Official Final Fantasy Magic

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Official Final Fantasy Magic

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Fire
  • Level 1: Fire - A small fireball strikes a single target. (10 MP) (10 SpP)
  • Level 2: Fira - A larger fireball strikes a foe. (40 MP) (15 SpP)
  • Level 2: Blaze Rune - An intricate, crimson runic array is placed on a flat, smooth surface. When come into contact with, the rune explodes, dealing fire damage to all targets in the area. Can affect the environment. (40 MP) (15 SpP)
  • Level 3: Firaga - A powerful blast of flame engulfs an enemy. (90 MP) (20 SpP)
  • Level 3: Inferno - A searing fire burns the adversary, dealing half total damage but setting the target ablaze, inflicting "Burning [mild]" status. (90 MP) (20 SpP)
  • Level 4: Fire II - A large plume of fire engulfs 2 targets. (160 MP) (30 SpP)
  • Level 4: Inferna - A cloud of flame ignites around a single target, dealing half total damage but setting the target ablaze, inflicting "Burning [moderate]" status. (160 MP) (30 SpP)
  • Level 4: Burn - Spiritual energy "sticks" to a target like oil before it's ignited. Deals half total damage and Moderate "Weak" status. (160 MP) (30 SpP)
  • Level 5: Fira II - Several geysers of flame burst upwards around 2 targets. (250 MP) (40 SpP)
  • Level 5: Infernaga - The air around a target ignites into flame, dealing half total damage but setting the target ablaze as well, inflicting "Burning [acute]" status. (250 MP) (40 SpP)
  • Level 5: Ardor - The ground underneath 5 targets blasts upwards in a powerful thermal upheaving, dealing full damage. (250 MP) (40 SpP)
  • Level 6: Firaga II - Plumes of fire burst from the ground randomly around 2 targets, blasting them with thermal heat and fire. (360 MP) (60 SpP)
  • Level 6: Blaze - The air around 5 targets ignites in a swirling inferno, dealing half damage but inflicting "Blazing" Burn status. (360 MP) (60 SpP)
  • Level 7: Fire III - A swirling cyclone of heat and fire surrounds 3 targets. (490 MP) (75 SpP)
  • Level 8: Fira III - The ground underneath 3 targets explodes upwards in a powerful geyser of thermal heat and flame. (640 MP) (100 SpP)
  • Level 9: Firaga III - A circle of flame surrounds three targets, setting them aflame. (810 MP) (125 SpP)
  • Level 9: Apocalypse - A powerful blast of flames rains down from the sky, searing the entire enemy party. (810 MP) (125 SpP)
  • Level 10: Firaga IV - The strongest conventional fire magic, a pure white flame bursts upon 5 enemies to reduce them to cinders. (1000 MP) (150 SpP)
  • Level 10: Merton - A hot wind carries a massive surge of unquenchable flame, engulfing all, friend and foe alike. (1000 MP) (150 SpP)
Ice
  • Level 1: Blizzard - A single ball of ice drops onto an enemy. (10 MP) (10 SpP)
  • Level 2: Blizzara - An icicle erupts from the ground towards an enemy. (40 MP) (15 SpP)
  • Level 2: Cryo Rune - An intricate, sapphire-colored rune is placed onto a smooth, flat surface. When tripped, creates a jagged array of icy stalagmites/stalactites that strike directly across from the rune, then explode in shards, damaging all in the area. (40 MP) (15 SpP)
  • Level 3: Blizzaga - A large icicle crashes down upon a single enemy. (90 MP) (20 SpP)
  • Level 3: Chill - An icy wind carries tiny chunks of ice to scrape and cut a single target. Deals half damage, but inflicts Mild "Freeze" status for 1d5 rounds. (90 MP) (30 SpP)
  • Level 4: Blizzard II - A trio of large icicles skewer 2 targets. (160 MP) (30 SpP)
  • Level 4: Chillra - A swirling icy wind lingers over a single target, chilling it to the bone ... or worse. Deals half damage, but inflicts Moderate "Freeze "status for 1d5 rounds. (160 MP) (30 SpP)
  • Level 4: Frost - The air around a single enemy grows frosty and unbearably cold. Deals half damage and Moderate "Slow" effect for 1d5 rounds. (160 MP) (30 SpP)
  • Level 5: Blizzara II - Two massive balls of ice crash into 2 targets. (250 MP) (40 SpP)
  • Level 5: Chillga - A whistling white wind brings subzero temperatures to a single target, as well as tiny shards and flakes of ice that embed themselves in a target. Deals half damage and inflicts Acute "Freeze" status for 1d5 rounds. (250 MP) (40 SpP)
  • Level 5: Freeze - A series of enormous stalagmites of ice erupt from flash-frozen portions of the ground around and against 5 targets. (250 MP) (40 SpP)
  • Level 6: Blizzaga II - The area around 2 targets flash-freezes before it explodes into a dense cloud of ice. (360 MP) (60 SpP)
  • Level 6: Sub Zero - A cyclone of sub-freezing wind, ice, and water vapor sweeps over 5 targets, dealing half damage but inflicting Chronic "Freeze" status for 1d5 rounds. (360 MP) (60 SpP)
  • Level 7: Blizzard III - A series of large icicles are hurled at 3 targets. (490 MP) (75 SpP)
  • Level 8: Blizzara III - A massive ball of ice forms around 3 targets, only to collapse and implode inwards. (640 MP) (100 SpP)
  • Level 9: Blizzaga III - A massive cluster of sharp icicles materializes in the air amidst a powerful flash-freeze, impaling 3 targets. (810 MP) (125 SpP)
