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Posted: 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.
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Posted: Mon Aug 10, 2009 6:11 am
Explanation of MagiciteBy 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.
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Posted: 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.
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Posted: 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
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Posted: 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
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Posted: 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.
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Posted: 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.
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Posted: 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
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Posted: 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
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Posted: 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
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Posted: 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.
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Posted: 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
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Posted: 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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