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Reply Grimoire of the Rift (System Guide)
Ability and Magic List

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Carlos Ralfer
Captain

PostPosted: Mon Aug 10, 2009 6:08 am


Ability and Magic List

1) Intro
2) Explanation of Abilities and Magic
3) Explanation Area of Effect and Mass Effect
4) Explanation of Magicite
5) Explanation of Knowledge Points
6) Explanation of Evolution
7) Ability List
8 ) Magic List


Intro

Below are lists of all the available guild wide abilities and magic spells possible to be learned by a character weather it be through a single piece of Magicite or through a Soul Stone. These lists are more so of a reference so as not to have to take someone else’s word on an abilities or magic spells traits.

Explanation of Abilities and Magic

Abilities are best described as any and all physical feats capable by a person. They can roughly be divided into two categories: Passive and Active. Passive abilities are active as long as either the teaching Magicite/Soul Stone is equipped and is forever active after learning the ability. Active Abilities have to be activated and differ from magic as it doesn’t take MP but rather AP{Ability Points} in relation to what the ability does or how much damage it inflicts.

Magic Spells are a bit different as they can be broken into several categories: Healing, Attack, Defense, and Alteration. Spells fall into these different categories based on their attributes and effects on the world around them. To be certain, special, supernatural abilities can be unleashed with the usage of these spells to either benefit or harm the user and his allies and foes. Magic uses MP{Magic Points} as payment for the services rendered.

Explanation of Area of Effect and Mass Effect

Also, 2 very important terms to know when speaking of spells and abilities are Area of Effect (AOE) and Mass Effect(ME).

Area of Effect(AOE) skills hit multiple targets. However, they tend to focus the full brunt of the effect onto a single target and all others in range usually only take half the effect. This also means they only have to compete with half the effectiveness if they intend to dodge, meaning their counter roll gets double the power.
So if you were the main target of an AOE spell, you must dodge it as normal. If you aren't the main target but are still within range of the attack, whatever counter you use is double it's normal since the spell isn't truely attacking you. On top of this, even if you are hit by the attack, you only take half the damage it normally would have inflicted.

Mass Effect(ME) skills still do hit multiple targets however they don't discriminate and unlease their full power on all in range.
 
PostPosted: Mon Aug 10, 2009 6:11 am


Explanation of Magicite

By now, you’re probably wondering what the duce Magicite is. To put it simply, Magicite is the power of the planet, refined with the knowledge of the ancients and crafted with the tools of man and beast. Simple ain’t it?

Magicite are stones grafted from the concentrated magic of the Crystals. These stones are usually naturally occurring although the exact process is unknown. Artificial processes have been developed to derive special stones and altered stones but very few come close to the abilities of natural Magicite.

In terms of usage, just about every abilities or spell that can be learned can be done so by having a piece of Magicite equipped and gaining KP{Knowledge Points} through training, combat or other means. Once equipped, the user can use any power available at that time by the Magicite. Some powers must be unlocked by mastering other powers or evolving the stone. Also, the user must have the physical or mental capabilities to use the power being bestowed upon them by the stone. Even after mastering the power, if something occurs to the user that makes them unable to use said power (loss of needed weapon, stat reduction, etc) they can no longer use the power until this is remedied.
Magicite is divided into several categories: Magic, Summon, Ability, and Support.

Magic:
A rather broad term as, in essence, the very nature of Magicite is magical but these particular Magicite bestow supernatural capabilities upon the user. This brand can be broken down further into Healing, Attack, Defense and Alteration. Each of these subsets have magic specifically associated with it and are very easily defined by the attribute of the magic.

    Healing:
    As the name suggests, the Magic Magicite of this subclass are all geared towards healing wounds and ailments. It’s usually a good idea to have at least one of these laying around for just-in-case situations. Magicite in this class includes the Cure, Raise and Esuna series.

    Attack:
    Magicite meant to do nothing but bring pain and suffering to your opponent. There are a wide variety of attacking magics for various occasions. Some elitist like to break this category down into more sub-subcategories such as elements, non-elements, nature etc but, for the sake of this argument, we won’t be that a**l. Magicite in this class include: the Fire, Ice and Lightning Series, the Gravity Series, etc.

    Defense:
    Magicite meant to protect the wielder and his friends. There are only a few in this category but their benefits are great. The main spells in this class are Barrier, Shell, Wall and Reflect.

    Alteration:
    This class of magic is inhabited by spells that alter the targets status and stat for either good or ill. A large array of spells exists in this area. There are so many to the point where the argument has been made of splitting the class into separate sub classes. There are beneficial alterations such as the Haste series, Quick, and others. But there are equally bad status ailment alterations such as Poison, Blind, Curse, etc.


Summon:
Summon Magicite is one of the most devastating types known. It is better to view a piece of Summon Magicite as a cell phone with a single persons number set to auto dial. To use a summon Magicite is to call forth a creature of massive power to do ones bidding. However, this is more for a quick, powerful attack and can usually take massive amounts of MP due to the strain on the body and mind to activate the portal, lure the creature out and keep the portal open long enough for the creature to exist in this world, attack and return. If one does not have enough MP for the summon, the creature may vanish mid way through their attack or rebel against the summoner and refuse to do their bidding. Some summons have even been known to go rouge due to having their portal vanish on them thanks to an inexperienced user.

It should be noted that, while most users of the Summon Magicite can call forth the creatures for an attack, there are those who study the ancient arts of Summoning Magic and can call forth more powerful creatures and actually allow them to stay manifested in this world for extended periods of time, effectively making the summoned creature more of a partner or a pet more so than a tool.

Ability:
Ability Magicite is a bit different from all the others as it doesn’t take MP nor does it bend the rules of reality. Instead, Ability Magicite bestow upon the user special attacks and techniques that normally would take years of training and skill within a relatively short amount of time. Things as mundane as stealing an item to extremes such as mimicking an ally’s exact moves and attacks with no cost to you are all possible with these Magicite. Of course, the more extreme or dedicated the ability is, the more time it will take to learn it, even from the Magicite. Midgar wasn’t built in a day you know.

Support:
Support Magicite is a special brand that works to strength and enhance other Magicite. Alone, it gives no special abilities to the user but can give quite an array of special traits when used together with a piece of Magicite. One piece of Magicite may have multiple Support Magicites but one Support Magicite may only be linked to one piece of Magicite. Things such as cutting the cost of a Magicite in half to casting it 4 times for the price of 1 cast are all capable with these. There is also another oddity about this type of Magicite in that a large majority of the abilities cannot be learned by most people. However, those who study the ancient magics are capable of learning certain support skills and retaining them for use with any Magicite they choose to wield.

Magicite itself is a very interesting substance and even considered to be alive. By gathering enough Knowledge Points (KP) a piece of Magicite can go through a change known as Evolution. This evolution gives access to several more powerful abilities and traits along the same line of the already existing abilities and traits of the Magicite. For instance, the attacking Magicite known as Fire is often called the youngest of the Fire Series as these Magicite may evolve into more powerful Fire magics named Fira, Firaga and finally, Firaja; each more powerful in damage or ability from the last.
 

Carlos Ralfer
Captain


Carlos Ralfer
Captain

PostPosted: Mon Aug 10, 2009 6:58 am


Explanation of Knowledge Points

The amount of knowledge gained about an ability through combat and quests. Knowledge about the abilities on a piece of Magicite is passed on to the wielder of the Magicite as they progress through quests and combat. Once a certain amount of Knowledge Point’s is obtained, the wielder can learn the ability. Acquiring all abilities within a piece of Magicite is called Mastering it. Once a piece of Magicite has been mastered, it may evolve into a new, more powerful Magicite with more powerful abilities and stat boosts.

