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Quick Guide: Magic

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Kuroyomi

PostPosted: Tue Jul 03, 2007 4:32 pm


Quick Guide: Magic


Where it exists in the universe, magic is a fundamental and natural part of the world, manifest in all things animate and inanimate. The flow of magical energies in the world as a whole is essential to its well-being; only so long as the power of the elements is unchecked can the wind continue to blow, the earth continue to be fertile, the cycle of life and death go on. All of the world's inhabitants, whether conscious of it or not, have some small part of this force inside them; with training, it can be turned into a weapon more powerful than mere blade or brawn, more devastating than all but the farthest-reaching technologies.


COMBAT

The material presented in this chapter is mostly combat-oriented. For a description of non-combat related magic use, check out the section about Intuitive Magic

Unless otherwise specified, all spells use the Caster's Magic Accuracy to hit.

Damage is resolved as per Attack Actions, but with appropriate changes made: Damage = {[(DS x MAG) + XdY] x Modifiers} - (Target's M. Armor)


Quote:
where:
DS = Damage Scale, as determined by an individual spell
MAG = Magic attribute of the spell caster
XdY = The number (X) and type (Y) of dice, as determined by an individual spell
Modifiers = Any influence which would affect magical damage such as a caster with Magic Up, a target under Shell, a target with elemental resistance/weakness or a spell being split.


Spell Learning For basic magic types (Black, White, Time, Red), spells are learned at specific spell levels as detailed in the job descriptions of Chapter Four: Jobs. Note that a character can learn spells up to and including the current available spell level. Thus it is perfectly acceptable to spend a spell level 8 slot on, say, a level 6 or level 7 spell.

Blue Magic is learned when a Blue Mage suffers and survives a Blue Magic spell being used by an opponent - meaning these spells are handed out at a GM's discretion. They can also be learned rarely by observing the effect with Visual Learning. Some conditions apply, as outlined in the job description.

Enchantment is gained much like standard spells, except instead of choosing spells from a level-by-level list, they choose spells based on Experience level and a certain tier of options. Again, details are found in the Magic Knight's job description.

Spells The bulk of this chapter is presented in the following format:

Spell Name (MP Cost)

Target

Type

Prerequisite

Spell description

Spell Name - The name of the spell. The usual trigger for a spell is for the mage to yell out the spell's name, hence why Silence is such a bothersome condition. MP Cost - The amount of MP expended to cast the spell. If a mage does not have the MP required for a spell, the spell cannot be cast.

Target - What kind of target the spell can affect. There are six types of targeting options:


Quote:
Self - The spell can only affect the caster.
Single - The spell can affect only one target, be it an ally or enemy.
Group - The spell can affect a group of targets, either the allies or the enemies.
Party - The spell can only affect the caster's allies.
Single/Group - The spell can affect one target or be split among a group of targets.
All - The spell affects all combatants, both allies and enemies.


Type - The type of effect the spell produces. This information is useful for many purposes, most notable being resolution of special defenses. A spell may have more than one Type if it has multiple effects. There are ?? types of spell effects:


Quote:
Barrier - The spell confers a Barrier-type status condition.
Elemental - The spell inflicts damage of a specific Element type.
Magical - The spell inflicts raw magical damage of a non-specific type.
Physical - The spell inflicts raw physical damage of a non-specific type.
Recovery - The spell recovers HP to the target. Undead-type monsters reverse these effects.
Status - The spell inflicts a negative status condition. The type will include the category of status condition being inflicted, i.e. Seal or Mystify. Status (Special)indicates multiple status conditions can be inflicted by the spell.
Support - The spell confers a beneficial status condition other than a Barrier-type, or it has an effect beneficial to the caster but doesn't directly or indirectly act as offense.


Prerequisite - A lower level spell that a Mage or Adept must have learned before the spell in question can be learned.

Spell Description - A description of the spell's damage, effects and visual appearance when used. If the CoS is not standard, it will be included here.

* Black Magic - The destructive power of the elements
* White Magic - The healing and protective powers of life
* Time Magic - The ability to manipulate space and time
* Red Magic - A combination of the three basic types of magic
* Blue Magic - A special kind of magic drawn from monsters
* Enchantment Magic - Magic adapted for physical combatants
PostPosted: Tue Jul 03, 2007 4:36 pm


Intuitive Magic


A White Mage stands on the crown of a hill, his robes rippling and popping in the wind as the sky overhead slowly clouding over. Below, the village watches the skies with awe as the season's drought draws to a dramatic conclusion. Meanwhile, in the depths of a sunken library long lost to mortal man, a Sage pores tirelessly over volume after volume of forgotten lore, the force of her magic gently turning pages that would crumble to dust under the pressure of her fingers. Elsewhere a Time Mage uses his levitation magics to move a fallen cart, freeing the mother and child trapped beneath it.

Intuitive Magic is exactly that. The PC using his characters powers outside of combat to perform mundane (and not-so-mundane) tasks. Using wind-magic to summon storms, fire magic to light torches and campfires, ice magic to serve an important guest a cup of chilled wine during the worst heatwave in history... The usefulness of Intuitive Magic is limited by the creativity of the player and the MP cost mandated by the GM. A character may not invoke an Intuitive Magic effect whose MP cost would be higher than the most expensive spell the PC can cast.

---

The MP cost of any instance of Intuitive Magic is priced around the size of the audience. If the audience is simply one's self, it's Close-Up Magic; if the intended audience is a few people (such as the caster's traveling party), it's Parlor Magic; if the audience is enough to fill an auditorium, dining hall, or other such modest gathering place, it's Cabaret Magic; if the audience is a city, country, or even world, it's Stage Magic. World-changing Stage Magic, such as changing the course of a river or destroying the Empire's capital city out of spite, should have severe repercussions and have costs beyond the simple expenditure of MP.

What follows are simply examples of Intuitive Magic, with prices alongside for comparison. By no means is this a definitive list; Intuitive Magic can have incredibly wide and varied effects, limited only to a player's imagination and a mage's MP.

---

Close-Up Magic (0 - 1 MP)

* A White Mage blows a gnat from her face with Wind magic. (0 MP)
* A Black Mage lights a cigarette with the snap of his fingers. (0 MP)
* A Sage chills a flagon of ale with a wave of his hand. (0 MP)
* A Time Mage knows exactly what time it is, down to the second. (0 MP, 1 if for super-precise scientific purposes)
* A Rune Knight burns a grocery list into a piece of paper. (0 MP, 1 for a particularly long list)
* A Summoner summons a gnat to dance under someone's nose. (1 MP)
* A Paladin or Dark Knight expertly identifies some moral quandry within themselves. (1 MP)

Parlor Magic (5 - 15 MP)

* A Summoner sends a few gnats to pester some guards standing duty outside (5 MP)
* A Time Mage make an object disappear from her open hands (10 MP)
* A Rune Knight takes an empty book and transcribes a memory into its pages in the flash of an eye. (5-15 MP, depending on the detail wanted)
* A Paladin or Dark Knight detects a person's **opinion** of themself or their actions. (15 MP)
* A Black Mage conjures a ball of flame to act as an impromptu torch (5 MP/hour)
* A White Mage uses wind magic to keep fumes away from her face (5 MP/hour)

Cabaret Magic (40 - 60 MP)

* A Black Mage brings an auditorium's ambient temperature down to freezing (40 MP)
* A Time Mage greatly decreases gravity in an area, allowing for incredible jumps (50 MP)
* A Summoner calls down a plague of locusts on a farmer's field (60 MP)
* A White Mage performs open surgery with her magic (60 MP)
* A Paladin or Dark Knight magically emphasizes some aspect of herself related to her prime mover - be it a side of her morality, a higher being or what-have-you: Holy warriors become unbearably faithful and righteous, servants of bloodthirsty demons become frightening beyond nightmares, those of ambiguous morals become a miasma of philosophy. (60 MP)
* A Rune Knight nullifies all magic in a small farming village (50 MP/hour, RK does not regain MP from spells stopped in this fashion)

Stage Magic (90+ MP)

* A White Mage dams a river with a magic wall (90 MP/hour)
* A Black Mage turns a river to poison (100 MP)
* A Summoner unleashes a plague of locusts upon a thriving metropolis (150 MP)
* A Paladin or Dark Knight brings forth a sign of their prime moral mover, be it a deity, an aspect of morality, or an abstract concept. Depending on just what is being brought forth, this can be incredibly subtle or incredibly impressive. (150 MP; more for exceedingly impressive/powerful manifestations)
* A Sage creates a mountain from a molehill (200 MP)
* A Rune Knight nullifies all magic in a city (100 MP/hour, RK does not regain MP from spells stopped in this fashion)
* A Time Mage exists in two places simultaneously (150 MP/hour)

Note: Ninjas can use their Elemental Jutsus as a base for Intuitive Magic. A Ninja lighting a cigarette with a snap of the fingers is just as plausible as a Black Mage doing the same.

Kuroyomi


Kuroyomi

PostPosted: Tue Jul 03, 2007 4:39 pm


Magic Index


* Black Magic
* White Magic
* Time Magic
* Red Magic
* Blue Magic
* Enchantment Magic
PostPosted: Tue Jul 03, 2007 4:53 pm


Black Magic



LEVEL 1


Blind (5 MP)

Target: Single

Type: Status (Seal)

Reflectable: Yes

A blinding cloud of thick black fog surrounds the target, robbing it of all senses. Blind has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Blind on the target (6).

Blizzard (7 MP)

Target: Single

Type: Elemental (Ice)

Reflectable: Yes

A flurry of high-speed ice particles are launched at the target, inflicting (4 x MAG) + d8, M. Armor Ice Elemental damage.

Fire (7 MP)

Target: Single

Type: Elemental (Fire)

Reflectable: Yes

A burning sphere of fire rushes towards the target, exploding on impact. Fire inflicts (4 x MAG) + d8, M. Armor Fire Elemental damage.

Poison (9 MP)

Target: Single

Type: Elemental (Bio), Status (Toxin)

Reflectable: Yes

A frothing cloud of sickly violet bubbles swarms over the target with suffocating force. Poison inflicts (4 x MAG) + d8, M. Armor Bio Elemental damage; in addition, Poison has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Poison (∞).

Sleep (5 MP)

Target: Single

Type: Status (Seal)

Reflectable: Yes

Clouds of light mist play around the target as the apparition of a moon appears overhead to shower soft starlight upon it. Sleep has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Sleep (6).

Thunder (7 MP)

Target: Single

Type: Elemental (Lightning)

Reflectable: Yes

A brilliant bolt of lightning tears down from the sky, striking the target with barely-contained energy. Thunder inflicts (4 x MAG) + d8, M. Armor Lightning Elemental damage.


LEVEL 2


Dark (18 MP)

Target: Single

Type: Elemental (Shadow)

Reflectable: Yes

A sphere of utter blackness launches at the target, dissipating into a dark mist as it strikes. Dark inflicts (8 x MAG) + 2d8, M. Armor Shadow Elemental damage.

Element Spikes (16 MP)

Target: Self

Type: Status (Strengthen)

Reflectable: Yes

The target is surrounded by a shimmering barrier of elemental energy capable of solidifying into cruel spikes at the touch of a weapon. Element Spikes inflicts the Status Condition Element Spikes (6); declare which element the Spikes will be tied to – Fire, Ice or Lightning – when casting this Spell.

Lock (10 MP)

Target: Single

Type: Status (Weak)

Reflectable: Yes

At the caster's command, a set of crosshairs begin to glow around the target's body, illuminating weak points and tracking movements. Lock has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Lock on the target (6).

Rasp (15 MP)

Target: Single

Type: Magical

Reflectable: Yes

Inexorably drawn by the lure of magical power, translucent spheres of violet energy spiral in towards the target, sapping all mana out of the surrounding area before rushing away. Rasp reduces the target’s current MP by (8 x MAG) + 2d8, M. Armor.

Water (18 MP)

Target: Single

Type: Elemental (Water)

Reflectable: Yes

Water begins to filter out of the air, forming a solid ball around the target that lifts it off the ground before bursting in a shower of liquid. Water inflicts (8 x MAG) + 2d8, M. Armor Water Elemental damage.


LEVEL 3


Blizzara (22 MP)

Target: Single/Group

Type: Elemental (Ice)

Reflectable: Yes

The air around the target condenses to freezing point in an instant, encasing it in a towering spire of ice. Blizzara inflicts (12 x MAG) + 3d8, M. Armor Ice Elemental damage.

Prerequisite: Blizzard

Fear (30 MP)

Target: Single

Type: Status (Weak)

Reflectable: Yes

A sinister, screaming visage wavers into life above the target, letting loose a bone-chilling howl before fading away. Fear has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Power Down (6).

Fira (22 MP)

Target: Single/Group

Type: Elemental (Fire)

Reflectable: Yes

A furious explosion tears through the air as a column of incandescent fire erupts under the target. Fira inflicts (12 x MAG) + 3d8, M. Armor Fire Elemental damage.

Prerequisite: Fire

Thundara (22 MP)

Target: Single/Group

Type: Elemental (Lightning)

Reflectable: Yes

Electric-blue thunderbolts crash into the ground, creating a deadly array of ball lightning to encircle all targets. Thundara inflicts (12 x MAG) + 3d8, M. Armor Lightning Elemental damage.

Prerequisite: Thunder

Zombie (30 MP)

Target: Single

Type: Status (Transform)

Reflectable: Yes

The target disappears, swallowed by a wave of miasmic green smoke seeking to steal away its life force. Zombie has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Zombie (6).