  • Level 10: Blizzaga IV - The strongest conventional ice magic, the air around 5 targets flash-freezes before being skewered with many large, jagged icicles. (1000 MP) (150 SpP)
Water
  • Level 1: Water - A large ball of water crashes into its target. (10 MP) (10 SpP)
  • Level 2: Watera - A mass of water crashes upon a foe. (40 MP) (15 SpP)
  • Level 2: Flood Rune - A navy-colored runic array is placed on a flat, smooth surface. When tripped, creates a high-powered geyser of water that strikes all targets in the area. (40 MP) (15 SpP)
  • Level 3: Waterga - A large mass of water comes crashing down upon an enemy. (90 MP) (20 SpP)
  • Level 3: Aqua - The air around a single target grows heavily saturated, making it difficult to move or breathe. Dealf half damage, inflicts [Mild Soak] status for 1d5 rounds. (90 MP) (20 SpP)
  • Level 4: Water II - A large wave of water crashes over 2 targets. (160 MP) (30 SpP)
  • Level 4: Aquara - The air around a single target grows supersaturated, tangibly weighing down the target and their equipment. Deals half damage, inflicts [Moderate Soak] status for 1d5 rounds. (160 MP) (30 SpP)
  • Level 4: Drown - A phantasmal cloud dumps a heavy flow of water constantly down onto a single target. Deals half damage, inflicts Moderate "Feeble" status for 1d5 rounds. (160 MP) (30 SpP)
  • Level 5: Watera II - A pair of waves converge upon 2 enemies, crashing against them. (250 MP) (40 SpP)
  • Level 5: Aquaga - The air around a single target grows dense, encased in a bubble of spiritual water. Deals half damage, inflicts Acute "Soaked" status for 1d5 rounds. (250 MP) (40 SpP)
  • Level 5: Flood - A tsunami of water crashes down over 5 targets, carrying a great deal of force and debris with it. (250 MP) (40 SpP)
  • Level 6: Waterga II - A large cyclone of water swirls around up to 2 opponents before splashing down on them. (360 MP) (60 SpP)
  • Level 6: Deluge - A powerful wave of water crashes down on 5 enemies, with enough force to crush them to the ground and leave them gasping for air. Deals half damage, inflicts Chronic "Soaked" status for 1d5 rounds. (360 MP) (60 SpP)
  • Level 7: Water III - A powerful geyser of water erupts underneath 3 targets. (490 MP) (75 SpP)
  • Level 8: Watera III - A series of steaming-hot geysers erupts from the ground underneath 3 targets. (640 MP) (100 SpP)
  • Level 9: Waterga III - 3 targets are blasted by a powerful geyser to the point of shooting upwards into the air before falling back downwards. (810 MP) (125 SpP)
  • Level 10: Waterga IV - The strongest conventional water magic, this spell catches 5 targets in a harrowing whirlpool of water. (1000 MP) (150 SpP)
Lightning
  • Level 1: Thunder - A single bolt of lightning crashes from the sky. (10 MP) (10 SpP)
  • Level 2: Thundara - A powerful bolt of lightning strikes an enemy. (40 MP) (15 SpP)
  • Level 2: Shock Rune - A bright yellow rune is placed on a flat, smooth surface. When tripped, explodes in lances of electricity to strike all targets in an area. (40 MP) (15 SpP)
  • Level 3: Thundaga - A small convergence of thunderbolts crashes upon an enemy. (90 MP) (20 SpP)
  • Level 3: Asper - A blast of electricity strikes a target in one of its most vulnerable places. Deals half damage, but inflicts Mild "Shock" status for 1d5 rounds. (90 MP) (20 SpP)
  • Level 4: Thunder II - A single bolt of pure, powerful lightning rends through 2 targets. (160 MP) (30 SpP)
  • Level 4: Aspera - A series of electrical blasts strike a single target, riddling it with energy. Deals half damage, inflicts Moderate "Shock" status for 1d5 rounds. (160 MP) (30 SpP)
  • Level 4: Shock - A powerful electric current is forced into a target, turning any metal it has into a powerful electromagnet. Deals half damage, inflicts Acute "Magnetize" status for 1d5 rounds. (160 MP) (30 SpP)
  • Level 5: Thundara II - Swirling bolts of thunder gather and crash upon two enemies in a large cluster. (250 MP) (40 SpP)
  • Level 5: Aspega - A surge of electricity, in the five-digit volts, strikes a single target. Deals half damage, inflicts Acute "Shock" status for 1d5 rounds. (250 MP) (40 SpP)
  • Level 5: Burst - The ground underneath 5 targets grows charged, then conducts a brilliant lightning storm with oppositely charged particles overhead. (250 MP) (40 SpP)
  • Level 6: Thundaga II - Electricity gathers and crashes mightily upon 2 targets. (360 MP) (60 SpP)
  • Level 6: Storm - The entire area around 5 targets crackles with powerful electriity, striking them repeatedly from different angles to overload their bodies. Deals half damage, inflicts Chronic "Shock" status for 1d5 rounds. (360 MP) (60 SpP)
  • Level 7: Thunder III - A series of massive jagged thunderbolts fall from the sky to strike 3 different targets. (490 MP) (75 SpP)
  • Level 8: Thundara III - A rain of thunderbolts impact 3 targets. (640 MP) (100 SpP)
  • Level 9: Thundaga III - Storm clouds converge upon three targets, a massive cluster of thunderbolts crackling & crashing through them. (810 MP) (125 SpP)