Explanation of Evolution

The evolution of a piece of Magicite is a special thing. Once the user has learned all the attributes within a single piece of Magicite and assuming the Magicite is one that can evolve, they must gather more KP to the Magicite and eventually, it will evolve. Evolution grants brand new abilities to the Magicite as well as retaining older abilities. In this way, holding a piece of Magicite can benefit a person more than giving it up as they can then give this Magicite to a friend or loved one and they will be able to learn all the spells unlike Magicite born of a certain level where you can only learn that level of magic and above if evolved. Also, Magicite that is evolved instead of bought can give slight bonuses to the abilities they wield such as costing less KP to learn new skills or costing less MP to cast.
 
PostPosted: Mon Aug 10, 2009 8:46 am


Ability List-Rank I


Master Knuckle
Description: A part of the Master series of abilities. While anyone can punch, it takes a pro to properly wield the guards and weapons that assist.. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from knuckle class weapons and use of abilities on weapon and attacks that require knuckle class weapons.

Master Dagger
Description: A part of the Master series of abilities. While anyone can use a dagger, it takes a pro to truly wield the weapon with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from dagger class weapons and use of abilities on weapon and attacks that require dagger class weapons.

Master Short Sword
Description: A part of the Master series of abilities. While anyone can use a sword or dagger, it takes a pro to truly wield the weapon between the two with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from short sword class weapons and use of abilities on weapon and attacks that require short sword class weapons.

Master Sword
Description: A part of the Master series of abilities. While anyone can use a sword, it takes a pro to truly wield the weapon with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from sword class weapons and use of abilities on weapon and attacks that require sword class weapons.

Master Knight Swords
Description: A part of the Master series of abilities. While anyone can use a sword, it takes a pro to truly wield a knight’s sword with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from knight sword class weapons and use of abilities on weapon and attacks that require knight sword class weapons.

Master Great Swords
Description: A part of the Master series of abilities. While anyone can use a sword, it takes a pro to truly wield an enormous blade with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from great sword class weapons and use of abilities on weapon and attacks that require great sword class weapons.

Master Gunblade
Description: A part of the Master series of abilities. While anyone can use a sword…or a gun, it takes a pro to truly one of the masterfully fused weapons with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from gunblade class weapons and use of abilities on weapon and attacks that require gunblade class weapons.

Master Axe
Description: A part of the Master series of abilities. While anyone can use an axe, it takes a pro to truly wield one with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from axe class weapons and use of abilities on weapon and attacks that require axe class weapons.

Master Club
Description: A part of the Master series of abilities. While anyone can beat someone up with a blunt object, it takes a pro to truly wield a said blunt object with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from club class weapons and use of abilities on weapon and attacks that require club class weapons.

Master Polearms
Description: A part of the Master series of abilities. While anyone can use a polearm, it takes a pro to truly wield one with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from polearm class weapons and use of abilities on weapon and attacks that require polearm class weapons.

Master Staves and Rods
Description: A part of the Master series of abilities. While anyone can use a magic stick, it takes a pro to truly wield one with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from staff and rod class weapons and use of abilities on weapon and attacks that require staff and rod class weapons.

Master Bow
Description: A part of the Master series of abilities. While anyone can shoot an arrow, it takes a pro to truly wield one with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from bow class weapons and use of abilities on weapon and attacks that require bow class weapons.

Master Crossbow
Description: A part of the Master series of abilities. While anyone can pull a trigger, it takes a pro to truly wield one with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from crossbow class weapons and use of abilities on weapon and attacks that require crossbow class weapons.

Master Gun
Description: A part of the Master series of abilities. While anyone can pull a trigger, it takes a pro to truly wield one with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from crossbow class weapons and use of abilities on weapon and attacks that require crossbow class weapons.

Master Rifle
Description: A part of the Master series of abilities. While anyone can pull a trigger, it takes a pro to truly wield one of these bad boys with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from rifle class weapons and use of abilities on weapon and attacks that require rifle class weapons.

Master Musical Instrument
Description: A part of the Master series of abilities. While anyone can use a flute, it takes a phyco to truly wield one as a weapon. A gas powered guitar may be a different story. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from musical instrument class weapons and use of abilities on weapon and attacks that require musical instrument class weapons.

Master Fabric
Description: A part of the Master series of abilities. While everyone loves silk against their skin, it takes a true masochist (or genius) to use one on the battle field. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from fabric class weapons and use of abilities on weapon and attacks that require fabric class weapons.

Master Card
Description: A part of the Master series of abilities. While anyone can use a deck of cards, it takes a pro to truly wield them as weapons. This grants that proficiency. And no, these don’t explode!
KP to Master: 50
Type: Support
Special: Allows full damage from card class weapons and use of abilities on weapon and attacks that require card class weapons.

Master Books
Description: A part of the Master series of abilities. While anyone can use a book… wait a what?! Ok, no one should know how to efficiently use one as a weapon. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows full damage from book class weapons and use of abilities on weapon and attacks that require book class weapons.

Master Shield
Description: A part of the Master series of abilities. While anyone can use a shield, it takes a pro to truly cover their but with full efficiency. This grants that proficiency.
KP to Master: 50
Type: Support
Special: Allows use of abilities on or requiring shields.

Steal Gil
Description:
The starting point of all great thieves. You have to get up enough capital to support yourself right?
AP Cost: 1
Type: Melee
Requirements: Dex 10+
KP to Master: 80
Special: *Treat as melee attack roll
*Amount of gold stolen is based on user's level x 20

Death Blow
Description:
Focusing all your power into a single blow may sound cliché but it works.
AP Cost: 50
Damage: If connects, guarantied Critical Hit
Type: Melee
Requirements: Str 40+, Con 40+
KP to master: 100
Special: If attack roll for this ability lands on 100, critical damage is doubled (normal damage x4)

Divine Blade
Description:
By focusing one blessings upon the blade, their attacks become pure.
AP Cost: 20
Effect: Makes weapon damage Holy element
Type: Enhancer
Requirements: Paladin Soul Stone, Wis 10+
KP to master: 50

Throw
Description: A secret skill of the ninja arts which allows the throwing of anything handy, including the kitchen sink.
AP Cost: 0
Damage: damage of thrown weapon/item + dex mod
Type: Range
Requirements: Ninja Soul Stone, Dex 30+
KP to master: 100
Special: Item thrown is lost forever

Defend
Description: Selflessly sacrifice one’s own wellbeing to support an ally.
AP Cost: 1
Effect: Take half damage in place of ally.
KP to Master: 80
Type: Enhancer
Requirements: Con 30+, Dex 20+
Special: Cannot be used if incoming attack is AOE or ME.

Raise Evade
Description: Those yoga classes reeeealy paid off.
Effect: Add +5 to EB
Type: Support
Requirements: Dex 20+, lvl 5+
KP to master: 75

Shadow Strike
Description: Strike with you blade consumed with hate, anger, frustration, and sheer darkness.
AP Cost: 20
Effect: Makes weapon damage Dark element
Type: Enhancer
Requirements: Ninja Soul Stone, Wis 10+
KP to master: 50

Learn
Description: Learn the monster skill that just knocked the living crap out of you… assuming your still alive after.
Effect: If certain monster skill connects with you while you have this skill mastered, you can learn that monster skill for use later.
Type: Support
Requirements: Blue Mage Soul Stone, Wis 20+, Concentration 30+
KP to master: 100
Special: Only usable after mastering skill

Innocent Blush
Description: A simple gesture like changing the color of your cheeks does so much to an opponent.
AP Cost: 20
Effect: Lower’s all counter-charm checks on user by 5 and inflict “Innocent” status on user.
Type: Enhancer
Requirements: Virgin Soul Stone, Cha 20+
KP to master: 50
Special: AOE Ability

Pure Smile
Description: A simple smile can go a long way.
AP: 20
Effect: Raises user’s Seduction by 20 and inflict “Reflect” status on user
Type: Enhancer
Requirements: Virgin Soul Stone, Cha 25+, Seduction 40+
KP to master: 50
 

Carlos Ralfer
Captain


Carlos Ralfer
Captain

PostPosted: Fri Jan 22, 2010 12:24 pm


Ability List-Rank II


Darkness
Description: A power that is born from negative emotions in a knight. In exchange for a portion of the users HP, they can release a dark elemental attack upon multiple enemies
Cost: 10% of Max Hp
Damage: Weapon damage x 1.30
Type: Range
Requirements: 10% of Max Hp, Str 30+, Concentration 40+
KP to Master: 150
Special: *Attack is marked as Dark Element
*Must spend 10% of your Max HP to use this. If you do not have 10% left, you cannot use this skill.