LEVEL 4


Bio (44 MP)

Target: Single/Group

Type: Elemental (Bio), Status (Toxin)

Reflectable: Yes

Virulent green orbs begin to bubble out of the ground, quickly overwhelming the target with a deadly shower of toxins. Bio inflicts (15 x MAG) + 4d8, M. Armor Bio Elemental damage; in addition, Bio has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Poison (∞).

Prerequisite: Poison

Debarrier (30 MP)

Target: Single

Type: Support

Reflectable: No

A beam of dazzling blue light strikes the target, blasting away all protective magics in the blink of an eye. Debarrier has a CoS of (M.ACC - 50), M. Evasion of canceling all Barrier-type Status Conditions except Shield currently active on the target.

Despair (35 MP)

Target: Single

Type: Status (Weak)

Reflectable: Yes

Columns of red and black smoke dance around the target, wrapping it in choking, fuming spirals. Despair has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Conditions Armor Down (4) and Mental Down (4).

Prerequisite: Fear

Drain (34 MP)

Target: Single

Type: Recovery

Reflectable: No

Blood-red orbs circle the target, growing larger and more livid as they draw out the very essence of the target's life; once full, the orbs return to the caster, releasing their payload of stolen vitality on contact. Drain inflicts (15 x MAG) + 4d8, M. Armor Magical damage; the caster regains a number of Hit Points equal to the amount lost by the target.

Osmose (1 MP)

Target: Single

Type: Recovery

Reflectable: No

Orbs of blinding pink energy form around the target, growing larger and more luminous as they draw mana from the target; once full, the orbs return to the caster, transferring the stolen energy upon contact. The target’s current MP is reduced by (15 x MAG) + 4d8, M. Armor MP; the caster regains a number of MP equal to the amount lost by the target.

Watera (38 MP)

Target: Single/Group

Type: Elemental (Water)

Reflectable: Yes

The ground buckles and cracks as a column of water erupts, violently immersing all targets before dispersing again. Watera inflicts (15 x MAG) + 4d8, M. Armor Water Elemental damage.

Prerequisite: Water


LEVEL 5


Blizzaga (60 MP)

Target: Single/Group

Type: Elemental (Ice)

Reflectable: Yes

Particles of frost and snow accelerate towards the target, rapidly sealing it in layer after layer of solid ice before the entire edifice shatters. Blizzaga inflicts (18 x MAG) + 5d8, M. Armor Ice Elemental damage.

Prerequisite: Blizzara

Curse (55 MP)

Target: Single

Type: Status (Seal)

Reflectable: Yes

A sinister black circle materialises under the target, streaming multi-colored lights and gases before winking shut. Curse has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Curse (4).

Prerequisite: Despair

Firaga (60 MP)

Target: Single/Group

Type: Elemental (Fire)

Reflectable: Yes

A colossal sphere of white-hot fire crashes onto the target, sparking a furious explosion that engulfs it in a cloud of ash and cinders. Firaga inflicts (18 x MAG) + 5d8, M. Armor Fire Elemental damage.

Prerequisite: Fira

Scourge (65 MP)

Target: Group

Type: Elemental (Shadow)

Reflectable: Yes

A long shadow creeps over the ground, darkening the area as wicked spikes of unholy energy burst through to skewer all targets. Scourge inflicts (18 x MAG) + 5d8, M. Armor Shadow Elemental damage.

Prerequisite: Dark

Stone (65 MP)

Target: Single

Type: Status (Seal)

Reflectable: Yes

Fingers of stone burst forth from the ground, snatching shut around the target in a shower of flying stones and dirt before shattering. Stone has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Stone (∞).

Thundaga (60 MP)

Target: Single/Group

Type: Elemental (Lightning)

Reflectable: Yes

A deafening peal of thunder rolls across the battlefield as lightning bolt after lightning bolt crashes to earth, trapping all targets in a sizzling sphere of electrical energy before dissipating again. Thundaga inflicts (18 x MAG) + 5d8, M. Armor Lightning Elemental damage.

Prerequisite: Thundara


LEVEL 6


Death (80 MP)

Target: Single

Type: Status (Fatal)

Reflectable: Yes

A decaying, hooded figure emerges from the ground in a cloud of dark smoke, raising a massive scythe to cleave the target’s life force in twain before fading away with a blood-curdling laugh. Death has a CoS of (M.ACC - 50), M. Evasion of reducing the target to 0 HP, regardless of current Hit Points, ARM or M. ARM values.

Prerequisite: Debarrier

Flare (86 MP)

Target: Single

Type: Magical

Reflectable: Yes

Globes of pure magical energy blast into the target in a relentless stream, setting off one chaotic explosion after another before rushing out again. Flare inflicts (24 x MAG) + 4d10, M. Armor Magical damage.

Quake (70 MP)

Target: All

Type: Elemental (Earth)

Reflectable: No

A violent tremor tears through the length of the battlefield, breaking up the ground into shuddering, crumbling fragments and yawning crevasses. Quake inflicts (21 x MAG) + 5d8, M. Armor Earth Elemental damage; Floating and Flying targets are immune to its effects.

Syphon (70 MP)

Target: Single

Type: Recovery

Reflectable: No

Orbs of golden energy surround the target, growing larger and more brilliant as they sap at its vital and magical forces; once large enough, they return to the caster, dissolving in a shower of pale light. The target suffers (21 x MAG) + 5d8, M. Armor damage, split evenly between HP and MP; the caster regains an amount of HP and MP equal to that lost by the target. If the target has no MP, all damage defaults to the target’s HP instead.

Waterga (78 MP)

Target: Group

Type: Elemental (Water)

Reflectable: Yes

Winding streams of airborne water race towards all targets, quickly enclosing them in an immense liquid dome before dissolving into a foaming tidal wave. Waterga inflicts (21 x MAG) + 5d8, M. Armor Water Elemental damage.

Prerequisite: Watera


LEVEL 7


Freeze (115 MP)

Target: Single

Type: Elemental (Ice), Status (Fatal)

Reflectable: Yes

Chilly vapors float over the battlefield as fragments of blue ice cascade down on the target, forming a jagged, glacial prison to imprison it entirely. Freeze inflicts (27 x MAG) + 4d12, M. Armor Ice Elemental damage; in addition, it has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Frozen (2).

Prerequisite: Blizzaga

Nuke (115 MP)

Target: Single

Type: Elemental (Fire), Status (Fatal)

Reflectable: Yes

Spheres of orange flame rush towards the target, engulfing it in an ever-growing explosion with the heat and fury of a newborn star. Nuke inflicts (27 x MAG) + 4d12, M. Armor Fire Elemental damage; in addition, it has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Heat (2).

Prerequisite: Firaga

Pain (85 MP)

Target: Single

Type: Status (Special)

Reflectable: Yes

Oily clouds of black and violet smoke engulf the target, obscuring it from view entirely. Pain has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Conditions Blind (4), Poison (∞), and Silence (4); roll separately for each Status Condition.

Toad (75 MP)

Target: Single

Type: Status (Transform)

Reflectable: Yes

Four columns of orange smoke erupt around the target, spewing forth until the victim is nothing but an indistinct shadow in the vapors. Toad has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Toad (4). If the target is already under the effects of Toad, a second casting of Toad cancels the Status Condition.

Venom (100 MP)

Target: Group

Type: Elemental (Bio), Status (Toxin)

Reflectable: Yes

A pool of vile ooze begins to form, steaming toxic gases as bubbles of liquid venom rise up to shower all targets. Venom inflicts (24 x MAG) + 4d10, M. Armor Bio Elemental damage; in addition, it has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Venom (4). Roll separately for each target affected.

Prerequisite: Bio


LEVEL 8


Break (150 MP)

Target: Single

Type: Elemental (Earth), Status (Special)

Reflectable: Yes

The ground beneath the target explodes in a seismic nightmare of dust, soil and rocky spires. Break inflicts (30 x MAG) + 4d12, M. Armor Earth Elemental damage; in addition, it has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Stone (∞). If successful, make an additional d% roll; there is a (M.ACC - 50), M. Evasion chance that the violent shaking will have shattered the petrified combatant, reducing the target to 0 HP, regardless of current Hit Points, ARM or M. ARM values.

Prerequisite: Quake, Stone

Scathe (175 MP)

Target: All

Type: Elemental (Shadow)

Reflectable: No

A fiery agglomeration of rock flashes into existence above the battlefield, gathering fragments of onyx and dark energy to it before beginning its descent to earth, crackling with malevolent energy as it crashes down. Scathe inflicts (36 x MAG) + 5d12, M. Armor Shadow Elemental damage.

Prerequisite: Scourge

Doomsday (175 MP)

Target: Group

Type: Status (Fatal)

Reflectable: Yes

A wall of dark smoke sweeps across the battlefield, cloaked shadows and glowing eyes visible through the oily tendrils before the dark scene fades away. Doomsday has a CoS of (M.ACC - 50), M. Evasion of reducing all affected targets to 0 HP, regardless of current HP, ARM or M. ARM values. Roll separately for each eligible target.

Prerequisite: Death

Meltdown (150 MP)

Target: Single

Type: Magical, Status (Weak)

Reflectable: No

A high-speed stream of heat and energy assails the target, immersing it in furious, bone-searing temperatures. Meltdown inflicts (33 x MAG) + 5d10, M. Armor Magical damage; in addition, it has a CoS of (M.ACC - 50), M. Evasion of adding the Status Condition Meltdown (4).

Prerequisite: Flare

Ultima (250 MP)

Target: Group

Type: Magical

Reflectable: No

An eerie calm falls over the battlefield as the sky grows dark, shading the combatants in blue and black. Only one sound breaks the silence; a single note, gaining in pitch as a dome of purest blue energy forms underneath the targets, growing outwards in an unstoppable, destructive rush that engulfs the area whole. As the sound reaches ear-splitting frequencies, the dome flashes out of existence, and all becomes still once more. Ultima inflicts (42 x MAG) + 5d12 Magical damage; unlike other Black Spells, Ultima is not affected by the Damage Cap and may exceed 999 damage.

Prerequisite: Meltdown

Kuroyomi


Kuroyomi

PostPosted: Tue Jul 03, 2007 5:09 pm


White Magic



Level 1


Aero (7 MP)

Target: Single

Type: Elemental (Wind)

Reflectable: Yes

A vicious gust of wind assails the target, tearing into it with razor-sharp debris. Aero inflicts (4 x MAG) + 1d8, M. Armor Wind Elemental damage.

Cure (5 MP)

Target: Single

Type: Recovery

Reflectable: Yes

An iridescent spark of blue light spirals around the target, trailing glowing specks in its wake. Cure restores (4 x MAG) + 1d8 HP.

Element Guard (10 MP)

Target: Single

Type: Status (Barrier)

Reflectable: Yes

Strings of luminous violet light encircle the party, trailing long streaks of mystical energy as they orbit before vanishing. Element Guard bestows the status Condition Element Resist (6); the caster must specify which Element is affected when casting the Spell. Additional castings of Element Guard may add additional Elements; casting Element Guard for an Element the target already has a Resistance towards, however, will not produce any additional effect.

Poisona (3 MP)

Target: Single

Type: Recovery

Reflectable: Yes

A slurry of dull purple spheres washes over and through the length of the target, canceling all Toxin-type Status Conditions currently afflicting it.

Scan (3 MP)

Target: Single

Type: Support

Reflectable: Yes

Ghostly crosshairs settle upon the target, surrounding it in a dance of arcane letters and numbers spelling out its every secret. Scan reveals the target's Level, Monster Category, current and maximum HP and MP values, Absorbances, Immunities, Resistances, Weaknesses and Status Immunities. At the GM’s discretion, it may also give additional information on the target’s background, tactics, and behaviors.

Sight (3 MP)

Target: Self

Type: Support

Reflectable: No

The caster’s surroundings seem to melt away, shrinking in a rush of magical energy until the entire area is visible at bird’s eye view. Upon casting Sight, the caster 'sees' every detail of the landscape for an area of (1000 x MAG) square meters, centered upon the caster, as if viewing it from the air. This vision overrides the caster’s normal senses; they will not be able to see from their ‘own’ eyes until they voluntarily elect to dispel Sight.


Level 2


Berserk (12 MP)

Target: Single

Type: Status (Mystify)

Reflectable: Yes

Wavering streams of red energy assail the target, driving its primal fighting instincts to critical levels. Berserk has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Berserk (6).

Blink (10 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

Flourescent rays of magical energy twist in complicated spirals around the target, distorting vision and light to bestow the Status Condition Blink (6).

Fade (18 MP)

Target: Single

Type: Elemental (Holy)

Reflectable: Yes

A blazing pillar of light issues forth from the ground beneath the target, growing skywards until the victim is wholly consumed by its sacred power. Fade inflicts (8 x MAG) + 2d8, M. Armor Holy Elemental damage.

Faith (15 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

A transculent shield of gold encloses the target, slowly rotating as golden motes dance around it in graceful circles to bestow the Status Conditions Armor Up (4) and Mental Up (4).

Stona (10 MP)

Target: Single

Type: Recovery

Reflectable: Yes

Needles of rainbow light stab into the target, showering dust as stone cracks and splinters under the onslaught. Stona cancels the Status Conditions Stone and Petrify.


Level 3


Aera (22 MP)

Target: Single/Group

Type: Elemental (Wind)

Reflectable: Yes

Howling green winds encircle the target, drawing together in an ever-tightening funnel of air before disappearing. Aera inflicts (12 x MAG) + 3d8, M. Armor Wind Elemental damage.

Prerequisite: Aero

Cura (20 MP)

Target: Single/Group

Type: Recovery

Reflectable: Yes

Twin specks of glowing green light twine around the target, trailing a dusting of soothing magical energy to restore (12 x MAG) + 3d8 HP.