  • Level 10: Thundaga IV - The strongest conventional lightning magic, storm clouds converge upon 5 targets before a surge and rain of mighty thunderbolts split the sky and shock the targets. (1000 MP) (150 SpP)
Wind
  • Level 1: Aero - A swirl of wind and debris envelops the foe. (10 MP) (10 SpP)
  • Level 2: Aera - Winds toss about and scatter chunks of debris, sweeping the enemy off his feet to be tosed in the current. (40 MP) (15 SpP)
  • Level 2: Gust Rune - A silver rune is placed upon a flat, smooth surface. When tripped, creates a powerful vortex of wind that damages all targets in an area. (40 MP) (15 SpP)
  • Level 3: Aeroga - A torrent of wind tosses debris all about, crashing into an enemy who is soon flung into the air as well. (90 MP) (20 SpP)
  • Level 3: Zephyr - A powerful wind strikes a target head-on, throwing it backwards. Deals half damage, inflicts Mild "Knockback" status. (90 MP) (20 SpP)
  • Level 4: Aero II - A sudden gust of wind sends 2 targets flying in the air and crashing about. (160 MP) (30 SpP)
  • Level 4: Zephyra - A crushing crosswind strikes a single target, tossing it back and forth before hurling it backwards. Deals half damage, inflicts Moderate "Knockback" status. (160 MP) (30 SpP)
  • Level 5: Aerora II - A sudden, massive gust of wind shreds through two enemies, knocking them off their feet briefly and sending them crashing into the ground. (250 MP) (40 SpP)
  • Level 5: Zephyrga - A vortex of wind swirls underneath one target, spinning it violently before hurling it away from the caster. Deals half damage, inflicts Acute "Knockback" status. (250 MP) (40 SpP)
  • Level 5: Tornado - A mighty cyclone of wind appears around 5 targets, lifting them of fthe ground briefly before dropping them again. (250 MP) (40 SpP)
  • Level 6: Aeroga II - A mighty current of swirling wind sends a pair of targets spinning in the air and then crashing down. (360 MP) (60 SpP)
  • Level 6: Eurus - A massive gale of wind strikes 5 targets, hoisting them off the ground and impacting them with debris before hurling them backwards away from the caster. Deals half damage, inflicts Chronic "Knockback" status. (360 MP) (60 SpP)
  • Level 7: Aero III - 3 targets are caught in a violent updraft, then dropped to th eground. (490 MP) (75 SpP)
  • Level 8: Aerora III - 3 targets are caught in a blistering wind, debris in the area striking them rpeeatedly. (640 MP) (100 SpP)
  • Level 9: Aeroga III - 3 targets are trapped in a violent vortex, forcing them to strike the ground, one another, and the environment repeatedly before they're finally dropped. (810 MP) (125 SpP)
  • Level 10: Aeroga IV - The strongest conventional wind magic, a mighty current of air lifts 5 targets from their feet, tossing them like ragdolls in an overclocked tumble dryer. (1000 MP) (150 SpP)
Plants
  • Level 1: Leaf - A blast of sharp leaves shreds the enemy. (10 MP) (10 SpP)
  • Level 2: Leafra - A multitude of leaves slice through the enemy. (40 MP) (15 SpP)
  • Level 3: Leafaga - A mass of leaves slice through the air and towards the enemy. (90 MP) (20 SpP)
  • Level 3: Verdant - Prickly vines lash at a single target. Deals half damage and inflicts Mild "Poison" status for 1d5 rounds. (90 MP) (20 SpP)
  • Level 4: Leaf II - A multitude of razor-sharp leaves whip around and lacerate 2 targets. (160 MP) (30 SpP)
  • Level 4: Verdara - Prickly vines wrap around a single target, injecting foreign agents into its body. Deals half damage, inflicts Mild "Infestation" status. (160 MP) (30 SpP)
  • Level 5: Leafra II - A massed multitude of leaves materialize in the air and shred through two enemies. (250 MP) (40 SpP)
  • Level 5: Verdaga - Vines and plants overwhelm a single target, coiling around it and attempting to subjugate it. Deals half damage, inflicts Moderate "Infestation" status. (250 MP) (40 SpP)
  • Level 5: Hell Ivy - The ground underneath and around a single target explodes with plant vines, leaves, and branches, lashing out and taking nature's revenge on 5 targets. (250 MP) (40 SpP)
  • Level 6: Leafga II - Razor-sharp leaves and thick chunks of bark, roots, and plant matter are batted against 2 targets. (360 MP) (60 SpP)
  • Level 6: Overgrowth - Mother Nature's wrath manifests in overwhelming 5 targets with vines, leaves, and bark, and attempts to transform them to her will. Deals half damage, inflicts Chronic "Infestation" status. (360 MP) (60 SpP)
  • Level 7: Leaf III - Leaves, bark, and chunks of wood hard as rock shred through 3 targets. (490 MP) (75 SpP)
  • Level 8: Leafara III - A tree materializes and breaks apart in a vast multitude of sharp leaves, bark, and branches, shredding into 3 foes. (640 MP) (100 SpP)
  • Level 9: Leafga III - As though the ebb and flow of life rises against the caster's targets, leaves, thorns, and broken tree limbs fly through three enemies. (810 MP) (125 SpP)
  • Level 10: Leafga IV - The strongest conventional plant magic, leaves bearing edges akin to tempered steel slice and dice through five targets.