Steal Weapon
Description: A high ranking thievery skill. Most folks don’t want to part with their only way to deal damage and will normally beat you senseless for it.
AP Cost: 50
Type: Melee
Requirements: Dex 30+
KP to Master: 120
Special: *Roll 1D100. Success chance starts at 40%. Divide Defender and Attackers Dex Stat by 4. Add attacker’s amount to chance of success and add defenders amount to chance of evasion.

Steal Armor
Description: Most people would give you the shirt of their back if you were in need. Others… need a bit more persuasion.
AP Cost: 50
Type: Melee
Requirements: Dex 30+
KP to Master: 120
Special: *Roll 1D100. Success chance starts at 50%. Divide Defender and Attackers Dex Stat by 4. Add attackers amount to chance of success and add defenders amount to chance of evasion.

Critical Strike
Description: A well timed attack to strike at an enemies weak spot.
Damage: Increases critical hit chance by 10%
Type: Support
Requirements: Dex 40+
KP to master: 100

Disable: Movement
Description: A silent strike to an opponents leg’s hindering their movement.
AP Cost: 100
Damage: Normal Weapon Damage
Type: Melee / Range
Requirements: Assassin Soul Stone, Move Silently 50+,
KP to master: 100
Special: Inflict "Immobilize" status

Disable: Action
Description: A silent strike to an opponents arm’s hindering their movement.
AP Cost: 100
Damage: Normal Weapon Damage
Type: Melee / Range
Requirements: Assassin Soul Stone, Move Silently 50+,
KP to master: 100
Special: Inflict "Disable" status

Silence Strike
Description: A strike directly to the targets vocal cords, hindering their ability to speak..
AP Cost: 100
Damage: Normal Weapon Damage
Type: Melee / Range
Requirements: Assassin Soul Stone, Move Silently 50+,
KP to master: 100
Special: Inflict "Silence" status

Blind Strike
Description: A strike directly to the targets eyes, hindering their ability to see..
AP Cost: 100
Damage: Normal Weapon Damage
Type: Melee / Range
Requirements: Assassin Soul Stone, Move Silently 50+,
KP to master: 100
Special: Inflict "Blind" status

Blaster
Description: Just because you know in the heat of combat you want to yell "Say Hallo to my Litta Friend!"
AP Cost: 50
Damage: Gun damage x2
Type: Range
Requirements: Range Weapon 100+, Dex 30+
KP to master: 150

KP Up
Description: Get more of what you asked for.
Effect: Receive 1.2x more KP
Type: Support
Requirements: lvl 5+,
KP to master: 500
Special: Only usable after mastering skill

Exp Up
Description: The worlds a big place, learn all you can while you can.
Effect: Receive 1.2x more EXP
Type: Support
Requirements: lvl 5+
KP to master: 500
Special: Only usable after mastering skill

Sorcery Blade
Description: Using special markings enhanced with your own force, With tribal tattoos you learned that they don’t just look cool, they make you stronger....well maybe not tramp stamps.
AP Cost: 50
Effect: Increases weapon damage by Int mod for 3 posts
Type: Enhancer
Requirements: Int 40+
KP to master: 100

MP Boost
Description: Feel the power flowing through you!
Effect: Increase Max MP by 1.2x
Type: Support
Requirements: lvl 5+
KP to master: 200
Special: Only usable after mastering skill

Call Aid
Description: Summon a random monster from the area for a one shot attack for you....it might maul your face also...bout a 50/50 shot.
AP Cost: 75
Effect: If it hits, number each of the monster types in the area and do a random number generator to find out which one you summon.
Type: Melee / Range
Requirements: Listener Soul Stone, Handle Animals 50+
KP to master: 100
Special: *Monster summoned must be 1 level below you or more.
*Can only be used once every other post.
*Attack monster does can be selected by user.

Invoke
Description: Cracks the dimensional fabric between here and a summon beasts world so they can smack a target for you.
AP Cost: Summon’s level x2
Effect: Calls’ a summon monster to use a regular attack or spell on target
Requirements:At least 1 summon, Handle Animals 30+
KP to master: 150
Special: Attack done must be common attack(melee attack, magic spell), not summons special skills.

The Wink
Description: It’s such a simple move yet it conveys so much and can easily charm the pants off someone, even monsters!
AP: 100
Effect: Lower’s targets physical attack power by user’s Cha mod for 3 posts and inflicts “Charm” Status
Type: Enhancer
Requirements: Flirt Soul Stone, Cha 50+, Seduction 80+
KP to master: 100

Dream come True
Description: You know exactly what to tell them to have there clothes disappear in seconds.
AP: 100
Effect: Lower’s targets magic attack power by user’s Cha mod for 3 posts and inflicts “Charm” Status
Type: Enhancer
Requirements: Flirt Soul Stone, Cha 50+, Seduction 80+
KP to master: 100
 
PostPosted: Mon Jan 25, 2010 1:04 pm


Ability List-Rank III


Demon Blade
Description: An ability unique to the Dark Knight Soul Stone. This allows the user to turn any attack to a Dark Element attack and increase damage by 10% at the cost of 20% of their current HP.
Cost: 20% of current HP
Effect: Increases damage of next attack by 1.1x (10%) and change element to Dark
Type: Enhancer
Requirements: Dark Knight Soul Stone, Con 50+, Magic Skill 50+
KP to Master: 160
Special: Turns next attack element property to Darkness, overriding any elemental property it may already have.

Steal Accessory
Description: It takes a delicate touch to snatch away a prized ring or valuable necklace from someone. So don’t expect this to be easy.
AP Cost: 100
Type: Melee
Requirements: Dex 60+
KP to Master: 250
Special: *Roll 1D100. Success chance starts at 20%. Divide Defender and Attackers Dex Stat by 4. Add attacker’s amount to chance of success and add defenders amount to chance of evasion.

Invis-strike
Description: Now you see me.........wait, no you don’t HAH!
AP Cost: 150
Effect: Allows for physical attacks while in hiding or under Vanish effect without giving away position for 2 posts
Type: Enhancer
Requirements: Move Silently 150+, Dex 60+, Wis 40+
KP to master: 300

Doom Strike
Description: A focused strike that slow saps away the functionality of those vital organ things… you didn’t need those right?
AP Cost: 500
Damage: Normal Weapon Damage
Type: Melee
Requirements: Concentration 200+, Dex 40+
KP to master: 200
Special: Inflict “Doom” status

Death/Critical Immunity
Description: You have learned to walk the line between life and death but Death thinks you’re an a** so it don’t want you.
Effect: Grant’s Immunity to Auto-KO and Critical Damage
Type: Support
Requirements: Con 80+, Wis 60+, lvl 30+
KP to master: 200
Special: Immune to Auto-KO, and Critical damage.

