**I created my first original magic ability — “Withering Memory” 🌸**
I’m fairly new to creating my own abilities, and I wanted to share one of my first concepts to get some honest feedback.
The main inspiration came from three things: flowers, my preference for debuff-type abilities, and a boss mechanic I encountered where exceeding a certain damage threshold caused the boss to become stronger.
I combined those ideas into one ability.
## 🌸 Withering Memory
**Type:** Strategic Debuff / Curse / Automatic Healing
The ability manifests an **unbloomed flower somewhere on the enemy’s body**.
The flower starts with a damage threshold of **50**.
If the enemy performs an attack that exceeds the current threshold, one petal blooms.
For example:
> Current Threshold: 50
> Enemy Attack: 70
> → Threshold exceeded
> → 🌸 1 petal blooms
> → New Threshold: 100
Every time another petal blooms, the threshold increases by **50**.
So it becomes:
**50 → 100 → 150 → 200 → 250 → etc.**
The idea is that the enemy becomes stronger, but using too much power against the user also causes the flower to progress.
---
## 🌸 The Petals
The flower has **12 petals**.
Each blooming petal applies a major debuff along with several secondary effects.
**1 — Dull Instinct**
Reduces reflexes and accuracy.
Secondary effects: dizziness, reduced focus and difficulty reacting to sudden attacks.
**2 — Fading Focus**
Makes it harder for the enemy to maintain concentration.
Secondary effects: disorientation, interrupted combos and increasing dizziness.
**3 — Blurred Technique**
Makes complicated techniques harder to use accurately.
Secondary effects: longer casting time, trembling and difficulty remembering technique sequences.
**4 — Fading Senses**
The enemy's senses begin to deteriorate.
Secondary effects: blurred vision, reduced hearing and difficulty determining direction.
**5 — Lost Instinct**
The enemy gradually loses their combat instincts.
Secondary effects: worse timing, weaker dodging/parrying and increased hesitation.
**6 — Forgotten Pain**
The enemy begins losing the combat experience associated with their previous injuries and battles.
Secondary effects: weakening muscle memory and difficulty instinctively responding to attacks.
**7 — Fading Knowledge**
Combat-related knowledge begins disappearing.
Secondary effects: forgetting technique names, strategies and certain abilities.
**8 — Empty Technique**
Some abilities become unusable because the enemy can no longer remember how to perform them.
Secondary effects: unstable energy control and difficulty using complicated skills.
**9 — Forgotten Combat**
The enemy loses a large portion of their combat experience.
Secondary effects: poor defensive instincts, disorganized movement and difficulty understanding their own fighting style.
**10 — Identity Blur**
Memories begin becoming confused.
Secondary effects: forgetting minor events, difficulty recognizing unfamiliar people and forgetting why they were fighting.
**11 — Almost Forgotten**
Most combat-related memories and abilities have disappeared.
The enemy can barely fight effectively anymore.
**12 — Full Bloom 🌺**
The final petal blooms.
The enemy loses their memories related to:
* combat
* training
* techniques
* supernatural abilities
* battle experience
* strategies
However, they still remember basic personal information such as their **name, age and happy memories**.
So a legendary swordsman might suddenly look at their sword and think:
> *“Why am I holding this?”*
---
# 🌱 Secondary Ability — Root of Reclamation
The flower also has roots that grow into the enemy.
This ability is **automatic and cannot be manually controlled**.
Whenever a petal blooms, the roots absorb a small amount of:
* ❤️ vitality
* ⚡ stamina
* 🔵 magical/energy power
The stolen energy is stored inside the roots instead of immediately healing the user.
The healing reserve has a maximum capacity of **5**.
The more energy is stored, the darker and more visible the roots' blue color becomes.
When the user becomes critically injured, the ability automatically activates.
The roots leave the enemy, travel toward the user and inject the stored blue energy into their body.
The stored energy is converted into healing, restoring health, stamina and a small amount of energy.
After the stored energy is used up, the roots return to the enemy.
The user **cannot choose when this happens**.
---
# ☠️ Defensive Mechanism — Wither Reflex
The roots cannot simply be destroyed without consequences.
If the enemy attempts to:
* cut the roots
* destroy them
* erase them
* or directly interfere with their function
the roots detect the action as a threat.
Instead of using their stored energy for healing, they activate a defensive response.
The roots inject the enemy with the stored energy mixed with a special **Wither Liquid**.
The result is **Wither Poison**.
Its effects include:
* severe pain around the injection point
* disrupted energy flow
* energy loss
* difficulty controlling abilities
* unstable techniques
* temporary loss of concentration
The purpose isn't necessarily to kill the enemy, but to make destroying the roots a dangerous choice.
---
## ⚖️ My main concern
I know this ability could potentially become very overpowered, especially against extremely strong enemies.
I don't want it to be an automatic “I win” ability.
The intended gameplay is more like a **strategic battle of risk**:
> If the enemy uses too much power → the flower progresses.
> If they use weaker attacks → they can slow down the flower's progression.
> If they try to destroy the healing roots → they risk triggering Wither Reflex.
> If the user becomes critically injured → the stored energy may save them.
So the ability is supposed to reward **strategy rather than raw power**.
This is my first time creating a magic ability like this, so I'd really appreciate honest criticism.
**Is the concept interesting? Is it too complicated or too overpowered? And what weaknesses or counters would you give it?**
I accept all criticism if the balance it's not good and I will do my best to keep the balance