Earth
  • Level 1: Quake - A hard rock falls upon a single target. (10 MP) (10 SpP)
  • Level 2: Quakra - A boulder crashes down upon a single target. (40 MP) (15 SpP)
  • Level 2: Quake Rune - A tan-colored runic array is placed on a smooth, flat surface. When a target crosses it, the rune shatters the surface it was on in a powerful blast of earth magic. Capable of creating "trap doors" if placed properly. (40 MP) (15 SpP)
  • Level 3: Quaga - A small rock slide descends upon a foe. (90 MP) (20 SpP)
  • Level 3: Terra - Spiritual energy temporarily cakes around a single target. Deals half damage, inflicts mild "Clod" status. (90 MP) (20 SpP)
  • Level 4: Quake II - A duo of sharp rocks jut out of the ground, striking 2 targets. (160 MP) (30 SpP)
  • Level 4: Terrara - A mudslide completely covers a single target. Inflicts Moderate "Clod" status. (160 MP) (30 SpP)
  • Level 5: Quakra II - A trio of sharp rocks jut out from the ground, tearing into 2 opponents. (250 MP) (40 SpP)
  • Level 5: Terraga - Mud, debris, and quicksand surround a single target to make movement extremely difficult. Deals half damage, inflicts Acute "Clog" status. (250 MP) (40 SpP)
  • Level 5: Sunder - The ground underneath 5 targets shatters, then explodes upwards in large chunks from thermal release. (250 MP) (40 SpP)
  • Level 6: Quaga II - A set of stalagmites erupt from the ground, knocking targets off of the ground to fall back down again. (360 MP) (60 SpP)
  • Level 6: Terra Break - The solid ground/floor underneath 5 targets turns to the consistency of quicksand, then bursts upwards like a geyser to cover them in the silt. Deals half damage, inflicts Chronic "Clog" status. (360 MP) (60 SpP)
  • Level 7: Quake III - A platform of earth erupts from beneath 3 targets, then shatters and explodes upwards to drop them back to the ground amidst the falling debris. (490 MP) (75 SpP)
  • Level 8: Quakara III - The earth underneath 3 targets shakes, rumbles, and splits, then begins rocking upwards and downwards violently, pistoning characters between the shifting earth. (640 MP) (100 SpP)
  • Level 9: Quaga III - A single long rupture forms underneath 3 targets before the ground/earth is sundered beneath them, only to shatter upwards and outwards. The ground reseals itself before anyone fully falls through. (810 MP) (125 SpP)
  • Level 10: Quaga IV - The strongest conventional earth magic, a pair of massive rocky walls are unearthed around 5 targets, and then converge and explode inwards, collapsing the rubble and force on the targets. (1000 MP) (150 SpP)
Shadow
  • Level 1: Shadow - Shadows squeeze briefly around an enemy. (10 MP) (10 SpP)
  • Level 2: Shadara - A pair of ominous shadows emerge from the earth, constricting the target. (40 MP) (15 SpP)
  • Level 2: Dim Rune - A pulsing purple runic array is placed on a smooth, flat surface. When tripped, explodes upwards in dark shadowy tendrils that strike all targets in an area. (40 MP) (15 SpP)
  • Level 3: Shadaga - A large, ominous shadow emerges and constricts the enemy. (90 MP) (20 SpP)
  • Level 3: Noctis - Shadows and darkness infringe on an enemy's mind, tripping it into drowsiness. Deals half-damage, inflicts Mild "Sleep" status. (90 MP) (20 SpP)
  • Level 4: Shadow II - The area around the target dims slightly as shadows converge and squeeze the life out of 2 targets. (160 MP) (30 SpP)
  • Level 4: Noctira - Shadow energy wraps around a target and clouds the mind, guiding it into slumber. Deals half damage, inflicts Moderate "Sleep" status. (160 MP) (30 SpP)
  • Level 5: Shadara II - The area around two targets darken as their shadows grow larger, constricting and squeezing the life out of them. (250 MP) (40 SpP)
  • Level 5: Noctiga - Shadow energy directly affects a target's mind, sinking them into a pit of shadows briefly before releasing them unconscious. Deals half damage, inflicts Acute "Sleep" status. (250 MP) (40 SpP)
  • Level 5: Abyss - 5 targets are plunged into seemingly infinite darkness for mere seconds, that feel like much longer. Shadowy tendrils and nightmarish figures attack them in the darkness. (250 MP) (40 SpP)
  • Level 6: Shadaga II - The shadows of 2 targets turn fully offensive, to lunge and strike at them independent of the caster's control. (360 MP) (60 SpP)
  • Level 6: Darkest Night - Shadow energy blots out all light in the area, then 5 targets' minds are clouded and fogged to believe themselves asleep... usually to the later realization that they, in fact, were. Deals half damage, inflicts Chronic "Sleep" status. (360 MP) (60 SpP)
  • Level 7: Shadow III - 3 targets' shadows are transformed into vicious beasts that lunge at them. (490 MP) (75 SpP)
  • Level 8: Shadara III - Several shadows in the area, whether they're friend or foe, are transformed into monstrosities that lunge and strike at 3 targets. (640 MP) (100 SpP)
  • Level 8: Shadowflare - A purple and black swirl of energy forms a singularity in the middle of the enemy party before exploding outwards in a swirl of vicious energy, only to collapse inwards again before dissipating. (640 MP) (100 SpP)
  • Level 9: Shadaga III - 3 targets' shadows grow feral and wild, twisting into standalone Heartless-like creatures to lunge at their originators before sinking back into their normal shadows. (810 MP) (125 SpP)
  • Level 10: Shadaga IV - The strongest conventional shadow magic, the area around 5 targets grows pitch black, the shadows swirling and crushing their foes. (1000 MP) (150 SpP)
Light
  • Level 1: Lux - A beam of focused light sears the foe. (10 MP) (10 SpP)
  • Level 2: Lucira - A bright beam of energy strikes the enemy. (40 MP) (15 SpP)
  • Level 2: Flash Rune - A pulsing sky-blue runic array is placed on a smooth, flat surface. When tripped, explodes in a blinding flash of light and several beams of focused lasers before dissipating, attacking all enemies in the blast radius. (40 MP) (15 SpP)
  • Level 3: Luciga - A broad beam of powerful light rips through a target. (90 MP) (20 SpP)