Summon Modulation
Description: So much power to choose from, so little time.
AP Cost: 130
Effect: Take all summons equipped/learned and number them sequentially. Then do a random number count. Whichever one comes up, use it for no additional cost.
Type: Support
Requirements: Magic Skill 80+, Wis 30+
KP to master: 150

Guardian Force Summon
Description: Become one with the beings of a different realm… just no freaky stuff ok?
AP Cost: 250
Effect: Pick one summon you have equipped/learned and fuse with it for 3 posts
Type: Enhancer
Requirements: Equipped or Learned Summon, Int 80+
KP to master: 300
Special: *During fusion, take 2 of the main stats of summon and overwrite yours for those. You may count HP, MP, AP as their own individual stat.
*Take 2 different main stats of yours and drop them to 0. You may count HP, MP, AP as their own individual stat.
*If stat drop/raise affects other stats, you must show this influence. So if you drop Con to 0, your HP and Fortitude must suffer during those turns.
*Must wait 2 posts before you can use this ability again.
*Can use summons Overdrive attack while in this state but instantly cancels the fusion afterwards.

Draw
Description: Attempt to draw out and copy enemies magics temporarily.
AP Cost: 150
Effect: If it connects, count up target’s magics you don’t posses and roll a random number generator from 1 - the number of magics available. Copy the copy the resulting magic for the rest of battle
Type: Enhancer
Requirements: Target with at least 1 spell you don’t have, Wis 90+, Int 50+
KP to master: 200
Special: *Acquired magic only last till end of battle
*You do not have to have the proper stat required for the spell except the needed MP

Survival
Description: All the near death experiences has finally taught your body how to fend for itself… cause you sure as hell weren’t.
Effect: If hp is above 10% of Max and you take an attack that should kill you, survive the attack with 1 HP.
Type: Support
Requirements: Con 60+
KP to master: 250

Manipulate
Description: Make a monster on the battle field follow your command. :NOTE: This may result in making it angry and want to gnaw on your face.
AP Cost: 200 and 10 per turn held
Effect: If it hits, number each of the monster in battle with you at the moment and do a random number generator to find out which one you control.
Type: Melee / Range
Requirements: Listener Soul Stone, Handle Animals 150+
KP to master: 200
Special: *Monster controlled cannot be on a higher level than you.
*Every 2 posts after initial cast, roll a die. If the number comes up even, the monster is free of your control and gets a free, melee counter attack on you.
*Monster attacks done are selected at random. Number them and use the random number generator.

w/Summon
Description: TWO! TWO! TWO Summons for the time of one!
AP Cost: 150
Effect: Allows the user to perform 2 summon attacks for only 6 Actions.
Requirements: Channeler Soul Stone, Handle Animals 300+, Diplomacy 200+
KP to master: 300
Special: User must still pay full MP cost for both summons. If they cannot pay in full, they cannot use this ability.

Playing Nurse
Description: Dress up as a hot nurse and give that sick patient the medicine they need.
AP: 250
Effect: Increases Seduction of user by 30. Inflict “Regan” on target but also steals the same amount of Gil from the target as the amount of HP healed. Also inflict “Charm” status on target.
Type: Enhancer
Requirements: Minx Soul Stone, Cha 75+, Seduction 200+
KP to master: 200

Playing Maid
Description: Dress up as a dirty maid and clean that bad master’s clock.
AP: 250
Effect: Increases Seduction of user by 30. Forcibly un-equips your current equipment and equips lower rank variations of the equipment. Also inflict “Charm” status on target.
Type: Enhancer
Requirements: Minx Soul Stone, Cha 75+, Seduction 200+
KP to master: 200

Strong Embrace
Description: Please just...let me hold you in my arms and I will be happy.
AP: 250
Effect: Increases Seduction of user by 30. Inflict “Poison” on target but user also Heals for the amount of HP lost due to poison. Also inflict “Charm” status on target.
Type: Enhancer
Requirements: Cassanova Soul Stone, Cha 75+, Seduction 200+
KP to master: 200

Sweet Nothing
Description: "But, soft! What light through yonder window breaks?
It is the east, and you are the sun! Wait… your not exactly that bright… or that hot…"
AP: 250
Effect: Increases Seduction of user by 30. Forcibly un-equips your current magicite and equips lower rank variations of the equipment. Also inflict “Charm” status on target.
Type: Enhancer
Requirements: Cassanova Soul Stone, Cha 75+, Seduction 200+
KP to master: 200

Duel Wield
Description: One weapon pfffft...the more weapons the better!
Effect: equip a single hand weapon in both hands.
Type: Support
Requirements: Dex 50+, Str 50+
KP to master: 200
Special: If attacking with both weapons, treat both swings as a single attack roll.
When calculating damage, combine the two weapons damage and multiply by .7 (70%) to get actual potential damage.
 

Carlos Ralfer
Captain


Carlos Ralfer
Captain

PostPosted: Tue Jan 26, 2010 8:05 am


Ability List-Rank IV


Hell Strike
Description: An attack created by someone who had trained in the depths of hell itself. Giving up a substantial portion of ones HP, they can unleash a powerful attack upon all enemies near by.
Cost: 40% of Max HP
Damage: Weapon damage x 4.0
Type: Range
Requirements: Chaos Legion Soul Stone, 40% of Max HP, Str 80+, Concentration 120+
KP to Master: 500
Special: *Attack is marked as Dark Element
*Must spend 40% of your Max HP to use this. If you do not have 40% left, you cannot use this skill.

Steal KP
Description: Some might consider it impossible to steal knowledge from someone but many people use notes or cards or some sort of symbol to help them remember things. It’s up to you to figure that out and snatch it away.
AP Cost: 300
Type: Melee
Requirements: Dex 80+, Steal Accessory, Steal Armor, Steal Weapon, Steal Gil
KP to Master: 600
Special: *KP amount stolen determined by User Int Mod
*If you fail at this ability, the defendant gets half the amount of KP you would have stolen from you.
*Roll 1D100. Success chance starts at 5%. Divide Defender and Attackers Dex Stat by 2. Add attackers amount to chance of success and add defenders amount to chance of evasion.

Steal Ability
Description: The theft of ones knowledge goes a bit further in that you can now copy one of their abilities. The lazy man’s way of learning.
AP Cost: 500
Type: Melee
Requirements: Dex 90+, Steal KP
KP to Master: 600
Special: *The target of this gets to keep their ability, the attacker simply gets a copy of it.
*Before you can steal any ability, you must fulfill all prerequisites for the ability.
*Roll 1D100. Success chance starts at 5%. Divide Defender and Attackers Dex Stat by 2. Add attackers amount to chance of success and add defenders amount to chance of evasion.

Judgment Bolt
Description: So shall the heavens strike down the sinners.
AP Cost: 600
Damage: holy damage 1000-1300+ int mod
Type: Melee
Requirements: Saint Guard Soul Stone, Wis 60+, Con 50+
KP to master: 400
Special: AOE Ability

Master Duelist
Description: You’ve taken the fundamentals of Duel Wielding and pushed them to the extreme. Now go poke that guy for all your worth.
Effect: equip a single hand weapon in both hands.
Type: Support
Requirements: Dex 100+, Str 80+, Duel Wield
KP to master: 500
Special: If attacking with both weapons, treat both swings as a single attack roll.
When calculating damage, both weapons do full damage.

Death Strike
Description: Use the full extent of your training to strike a single vital spot and...
AP Cost: 1000
Effect: Roll a 1D100, if it lands on 90-100(10%) then attack connects and target is inflicted with Insta-Death. Anything between 89 and targets Evasion bonus simply nets normal weapon damage.
Type: Melee
Requirements: Concentration 400+, Dex 80+
KP to master: 500

Arial Support
Description: You have friends in high places, let everyone else know just how high.
AP Cost: 400
Damage: 800-1200
Type: Range
Requirements: Turk Soul Stone
KP to master: 400
Special: ME Ability

Control
Description: Make a monster follow your every commands. "Sit boo boo sit.....good dragon."
AP Cost: 500 and 20 per turn held
Effect: If it hits, select the monster in the current battle you want to control and do so.
Type: Melee / Range
Requirements: Listener Soul Stone, Handle Animals 350+
KP to master: 400
Special: *Monster controlled cannot be on a higher level than you.
*Every 2 posts after initial cast, roll a die. If the number comes up even, the monster is free of your control and gets a free, melee counter attack on you.
*Monster attacks as user wishes.