Prerequisite: Cure

Might (30 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

Shining globes of golden-blue light streak towards the target, creating a strengthening barrier that suffuses it with fighting spirit, granting the Status Condition Power Up (4).

Prerequisite: Faith

Null Element (30 MP)

Target: Party

Type: Status (Barrier)

Reflectable: Yes

A shimmering barrier of magical energy rises up to cover the party, glowing in a variety of hues as streaks of elemental energy run over its surface. Null Element bestows the status Condition Element Immune (6); the caster must specify which Element is affected when casting the Spell. Additional castings of Null Element may add additional Elements; casting Null Element for an Element the target already has an Immunity towards, however, will not produce any additional effect.

Prerequisite: Element Guard

Protect (20 MP)

Target: Single

Type: Status (Barrier)

Reflectable: Yes

Four dull-blue crystalline shapes wink into existence around the target in perfect symmetry, glowing as they radiate a barrier of magical energy to bestow the Status Condition Protect (6).

Silence (22 MP)

Target: Single

Type: Status (Seal)

Reflectable: Yes

A shining sigil appears under the target amidst a flurry of yellow lights, flashing white before fading away again. Silence has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Silence (6).


Level 4


Basuna (36 MP)

Target: Single

Type: Recovery

Reflectable: Yes

A gentle mist of green and gold blows over the target, canceling the Status Conditions Berserk, Blind, Poison, Sleep, and Zombie.

Confuse (32 MP)

Target: Single

Type: Status (Mystify)

Reflectable: Yes

Streams of multicolored notes and wild flashes of prismatic energy assault the target, overwhelming all senses in a thrice. Confuse has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Confuse (6).

Dispel (43 MP)

Target: Single

Type: Support

Reflectable: No

A shimmering blue mist engulfs the target, its power tearing away beneficial enchantments in an instant. Dispel has a CoS of (M.ACC - 50), M. Evasion of canceling all Strengthen- and Barrier-type Status Conditions, save Shield.

Life (38 MP)

Target: Single

Type: Recovery

Reflectable: No

Spirals of twinkling red light encircle the target, showering it with a gentle drift of ghostly, radiant feathers. Life restores any target whose current HP is 0 or lower to 10% of their maximum HP. Undead monsters targeted by Life – as well as combatants affected by the Status Condition Zombie – will not be revived; if their current Hit Points are greater than 0, they have a CoS of (M.ACC - 50), M. Evasion of being instantly reduced to 0 HP, regardless of Armor or M. Armor.

Ruse (35 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

A six-faceted crystal of pure energy appears around the target, shattering in a brilliant confusion of mirror images to bestow the Status Condition Ruse (6).

Prerequisite: Blink

Shell (35 MP)

Target: Single

Type: Status (Barrier)

Reflectable: Yes

Twelve pearls of softly-glowing light enclose the target in twinned hexagons, adding the Status Condition Shell (6).


Level 5


Aeraga (60 MP)

Target: Single/Group

Type: Elemental (Wind)

Reflectable: Yes

Lashing tendrils of wind wrap around the targets, forming a howling vortex that mercilessly spins and tumbles its captives about before finally relinquishing its grasp. Aeraga inflicts (18 x MAG) + 5d8, M. Armor Wind Elemental damage.

Prerequisite: Aera

Banish (65 MP)

Target: Group

Type: Elemental (Holy)

Reflectable: Yes

Beams of blazing white light saturate the area, touching off a chain of searing explosions which tears through all targets in short succession. Banish inflicts (18 x MAG) + 5d8, M. Armor Holy Elemental damage.

Prerequisite: Fade

Protectga (50 MP)

Target: Party

Type: Status (Barrier)

Reflectable: Yes

Gray-blue crystals of magical energy form around the party, raising a protective barrier to grant them the Status Condition Protect (6).

Prerequisite: Protect

Curaga (57 MP)

Target: Single/Group

Type: Recovery

Reflectable: Yes

A brilliant constellation of blue and violet light encircles the target’s body, restoring (18 x MAG) + 5d8 HP before fading away.

Prerequisite: Cura

Mini (55 MP)

Target: Single

Type: Status (Transform)

Reflectable: Yes

Circles of white-blue energy mushroom out of the ground, quickly saturating the area; when they finally make contact with the target, a blinding flash obscures the area, engulfing the target in the process. Mini has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Mini (4). If the target is already under the effects of Mini, a successful second casting of Mini will cancel the Condition.

Reraise (65 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

Borne by miniature cherubs, a single spark of golden light drifts down towards the target, glowing softly as it settles on its destination. In a radiant burst of light, spark and cherubim fade away, granting the Status Condition Reraise (∞).


Level 6


Absorb (80 MP)

Target: Party

Type: Status(Barrier)

Reflectable: Yes

Thick, muddy bubbles of spell energy splash over the party, glowing in rainbow hues as they swallow a sudden influx of elemental energy. Absorb confers the Status Condition Element Absorb (4); the caster must specify which Element is affected when casting the Spell. Additional castings of Absorb may add additional Elements; casting Absorb for an Element the target already has an Absorbance towards, however, will not produce any additional effect.

Prerequisite: Null Element

Aura (75 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

The target glows with a magnificent golden light as it is blessed with the Status Condition Aura (2).

Prerequisite: Might

Charm (77 MP)

Target: Single

Type: Status (Mystify)

Reflectable: Yes

A cluster of shocking pink hearts surrounds the target, circling in a slow, hypnotic orbit as an alluring melody wafts through the air. Charm has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Charm (4).

Prerequisite: Confuse

Esuna (67 MP)

Target: Single

Type: Recovery

Reflectable: Yes

Beams of warm violet light emerge from the ground around the target, cleansing away all debilitating magics and malicious enchantments. Esuna cures any negative Status Conditions, except those explicitly stated to be immune to its effects.

Shellga (65 MP)

Target: Party

Type: Status (Barrier)

Reflectable: Yes

A chain of ghostly pearls twines around the party; a moment later, thin links of magical energy join them together in a series of elaborate hexagons, granting the Status Condition Shell (6).

Prerequisite: Shell

Vanish (77 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

Four ghostly mirrors with surfaces like mercury flash into existence around the target, rapidly spinning until they – and the target – disappear, granting the Status Condition Vanish (4).

Prerequisite: Ruse


Level 7


Full Cure (110 MP)

Target: Single

Type: Recovery

Reflectable: Yes

Brilliant blue lights descend onto the target, releasing a burst of radiant golden energy upon contact to restore the target’s HP to its maximum value. Undead monsters targeted by Full Cure – as well as combatants affected by the Status Condition Zombie – will not regain HP; if their current Hit Points are greater than 0, they have a CoS of (M.ACC - 50), M. Evasion of being instantly reduced to 0 HP, regardless of Armor or M. Armor.

Prerequisite: Curaga

Full Life (100 MP)

Target: Single

Type: Recovery

Reflectable: No

Glowing particles of light shower down on the target, raising up a beam of golden-red life force to revive it in a shower of fathers. Full Life restores any target whose current HP is 0 or lower to 100% of their maximum HP. Undead monsters targeted by Full Life – as well as combatants affected by the Status Condition Zombie – will not be revived; if their current Hit Points are greater than 0, they have a CoS of (M.ACC - 50), M. Evasion of being instantly reduced to 0 HP, regardless of Armor or M. Armor.

Prerequisite: Life

Reflect (85 MP)

Target: Single

Type: Status (Barrier)

Reflectable: Yes

A shower of green light splashes over the target, solidifying into layer after layer of shimmering magical protection to grant the Status Condition Reflect (4).

Prerequisite: M.Barrier

Resist (85 MP)

Target: Single

Type: Status (Barrier)

Reflectable: Yes

Multi-colored bubbles of magical energy surround the target, granting it the Status Condition Resist (2).

Wall (85 MP)

Target: Single

Type: Status (Barrier)

Reflectable: Yes

Columns of radiant red light emerge from the ground around the target, rotating slowly as they wrap it in a shell of protective magic before disappearing, granting the Status Condition Wall (4).

Prerequisite: Barrier

Weaken (120 MP)

Target: Single

Type: Status (Weak)

Reflectable: Yes

A wavering beam of colorful elemental energy slams into the target, broadening as more power pours into it until all defenses have been overwhelmed. Weaken inflicts the Status Condition Element Weak (4); the caster must specify which Element is affected when casting the Spell. Additional castings of Weaken may add additional Elements; casting Weaken for an Element the target already has a Weakness towards, however, will not produce any additional effect.

Prerequisite: Null Element


Level 8


Holy (150 MP)

Target: Single

Type: Elemental (Holy)

Reflectable: Yes

Motes of brilliant blue light begin to circle the target, moving in a deceptively lazy fashion as they gain in intensity; as the light reaches blinding levels, beams of holy energy erupt from the ground, blasting the target in a series of powerful explosions. Holy inflicts (36 x MAG) + 5d12, M. Armor Holy Elemental damage.

Prerequisite: Banish

Rebirth (175 MP)

Target: Group

Type: Recovery

Reflectable: No

A golden, cloudy sunset hovers over the battlefield as rays of light strike the dead and wounded, gentle drifts of feathers falling in each beam’s wake. Rebirth restores all eligible targets whose current HP is 0 or lower to 50% of their maximum HP. Undead monsters targeted by Rebirth – as well as combatants affected by the Status Condition Zombie – will not be revived; if their current Hit Points are greater than 0, they have a CoS of (M.ACC - 50), M. Evasion of being instantly reduced to 0 HP, regardless of Armor or M. Armor.

Prerequisite: Full Life

Shield (200 MP)

Target: Single

Type: Status (Barrier)

Reflectable: No

Glowing fragments of golden energy converge on the target, forming the outlines of a shield over its body before disappearing in a flash of light to grant it the Status Condition Shield (2).

Prerequisite: Reflect, Wall

Whirlwind (150 MP)

Target: All

Type: Elemental (Wind)

Reflectable: No

A distant rumble is heard as the sky darkens and fierce winds begin to whip around the caster. As the gale picks up strength, a violent twister erupts from the sky, tearing through the immediate area without mercy. Whirlwind inflicts (33 x MAG) + 5d10, M. Armor Wind Elemental damage on all eligible targets.

Prerequisite: Aeraga

Vaccine (115 MP)

Target: Party

Type: Status (Barrier)

Reflectable: Yes

A veil of varicolored bubbles of magical energy swirls around the caster and their allies, granting the Status Condition Resist (2).

Prerequisite: Resist
PostPosted: Tue Jul 03, 2007 5:22 pm


Time Magic



Level 1


Burn Ray (7 MP)

Target: Single

Type: Magical

Reflectable: Yes

The air around the target condenses, compressing into a tight ball until it explodes. Burn Ray inflicts (4 x MAG) + 1d8, M. Armor Magical damage.

Escape (8 MP)

Target: Self

Type: Support

Reflectable: No

The caster winks out of existence, rematerialising a short distance away a split-second later. Escape allows the caster to immediately move (MAG) meters in any direction of their choosing, passing through any solid objects – such as walls – without ill effects. However, the Escape will fail if the caster’s destination is inside a solid structure or occupied by another person or object; in this case, MP and time are still spent as normal. If used in combat, a successful casting of Escape has effects equal to a successful Escape Action.

Hold (7 MP)

Target: Single

Type: Status (Time)

Reflectable: Yes

At the caster’s command, a globe of dull gray energy encloses the target, freezing it in time for a split-second. Hold has a (M.ACC - 50), M. Evasion chance of reducing the target’s Initiative by 50%.

Sprint (5 MP)

Target: Single

Type: Support

Reflectable: No

A series of red rings materialise around the target’s legs or equivalent anatomy, glowing with suffused power before fading away again, bestowing the Status Condition Accelerate (6).

Tractor (10 MP)

Target: Single

Type: Support

Reflectable: No

Ruby rings of gravitational force shower down on the target, dragging it back down to earth. Tractor has a CoS of (M.ACC - 50), M. Evasion of canceling the Status Conditions Float and Flight where applicable; the spell can also cancel out natural Float and Flight for a limited period of time (6).

Yawn (6 MP)

Target: Single

Type: Status (Weak)

Reflectable: Yes

A series of gray circles spiral around the target’s legs or equivalent anatomy, briefly flaring up before disappearing once again. Yawn has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Agility Down (6).


Level 2


Float (15 MP)

Target: Party

Type: Status (Strengthen)

Reflectable: Yes

Shining motes sparkle around the target as it is buoyed into the air on golden rings of anti-gravitational energy, bestowing the Status Condition Float (6).

Gravity (25 MP)

Target: Single

Type: Status (Fatal)

Reflectable: No

The caster launches a dark bubble of energy, wholly enclosing the target before subjecting it to a brief burst of crushing gravitational force. Gravity has a CoS of (M.ACC - 50), M. Evasion of reducing a target's HP by 25%, not modified for ARM or M.ARM.

Meteorite (18 MP)

Target: Single

Type: Magical

Reflectable: No

The caster tears a small meteorite free from the cosmos to crash into the target. Meteorite inflicts (8 x MAG) + 2d8 Magical damage.

Slow (12 MP)

Target: Single

Type: Status (Time)

Reflectable: Yes

A ghostly clock appears behind the target, hands counting time as normal before suddenly slowing down. Slow has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Slow (6).

Speed (13 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

Expanding circles of glowing red energy surround the target, speeding reaction time and impulses to grant the Status Condition Agility Up (6).


Level 3


Immobilize (20 MP)

Target: Single

Type: Status (Time)

Reflectable: Yes

The target is encased in a bubble of reddish-orange light, freezing time for the target’s legs or equivalent anatomy. Immobilize has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Immobilize (6).