  • Level 3: Prism - A single point of energy in front of one target suddenly explodes in a blinding array of many colored beams. Deals half damage, inflicts Mild "Blind" status for 1d5 rounds. (90 MP) (20 SpP)
  • Level 4: Lux II - A beam of pure light sears through 2 targets. (160 MP) (30 SpP)
  • Level 4: Prismra - A pair of points in the air around a single target suddenly burst into prismatic beams of refractive light, making even turning the head ineffective. Deals half damage, inflicts Moderate "Blind" status for 1d5 rounds. (160 MP) (30 SpP)
  • Level 5: Lucra II - A bright, powerful beam of light tears through two enemies. (250 MP) (40 SpP)
  • Level 5: Prismga - A whole circle of brilliant prismatic points spiral around a single target. Deals half damage, inflicts Acute "Blind" status for 1d5 rounds. (250 MP) (40 SpP)
  • Level 5: Radiance - A massive, searing beam of energy strikes the ground between a group of 5 targets, only to spiral outwards in prismatic beams of light energy. (250 MP) ($0 SpP)
  • Level 6: Lucaga II - A series of short, rapidly flickering beams of light strike a pair of targets. (360 MP) (60 SpP)
  • Level 6: Daystar - A series of rapidly appearing and disappearing spirals of prismatic light surround up to 5 targets, striking them with light beams and blinding them. Deals half damage, inflicts Chronic "Blind" status. (360 MP) (60 SpP)
  • Level 7: Lux III - A single point of light appears in front of 3 targets, then spirals out of control, sending brilliant beams of powerful light energy towards them. (490 MP) (75 SpP)
  • Level 8: Lucira III - A pair of swirling prisms of energy appear in front of 3 targets, then begin rapidly firing piercing streams of pure light energy to strike them. (640 MP) (100 SpP)
  • Level 8: Scathe - A triangular array appears in front of the caster before it explodes outwards in a tremendous beam of prismatic-colored energy to strike the entire enemy party. (640 MP) (100 SpP)
  • Level 9: Lucaga III - A trio of small balls of light form, concentrated, and fire beams of pure light toward three targets. (810 MP) (125 SpP)
  • Level 10: Lucaga IV - The strongest conventional light magic, the area around 5 targets becomes extremely bright and blinding. (1000 MP) (150 SpP)
Darkness
  • Level 1: Dark - A swirl of Darkness engulfs a foe. (10 MP) (10 SpP)
  • Level 2: Darkra - A flow of dark energy surges through the enemy. (40 MP) (15 SpP)
  • Level 2: Destruct Rune - A pulsing black rune is placed on a smooth, flat surface, and when tripped explodes in a swirl of destruction energy to strike all targets caught in the blast. (40 MP) (15 SpP)
  • Level 3: Darkga - A large flow of darkness energy corrupts and corrodes one target. (90 MP) (20 SpP)
  • Level 3: Void - The power of Darkness swirls around a single target before infusing itself into the body. Deals half damage, inflicts Mild "Zombie" status for 1d5 rounds. (90 MP) (20 SpP)
  • Level 4: Dark II - A desecrating surge of energy fills 2 targets. (160 MP) (30 SpP)
  • Level 4: Voidra - A blast of darkness is seared into a target's body. Deals half damage, inflicts Moderate "Zombie" status for 1d5 rounds. (160 MP) (30 SPP)
  • Level 5: Darkra II - Darkness energy overwhelms a pair of foes, corrupting and corroding. (250 MP) (40 SpP)
  • Level 5: Voidga - The power of Darkness descends upon a target and swirls about it before merging with the body. Deals half damage, inflicts Acute "Zombie" status for 1d5 rounds. (250 MP) (40 SpP)
  • Level 5: Onyx - A series of massive balls of Darkness are sent at 5 targets, exploding around and against them. (250 MP) (40 SpP)
  • Level 6: Darkga II - A pair of targets are blasted with focused beams of Darkness energy. (360 MP) (60 SpP)
  • Level 6: Penumbra - A horrendous incantation joins with Darkness energy to turn the ground underneath 5 targets into impure energy before giant tendrils of energy lash around each target, corrupting and warping them. Deals half damage, inflicts Chronic "Zombie" status on targets for 1d5 rounds. (360 MP) (60 SpP)
  • Level 7: Dark III - A small geyser of destructive energy explodes underneath up to 3 targets. (490 MP) (75 SpP)
  • Level 8: Darkra III - A pair of black and purple beams from the sky bombard up to 3 targets. (640 MP) (100 SpP)
  • Level 9: Darkga III - A giant plume of dark energy erupts from the earth below, consuming three targets. (810 MP) (125 SpP)
  • Level 9: Doomsday - A dark meteor descends upon the battlefield, destroying all friends and foes in the area with a massive surge of dark energy. (810 MP) (125 SpP)
  • Level 10: Darkga IV - The strongest conventional darkness magic, a powerful corruption seeps into 5 targets. (1000 MP) (150 SpP)
Holy
  • Level 1: Dia - A blast of Holy energy strikes the enemy. (10 MP) (10 SpP)
  • Level 2: Diara - A radiant blast of holy energy strikes and sears a foe. (40 MP) (15 SpP)
  • Level 2: Pearl Rune - A white rune is placed on a smooth, flat surface, and when tripped explodes in a plume of bright white, silver, and blue energy to strike all targets in range. (40 MP) (15 SpP)
  • Level 3: Diaga - A beam of pure holy energy smites an adversary. (90 MP) (20 SpP)
  • Level 3: Pearl - A small explosion of Holy energy around a single target affects them in a strange and mysterious way... Deals half damage, inflicts Mild "Reverse" status for 1d5 rounds. (90 MP) (20 SpP)
  • Level 4: Dia II - A beam of holy power sweeps through 2 targets, smiting them. (160 MP) (30 SpP)
  • Level 4: Pearlra - A concentrated blast of Holy energy mutates the spiritual energy around a target. Deals half damage, inflicts Moderate "Reverse" status for 1d5 rounds. (160 MP) (30 SpP)
  • Level 5: Diara II - A beam of pure holy energy sweeps through a pair of targets. (250 MP) (40 SpP)
  • Level 5: Pearlga - A powerful burst of Holy energy from above a target deals half damage but inflicts Acute "Reverse" status against a single enemy. (250 MP) (40 SpP)