Mimic
Description: Copy the last move an ally did for no cost. Feel good being called a copy cat!
Effect: Copy the last move an ally did regardless of stat or skill requirements.
Type: Any
Requirements: lvl 30+, All Stats 50+
KP to master: 600

Bedroom Eyes
Description: ...*Background music is play Marvin Gayes "Lets get it on."*
AP: 1000
Effect: Inflicts “Charm” status on target and target willingly gives up a piece of their equipment to you.
Type: Enhancer
Requirements: The Ultimate Stud Soul Stone, Cha 100+, Seduction 400+
KP to master: 600
Special: *Can only be used on target once, pass or fail.
*To determine what piece of equipment is given, number all of them and use the random number generator

Seductive Trance
Description: No matter the situation, you find yourself in whatever your dream setting is with the person of your sexual dreams standing before you…what do you do, WHAT DO YOU DO?!
AP: 1000
Effect: Inflicts “Charm” status on target and target willingly gives up a piece of their magicite to you.
Type: Enhancer
Requirements: Succubus Soul Stone, Cha 100+, Seduction 400+
KP to master: 600
Special: *Can only be used on target once, pass or fail.
*To determine what piece of magicite is given, number all of them and use the random number generator.
 
PostPosted: Wed Jan 27, 2010 6:30 am


Ability List-Rank V


Steal Magicite
Description: Knowledge is precious, gained knowledge even more so and thus whatever gives that knowledge is better than gold… so snatch it from them.
AP Cost: 1000
Type: Melee
Requirements: Shadow Stalker Soul Stone, Dex 150+, Steal Ability
KP to Master: 1000
Special: *The user of this must make two 1D100 rolls. The first roll is to find the actual Magicite and has a success chance that starts at 50%. You then divide the Int stat of the user and attack by 2 and add it to their chances of stopping and succeeding.
*The second roll is the actual stealing roll. Roll 1D100. Success chance starts at 5%. Divide Defender and Attackers Dex Stat by 2. Add attacker’s amount to chance of success and add defenders amount to chance of evasion.

Extract
Description: A forbidden ability that steals away an opponent’s Magic for one’s self.
AP Cost: 2000
Effect: If it connects, count up target’s magics you don’t possess but meet the requirements for and roll a random number generator from 1 – the number of magics available. Take this magic from the target.
Type: Enhancer
Requirements: Wis 200+, Draw
KP to master: 800
Special: *Target loses the spell and must relearn it.
*If spell was apart of some needed chain, the chain is not broken and they can continue on the chain as if they still had the spell.

Quad-Summon
Description: Summon a legendary beast 4 times to smack the snot out of a target.
AP Cost: 1000
Effect: Allows you to use a single summon monster 4 times for only 6 Actions.
Requirements: Summoner Soul Stone, Handle Animals 750+, Diplomacy 700+
KP to master: 800
Special: User must still pay full MP cost for each individual summon. If they cannot pay in full, they cannot use this ability.

Clone
Description: Anything you can do I can do better....if you didn’t kill me with it.
AP Cost:500
Effect: Copy any ability or spell an ally has regardless of stat or skill requirements.
Type: Any
Requirements: lvl 50+, All Stats 100+
KP to master: 1000
 

Carlos Ralfer
Captain


Carlos Ralfer
Captain

PostPosted: Wed Jan 27, 2010 1:03 pm


Magic List-Rank I


Fire
Description:
The user summons a blast of fire at the target. What? That’s it.You were expecting some grand explanation or something? It’s Fire level 1 for cryin’ out loud!
MP: 15
Damage: fire 10-30 + Int
Requirements: Magic 10+, Focus 10+
KP to Master: 50

Blizzard
Description:
The user summons a blast of frozen air at the target
MP: 15
Damage: ice 10-30 + Int
Requirements: Magic 10+, Focus 10+
KP to Master: 50

Thunder
Description:
The user summons a bolt of lightning at the target.
MP: 15
Damage: lightning 10-30 + Int
Requirements: Magic 10+, Focus 10+
KP to Master: 50

Aero
Description:
The user summons a blast of wind at the target.
MP: 15
Damage: wind 10-30 + Int
Requirements: Magic 15+, Focus 10+
KP to Master: 60

Earth
Description:
The user summons a shard of earth to strike at the target
MP: 15
Damage: earth 10-30 + Int
Requirements: Magic 15+, Focus 10+
KP to Master: 60

Water
Description:
The user summons a blast of water at the target.
MP: 15
Damage: water 10-30 + Int
Requirements: Magic 15+, Focus 10+
KP to Master: 60

Rasp
Description:
A forceful blast of magical energy blows away at the targets own magical force, reducing the targets MP instead of HP.
MP: 20
MP Damage: 10-40 + Int
Requirements: Magic 15+, Focus 15+
KP to Master: 60

Bio
Description:
The user summons a glob of poison at the target.
MP: 20
Damage: poison 10-30 + Int
Requirements: Magic 15+, Focus 10+
KP to Master: 70
Special: If magic hits roll 1d10, if the result is even the target also receives "Poison" status.

Cure
Description:
Healing magic is applied to the target’s wounds to restore HP.
MP: 15
Heal: 10-30 + Int
Requirements: Magic 10+, Focus 10+
KP to Master: 50
Special: Damages undead monsters

Bravery
Description:
A spell to increase the attack power of a target.
MP: 15
Effect: Inflicts "Bravery" status
Requirements: Magic 30+, Focus 20+
KP to Master: 50

Faith
Description:
A spell to increase the magic power of a target.
MP: 15
Effect: Inflicts "Faith" status
Requirements: Magic 30+, Focus 20+
KP to Master: 50

Dispel
Description:
The user focuses their magic to disrupt a single beneficial Status Effect of the target.
MP: 60
Damage: -
Requirements: Magic 15+, Focus 20+
KP to Master: 70
Special: If this hits and multiple beneficial status effects are in play, number each of them and use the random number generator to find which one

Poison
Description:
A poisonous fog is summoned towards the target.
MP: 20
Effect: Inflicts "Posion" status.
Requirements: Magic 20+, Focus 20+
KP to Master: 55

Silence
Description:
The user summons magic to inflict silence.
MP: 20
Effect: Inflicts "Silence" Status.
Requirements: Magic 20+, Focus 20+
KP to Master: 55

Blind
Description:
The user summons magic to inflict blindness.
MP: 20
Effect: Inflicts "Blind" Status.
Requirements: Magic 20+, Focus 20+
KP to Master: 55

Sleep
Description:
The user summons magic to inflict sleep.
MP: 20
Effect: Inflicts "Sleep" Status.
Requirements: Magic 20+, Focus 20+
KP to Master: 55

Friendly Fire
Description:
Whomever is the target of this spell becomes immune from damaging AOE or ME spells cast by the caster.
MP: 5
Effect: Immunity to damaging AOE and ME spells cast by caster for 30 Posts or 1 battle, whichever comes first.
Requirements: Magic 10+
KP to Master: 50
Special:ME Spell
 
PostPosted: Thu Jan 28, 2010 9:55 am


Magic List-Rank II


Fira
Description:
A larger blast of fire is summoned to attack the target.
MP: 30
Damage: fire 30-90 + Int
Requirements: Magic 30+, Focus 30+, Fire
KP to Master: 65

Blizzara
Description:
A shard of ice 50 Below Zero and dropping is dropped on your head.
MP: 30
Damage: ice 30-90 + Int
Requirements: Magic 30+, Focus 30+, Blizzard
KP to Master: 65

Thundara
Description:
A cluster of lightning is summoned to strike at the target.
MP: 30
Damage: lightning 30-90 + Int
Requirements: Magic 40+, Focus 30+, Thunder
KP to Master: 65

Aerora
Description:
A strong blast of wind strikes the opponent, knocking them off balance.
MP: 40
Damage: wind 35-100 + Int
Requirements: Magic 40+, Focus 30+, Aero
KP to Master: 70
Special: If magic hits roll 1d10, if the result is 1 or 10 the target is also receives "Knock-down" status.

Watera
Description:
Stronger than Water but still only a blast of water.
MP: 40
Damage: water 35-100 + Int
Requirements: Magic 40+, Focus 30+, Water
KP to Master: 70

Earthra
Description:
The user summons a large upheaval of stone at the target.
MP: 40
Damage: stone 35-100 + Int
Requirements: Magic 40+, Focus 30+, Stone
KP to Master: 70

Biora
Description:
The user summons a large glob of poison at the target.
MP: 45
Damage: fire 30-80 + Int
Requirements: Magic 40+, Focus 30+, Bio
KP to Master: 80
Special: If magic hits roll 1d10, if the result is even the target also receives “Poison”, “Silence” and “Blind” status.

Gravity
Description:
A focused ball of gravitation is placed around the target, cutting their health by a certain amount.
MP: 70
Damage: Cut's target's HP by current HP/10(10%)
Requirements: Magic 40+, Focus 40+
KP to Master: 80
Special: Spell cannot kill/KO

Cura
Description:
Repairs a good amount of damage to a target.
MP: 30
Heal: heal 30-100 + Int
Requirements: Magic 30+, Focus 30+, Cure
KP to Master: 65
Special: Damages Undead monsters

Regan
Description:
Repairs a small amount of HP over time.
MP: 50
Effect: Inflicts "Regan" status
Requirements: Magic 20+, Focus 30+, Cure
KP to Master: 75
Special: Act's like Poison when placed on Undead monsters.

Haste
Description:
By altering time around a target, the user speeds up everything for the target.
MP: 40
Effect: Inflicts "Haste" status
Requirements: Magic 40+, Focus 40+
KP to Master: 100

Slow
Description:
A restricting spell that slows down time itself for the target.
MP: 40
Effect: Inflicts "Slow" status
Requirements: Magic 40+, Focus 40+
KP to Master: 100

Float
Description:
Weight and Mass mean nothing to you as this spell renders you slightly immune to the laws of gravity.
MP: 40
Effect: Inflict “Float” status
Requirements: Magic 40+, Focus 40+
KP to Master: 100

Protect
Description:
A spell that casts a guardian force of magic around you.
MP: 40
Effect: Inflict “Protect” status
Requirements: Magic 40+, Focus 40+
KP to Master: 100

Shell
Description:
A spell that encases the target in a warm, protective glow of magic
MP: 40
Effect: Inflict “Shell” status
Requirements: Magic 40+, Focus 40+
KP to Master: 100

Poisona
Description:
A spell used specifically for expunging toxins from the body.
MP: 15
Effect: Increases targets Poison counter check by casters Int mod for 1 post.
Requirements: Magic 30+, Focus 30+, Cure
KP to Master: 70

Blinda
Description:
A spell that purifies the eye’s allowing normal vision.
MP: 15
Effect: Increases targets Blind counter check by casters Int mod for 1 post.
Requirements: Magic 30+, Focus 30+, Cure
KP to Master: 70

Soft
Description:
A spell that aids in the removal of petrified skin.
MP: 15
Effect: Increases targets Petrify counter check by casters Int mod for 1 post.
Requirements: Magic 30+, Focus 30+, Cure
KP to Master: 70

Vox
Description:
A spell that purifies the vocal cords allowing regular speech.
MP: 15
Effect: Increases targets Silence counter check by casters Int mod for 1 post
Requirements: Magic 30+, Focus 30+, Cure
KP to Master: 70

Burn
Description:
An intense yet quick flash fire blazes against your skin.
MP: 25
Effect: Inflicts "Burn" Status.
Requirements: Magic 50+, Focus 50+
KP to Master: 80

Frost-bite
Description:
A spell that suddenly drops the temperature around a target area.
MP: 25
Effect: Inflicts "Frost-burn" Status.
Requirements: Magic 50+, Focus 50+
KP to Master: 80

Break
Description:
A spell that alters the molecular composition of flesh to turn it to stone
MP: 25
Effect: Inflicts "Petrify" Status.
Requirements: Magic 50+, Focus 50+
KP to Master: 80

Paralysis
Description:
The user summons magic to inflict paralysis.
MP: 25
Effect: Inflicts "Paralysis" Status.
Requirements: Magic 50+, Focus 50+
KP to Master: 80
 

Carlos Ralfer
Captain


Carlos Ralfer
Captain

PostPosted: Thu Jan 28, 2010 9:56 am


Magic List-Rank III


Firaga
Description:
An explosion of flame surrounds the target.
MP: 100
Damage: fire 100-300 + Int
Requirements: Magic 100+, Focus 100+, Fira
KP to Master: 200
Special: If magic hits roll 1d10, if the result is 1 or 10 the target is also receives "Burn" status.

Blizzaga
Description:
The upper atmospher is chilled to several hundred degrees below zero so a huge ice crystal can be formed and dropped on target.
MP: 100
Damage: ice 100-300 + Int
Requirements: Magic 100+, Focus 100+, Blizzara
KP to Master: 200
Special: If magic hits roll 1d10, if the result is 1 or 10 the target is also receives "Frost-Bite" status.

Thundaga
Description:
A large storm cloud billows over head and rains down electrified justice on your head..
MP: 100
Damage: lightning 100-300 + Int
Requirements: Magic 100+, Focus 100+, Thundara
KP to Master: 200
Special: If magic hits roll 1d10, if the result is 1 or 10 the target is also receives "Paralysis" status.

Aeroga
Description:
A focused shot of air is forced into the target..
MP: 100
Damage: wind 150-500 + Int
Requirements: Magic 120+, Focus 120+, Aerora
KP to Master: 250
Special: If magic hits roll 1d10, if the result is 1 or 10 the target is also receives "Knock-down" status.

Waterga
Description:
Seemingly out of no where, a massive ball of water encases the foe and sufficates/crushes them.
MP: 100
Damage: water 150-500 + Int
Requirements: Magic 120+, Focus 120+, Watera
KP to Master: 250
Special: If magic hits roll 1d10, if the result is 1 or 10 the target is also receives "Drench" status.

Earthga
Description:
The earth shakes and splits open firing a huge spike of minerals and earth bound items into the target. .
MP: 100
Damage: earth 150-500 + Int
Requirements: Magic 120+, Focus 120+, Earthra
KP to Master: 250
Special: If magic hits roll 1d10, if the result is 1 or 10 the target is also receives "Oil" status.

Comet
Description:
Small comets fall from the sky upon the target and all in range dealing Non-Elemental Damage.
MP: 75
Damage: 200-720 + Int
Requirements: Magic 175+, Focus 150+
KP to Master: 300
Special: AOE spell

Drain
Description:
A spell that mimics the abilities of the fabled vampire and sucks away a targets life force to replenish the casters.
MP: 75
Damage: 60-500 + Int
Requirements: Magic 110+, Focus 100+
KP to Master: 180
Special: Half of HP drained goes to caster and heals them for that much
Hass opposite effect if used on Undead monsters

Osmose
Description:
A spell that drains away a targets magical power and gives it to the caster.
MP: 75
Damage: 50-300 + Int
Requirements: Magic 100+, Focus 110+
KP to Master: 180
Special: Half of MP drained goes to caster and heals them for that much
Hass opposite effect if used on Undead monsters

Bioga
Description:
The user summons a larger blob of poison at the target.
MP: 100
Damage: 100-200 + Int
Requirements: Magic 100+, Focus 100+, Biora
KP to Master: 230
Special: If magic hits roll 1d10, if the result is 1 or 10 the target is also receives "Poison", “Silence”, “Blind”, “Burn”, “Frost-bite” and “Paralysis” status.

Graviga
Description:
Feel the weight of the world crushing down on your shoulders as this spell cuts your hp down to size.
MP: 100
Damage: Cut's target's HP by current HP/4(25%)
Requirements: Magic 120+, Focus 120+
KP to Master: 230
Special: Spell cannot kill/KO

Nul Blaze/Ice/Lightning/Wind/Water/Stone
Description:
Encases the target in a protective barrier of magic making them immune to the element named in the spell.
MP: 65
Effect: Inflicts “Nul [Element]” status
Requirements: Magic 120+, Focus 120+
KP to Master: 200
Special: - Nul status lasts for 3 Posts OR taking 3 Spells of Element Type.
-Each element name is a separate spell that has to be learned independently of the others.
-Multiple Nul's of different elements can be cast on a single target but same Nul must wait for current Nul to end then wait 1 post before casting again.

Wall
Description:
Encases the target in a protective barrier of magic, lowering their sensitivity to attack magics and physical attacks..
MP: 65
Effect: Inflicts “Protect” and “Shell” status
Requirements: Magic 100+, Focus 100+, Protect, Shell
KP to Master: 200

Reflect
Description:
A shield of magic protects you by rebounding all spells back to the sender.
MP: 65
Effect: Inflict “Reflect” status
Requirements: Magic 150+, Focus 120+
KP to Master: 250

Oil Bomb
Description:
The user forms a massive ball of oil and flings it at the target.
MP: 100
Damage: 50-150 + int
Requirements: Magic 65+, Focus 65+, x2 rank II spells
KP to Master: 100
Special: Successful hit receives "Oil" Status

Fire/Ice/Lightning/Wind/Water/Earth Enchant
Description:
The user Enchants there weapon surface with said Element.
MP: 30
Effect: Inflict "[Element] Enchant" status
Requirements: Magic 80+, Focus 100+
KP to Master: 150
Special: -Last's for 3 posts OR until a different Enchant is cast OR if the current weapon is de-equipped
-Each element is a different spell you have to learn separately from the others.

Curaga
Description:
A holy light surrounds the target and repairs most wounds.
MP: 100
Heal: 200-500 + Int
Requirements: Magic 100+, Focus 100+, Cura
KP to Master: 200
Special: Damages Undead monsters

Raise
Description:
The user revives the unconscious/dead target with a small amount of there HP.
MP: 100
Effect: Revive unconscious/dead with 10% of max HP
Requirements: Magic 150+, Focus 150+, Cura, Regan
KP to Master: 300
Special: When used on Undead, Roll 1D10. If it lands on 1 or 10, creature dies. Anything else, the creature takes damage = Max hp/10(10%)

Esuna
Description:
A spell that acts like penicillin in that it aids in curing a large array of ailments.
MP: 30
Effect: n/a
Requirements: Magic 100+, Focus 130+, Cura
KP to Master: 160
Special: Remove All negative statuses, Except "Oil, Drench, Zombie, KO, Doom, Petrify, Slow, or Stop"

Vanish
Description:
Perform the trick that party magicians have been trying to do for years.
MP: 100
Effect: Inflict “Vanish” status
Requirements: Magic 130+, Focus 100+
KP to Master: 200

Innocent
Description:
Completely wipes a targets mind of all deeper level thought needed to believe in magic.
MP: 100
Effect: Inflict “Innocent” status
Requirements: Magic 100+, Focus 130+
KP to Master: 200

Stop
Description:
The user Slows time around the target.
MP: 100
Effect: Inflict “Stop” status
Requirements: Magic 110+, Focus 110+, Slow
KP to Master: 200

Confusion
Description:
A deep fog envelops the mind thanks to magic and causes the target to be confused..
MP: 100
Effect: Inflict “Confusion” status
Requirements: Magic 110+, Focus 110+, Slow
KP to Master: 200

Berserk
Description:
Something snaps in the targets mind and sends them into a blind rage knowing how to only cause physical pain on those who oppose them.
MP: 100
Effect: Inflict “Berserk” status
Requirements: Magic 110+, Focus 110+, Slow
KP to Master: 200

Transform
Description:
Created to be a bit of a joke, this magic alters the targets physical appearance and their capabilities to something cute and animalistic.
MP: 100
Effect: Inflict “Transform” status
Requirements: Magic 110+, Focus 110+
KP to Master: 200

Charm
Description:
A spell that works using the pheromones created by all living creatures. Causes the target to become completely infatuated with you.
MP: 100
Effect: Inflict “Charm” status
Requirements: Magic 110+, Focus 110+
KP to Master: 200

Zombie
Description:
A horrible spell that disconnects the target's soul from their body.
MP: 100
Effect: Inflict “Zombie” status
Requirements: Magic 110+, Focus 110+
KP to Master: 200

Warp
Description:
Using pure, powerful magic, the user must cast this spell two times. The first is to set a ‘Return’ point and the second time is to send them to said point.
MP: 50 for return point / 50 for Warp cast.
Effect: Allow’s user and party to teleport to any location that has been set as a ‘Return’ point
Requirements: Magic 200+, Focus 150+, x3 Rank I Spells, x2 Rank II Spells,
KP to Master: 300
Special: User can only set 1 Return point. If another is set, the previous one disappears.
Any number of people can use the portal to go to the Return point.
Return point must be recast after 5 uses of Warp or 5 Real Life Days, whichever comes first.
 
PostPosted: Mon Feb 01, 2010 8:48 am


Magic List-Rank IV


Firaja
Description:
An explosion so great that nothing but scorched earth remains.
MP: 300
Damage: fire 800-1200 + Int
Requirements: Magic 200+, Focus 200+, Firaga
KP to Master: 400
Special: If magic hits, roll 1d10. If the result is even, inflict "Burn" status

Blizzaja
Description:
A huge portion of the atmosphere is frozen causing multiple massive ice shards to rain upon a target.
MP: 300
Damage: ice 800-1200 + Int
Requirements: Magic 200+, Focus 200+, Blizzaga
KP to Master: 400
Special: If magic hits, roll 1d10, if the result is even, inflict "Frost-Bite" status

Thundaja
Description:
An electrical storm forms and centers itself over a single target and unleashes it’s fury upon them.
MP: 300
Damage: lightning 800-1200 + Int
Requirements: Magic 200+, Focus 200+, Thundaga
KP to Master: 400
Special: If magic hits, roll 1d10. If the result is even, inflict "Paralysis" status

Aeroja
Description:
The user summons a cloud of extremely hot steam at the target.
MP: 350
Damage: wind 1000-1500 + Int
Requirements: Magic 250+, Focus 250+, Aeroga
KP to Master: 450
Special: If magic hits, roll 1d10. If the result is even, inflict "Knock-Down" status

Waterja
Description:
A tsunami crashes into the target and swirls around them keeping them trapped in a crushing, shifting torrent.
MP: 350
Damage: water 1000-1500 + Int
Requirements: Magic 250+, Focus 250+, Waterga
KP to Master: 450
Special: If magic hits, roll 1d10. If the result is even, inflict "Drench" status

Eathja
Description:
The caster crafts a fleet of earthen spears from material around them and hurls it at a target..
MP: 350
Damage: earth 1000-1500 + Int
Requirements: Magic 250+, Focus 250+, Earthga
KP to Master: 450
Special: If magic hits roll 1d10, if the result even, inflict "Oil" status

Explosion
Description:
A small sphere of magic super condense the air around it creating a vaccum. Add a little heat, aggitate and pop! We got ourselves a burning mound of death... errr feista.
MP: 400
Damage: fire 1200-1600 + Int
Requirements: Magic 300+, Focus 300+, Firaga
KP to Master: 500
Special: AOE Spell
If magic hits, roll 2d10. If the 1st result is 1 or 10, inflict "Burn" and if the 2nd result is 1 or 10, inflict “Slow” status.

Freeze
Description:
Magic floods the air, dropping the temperature dramatically. Focusing on a single spot and spreading out from there, a giant ice patch expands within the blink of an eye freezing all in its wake.
MP: 400
Damage: ice 1200-1600 + Int
Requirements: Magic 300+, Focus 300+, Blizzaga
KP to Master: 500
Special: AOE Spell
If magic hits, roll 2d10. If the 1st result is 1 or 10, inflict "Frost-burn" and if the 2nd result is 1 or 10, inflict “Stop” status.

Flood
Description:
A tsunami well over 300 ft tall crashes down on the area, completely submerging it and all those around.
MP: 400
Damage: water 1200-1600 + Int
Requirements: Magic 300+, Focus 300+, Waterga
KP to Master: 500
Special: AOE Spell
If magic hits, roll 2d10. If the1st result is 1 or 10, inflict "Drench" and if the 2nd result is 1 or 10, inflict “Sleep” status.

Shock
Description:
This spell acts to turn a target area into a massive lightning rod and summons down continuous lightning upon all around.
MP: 400
Damage: lightning 1200-1600 + Int
Requirements: Magic 300+, Focus 300+, Thundaga
KP to Master: 500
Special: AOE Spell
If magic hits, roll 2d10. If the 1st result is 1 or 10, inflict "Paralysis" status, If the 2nd is 1 or 10, inflict "Blind" status

Quake
Description:
Magic wells up within the ground and forcibly pushes it around causing the surface to rock and roll with the resulting actions.
MP: 400
Damage: earth 1200-1600 + Int
Requirements: Magic 300+, Focus 300+, Earthaga
KP to Master: 500
Special: AOE Spell
If magic hits, roll 2d10. If the 1st result is 1 or 10, inflict "Oil" status, If the 2nd is 1 or 10, inflict "Petrify" status

Tornado
Description:
It’s pretty simple, dark clouds start to circle and the vacuum of mother nature comes out to suck everything away.
MP: 400
Damage: wind 1200-1600 + Int
Requirements: Magic 300+, Focus 300+, Aeroga
KP to Master: 500
Special: AOE Spell
If magic hits, roll 2d10. If the 1st result is 1 or 10, inflict "Knock-Down" status, If the 2nd is 1 or 10, inflict "Silence" status

Scourge
Description:
A cloud of miasma, a poison created deep within the earth, spews out in super-heated form to cause massive damage
MP: 700
Damage: non-element 1200-1500 + Int
Requirements: Magic 250+, Focus 250+, x5 Rank 2 Spells, x3 Rank 3 Spells
KP to Master: 450
Special: AOE Spell
If magic hits, roll 1d10. If the result is even, inflict "Poison" status

Flare
Description:
A multitude of pure magical explosions engulfs the target..
MP: 950
Damage: non-element 1500-1800 + int
Requirements: Magic 400+, Focus 400+
KP to Master: 550
Special:

X-Zone
Description:
A void appears near the target and sucks them into it, spitting them out in some far off land.
MP: 700
Effect: Forced Teleportation
Requirements: Magic 350+, Focus 350+
KP to Master: 500
Special: If used on monster and spell hits, monster vanishes but no money is received for kill.
If used on player or player controlled character, character is teleported to another thread in the same region, ending the fight for that character.

Aura
Description:
A high level holy spell that places the target under several beneficial status effects at once.
MP: 400
Effect: Inflicts “Protect”, “Shell”, “Haste”, “Regen” and “Float”
Requirements: Magic 350+, Focus 350+, Wall, Reflect
KP to Master: 400

Arise
Description:
A holy spell that revives the target with a good amount of HP.
MP: 800
Effect: Revive unconscious/dead with half of max HP
Requirements: Magic 300+, Focus 300+, Raise
KP to Master: 400
Special: When used on Undead, Roll 1D10. If result is even, creature dies. Anything else, the creature takes damage = Max hp/2(50%)

Gravija
Description:
Manipulating gravity itself, this spell gathers and increases the gravity around a target to bone breaking levels.
MP: 350
Damage: Cut's target's HP by current HP/2(50%)
Requirements: Magic 280+, Focus 280+, x2 Rank III spells
KP to Master: 450
Special: Spell cannot kill/KO

Curaja
Description:
The user summons healing magic completely heal the target.
MP: 300
Damage: heal all HP
Requirements: Magic 250+, Focus 250+, Curaga
KP to Master: 400
Special: Damages Undead monsters

Esunaga
Description:
Aid’s in the recovery of all status ailments.
MP: 350
Effect: Increases Will and Fort Save by Casters Int Mod.
Requirements: Magic 300+, Focus 300+, Esuna
KP to Master: 500
 

Carlos Ralfer
Captain


Carlos Ralfer
Captain

PostPosted: Mon Feb 01, 2010 8:50 am


Magic List-Rank V


Ultima
Description:
The most powerful attacking spell in existence. A pure, focused explosion of magical power that can pierce any magic barrier known.
MP: 2000
Damage: 4000-5000 + Int
Requirements: Magic 1000+, Focus 1000+, All Fire, Blizzard and Thunder Ranks Learned
KP to Master: 1000
Special: ME Spell
Ignores MDR and any barriers placed to stop it.

Scathe
Description:
A charged, condense beam of magical energy fired in a wide range.
MP: 1200
Damage: 3200-4500 + Int
Requirements: Magic 800+, Focus 800+, x5 Rank 2 Spells, x3 Rank 3 Spells
KP to Master: 800
Special: ME Spell

Meteor
Description:
A rogue moon of a distant planet is summoned to crash down upon the land.
MP: 1800
Damage: 4000-4500 + int
Requirements: Magic 1000+, Focus 1000+, Comet
KP to Master: 950
Special: ME Spell

Holy
Description:
A pure, singular light shines down on the target and releases Heaven’s Judgment upon them.
MP: 1500
Damage: holy 3000-3800 + int
Requirements: Magic 800+, Focus 700+
KP to Master: 800

Destroy
Description:
A high level curse that’s cast on all in the area bringing death and destruction to all. It destroys all monsters in the area and reduces all characters to 1 HP and 0 HP and 0 AP.
MP: 2000
Effect: Destroys all monsters it hits. Reduces all characters in range to 1 HP, 0 MP, and 0 AP.
Requirements: Magic 1000+, Focus 1000+, Death, x10 Rank 1 Spells, x5 Rank 2 Spells, x5 Rank 3 Spells, x2 Rank 4 Spells.
KP to Master: ME Spell

Re-Raise
Description:
A delay cast of the spell Raise which works only when you need it..
MP: 1200
Effect: Revive unconscious/dead with 10% of Max HP only after HP drops to 0
Requirements: Magic 800+, Focus 1000+, Raise, Arise
KP to Master: 1000

Cura-All
Description:
The user summons healing magic completely heal the target.
MP: 1000
Heal: Heal All HP
Requirements: Magic 1000+, Focus 800+, Curaja
KP to Master: 700
Special: Damages Undead monsters

Esunaja
Description:
Recovery of all status ailments.
MP: 1200
Effect: Cure’s all status ailments on self and allies
Requirements: Magic 1000+, Focus 1000+, Esunaga
KP to Master: 800
Special:ME Spell
 
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