Ray Bomb (22 MP)

Target: Single/Group

Type: Magical

Reflectable: Yes

Brilliant spheres of energy appear before the caster, joining together into a single searing burst of destruction. Ray Bomb inflicts (12 x MAG) + 3d8, M. Armor Magical damage.

Prerequisite: Burn Ray

Regen (25 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

Green motes shower down on the target, speeding up its natural healing processes to grant the Status Condition Regen (6).

Reset (30 MP)

Target: Single

Type: Support

Reflectable: No

A glittering globe of barely-suppressed temporal energy appears over the target, capturing a few precious seconds of time ready to be released at the caster’s beckoning. Until the end of the battle, the target’s player may re-roll any one die roll they make, but must choose to do so before the first roll is made; after this has been done, Reset’s effects expire. The effects also expire if no reroll is made before the end of combat, or if the combatant is targeted by Dispel or Temporal Shift. If cast on an opponent, the caster may choose which roll to ‘reset’.

Teleport (10 MP)

Target: Party

Type: Support

Reflectable: No

The air ripples, beginning to glow as the party dematerialises, reappearing a distance away just seconds later. Targets affected by Teleport immediately move (MAG x 2) metres in a direction of the caster’s choosing, passing through any solid objects – such as walls – without ill effects. However, the Teleport will fail if the caster’s destination is inside a solid structure or occupied by another person or object; in this case, MP and time are still spent as normal. If cast in a multi-level or -storey structure, Teleport will automatically move the Party one level up or down; if used in combat, a successful casting of Teleport has effects equal to a successful Escape Action for all Party members.

Prerequisite: Escape


Level 4


Comet (44 MP)

Target: Group

Type: Magical

Reflectable: No

The caster reaches towards the heavens, pulling a comet out of time to crash down in a shower of fire and molten rock. When casting Comet, roll a d% for each opponent on the battlefield twice; the combatants with the highest rolls in each instance will be targeted by the Spell. Make standard M. ACC rolls against both opponents’ M. EVA scores to determine whether the Spell hits; each successful strike inflicts (8 x MAG) + 2d8 Magical damage. If there is only one eligible target, it will be struck twice for the listed damage.

Prerequisite: Meteorite

Demi (50 MP)

Target: Single

Type: Status (Fatal)

Reflectable: No

An opaque gray sphere encloses the target; seconds later, crushing gravitational forces compress, releasing the target only once the sphere has shrunk to a speck of its former self. Gravity has a CoS of (M.ACC - 50), M. Evasion of reducing a target's HP by 50%, not modified for ARM or M.ARM.

Prerequisite: Gravity

Flight (40 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: No

A shower of amber lights sparkles around the target, revealing the faint outline of an angelic pair of wings before disappearing again, bestowing the Status Condition Flight (6).

Prerequisite: Float

Haste (35 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

The ground beneath the target glows with brilliant light as the outline of a ghostly red clock materialises around them, hands accelerating before the magic fades away, bestowing the Status Condition Haste (4).

Prerequisite: Speed

Slowga (50 MP)

Target: Group

Type: Status (Time)

Reflectable: Yes

A giant, hazy silver clock appears over the battlefield, spinning lazily as it slows down by the second. Slowga has a CoS of (M.ACC-50), M. Evasion of afflicting all eligible targets with the Status Condition Slow (6).

Prerequisite: Slow


Level 5


Disable (50 MP)

Target: Single

Type: Status (Time)

Reflectable: Yes

The target is encased in a bubble of turquoise light, freezing time for the target’s arms or equivalent anatomy. Disable has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Disable (6).

Exit (55 MP)

Target: Party

Type: Support

Reflectable: No

A wave of yellow light engulfs the party, dematerialising them to reappear a distance away just seconds later. Targets affected by Exit immediately move (MAG x 20) metres in a direction of the caster’s choosing, passing through any solid objects – such as walls – without ill effects. However, the Exit will fail if the caster’s destination is inside a solid structure or occupied by another person or object; in this case, MP and time are still spent as normal. If cast in a dungeon or other large enclosed structure, Exit will automatically move the Party to its entrance; if used in combat, a successful casting of Exit has effects equal to a successful Escape Action for all Party members.

Prerequisite: Teleport

Flare Star (65 MP)

Target: Group

Type: Magical

Reflectable: Yes

Drawing on the forces of the cosmos, the caster bathes the battlefield in the light of a dying star, searing all opponents with pure stellar energy. Flare Star inflicts (18 x MAG + 5d cool , M. Armor Magical damage on all targets.

Prerequisite: Ray Bomb

Remove (50 MP)

Target: Single

Type: Status (Fatal)

Reflectable: No

The fabric of reality ripples and twists around the target, trying to tear them free of time and space entirely. Remove has a CoS of (M.ACC - 50), M. Evasion of instantly Ejecting the target from the battle.

Time Slip (45 MP)

Target: Single

Type: Status (Time)

Reflectable: No

Hazy lights encircle the target as wavers and fades, body suddenly out of synch with time around it. Time Slip has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Time Slip (6).


Level 6


Hastega (80 MP)

Target: Party

Type: Status (Strengthen)

Reflectable: Yes

A glowing red clock materialises below the caster’s allies, hands spinning at normal speed but increasing by the second before it fades in a flash, bestowing the Status Condition Haste on all targets (4).

Prerequisite: Haste

Quarter (75 MP)

Target: Group

Type: Status (Fatal)

Reflectable: No

Spheres of black and violet surge out to enclose all opponents, crackling with audible force as the gravity inside the bubbles increases a hundredfold. Quarter has a CoS of (M.ACC - 50), M. Evasion of reducing a target's HP by 75%, not modified for ARM or M.ARM.

Prerequisite: Demi.

Quasar (82 MP)

Target: Group

Type: Magical

Reflectable: No

The skies part, drawing down a searing shower of celestial debris and radiation to bombard the battlefield. When casting Quasar, roll a d% for each opponent on the battlefield four times; the combatants with the highest rolls in each instance will be targeted by the Spell. Make standard M. ACC rolls against all affected opponents’ M. EVA scores to determine whether the Spell hits; each successful strike inflicts (8 x MAG) + 2d8 Magical damage. If there is only one eligible target, it will be struck four times for the listed damage.

Prerequisite: Comet

Stop (67 MP)

Target: Single

Type: Status (Time)

Reflectable: Yes

A ghostly metallic clock shimmers into existence over the target, enveloping it in a dull pink glow as its hands slow, then stop completely, shattering the clock. Stop has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Stop (4).

Prerequisite: Slowga

Temporal Shift (75 MP)

Target: All

Type: Support

Reflectable: No

In an instant, the caster is surrounded by ring after ring of translucent clocks, circling in a slow pattern before speeding up and shattering. The glittering debris hovers in mid-air for a moment, drawing the lines of an ethereal clock face before winking out of existence. Temporal Shift cancels all Time-type Status Conditions currently active on the battlefield, negative or otherwise.


Level 7


Quicken (103 MP)

Target: Single

Type: Support

Reflectable: No

The target blurs as it slides sideways in time, seeing the battlefield frozen in its tracks for a brief moment. Quicken’s target may make an Action as soon as the Spell is cast, even if they have already used their allotment of Actions for the Round or are currently resolving an Action with a Charge Time. Taking this Action will not count towards their limit of Actions for the Round; if the chosen Action has a Charge Time, resolve it immediately and subtract the Charge Time from the combatant’s current Initiative count.

Return (85 MP)

Target: Party

Type: Support

Reflectable: No

The battlefield seems to fold up as time is compressed and enclosed in a glowing globe that continually replays captured moments on its rippling surface. Until the end of combat, the caster and all allies on the battlefield may each re-roll any one die roll they make, keeping the more favorable of the two; after this has been done, Return’s effects expire for them. The effects also expire if no reroll is made before end of the battle, or if a combatant under the effects of Return is targeted by Temporal Shift or Dispel.

Prerequisite: Reset

Shockwave Pulsar (100 MP)

Target: Group

Type: Magical

Reflectable: Yes

Gravity suddenly ceases to function as glowing sphere of stellar energy and gases materialises above the battlefield, drawing the targets into its embrace before exploding in a violent burst of light and heat. Shockwave Pulsar inflicts (27 x MAG) + 4d12, M. Armor Magical damage on all targets.

Prerequisite: Flare Star

Warp (100 MP)

Target: Party

Type: Support

Reflectable: No

Energy ripples around the caster and their allies as they wink out of existence, reappearing an instant later many miles away. Warp must be cast twice in order to be effective; the first time it is cast, an arcane circle of energy forms around the caster, marking the immediate area before fading away – this is the Time Mage’s Warp Point, whose location should be noted at the time the Spell is cast. The second time Warp is cast, the caster – and all allies in the immediate area – are teleported back to the Warp Point, regardless of how much distance separates their current location with the Warp Point. If this effect is used in combat, it has effects equal to a successful Escape Action for all Party members. Once the Party arrives back at the Warp Point, the arcane circle winks out of existence; to set a new Warp Point, Warp must be cast again.

Prerequisite: Exit

X Zone (125 MP)

Target: Group

Type: Status (Fatal)

Reflectable: No

The fabric of reality splits open in a flash of white light, revealing the alien stars beyond for brief instant. X-Zone has a CoS of (M.ACC - 50), M. Evasion of Ejecting all eligible targets into the Cleft of Dimensions, a space outside the realm of human comprehension; roll separately for each target. Anything targeted by the Spell may voluntarily choose to travel to the Cleft; if so, no roll is necessary.

Prerequisite: Remove


Level 8


Aging (100 MP)

Target: Single

Type: Status (Weak)

Reflectable: Yes

A current of time swirls around the target, stirring up dust and decay as it pushes the unfortunate forward into old age and disability. Aging has a CoS of (M.ACC - 50), M.Evasion of inflicting the conditions Agility Break (4), Armor Break (4), Magic Break (4), Mental Break (4), Power Break (4) and Spirit Break (4).

Prerequisite: Time Slip

Black Hole (150 MP)

Target: Single

Type: Status (Fatal)

Reflectable: No

A spinning vortex of gravitational energy forms above the battlefield, crackling as it begins to direct crushing pressure on the target. Black Hole has a CoS of (M.ACC - 50), M. Evasion of reducing a target to 10% of their current HP, not modified for ARM or M.ARM. Black Hole is not affected by the Damage Cap and may exceed 999 damage.

Prerequisite: Quarter

Galaxy Stop (125 MP)

Target: Group

Type: Status (Time)

Reflectable: Yes

A hazy clock face shimmers into existence across the battlefield, hands shuddering as they begin to slow, eventually stopping dead. For a moment, the second hand wavers, almost seeming to move backwards before the clock explodes in a shower of fragments. Galaxy Stop has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Stop upon all targets (4).

Prerequisite: Stop

Meteor (200 MP)

Target: Group

Type: Magical

Reflectable: No

With a single motion, the caster splits the skies above the battlefield to reveal the stars and planets beyond – and a single fiery meteor hurtling towards the battlefield below, crashing down in a shower of rock and flame. When casting Meteor, roll a d% for each opponent on the battlefield six times; the combatants with the highest rolls in each instance will be targeted by the Spell. Make standard M. ACC rolls against all affected opponents’ M. EVA scores to determine whether the Spell hits; each successful strike inflicts (8 x MAG) + 2d8 Magical damage. If there is only one eligible target, it will be struck six times for the listed damage.

Prerequisite: Quasar

Quick (200 MP)

Target: Self

Type: Support

Reflectable: No

A translucent clock encases the caster, creating a pocket of localised time for a few precious seconds before shattering. Quick allows the caster to make two Actions as soon as the Spell is cast; if the Actions have a Charge Time, it is ignored. In addition, casting Quick a second time while under the influence of Quick brings the caster back into normal time, canceling the effects of both Spells. After the second Action has been taken, the caster’s Initiative drops to 0, regardless of whether or not the caster would normally be eligible to make additional Actions.

Prerequisite: Hastega

Kuroyomi


Kuroyomi

PostPosted: Tue Jul 03, 2007 5:51 pm


Red Magic



Level 1


Aero (7 MP)

Target: Single

Type: Elemental (Wind)

Reflectable: Yes

A vicious gust of wind assails the target, tearing into it with razor-sharp debris. Aero inflicts (4 x MAG) + 1d8, M. Armor Wind Elemental damage.

Blind (5 MP)

Target: Single

Type: Status (Seal)

Reflectable: Yes

A blinding cloud of thick black fog surrounds the target, robbing it of all senses. Blind has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Blind on the target (6).

Blizzard (7 MP)

Target: Single

Type: Elemental (Ice)

Reflectable: Yes

A flurry of high-speed ice particles are launched at the target, inflicting (4 x MAG) + d8, M. Armor Ice Elemental damage.

Cure (5 MP)

Target: Single

Type: Recovery

Reflectable: Yes

An iridescent spark of blue light spirals around the target, trailing glowing specks in its wake. Cure restores (4 x MAG) + 1d8 HP.

Fire (7 MP)

Target: Single

Type: Elemental (Fire)

Reflectable: Yes

A burning sphere of fire rushes towards the target, exploding on impact. Fire inflicts (4 x MAG) + d8, M. Armor Fire Elemental damage.
Poison (9 MP)

Target: Single

Type: Elemental (Bio), Status (Toxin)

Reflectable: Yes

A frothing cloud of sickly violet bubbles swarms over the target with suffocating force. Poison inflicts (4 x MAG) + d8, M. Armor Bio Elemental damage; in addition, Poison has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Poison (∞).