  • Level 5: Luminaire - A series of massive balls of Holy energy are sent forward from the caster's hand, striking the ground around 5 targets to explode. (250 MP) (40 SpP)
  • Level 6: Diaga II - A beam of holy energy pierces the skies to slam into a pair of enemies. (360 MP) (60 SpP)
  • Level 6: Intercession - A series of lances of Holy energy sear through the sky to slam into 5 targets. These blasts deal half damage, but inflict Chronic "Reverse" status on up to 5 targets for 1d5 rounds. (360 MP) (60 SpP)
  • Level 7: Dia III - A runic symbol appears in front of the caster before exploding forward into a series of Holy energy beams, striking up to 3 targets. (490 MP) (75 SpP)
  • Level 8: Diara III - A complicated series of runes flashes around 3 targets before they explode inwards towards one another. (640 MP) (100 SpP)
  • Level 9: Diaga III - A runic symbol appears in the air above up to 3 enemies before flashing downwards, "bombarding" a the targets with thick blasts of Holy energy. (810 MP) (125 SpP)
  • Level 10: Diaga IV - The strongest conventional holy magic, ancient runes materialize before a mighty flow of sacred energy smites five targets. (1000 MP) (150 SpP)
Non-Elemental
  • Level 1: Ruin - A ball of non-elemental energy strikes a single target. (10 MP) (10 SpP)
  • Level 2: Ruinra - A small blast of non-elemental energy sears through a target. (40 MP) (15 SpP)
  • Level 3: Ruinga - A strong burst of raw, non-elemental energy strikes a foe. (90 MP) (20 SpP)
  • Level 3: Nova - A small, well-focused explosion of non-elemental energy surges through a single target. Deals half-damage, but ignores all forms of defense except armor/natural soak, including Shell, Wall, and Brace. (90 MP) (20 SpP)
  • Level 3: Demi - Gravity wrings a character's stamina from him/her. Reduces HP by 1/4th, up to a maximum of 10,000 HP. (90 MP) (20 SpP)
  • Level 4: Ruin II - A blast of raw non-elemental spiritual energy explodes between two targets. (160 MP) (30 SpP)
  • Level 4: Novara - The ground underneath one target bursts upwards in pure spiritual energy. Deals half damage, but ignores all forms of defense except armor/natural soak, including Shell, Wall, and Brace. (160 MP) (30 SpP)
  • Level 5: Demira - Gravity wrings the stamina and energy from a character. Reduces HP by 1/3rd, up to 25,000 HP. (250 MP) (40 SpP)
  • Level 5: Comet - Sends a single comet crashing into an enemy from high above. This spell has the capacity of inducing collateral damage. (250 MP) (40 SpP)
  • Level 5: Ruinra II - A burst of raw elemental energy explodes over two selected enemies. (250 MP) (40 SpP)
  • Level 5: Novaga - A searing, contained explosion of non-elemental spiritual energy swirls around a single target. Deals half damage, but ignores all forms of defense except armor/natural soak, including Shell, Wall, and B race. (250 MP) (40 SpP)
  • Level 6: Ruinga II - A single ball of highly-dense spiritual energy is "lobbed" between 2 targets before it explodes outwards. (360 MP) (60 SpP)
  • Level 6: Flare - A massive explosion of spiritual energy swirls around 5 targets. Ignores all forms of defense except natural/armor soak, including Shell, Wall, and Brace. (360 MP) (60 SpP)
  • Level 7: Ruin III - The caster's hand projects a number of powerful spiritual energy projectiles to strike up to 3 targets. (490 MP) (75 SpP)
  • Level 7: Cometra - A rain of comets is sent crashing down upon a single enemy. 1d4 hits at *2 damage apiece. This spell has the capacity to inflict collateral damage. (490 MP) (75 SpP)
  • Level 7: Demiga - Gravity wrings the energy and stamina out of a character. Reduces an enemy's HP by 1/2, up to 50,000 HP. (490 MP) (75 SpP)
  • Level 8: Ruinra III - A swirling mass of spiritual energy over the heads of up to 3 targets drops massive balls of non-elemental energy downwards that explode around them. (640 MP) (100 SpP)
  • Level 8: Meteor - A single massive meteorite crashes through the atmosphere to strike the entire enemy party once. This spell has the capacity to inflict collateral damage. (640 MP) (100 SpP)
  • Level 9: Flare Star - A powerful blast akin to the burst of a small star that engulfs the entire enemy party. This spell ignores all forms of defense except armor/natural soak, including Shell, Wall, and Brace. (810 MP) (125 SpP)
  • Level 9: Ruinga III - A massive explosion of raw, non-elemental energy strikes up to 3 targets. (810 MP) (125 SpP)
  • Level 10: Ruinga IV - A vortex draws in a massive amount of non-elemental energy before exploding upwards against up to 5 targets. (1000 MP) (150 SpP)
  • Level 10: Meteorga - A rain of massive meteors descends upon all combatants in the area, crashing and leaving large craters in their wake. This spell has the capacity to inflict collateral damage. (1000 MP) (150 SpP)
  • Level 10: Ultima - Engulfs the entire enemy party in a massive blast of raw, unbridled power rending everything in its path. This spell, when used by someone bearing an elemental affinity, will trigger a powerful blast of the opposite element, annihilating the caster. (1000 MP) (150 SpP)
Time
  • Level 2: Slow - Inflicts Mild Slow for 1d5 rounds.
  • Level 2: Haste - Inflicts Mild Haste for 1d5 rounds.
  • Level 4: Slowra - Inflicts Moderate Slow for 1d5 rounds.
  • Level 4: Hastera - Inflicts Moderate Haste for 1d5 rounds.
  • Level 4: Stop - Time halts around one target, rendering them unable to act or dodge for 1d3 rounds. [Will-Resist only.] (160 MP) (30 SpP)
  • Level 6: Slow II - Inflicts Mild Slow for 1d5 rounds on 3 targets.
  • Level 6: Haste II - Inflicts Mild Haste for 1d5 rounds on 3 targets.
  • Level 7: Slowga - Inflicts Acute Slow for 1d5 rounds.
  • Level 7: Hastega - Inflicts Acute Haste for 1d5 rounds.
  • Level 7: Stopga - Time stops around 3 targets, rendering them unable to act or dodge for 1d3 rounds. (490 MP) (75 SpP)
  • Level 8: Quick - Alters time around one target, granting them an immediate turn. (640 MP) (100 SpP)
  • Level 8: Slowra II - Inflicts Moderate Slow for 1d5 rounds on 3 targets.
  • Level 8: Hastera II - Inflicts Moderate Haste for 1d5 rounds on 3 targets.
  • Level 10: Slowga II - Inflicts Acute Slow for 1d5 rounds on 3 targets.
  • Level 10: Hastega II - Inflicts Acute Haste for 1d5 rounds on 3 targets.
Status Ailments
  • Level 1: Sleep - Lulls and soothes a target to sleep. Inflicts Mild "Sleep" status. [Will-Resist Only) (10 MP) (10 SpP)
  • Level 2: Blind - Clouds an enemy's vision. Inflicts Mild "Blind" status for 1d5 rounds. [Will-Resist Only] (40 MP) (15 SpP)
  • Level 2: Confuse - Sends the target into a daze, unable to distinguish friend from foe for 1d5 rounds. Inflicts Mild "Confuse" status for 1d5 rounds. [Will-Resist Only] (40 MP) (15 SpP)
  • Level 2: Drain - Saps HP from a target, absorbing half of afflicted damage as HP. (40 MP) (15 SpP)
  • Level 2: Immobilize - Weighs down a selected target, rendering them unable to move or dodge for 1d5 rounds. (40 MP) (15 SpP)
  • Level 3: Break - Slowly hardens the skin to petrification. Inflicts Mild "Petrify" status. (90 MP) (20 SpP)
  • Level 3: Osmose - An ethereal parasite drains the MP of one target. Inflicts *1 damage to target's MP, returns that to the caster. (90 MP) (20 SpP)
  • Level 3: Sleepra - A more powerful Sleep spell that strikes up to 2 targets. Inflicts Moderate "Sleep" status. [Will-Resist Only] (90 MP) (20 SpP)
  • Level 3: Silence - Restricts the vocal cords and renders spellcasting and speech futile. Inflicts Mild "Silence" status. [Will-Resist Only] (90 MP) (20 SpP)
  • Level 3: Bio - A flow of toxins pervades an enemy. Inflicts Mild "Poison" status for 1d5 rounds. (90 MP) (20 SpP)
  • Level 4: Biora - A toxic flow of energy taints the bloodstream. Inflicts Moderate "Poison" status for 1d5 rounds. (160 MP) (30 SpP)
  • Level 4: Blindara - 2 targets are blinded by a sudden haze in their vision. Inflicts Moderate "Blind" status for 1d5 rounds. (160 MP) (30 SpP)
  • Level 4: Confusera - 2 targets are left in a senseless daze, unable to determine friend from foe for 1d5 rounds. Inflicts Acute "Confuse" status for 1d5 rounds. [Will-Resist Only) (160 MP) (30 SpP)
  • Level 4: Drainra - Drains the HP of an enemy, granting half the damage to the spellcaster. (160 MP) (30 SpP)
  • Level 4: Silencera - A swirl of spiritual energy targets up to 2 characters' spiritual connections, severing them. Inflicts Moderate "Silence" status for 1d5 rounds. (160 MP) (30 SpP)
  • Level 4: Disable - A hindering, painful surge of spiritual energy attempts to incapacitate a single target. Inflicts Acute "Pain" status for 1d5 rounds. (160 MP) (30 SpP)
  • Level 4: Berserk - The selected target loses control, attacking enemies indiscriminately with physical attacks and a 50% damage bonus until the battle ends or the target is unconscious. [Will-Resist Only] (160 MP) (30 SpP)
  • Level 4: Fog - A powerful spiritual energy targets the mind, making it difficult to remember details and past events. Inflicts Mild "Lapse" status for 1d5 rounds. [Will Resist Only] (160 MP) (30 SpP)
  • Level 4: Meltdown - A ray of raw energy melts away an enemy's defenses. Deals *2 damage and Moderate 'Feeble' status for 1d5 rounds.
  • Level 5: Bioga - A powerful toxin courses through one target. Inflicts Acute "Poison" status for 1d5 rounds. (250 MP) (40 SpP)
  • Level 5: Breakra - Sends a petrification agent to 2 targets, slowly hardening the air immediately around them to encase them in stone. Inflicts Mild "Petrify" status. (250 MP) (40 SpP)
  • Level 5: Sleepga - 3 targets are lulled to sleep by a strong magical relaxant. Inflicts Mild "Sleep" status. [Will-Resist Only] (250 MP) (40 SpP)
  • Level 5: Stone - Hardens and instantly petrifies a target. Inflicts Moderate "Petrify" status. [Will-Resist Only] (250 MP) (40 SpP)
  • Level 5: Immobilizega - 3 targets are rendered unable to move by a sudden loss of strength. Cannot dodge or move for 1d5 rounds. (250 MP) (40 SpP)
  • Level 6: Osmoga - A trio of spiritual parasites invade one target's body, sapping its mana energies and bringing them to the caster. Deals *2 MP damage, absorbed into the caster.(360 MP) (60 SpP)
  • Level 6: Blindaga - 3 targets are blinded by a dark fog clouding their vision. Inflicts Acute "Blind" status for 1d5 rounds. [Will-Resist Only] (360 MP) (60 SpP)
  • Level 6: Confuga - 3 targets are sent into a senseless daze. Inflicts Acute "Confuse" status for 1d5 rounds. [Will-Resist Only] (360 MP) (60 SpP)
  • Level 6: Silencega - 3 targets' vocal cords are rendered useless for 1d5 rounds. Inflicts acute "Silence" status.
  • Level 6: Drainga - A powerful magical siphon connects one target's life force to the caster's, allowing a heavy drain of vitality from one to the other. Damage is returned to caster as HP. (360 MP) (60 SpP)
  • Level 6: Death Sentence - The reaper's visage appears behind one target, setting the clock for its doom. Causes Death Sentence status; target will be immediately knocked out in 5 rounds. [Will Resist] (360 MP) (60 SpP)
  • Level 7: Breakga - 3 targets' skin begins to harden. Inflicts Mild "Petrify" status. (490 MP) (75 SpP)
  • Level 7: Stonera - 2 targets are instantly petrified, stone statues ready to bear their load of pidgeon droppings. Inflicts Moderate "Petrify" status. (490 MP) (75 SpP)
  • Level 7: Scourge - Toxic tendrils arise from the ground and infect 3 enemies with a powerful toxin. Inflicts Chronic "Poison" status and Acute "Disease" status for 1d5 rounds. (490 MP) (75 SpP)
  • Level 9: Stonega - Instantly petrifies 3 targets. Inflicts Moderate "Petrify" status. [Will Resist Only] (810 MP) (125 SpP)
  • Level 9: Death - The image of the grim reaper appears before one target, set and ready to harvest its soul. Causes instant KO. (810 MP) (125 SpP)
Restorative and Support
  • Level 1: Cure - A healing flow of energy that augments recovery. Restores 10% of 1 target's HP. (10 MP) (10 SpP)
  • Level 1: Regen - A flow of healing energy bolsters external healing. Inflicts Mild "Regen" status for 1d5 rounds. (10 MP) (10 SpP)
  • Level 1: Panacea - Removes Mild, Moderate, and Acute "Poison" statuses by purifying the body. (10 MP) (10 SpP)
  • Level 2: Cura - A stronger healing flow of energy mends the body and restores lost HP. Restores 20% of 1 target's HP. (40 MP) (15 SpP)
  • Level 2: Regenera - A stronger flow of steady healing energy. Inflicts Moderate "Regen" status for 1d5 rounds. (40 MP) (15 SpP)
  • Level 2: Blindna - Eliminates the fog over a target's senses. Removes Mild, Moderate, and Acute "Blind" statuses. (40 MP) (15 SpP)
  • Level 2: Stona - Removes the brittle, hard texture of petrified targets and restores them to normal. Removes Mild and Moderate "Petrify" statuses. (40 MP) (15 SpP)
  • Level 3: Curaga - A stronger healing flow of energy. Restores 30% of 1 target's HP. (90 MP) (20 SpP)
  • Level 3: Vox - Restores the vocal cords and a target's connection to their spiritual energy. Removes Mild, Moderate, and Acute "Silence" statuses. (90 MP) (20 SpP)
  • Level 3: Regenega - A strong flow of steady healing energy that constantly rejuvenates a target. Inflicts Acute "Regen" status for 1d5 rounds. (90 MP) (20 SpP)
  • Level 3: Cleanse - Purifies a target's bloodstream of ailments. Removes Mild, Moderate, and Acute "Disease" statuses. (90 MP) (20 SpP)
  • Level 3: Erase - Remove positive status effects one at a time from one target, starting with most recent. (90 MP) (20 SpP)
  • Level 3: Brave - Emboldens one target by infusing the caster's spiritual strength into theirs. Inflicts Chronic "Offense" status for 1d5 rounds. (90 MP) (20 SpP)
  • Level 3: Faith - Augments the spiritual fervor of one ally by bolstering the target's with the caster's. Inflicts Acute "Offense" status for 1d5 rounds. (90 MP) (20 SpP)
  • Level 3: Raise - Restores an unconscious ally back to health at 25% of their max HP. (90 MP) (20 SpP)
  • Level 4: Cure II - An even stronger flow of curative energy that heals and mends the wounds of two targets. Restores 10% of 2 targets' HP. (160 MP) (30 SpP)
  • Level 4: Dispel - Removes positive status effects from a selected target. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (160 MP) (30 SpP)
  • Level 5: Cura II - A stronger flow of healing energy envelops a pair of targets. Restores 20% of 2 targets' HP. (250 MP) (40 SpP)
  • Level 5: Arise - Brings a KO'd combatant back to consciousness and 50% of their max HP. (250 MP) (40 SpP)
  • Level 5: Bravega - Emboldens three targets, granting them the power of the caster's spirit. Inflicts Chronic "Offense" status for 1d5 rounds. (250 MP) (40 SpP)
  • Level 5: Faithga - Augments the spiritual fervor of three allies, granting them the power of the caster's spirit. Inflicts Acute "Offense" status for 1d5 rounds. (250 MP) (40 SpP)
  • Level 6: Curaga II - A pair of targets are infused with powerful restorative magics to bring them back into fighting spirit. Restores 30% of 2 targets' HP. (360 MP) (60 SpP)
  • Level 6: Esuna - Heals a myriad of status effects from one target. Removes Mild, Moderate, and Acute "Blind," "Confuse," "Disease," "Petrify," "Poison," "Silence," "Sleep," "Slow," "Stop," "Zombie," "Weak," "Heat," "Peril," "Magnetize," "Pain," "Trouble," "Feeble," "Sadness," "Fury," "Soaked," "Clod," "Infested," and "Shock" statuses. (360 MP) (60 SpP)
  • Level 6: Reraise - Sends a reviving aura to one target. Inflicts Terminal "Regen" effect until used. (360 MP) (60 SpP)
  • Level 7: Cure III - A series of powerful curative magics swirl around 3 targets before infusing into their bodies. Restores 10% of 3 targets' HP. (490 MP) (75 SpP)
  • Level 7: Dispelga - Dissolves positive status effects on 3 targets. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (490 MP) (75 SpP)
  • Level 7: Full-Life - A magical "jump start" and rejuvenating energy restores a target from KO status to 100% HP. (490 MP) (75 SpP)
  • Level 8: Cura III - Powerful curative energies flow through 3 allies. Restores 20% of 3 targets' HP. (640 MP) (100 SpP)
  • Level 9: Esunaga - Heals a myriad of status ailments on 3 targets. Removes Mild, Moderate, and Acute "Blind," "Confuse," "Disease," "Petrify," "Poison," "Silence," "Sleep," "Slow," "Stop," "Zombie," "Weak," "Heat," "Peril," "Magnetize," "Pain," "Trouble," "Feeble," "Sadness," "Fury," "Soaked," "Clod," "Infested," and "Shock" statuses. (810 MP) (125 SpP)
  • