highest skill as a lower grade.

### Post Cooldown

In many cases, the cooldown of the ability is determined by the grade of the ability. F grade has 0 post cooldown, E grade has 1 post cooldown, D grade has 2 post cooldown, and so forth. In the case of our example ability, the cooldown is 3 posts. While not recommended, it's possible to create other cooldown types, such as with time.

To reduce cooldown, there are some skills that can be utilized, such as the Energized skill. Otherwise, you may list the highest skill as a lower grade at the cost of its effectiveness.

### Description

The description is most important. With a well-described ability, readers more easily visualize what the ability looks like and how it functions. Additionally, the description allows other roleplayers to have their characters react appropriately to the skill. The more well thought-out the description, the more you can do with the ability.

### Changing the formula for Magic Impact Ray

Being a Grade C ability, your character will have to wait a whopping 3 posts before they can use the ability again. To add extra "oomph" to the ability, you can modify the ability in different ways, one of them is adding extra skills. Let's say we add in Affinity Fire D to the skills, change the description a bunch, and swap out the name...

* Meteor - Magic Affinity C, Affinity Explosion D, Affinity Fire D, Magic Range D, Area of Effect D - Grade C - 3 Post Cooldown
	+ Character chants to the cosmos for deliverance with hands raised. In response, a massive fireball falls out of the sky ahead of caster to decimate a large area in explosive flames

Despite the skill composition of the ability not changing much, we can create an entirely different ability. For the same cooldown, our character can now hit harder with this new ability!

## How do I make abilities involving weapons?

For Isekai Hell purposes, energy attacks like cutting down men and trees at range is magic. With that in mind, to create a weapon based ability, just list "Weapon Affinity - Grade" like you would Magic Affinity. Note that weapon affinity must be one of the highest graded skills followed by magic affinity. The augmenting skills to the magic affinity like range, duration, and so forth must be lower than magic affinity grade by at least 1 (**Exception: Componentless Magic may be the same grade as Magic Affinity**). Alternatively, clever use of the martial skill [fighting style] may bypass some of the needs listed.

* Lake Splitter - Sword Affinity A, Magic Affinity B, Area of Effect C - Grade A - 5 Post Cooldown
	+ Character shouts the technique as they swing the blade in an overhead chop. The magically augmented force of the swing streaks outward in a slicing 100ft line.

Should be noted that abilities like these will require the character to have sufficiently high intelligence as well as strength while a pure caster or pure weapon specialist will likely be superior in their respective areas.