Poisona (3 MP)

Target: Single

Type: Recovery

Reflectable: Yes

A slurry of dull purple spheres washes over and through the length of the target, canceling all Toxin-type Status Conditions currently afflicting it.

Scan (3 MP)

Target: Single

Type: Support

Reflectable: Yes

Ghostly crosshairs settle upon the target, surrounding it in a dance of arcane letters and numbers spelling out its every secret. Scan reveals the target's Level, Monster Category, current and maximum HP and MP values, Absorbances, Immunities, Resistances, Weaknesses and Status Immunities. At the GM’s discretion, it may also give additional information on the target’s background, tactics, and behaviors.

Sleep (5 MP)

Target: Single

Type: Status (Seal)

Reflectable: Yes

Clouds of light mist play around the target as the apparition of a moon appears overhead to shower soft starlight upon it. Sleep has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Sleep (6).

Thunder (7 MP)

Target: Single

Type: Elemental (Lightning)

Reflectable: Yes

A brilliant bolt of lightning tears down from the sky, striking the target with barely-contained energy. Thunder inflicts (4 x MAG) + d8, M. Armor Lightning Elemental damage.


Level 2


Berserk (12 MP)

Target: Single

Type: Status (Mystify)

Reflectable: Yes

Wavering streams of red energy assail the target, driving its primal fighting instincts to critical levels. Berserk has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Berserk (6).

Blink (10 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

Flourescent rays of magical energy twist in complicated spirals around the target, distorting vision and light to bestow the Status Condition Blink (6).

Element Spikes (16 MP)

Target: Self

Type: Status (Strengthen)

Reflectable: Yes

The target is surrounded by a shimmering barrier of elemental energy capable of solidifying into cruel spikes at the touch of a weapon. Element Spikes inflicts the Status Condition Element Spikes (6); declare which element the Spikes will be tied to – Fire, Ice or Lightning – when casting this Spell.

Float (15 MP)

Target: Party

Type: Status (Strengthen)

Reflectable: Yes

Shining motes sparkle around the target as it is buoyed into the air on golden rings of anti-gravitational energy, bestowing the Status Condition Float (6).

Lock (10 MP)

Target: Single

Type: Status (Weak)

Reflectable: Yes

At the caster's command, a set of crosshairs begin to glow around the target's body, illuminating weak points and tracking movements. Lock has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Lock on the target (6).

Rasp (15 MP)

Target: Single

Type: Magical

Reflectable: Yes

Inexorably drawn by the lure of magical power, translucent spheres of violet energy spiral in towards the target, sapping all mana out of the surrounding area before rushing away. Rasp reduces the target’s current MP by (8 x MAG) + 2d8, M. Armor.

Slow (12 MP)

Target: Single

Type: Status (Time)

Reflectable: Yes

A ghostly clock appears behind the target, hands counting time as normal before suddenly slowing down. Slow has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Slow (6).

Stona (10 MP)

Target: Single

Type: Recovery

Reflectable: Yes

Needles of rainbow light stab into the target, showering dust as stone cracks and splinters under the onslaught. Stona cancels the Status Conditions Stone and Petrify.

Water (18 MP)

Target: Single

Type: Elemental (Water)

Reflectable: Yes

Water begins to filter out of the air, forming a solid ball around the target that lifts it off the ground before bursting in a shower of liquid. Water inflicts (8 x MAG) + 2d8, M. Armor Water Elemental damage.


Level 3


Aera (22 MP)

Target: Single/Group

Type: Elemental (Wind)

Reflectable: Yes

Howling green winds encircle the target, drawing together in an ever-tightening funnel of air before disappearing. Aera inflicts (12 x MAG) + 3d8, M. Armor Wind Elemental damage.

Prerequisite: Aero

Blizzara (22 MP)

Target: Single/Group

Type: Elemental (Ice)

Reflectable: Yes

The air around the target condenses to freezing point in an instant, encasing it in a towering spire of ice. Blizzara inflicts (12 x MAG) + 3d8, M. Armor Ice Elemental damage.

Prerequisite: Blizzard

Cura (20 MP)

Target: Single/Group

Type: Recovery

Reflectable: Yes

Twin specks of glowing green light twine around the target, trailing a dusting of soothing magical energy to restore (12 x MAG) + 3d8 HP.

Prerequisite: Cure

Fira (22 MP)

Target: Single/Group

Type: Elemental (Fire)

Reflectable: Yes

A furious explosion tears through the air as a column of incandescent fire erupts under the target. Fira inflicts (12 x MAG) + 3d8, M. Armor Fire Elemental damage.

Prerequisite: Fire

Immobilize (20 MP)

Target: Single

Type: Status (Time)

Reflectable: Yes

The target is encased in a bubble of reddish-orange light, freezing time for the target’s legs or equivalent anatomy. Immobilize has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Immobilize (6).

Protect (20 MP)

Target: Single

Type: Status (Barrier)

Reflectable: Yes

Four dull-blue crystalline shapes wink into existence around the target in perfect symmetry, glowing as they radiate a barrier of magical energy to bestow the Status Condition Protect (6).

Regen (25 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

Green motes shower down on the target, speeding up its natural healing processes to grant the Status Condition Regen (6).

Silence (22 MP)

Target: Single

Type: Status (Seal)

Reflectable: Yes

A shining sigil appears under the target amidst a flurry of yellow lights, flashing white before fading away again. Silence has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Silence (6).

Thundara (22 MP)

Target: Single/Group

Type: Elemental (Lightning)

Reflectable: Yes

Electric-blue thunderbolts crash into the ground, creating a deadly array of ball lightning to encircle all targets. Thundara inflicts (12 x MAG) + 3d8, M. Armor Lightning Elemental damage.

Prerequisite: Thunder

Zombie (30 MP)

Target: Single

Type: Status (Transform)

Reflectable: Yes

The target disappears, swallowed by a wave of miasmic green smoke seeking to steal away its life force. Zombie has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Zombie (6).


Level 4


Bio (44 MP)

Target: Single/Group

Type: Elemental (Bio), Status (Toxin)

Reflectable: Yes

Virulent green orbs begin to bubble out of the ground, quickly overwhelming the target with a deadly shower of toxins. Bio inflicts (15 x MAG) + 4d8, M. Armor Bio Elemental damage; in addition, Bio has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Poison (∞).

Prerequisite: Poison

Basuna (36 MP)

Target: Single

Type: Recovery

Reflectable: Yes

A gentle mist of green and gold blows over the target, canceling the Status Conditions Berserk, Blind, Poison, Sleep, and Zombie.

Confuse (32 MP)

Target: Single

Type: Status (Mystify)

Reflectable: Yes

Streams of multicolored notes and wild flashes of prismatic energy assault the target, overwhelming all senses in a thrice. Confuse has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Confuse (6).

Dispel (43 MP)

Target: Single

Type: Support

Reflectable: No

A shimmering blue mist engulfs the target, its power tearing away beneficial enchantments in an instant. Dispel has a CoS of (M.ACC - 50), M. Evasion of canceling all Strengthen- and Barrier-type Status Conditions, save Shield.

Drain (34 MP)

Target: Single

Type: Recovery

Reflectable: No

Blood-red orbs circle the target, growing larger and more livid as they draw out the very essence of the target's life; once full, the orbs return to the caster, releasing their payload of stolen vitality on contact. Drain inflicts (15 x MAG) + 4d8, M. Armor Magical damage; the caster regains a number of Hit Points equal to the amount lost by the target.

Haste (35 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

The ground beneath the target glows with brilliant light as the outline of a ghostly red clock materialises around them, hands accelerating before the magic fades away, bestowing the Status Condition Haste (4).

Life (38 MP)

Target: Single

Type: Recovery

Reflectable: No

Spirals of twinkling red light encircle the target, showering it with a gentle drift of ghostly, radiant feathers. Life restores any target whose current HP is 0 or lower to 10% of their maximum HP. Undead monsters targeted by Life – as well as combatants affected by the Status Condition Zombie – will not be revived; if their current Hit Points are greater than 0, they have a CoS of (M.ACC - 50), M. Evasion of being instantly reduced to 0 HP, regardless of Armor or M. Armor.

Osmose (1 MP)

Target: Single

Type: Recovery

Reflectable: No

Orbs of blinding pink energy form around the target, growing larger and more luminous as they draw mana from the target; once full, the orbs return to the caster, transferring the stolen energy upon contact. The target’s current MP is reduced by (15 x MAG) + 4d8, M. Armor MP; the caster regains a number of MP equal to the amount lost by the target.

Ruse (35 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

A six-faceted crystal of pure energy appears around the target, shattering in a brilliant confusion of mirror images to bestow the Status Condition Ruse (6).

Prerequisite: Blink

Shell (35 MP)

Target: Single

Type: Status (Barrier)

Reflectable: Yes

Twelve pearls of softly-glowing light enclose the target in twinned hexagons, adding the Status Condition Shell (6).

Slowga (50 MP)

Target: Group

Type: Status (Time)

Reflectable: Yes

A giant, hazy silver clock appears over the battlefield, spinning lazily as it slows down by the second. Slowga has a CoS of (M.ACC-50), M. Evasion of afflicting all eligible targets with the Status Condition Slow (6).

Prerequisite: Slow

Watera (38 MP)

Target: Single/Group

Type: Elemental (Water)

Reflectable: Yes

The ground buckles and cracks as a column of water erupts, violently immersing all targets before dispersing again. Watera inflicts (15 x MAG) + 4d8, M. Armor Water Elemental damage.

Prerequisite: Water.


Level 5


Aeraga (60 MP)

Target: Single/Group

Type: Elemental (Wind)

Reflectable: Yes

Lashing tendrils of wind wrap around the targets, forming a howling vortex that mercilessly spins and tumbles its captives about before finally relinquishing its grasp. Aeraga inflicts (18 x MAG) + 5d8, M. Armor Wind Elemental damage.

Prerequisite: Aera

Protectga (50 MP)

Target: Party

Type: Status (Barrier)

Reflectable: Yes

Gray-blue crystals of magical energy form around the party, raising a protective barrier to grant them the Status Condition Protect (6).

Prerequisite: Protect

Blizzaga (60 MP)

Target: Single/Group

Type: Elemental (Ice)

Reflectable: Yes

Particles of frost and snow accelerate towards the target, rapidly sealing it in layer after layer of solid ice before the entire edifice shatters. Blizzaga inflicts (18 x MAG) + 5d8, M. Armor Ice Elemental damage.

Prerequisite: Blizzara

Curaga (57 MP)

Target: Single/Group

Type: Recovery

Reflectable: Yes

A brilliant constellation of blue and violet light encircles the target’s body, restoring (18 x MAG) + 5d8 HP before fading away.

Prerequisite: Cura

Disable (50 MP)

Target: Single

Type: Status (Time)

Reflectable: Yes

The target is encased in a bubble of turquoise light, freezing time for the target’s arms or equivalent anatomy. Disable has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Disable (6).

Firaga (60 MP)

Target: Single/Group

Type: Elemental (Fire)

Reflectable: Yes

A colossal sphere of white-hot fire crashes onto the target, sparking a furious explosion that engulfs it in a cloud of ash and cinders. Firaga inflicts (18 x MAG) + 5d8, M. Armor Fire Elemental damage.

Prerequisite: Fira

Mini (55 MP)

Target: Single

Type: Status (Transform)

Reflectable: Yes

Circles of white-blue energy mushroom out of the ground, quickly saturating the area; when they finally make contact with the target, a blinding flash obscures the area, engulfing the target in the process. Mini has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Mini (4). If the target is already under the effects of Mini, a successful second casting of Mini will cancel the Condition.

Stone (65 MP)

Target: Single

Type: Status (Seal)

Reflectable: Yes

Fingers of stone burst forth from the ground, snatching shut around the target in a shower of flying stones and dirt before shattering. Stone has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Stone (∞).

Thundaga (60 MP)

Target: Single/Group

Type: Elemental (Lightning)

Reflectable: Yes

A deafening peal of thunder rolls across the battlefield as lightning bolt after lightning bolt crashes to earth, trapping all targets in a sizzling sphere of electrical energy before dissipating again. Thundaga inflicts (18 x MAG) + 5d8, M. Armor Lightning Elemental damage.

Prerequisite: Thundara

Time Slip (45 MP)

Target: Single

Type: Status (Time)

Reflectable: No

Hazy lights encircle the target as wavers and fades, body suddenly out of synch with time around it. Time Slip has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Time Slip (6).


Level 6


Charm (77 MP)

Target: Single

Type: Status (Mystify)

Reflectable: Yes

A cluster of shocking pink hearts surrounds the target, circling in a slow, hypnotic orbit as an alluring melody wafts through the air. Charm has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Charm (4).

Prerequisite: Confuse

Esuna (67 MP)

Target: Single

Type: Recovery

Reflectable: Yes

Beams of warm violet light emerge from the ground around the target, cleansing away all debilitating magics and malicious enchantments. Esuna cures any negative Status Conditions, except those explicitly stated to be immune to its effects.

Flare (86 MP)

Target: Single

Type: Magical

Reflectable: Yes

Globes of pure magical energy blast into the target in a relentless stream, setting off one chaotic explosion after another before rushing out again. Flare inflicts (24 x MAG) + 4d10, M. Armor Magical damage.

Hastega (80 MP)

Target: Party

Type: Status (Strengthen)

Reflectable: Yes

A glowing red clock materialises below the caster’s allies, hands spinning at normal speed but increasing by the second before it fades in a flash, bestowing the Status Condition Haste on all targets (4).

Prerequisite: Haste

Shellga (65 MP)

Target: Party

Type: Status (Barrier)

Reflectable: Yes

A chain of ghostly pearls twines around the party; a moment later, thin links of magical energy join them together in a series of elaborate hexagons, granting the Status Condition Shell (6).

Prerequisite: Shell

Quake (70 MP)

Target: All

Type: Elemental (Earth)

Reflectable: No

A violent tremor tears through the length of the battlefield, breaking up the ground into shuddering, crumbling fragments and yawning crevasses. Quake inflicts (21 x MAG) + 5d8, M. Armor Earth Elemental damage; Floating and Flying targets are immune to its effects.

Syphon (70 MP)

Target: Single

Type: Recovery

Reflectable: No

Orbs of golden energy surround the target, growing larger and more brilliant as they sap at its vital and magical forces; once large enough, they return to the caster, dissolving in a shower of pale light. The target suffers (21 x MAG) + 5d8, M. Armor damage, split evenly between HP and MP; the caster regains an amount of HP and MP equal to that lost by the target. If the target has no MP, all damage defaults to the target’s HP instead.

Stop (67 MP)

Target: Single

Type: Status (Time)

Reflectable: Yes

A ghostly metallic clock shimmers into existence over the target, enveloping it in a dull pink glow as its hands slow, then stop completely, shattering the clock. Stop has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Stop (4).

Prerequisite: Slowga

Waterga (78 MP)

Target: Group

Type: Elemental (Water)

Reflectable: Yes

Winding streams of airborne water race towards all targets, quickly enclosing them in an immense liquid dome before dissolving into a foaming tidal wave. Waterga inflicts (21 x MAG) + 5d8, M. Armor Water Elemental damage.

Prerequisite: Watera

Vanish (77 MP)

Target: Single

Type: Status (Strengthen)

Reflectable: Yes

Four ghostly mirrors with surfaces like mercury flash into existence around the target, rapidly spinning until they – and the target – disappear, granting the Status Condition Vanish (4).

Prerequisite: Ruse


Level 7


Freeze (115 MP)

Target: Single

Type: Elemental (Ice), Status (Fatal)

Reflectable: Yes

Chilly vapors float over the battlefield as fragments of blue ice cascade down on the target, forming a jagged, glacial prison to imprison it entirely. Freeze inflicts (27 x MAG) + 4d12, M. Armor Ice Elemental damage; in addition, it has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Frozen (2).

Prerequisite: Blizzaga

Full Cure (110 MP)

Target: Single

Type: Recovery

Reflectable: Yes

Brilliant blue lights descend onto the target, releasing a burst of radiant golden energy upon contact to restore the target’s HP to its maximum value. Undead monsters targeted by Full Cure – as well as combatants affected by the Status Condition Zombie – will not regain HP; if their current Hit Points are greater than 0, they have a CoS of (M.ACC - 50), M. Evasion of being instantly reduced to 0 HP, regardless of Armor or M. Armor.

Prerequisite: Curaga

Full Life (100 MP)

Target: Single

Type: Recovery

Reflectable: No

Glowing particles of light shower down on the target, raising up a beam of golden-red life force to revive it in a shower of fathers. Full Life restores any target whose current HP is 0 or lower to 100% of their maximum HP. Undead monsters targeted by Full Life – as well as combatants affected by the Status Condition Zombie – will not be revived; if their current Hit Points are greater than 0, they have a CoS of (M.ACC - 50), M. Evasion of being instantly reduced to 0 HP, regardless of Armor or M. Armor.

Prerequisite: Life

Nuke (115 MP)

Target: Single

Type: Elemental (Fire), Status (Fatal)

Reflectable: Yes

Spheres of orange flame rush towards the target, engulfing it in an ever-growing explosion with the heat and fury of a newborn star. Nuke inflicts (27 x MAG) + 4d12, M. Armor Fire Elemental damage; in addition, it has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Heat (2).

Prerequisite: Firaga

Pain (85 MP)

Target: Single

Type: Status (Special)

Reflectable: Yes

Oily clouds of black and violet smoke engulf the target, obscuring it from view entirely. Pain has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Conditions Blind (4), Poison (∞), and Silence (4); roll separately for each Status Condition.

Reflect (85 MP)

Target: Single

Type: Status (Barrier)

Reflectable: Yes

A shower of green light splashes over the target, solidifying into layer after layer of shimmering magical protection to grant the Status Condition Reflect (4).

Prerequisite: M.Barrier

Toad (75 MP)

Target: Single

Type: Status (Transform)

Reflectable: Yes

Four columns of orange smoke erupt around the target, spewing forth until the victim is nothing but an indistinct shadow in the vapors. Toad has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Toad (4). If the target is already under the effects of Toad, a second casting of Toad cancels the Status Condition.

Wall (85 MP)

Target: Single

Type: Status (Barrier)

Reflectable: Yes

Columns of radiant red light emerge from the ground around the target, rotating slowly as they wrap it in a shell of protective magic before disappearing, granting the Status Condition Wall (4).

Prerequisite: Barrier

Venom (100 MP)

Target: Group

Type: Elemental (Bio), Status (Toxin)

Reflectable: Yes

A pool of vile ooze begins to form, steaming toxic gases as bubbles of liquid venom rise up to shower all targets. Venom inflicts (24 x MAG) + 4d10, M. Armor Bio Elemental damage; in addition, it has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Venom (4). Roll separately for each target affected.

Prerequisite: Bio


Level 8


Aging (100 MP)

Target: Single

Type: Status (Weak)

Reflectable: Yes

A current of time swirls around the target, stirring up dust and decay as it pushes the unfortunate forward into old age and disability. Aging has a CoS of (M.ACC - 50), M.Evasion of inflicting the conditions Agility Break (4), Armor Break (4), Magic Break (4), Mental Break (4), Power Break (4) and Spirit Break (4).

Prerequisite: Time Slip

Break (150 MP)

Target: Single

Type: Elemental (Earth), Status (Special)

Reflectable: Yes

The ground beneath the target explodes in a seismic nightmare of dust, soil and rocky spires. Break inflicts (30 x MAG) + 4d12, M. Armor Earth Elemental damage; in addition, it has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Stone (∞). If successful, make an additional d% roll; there is a (M.ACC - 50), M. Evasion chance that the violent shaking will have shattered the petrified combatant, reducing the target to 0 HP, regardless of current Hit Points, ARM or M. ARM values.

Prerequisite: Quake, Stone

Meltdown (150 MP)

Target: Single

Type: Magical, Status (Weak)

Reflectable: No

A high-speed stream of heat and energy assails the target, immersing it in furious, bone-searing temperatures. Meltdown inflicts (33 x MAG) + 5d10, M. Armor Magical damage; in addition, it has a CoS of (M.ACC - 50), M. Evasion of adding the Status Condition Meltdown (4).

Prerequisite: Flare

Meteor (200 MP)

Target: Group

Type: Magical

Reflectable: No

With a single motion, the caster splits the skies above the battlefield to reveal the stars and planets beyond – and a single fiery meteor hurtling towards the battlefield below, crashing down in a shower of rock and flame. When casting Meteor, roll a d% for each opponent on the battlefield six times; the combatants with the highest rolls in each instance will be targeted by the Spell. Make standard M. ACC rolls against all affected opponents’ M. EVA scores to determine whether the Spell hits; each successful strike inflicts (8 x MAG) + 2d8 Magical damage. If there is only one eligible target, it will be struck six times for the listed damage.

Shield (200 MP)

Target: Single

Type: Status (Barrier)

Reflectable: No

Glowing fragments of golden energy converge on the target, forming the outlines of a shield over its body before disappearing in a flash of light to grant it the Status Condition Shield (2).

Prerequisite: Reflect, Wall

Whirlwind (150 MP)

Target: All

Type: Elemental (Wind)

Reflectable: No

A distant rumble is heard as the sky darkens and fierce winds begin to whip around the caster. As the gale picks up strength, a violent twister erupts from the sky, tearing through the immediate area without mercy. Whirlwind inflicts (33 x MAG) + 5d10, M. Armor Wind Elemental damage on all eligible targets.

Prerequisite: Aeraga
PostPosted: Tue Jul 03, 2007 6:09 pm


Blue Magic



Goblin Punch (1 MP)

Target: Single

Type: Physical

Reflectable: No

The caster launches themselves at an opponent with unusual speed and suddenness, weapon at the ready. Make a standard Attack Action with whatever Weapon the caster has equipped when Goblin Punch is cast; calculate damage as normal unless the caster and the target are of equal Level; in this case, the attack inflicts 400% damage. Equipment Abilities are not factored into this attack. If the caster has two Weapons equipped, choose which of the two to attack with.

Pep Up (1 MP)

Target: Single

Type: Recovery

Reflectable: Yes

The caster transfers their life force into the target in the form of a glorious golden beam. Pep Up restores a single target to its maximum HP value; after the effects of Pep Up have been resolved, the Caster is automatically reduced to 0 HP, regardless of their current HP score.

Reflect-Null (1 MP)

Target: Single

Type: Status (Special)

Reflectable: No

An iridescent ball of orange light speeds towards the target, knocking down all barriers and protective fields as it homes When used against a target with the Reflect Status Condition, Reflect-Null has a CoS of (M.ACC - 50), M. Evasion of inflicting random Status Condition on the target; roll 2d6 and consult the table below to determine the nature of the inflicted ailment.


Quote:
Roll Status Condition
2 Petrify (4)
3 Immobilize (6)
4 Toad (6)
5 Blind (6)
6 Silence (6)
7 Poison (∞)
8 Sleep (6)
9 Slow (6)
10 Mini (6)
11 Disable (6)
12 Stop (6)



Self-Destruct (1 MP)

Target: Single

Type: Magical

Reflectable: No

The caster instantly converts their life force into explosive energy, creating a cataclysmic blast that rips through the enemy for (Caster’s Current Hit Points) Magical damage. After damage has been resolved, the Caster is automatically reduced to 0 HP, regardless of their current HP score, ARM, or M.ARM. Non-Barrier effects that affect the Caster’s Magical damage - like Magical Up and Magical Break - have no impact on Self-Destruct.

Laser Eyes (4 MP)

Target: Single

Type: Magical

Reflectable: Yes

Brilliant beams of energy pulse from the caster's eyes, slashing into the target for (3 x MAG) + 1d8, M. Armor Magical damage.

Choco Ball (6 MP)

Target: Single

Type: Magical

Reflectable: Yes

A crackling sphere of yellow energy forms around the caster, growing in size until it is launched at the target, inflicting (4 x MAG) + 1d8, M. Armor Magical damage. Aerial-type monsters take 150% damage from Choco Ball.

Red Feast (6 MP)

Target: Single

Type: Recovery

Reflectable: No

A series of blood-colored orbs shoot out from the tip of the caster’s weapon, latching onto the target to drain its vital essences. Make a standard Attack Action with whatever Weapon the caster has equipped when Red Feast is cast, calculating damage as normal but ignoring the Weapon’s Equipment Abilities; all damage inflicted after modifying for Armor also restores the caster’s HP, up to its maximum value. Any additional HP recovered beyond that is lost. If the caster has two Weapons equipped, choose which of the two to attack with.

Leap (8 MP)

Target: Single

Type: Physical, Status (Weak)

Reflectable: Yes

The caster makes a powerful jump, disappearing into the clouds before screaming downwards a split-second later. The resulting impact inflicts (4 x MAG) + 1d8, Armor Physical damage, and has an additional (M.ACC - 50), M. Evasion CoS for inflicting the Status Condition Armor Down (4).

Hastebreak (10 MP)

Target: Single

Type: Status (Time)

Reflectable: Yes

A white glow surrounds the target, flaring up with enough force to rip a hole into space and time for one instant. Hastebreak has a CoS of (M.ACC - 50), M. Evasion; its actual effects depend on the status of the target. If it possesses the Status Conditions Haste or Agility Up, they will be cancelled by Hastebreak. If it has the Status Condition Slow, but not the Status Conditions Agility Down or Agility Break, it will be afflicted with Agility Down (4). If it has Agility Down or Agility Break it will be afflicted with Slow (4); the same applies if it does not possess any Time-type Status Conditions, Haste or Agility Up.

Night (13 MP)

Target: All

Type: Status (Seal)

Reflectable: Yes

The caster summons up a tiny patch of night sky to hover above the area as soothing sounds lull the targets into a peaceful slumber. Night has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Sleep (6); roll separately for each target affected.

Flame Thrower (15 MP)

Target: Single

Type: Elemental (Fire)

Reflectable: Yes

The caster releases a blistering stream of fire from their fingers, scorching their intended target for (8 x MAG) + 2d8, M. Armor Fire Elemental damage.

Flash (15 MP)

Target: Group

Type: Magical, Status (Seal)

Reflectable: Yes

The caster directs a searing pulse of phosphorescent light at their opponents, inflicting (4 x MAG) + d8, M. Armor Magical damage. In addition, Flash has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Blind (4); roll separately for each target affected.

Poison Breath (16 MP)

Target: Group

Type: Status (Toxin)

Reflectable: Yes

A morass of multicolored toxins explodes from the caster’s body. Poison Breath has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Poison (∞); roll separately for each target affected.

Blaster (17 MP)

Target: Group

Type: Magical, Status (Time)

Reflectable: No

A spinning circle of small vortices surrounds the caster’s head, turning into globes of force as they accelerate, then release, slamming into all targets for (4 x MAG) + 1d8, M. Armor Magical Damage. In addition, Blaster has a (M.ACC - 50), M. Evasion CoS of inflicting the Status Condition Immobilize (4); roll separately for each target affected.

Ultra Waves (19 MP)

Target: Group

Type: Magical, Status (Mystify)

Reflectable: No

Purple waves of ultrasonic energy ripple from the caster’s body, inflicting (8 x MAG) + 2d8, M. Armor Magical damage on all targets. In addition, Ultra Waves has a CoS (M.ACC - 50), M. Evasion of inflicting the Status Condition Berserk (6); roll separately for each target affected.

Death Force (20 MP)

Target: Single

Type: Status (Barrier)

Reflectable: Yes

A dazzling crystalline globe inscribed with the outlines of a screaming skull materialises around the target, bestowing the Status Condition Status Immune (Fatal) (6).

Dragon Force (20 MP)

Target: Single

Type: Status (Barrier)

Reflectable: Yes

A shimmering crystalline globe etched with intertwining dragons appears around the target, bestowing the Status Conditions Element Immune (Fire) (6), Element Immune (Ice) (6) and Element Immune (Lightning) (6).

1000 Needles (24 MP)

Target: Single

Type: Magical

Reflectable: No

One thousand stinging cactus thorns are shot from the caster’s body at the target in rapid succession. 1000 Needles automatically inflicts 100 Magical damage on the target; M. ARM and ARM have no effect on this damage. Non-Barrier effects that affect the Caster’s Magical damage - like Magic Up and Magic Break - have no impact on 1000 Needles.

Magic Hammer (25 MP)

Target: Single

Type: Magical

Reflectable: Yes

A solid-looking iron mallet materialises into existence above the enemy, dropping onto the selected target’s head with a brainsplitting crack and removing (Target’s Current MP / 10) MP from each in the progress. Regardless of how much MP the target currently possesses, Magic Hammer will never take away more than 999; all damage inflicted after modifying for M.ARM also restores the Caster's MP, up to its maximum value.

Drill Shot (27 MP)

Target: Single

Type: Physical

Reflectable: No

The caster jabs at the target, creating a stream of multi-colored spheres that rush out towards it and explode on impact. Make a standard Attack Action with whatever Weapon the caster has equipped when Drill Shot is cast, ignoring the Weapon’s Equipment Abilities; when calculating damage, ignore the target’s ARM and – where applicable – the Status Condition Protect. If the caster has two Weapons equipped, choose which of the two to attack with.

Force Field (27 MP)

Target: Party

Type: Status (Barrier)

Reflectable: No

The caster is enveloped by a prismatic glow, creating a rapidly expanding field which summons a sudden flash of white light to engulf them, gradually spreading out to cover their allies before fading. Force Field bestows the Status Condition Element Immune to all allies (6); immediately roll a d8 and consult the table below to find out which Element is affected.


Quote:
Roll Immunity
1 Earth
2 Fire
3 Water
4 Wind
5 Ice
6 Lightning
7 Holy
8 Shadow



Revenge (30 MP)

Target: Single

Type: Magical

Reflectable: No

A wave of invisible force crashes into the target, inflicting (Caster's Maximum HP - Caster's Current HP) Magical Damage in the process. Non-Barrier effects that affect the Caster’s Magical damage - like Magic Up and Magic Break - have no impact on Revenge.

Roulette (30 MP)

Target: All

Type: Status (Fatal)

Reflectable: No

All natural light suddenly ceases as a single spotlight begins to spin across the battlefield, drawing in tighter and tighter circles around the combatants until it stops on a single target, killing it stone dead. In order to determine the 'lucky winner' of this grisly fate, all combatants, active or otherwise, should make an immediate Percentile Roll once Roulette is cast. The highest rolling combatant is immediately reduced to 0 HP, regardless of their current HP score, Armor or M. Armor rating.

Limit Globe (32 MP)

Target: Single

Type: Physical

Reflectable: No

A sinister globe of magical energy emerges from the caster’s body, drifting towards the target at a leisurely pace before disappearing into its body with a muted sucking sound. Make a standard Attack Action with whatever Weapon the caster has equipped when Limit Globe is cast; calculate damage as normal unless the caster is currently at 25% or fewer of their maximum HP; in this case, the attack inflicts 400% damage. Equipment Abilities are not factored into this attack. If the caster has two Weapons equipped, choose which of the two to attack with.

Homing Laser (33 MP)

Target: Single

Type: Status (Fatal)

Reflectable: No

A salvo of searing laser beams arcs out of the caster’s body and blasts the target in a spectacular series of explosions. Homing Laser has a CoS of (M.ACC - 50), M. Evasion of inflicting (Target's Current HP / 2) Magical damage; regardless of how much HP the target currently possesses, Homing Laser will never take away more than 999 HP.

Seed Cannon (34 MP)

Target: Single

Type: Physical

Reflectable: No

The caster tenses up before firing a heavy seed pod, pummeling the target. Seed Cannon inflicts (15 x STR) + 4d8, Armor Physical damage.

Condemned (35 MP)

Target: Single

Type: Status (Fatal)

Reflectable: Yes

A cackling red skull appears over the target before slowly fading away. Condemned has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Condemned on the target (4).

Frost (36 MP)

Target: Single

Type: Status (Fatal)

Reflectable: Yes

The caster aims a stream of cold air at the target, dropping the temperature surrounding the target close to freezing point. Frost has a CoS of (M.ACC - 50), M. Evasion of inflicting the Status Condition Frozen on the target (2).

Matra Magic (36 MP)

Target: Group

Type: Magical

Reflectable: Yes

A volley of tiny guided missiles burst from the caster’s body, seeking out the enemy before consuming them in a powerful explosion. Matra Magic inflicts (15 x MAG) + 4d8, M. Armor Magical damage.

Stare (36 MP)

Target: Group

Type: Magical, Status (Mystify)

Reflectable: No

The caster’s eyes flare red, weaving hypnotic suggestions at former foes. Stare inflicts (8 x MAG) + 2d8, M. Armor Magical damage; in addition, it has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition Confuse (6). Roll separately for each target.

Thrust Kick (37 MP)

Target: Single

Type: Physical, Status (Fatal)

Reflectable: No

The caster launches into an athletic flying kick, surrounded by a faint nimbus of energy as they slam into their target with a sound barrier-breaking crash. Thrust Kick has a CoS of (M.ACC - 50), M. Evasion to instantly Eject the target from the battlefield; should the target not be displaced, they are instead struck by the full force of the Caster’s blow, taking (18 x STR) + 5d8, Armor Physical damage in the process.

Acid (38 MP)

Target: Single

Type: Magical, Status (Weak)

Reflectable: No

A spray of corrosive slime splashes over the target, eating away at its Evasions and inflicting (15 x MAG) + 4d8, M. Armor Magical Damage. In addition, Acid has a CoS of (M.ACC - 50)%, M. Evasion of inflicting the Status Condition Meltdown (2).

Mustard Bomb (39 MP)

Target: Single

Type: Status (Fatal)

Reflectable: Yes

The caster creates an explosive blast of fire and hot gases, igniting the area around the target to infernal temperatures. Mustard Bomb has a CoS of (M.ACC - 50) of inflicting the Status Condition Heat on the target (2).

Lilliputian Lyric (40 MP)

Target: Single

Type: Status (Special)

Reflectable: Yes

The caster emits a blast of discordant notes, engulfing their intended victim in a puff of sweet-smelling orange smoke. Lilliputian Lyric has a CoS of (M.ACC - 50), M. Evasion of afflicting the target with the Status Conditions Mini (6) and Sleep (6); make a separate Percentile Roll for each Condition.

Level 4 Holy (41 MP)

Target: Group

Type: Elemental (Holy)

Reflectable: No

Spectacular blasts of white energy assault the targets, encircling them with pearl-like starbursts. Level 4 Holy only affects targets whose Level is a multiple of 4, and inflicts (21 x MAG) + 5d8, M. Armor Holy Elemental damage.

Aqua Breath (42 MP)

Target: Group

Type: Elemental (Water)

Reflectable: No

Torrential winds assault the enemy, buffeting them about as exploding water bubbles shower the area, hitting all targets for (18 x MAG) + 5d8, M. Armor Water Elemental Damage.

Electrocute (42 MP)

Target: Group

Type: Elemental (Lightning)

Reflectable: No

The caster hovers in mid-air, conducting sparks of energy as green bolts of electrical energy blast through the air at random intervals to devastating effect. All targets caught in the blast are struck for (18 x MAG) + 5d8, M. Armor Lightning Elemental damage.

Fire Breath (42 MP)

Target: Group

Type: Elemental (Fire)

Reflectable: No

The caster begins to glow in a distressing shade of orange as they open their mouth to release a single solid ball of fire which bursts into a swirling cloud of flames amidst the targets, burning them for (18 x MAG) + 5d8, M. Armor Fire Elemental damage.

Level 3 Muddle (43 MP)

Target: Group

Type: Status (Mystify)

Reflectable: No

Small meteorites appear above each target’s head, dropping down with a comical ‘plunk’ to release a riot of colored stars. Level 3 Muddle only affects targets whose Level is a multiple of 3, and has a CoS of (M.ACC - 50), M. Evasion of adding the Status Condition Confuse (6). Roll separately for each target.

White Wind (45 MP)

Target: Party

Type: Recovery

Reflectable: No

A dazzling constellation of pearls hovers around the caster, radiating waves of bright light to restore (Caster’s Current HP) HP to all allies.

Level 3 Def-Less (48 MP)

Target: Group

Type: Status (Weak)

Reflectable: No

The caster sends out a swarm of pale pink globes towards the enemy, briefly encasing them in a field of rosy energy. Level 3 Def-Less only affects targets whose Level is a multiple of 3, and has a CoS of (M.ACC - 50), M. Evasion of adding the Status Conditions Armor Break (6) and Mental Break (6).

Dischord (50 MP)

Target: Single

Type: Status (Weak)

Reflectable: Yes

The target is surrounded by a coruscating aura of rainbow-colored light, rippling along the length of its body several times before fading. Dischord has a CoS of (M.ACC - 50), M. Evasion of severely weakening the target, adding the Status Conditions Agility Down (4), Armor Down (4), Magic Down (4), Mental Down (4), Power Down (4) and Spirit Down (4).

Pond's Chorus (50 MP)

Target: Single

Type: Status (Special)

Reflectable: Yes

The caster emits a blast of discordant notes, obscuring the target in sickly green vapors. Pond's Chorus has a CoS of (M.ACC - 50), M. Evasion of afflicting the target with the Status Conditions Toad (4) and Sleep (6); make a separate Percentile Roll for each Condition.

Level 4 Flare (50 MP)

Target: Group

Type: Magical

Reflectable: No

A series of volatile particles zero in on the enemy, accompanied by a high-pitched whine; any target whose Level is a multiple of 4 will take (24 x MAG) + 4d10, M. Armor Magical damage from the explosion that results from the bombardment.

Degenerator (57 MP)

Target: Single

Type: Status (Fatal)

Reflectable: No

The caster emits a single burst of black energy that all but rips the life energy of out its target. Degenerator has a CoS of (M.ACC - 50), M. Evasion of instantly reducing the target to 0 HP, regardless of the target's current HP and Armor rating.

Earth Shake (59 MP)

Target: Group

Type: Elemental (Earth)

Reflectable: No

Heavy tremors burst through the area, flying rocks and hot gases blasting the paralysed targets for (21 x MAG) + 4d12, M. Armor Earth Elemental damage. Earth Shake will not affect Floating or Flying combatants.

Angel's Snack (60 MP)

Target: Party

Type: Recovery

Reflectable: No

A cascade of sparkling blue stars showers down on the caster and their allies, negating all magic in the area. Angel’s Snack cancels out all Status Conditions – beneficial or otherwise – currently afflicting all affected targets.

Twister (62 MP)

Target: Group

Type: Elemental (Wind)

Reflectable: No

The caster summons a roaring tornado to sweep through the area, taking everything in its path for a spin. All targets in the affected area are hit for (21 x MAG) + 5d8, M. Armor Wind Elemental damage.

Bad Breath (63 MP)

Target: Group

Type: Status (Special)

Reflectable: No

The mage exhales a stream of dark, billowing toxic smoke over his enemies, fumes quickly moving out to engulf the entire area. Bad Breath has a CoS of (M.ACC - 50), M. Evasion of inflicting multiple Status Conditions on all targets. Roll once for each to determine whether Status Conditions are inflicted; if successful, roll a d6 and consult the table below to determine which Status Conditions are added to the target.


Quote:
Roll Status Effects
1 Curse (6), Immobilize (6), Poison (∞), Silence (6)
2 Blind (6), Disable (6), Poison (∞), Slow (6)
3 Berserk (6), Condemned (4), Mini (4), Sleep (6)
4 Confuse (6), Slow (6), Time Slip (6), Toad (4)
5 Confuse (6), Petrify (4), Slow (6), Venom (4)
6 Berserk (6), Blind (6), Poison (∞), Zombie (6)



Rippler (65 MP)

Target: Single

Type: Status (Special)

Reflectable: No

Hazy spheres of blue energy surround the caster and their target, gently rotating as the ground between the two begins to take on the appearance of a mercury lake. At once the orbs swap, in the process exchanging all Status Conditions possessed by the caster and target, beneficial or otherwise. For example, a Blind caster using Rippler on a target with Haste and Silence would end up with Silence and Haste while the target themselves would be rendered Blind. The durations for each status transfer along with the status. Note that 'permanent' statuses – such as those granted by the Equipment Ability Auto-[Status] or Job Abilities – cannot be transferred in this fashion.

Cry in the Night (67 MP)

Target: Group

Type: Magical, Status (Special)

Reflectable: No

A dark shadow creeps across the battlefield, emitting tendrils of glowing pink energy that drift among the combatants. A ball of blood red energy rises from the midst of the targets, drawing in the pink tendrils and absorbing their energy. The ball grows for a few moments, becoming surrounded by a haze of red energy, and then explodes. Wave after wave of explosive energy slam the targets for (21 x MAG) + 5d8, M. Armor Magical damage. The explosion is accompanied by a strange howling noise, a chilling sound with a (M.ACC - 50), M. Evasion CoS of inflicting the Status Conditions Curse (6) and Silence (6). Roll separately for each Condition.

Gatling Gun (68 MP)

Target: Single

Type: Physical

Reflectable: No

The caster sends a rapid barrage of explosive shells at one target, peppering it repeatedly for grievous damage. Gatling Gun inflicts (24 x STR) + 4d10, Armor Physical damage.

Wall Change (75 MP)

Target: Single

Type: Status (Special)

Reflectable: No

A shimmering globe of energy encloses the target, cycling through a series of colors and hues before vanishing. Wall Change adds the Status Condition Element Resist for all Elements save one; roll a d8 and consult the table below to determine which one. The combatant will be afflicted with the Status Condition Element Weak for the rolled element; roll again during every subsequent Status Phase, rearranging the Status Conditions accordingly (6).


Quote:
Roll Weakness
1 Earth
2 Fire
3 Water
4 Wind
5 Ice
6 Lightning
7 Holy
8 Shadow



Level 5 Doom (80 MP)

Target: Group

Type: Status (Fatal)

Reflectable: Yes

Ghostly, fog-colored skulls materialise above the enemy, letting out a haunting laugh before fading out. Level 5 Doom only affects targets whose Level is a multiple of 5, and has a (M.ACC - 50), M. Evasion CoS of instantly reducing any eligible target to 0 HP, regardless of current Hit Points, ARM, M.ARM or the Damage Cap.

Level 2 Old (84 MP)

Target: Group

Type: Status (Weak)

Reflectable: No

Grey clocks fade into existence over the battlefield, chiming twelve times before disappearing again. Level 2 Old only affects targets whose Level is a multiple of 2, and has a (M.ACC - 50), M. Evasion CoS of inflicting the Status Conditions Agility Break (4), Armor Break (4), Magic Break (4), Mental Break (4), Power Break (4), and Spirit Break (4). Roll separately for each target affected.

Angel Whisper (90 MP)

Target: Single

Type: Recovery

Reflectable: No

A beautiful angelic spirit descends from the heavens, hovering above the target to shower it with glowing particles of magical energy before fading away. Angel Whisper restores a single target to its maximum HP value, as well as canceling all Status Conditions – save Zombie – currently affecting that target. If used against Undead monsters or combatants afflicted with the Status Condition Zombie, Angel Whisper has a (M.ACC - 50), M. Evasion CoS of instantly reducing the target to 0 HP, regardless of current Hit Points, ARM, M.ARM or the Damage Cap.

Magic Breath (90 MP)

Target: Group

Type: Elemental (Special)

Reflectable: No

A expanding cloud of iridescent bubbles swamps the area, bursting into hissing spheres of fire, ice and electricity as it makes contact with the enemy. All affected targets are hit three times; once for (8 x MAG) + 2d8 Fire Elemental damage, once for (8 x MAG) + 2d8 Ice Elemental damage, and once for (8 x MAG) + 2d8 Lightning Elemental damage.

Level 4 Suicide (91 MP)

Target: Group

Type: Status (Special)

Reflectable: No

Ribbons of red energy surround the targets, wrapping around them tightly before fading away. Level 4 Suicide only affects targets whose Level is a multiple of 4. It has a (M.ACC - 50), M. Evasion CoS of instantly reducing any eligible target’s HP to 1, regardless of their current HP score, ARM, M.ARM, or the Damage Cap. In addition, Level 4 Suicide also has a (M.ACC - 50), M. Evasion CoS of adding the Status Condition Mini (4); roll separately for each affected target and effect.

Heaven's Cataract (94 MP)

Target: Group

Type: Magical, Status (Weak)

Reflectable: No

A watery, translucent blue aura gathers around the caster, hovering in place for a moment before being thrown into the enemy, rapidly expanding as it approaches in an allencompassing wave of dark smoke. Heaven’s Cataract inflicts (24 x MAG) + 4d10, M. Armor Magical damage; in addition, it has a (M.ACC - 50), M. Evasion CoS of inflicting the Status Conditions Armor Break (6) and Mental Break (6); roll separately for each affected target.

Stone Breath (96 MP)

Target: Group

Type: Status (Seal)

Reflectable: No

The caster exhales a cloud of creeping gray vapors that slowly drift to settle over the target. Stone Breath has a (M.ACC - 50), M. Evasion CoS of inflicting the Status Condition Stone (∞); roll separately for each target.

Shadow Flare (100 MP)

Target: Single

Type: Elemental (Shadow)

Reflectable: Yes

Pure white light floods the area, turning all combatants into stark black shadows; a second later, a swarm of dark particles homes in on the target, blasting it for (27 x MAG) + 4d12, M. Armor Shadow Elemental damage.

Mighty Guard (120 MP)

Target: Party

Type: Status (Barrier)

Reflectable: No

Brilliant green globes of energy form around the caster and their allies, fading into thin air a second later. Mighty Guard adds the Status Conditions Haste (4), Protect (4), and Shell (4) to all allies.

Annihilator (125 MP)

Target: Group

Type: Magical

Reflectable: No

The caster raises their hand, building up a globe of dark energy before casually throwing it into the midst of the enemy. The globe hovers silently for a brief second before exploding in a cataclysm of pink energy, inflicting (30 x MAG) + 4d12 Magical damage.

Mortar (125 MP)

Target: Group

Type: Magical

Reflectable: No

Raising their arms to the sky, the caster launches a series of ruby-red projectiles at the enemy, engulfing them in bursts of flame and smoke. Mortar inflicts (30 x STR) + 4d12 Magical damage.

Death Claw (140 MP)

Target: Single

Type: Status (Fatal)

Reflectable: Yes

A spiral of malignant energy winds around the target in evertightening circles, drawing into a constricting bind before disappearing. Death Claw has a (M.ACC-50), M. Evasion CoS of instantly reducing the target to one HP, regardless of its current HP, ARM, M. ARM, or the Damage Cap.

Grand Train (175 MP)

Target: Group

Type: Magical

Reflectable: No

A black wave of celestial energy assaults the targets as the battlefield explodes in rushing starbursts, inflicting (36 x MAG) + 5d12 Magical damage on all opponents. Grand Train is not subject to the Damage Cap, and can inflict damage in excess of 999.

Storm Cannon (200 MP)

Target: Group

Type: Magical

Reflectable: No

The caster points skywards, firing a beam of blinding white light into the heavens. The sky shimmers for a moment before waves of white light come crashing down upon the targets, engulfing them in a haze of thick white smoke that inflicts (15 x Caster's Level) Magical damage. Storm Cannon is exempt from the Damage Cap, and can inflict damage in excess of 999. Non-Barrier effects that affect the Caster’s Magical damage - like Magic Up and Magic Break - have no impact on Storm Cannon.

Kuroyomi


Kuroyomi

PostPosted: Tue Jul 03, 2007 6:26 pm


Enchantment Magic



ELEMENTAL TIER

The basic effects of Enchantment, and some claim the most versatile. Elemental Strikes are used to attack an enemy's weak point in an attempt to inflict extra damage, thus eliminating threats swiftly. As each element can range from perfect to useless depending on the situation, all Elemental Strikes may be learned from Level 1 onward.

Quote:
Level 1: Earth Strike - (5 MP) Make an Attack Action that inflicts Earth damage
Level 1: Fire Strike - (5 MP) Make an Attack Action that inflicts Fire damage
Level 1: Holy Strike - (5 MP) Make an Attack Action that inflicts Holy damage
Level 1: Ice Strike - (5 MP) Make an Attack Action that inflicts Ice damage
Level 1: Lightning Strike - (5 MP) Make an Attack Action that inflicts Lightning damage
Level 1: Bio Strike - (5 MP) Make an Attack Action that inflicts Bio damage
Level 1: Shadow Strike - (5 MP) Make an Attack Action that inflicts Shadow damage
Level 1: Water Strike - (5 MP) Make an Attack Action that inflicts Water damage
Level 1: Wind Strike - (5 MP) Make an Attack Action that inflicts Wind damage



STATUS TIER

Another staple of the Magic Knight's repertoire, Status Strikes add a chance to inflict a Status Condition on an unlucky opponent. For combat situations where a quick finish isn't possible, a properly placed Status Condition can turn the tide in the Magic Knight's favor. Since some conditions are obviously more valuable than others, there are XP Level requirements for learning certain Status Strikes.


Quote:
Level 1: Blind Strike - (10 MP) Make an Attack Action with a 60% chance to Blind (6)
Level 1: Poison Strike - (10 MP) Make an Attack Action with a 60% chance to Poison (U)
Level 1: Sleep Strike - (10 MP) Make an Attack Action with a 60% chance to cause Sleep (6)
Level 8: Berserk Strike - (15 MP) Make an Attack Action with a 60% chance to Berserk (6)
Level 8: Slow Strike - (15 MP) Make an Attack Action with a 60% chance to Slow (6)
Level 15: Silence Strike - (15 MP) Make an Attack Action with a 60% chance to Silence (6)
Level 15: Zombie Strike - (30 MP) Make an Attack Action with a 60% chance to cause Zombie (6)
Level 22: Confuse Strike - (30 MP) Make an Attack Action with a 60% chance to Confuse (6)
Level 29: Curse Strike - (30 MP) Make an Attack Action with a 60% chance to Curse (6)
Level 29: Mini Strike - (45 MP) Make an Attack Action with a 60% chance to cause Mini (6)
Level 43: Stone Strike - (60 MP) Make an Attack Action with a 60% chance to Stone (U)
Level 43: Stop Strike - (50 MP) Make an Attack Action with a 60% chance to Stop (6)
Level 43: Toad Strike - (70 MP) Make an Attack Action with a 60% chance to cause Toad (6)
Level 50: Frozen Strike - (80 MP) Make an Attack Action with a 60% chance to cause Frozen (2)
Level 50: Heat Strike - (80 MP) Make an Attack Action with a 60% chance to cause Heat (2)
Level 50: Pain Strike - (70 MP) Make an Attack Action with a 60% chance to cause Blind (6),
Silence (6), and Poison (U); roll separately for each status
Level 50: Venom Strike - (70 MP) Make an Attack Action with a 60% chance to cause Venom (4)



EFFECT TIER

As the Magic Knight hones his skills, he realizes that some situations cannot be handled with a basic Elemental or Status Strike. The Effect Strikes were developed to fill these strategic gaps. They cover a variety of oddball situations, and XP Level requirements are in place as these Strikes take time to learn and master.


Quote:
Level 22: Dispel Strike - (30 MP) Make an Attack Action with a 60% chance to dispel all positive statuses except Shield.
Level 22: Drain Strike - (30 MP) Make an Attack Action that uses damage to restore the Magic Knight's HP.
Level 22: Osmose Strike - ( 1 MP) Make an Attack Action that uses damage to restore the Magic Knight's MP. Damage is divided by two when using Osmose Strike and affects the target's MP only.
Level 29: Gravity Strike - (50 MP) Make an Attack Action with a 60% chance to immediately cut the target's HP in half. There is no damage inflicted if the Gravity effect misses.
Level 29: Rasp Strike - (30 MP) Make an Attack Action that damages MP instead of HP
Level 36: Signet - (55 MP) Make an Attack Action that crystallizes the target if this is the killing blow; roll 1d10 and consult the table for the type of crystal obtained. The crystal may be used by the Magic Knight or any of his allies, but it must be used immediately after the battle has ended.
1-3 - Red: The character's HP is restored by 50% of his maximum value.
4-5 - Gold: The character's HP and MP are restored to full.
6-8 - Green: The character's MP is restored by 25% of his maximum value.
9-10 - Blue: The character's XP reward for the fight is increased by 25%.
Level 36: Siphon Strike - (75 MP) Make an Attack Action that uses damage to restore the Magic Knight's HP and MP. The final result for damage is divided evenly between the target's HP and MP.
Level 43: Meltdown Strike - (75 MP) Make an Attack Action that ignores ARM and Protect
Level 50: Death Strike - (95 MP) Make an Attack Action with a 60% chance to instantly kill



ULTIMATE TIER

With great power... comes even greater power. The Magic Knight who has trained for and fought in many battles can unlock the secrets of the ultimate forms of Enchantment. These attacks focus on unleashing such devastating power that nothing but the toughest monsters could stand against them. Access to this tier requires a fairly high XP Level, as only master Magic Knights can safely wield such awesome spells. Ultimate Tier enchantment abilities may neither score Botches nor Critical Successes.


Quote:
Level 50: Quake Strike - ( 75 MP) Make an Attack Action that strikes all allies and enemies with Earth damage. This Enchantment cannot affect Floating or Flying targets. This effect is ranged, regardless of the equipped weapon.
Level 50: Whirlwind Strike - ( 85 MP) Make an Attack Action that strikes all enemies with Wind damage. This effect is ranged, regardless of the equipped weapon.
Level 57: Black Hole Strike - (150 MP) Make an Attack Action with a 60% chance to instantly kill. If the Death effect misses, there is a 60% chance of reducing the target's HP to 1, regardless of the damage cap. If the Gravity effect misses, there is no damage inflicted.
Level 57: Flare Strike - (100 MP) Make an Attack Action that inflicts 2x damage and ignores the Damage Cap.
Level 64: Ultima Strike - (250 MP) Make an Attack Action that strikes all enemies, ignores ARM and Protect, inflicts 2x damage and ignores the Damage Cap.
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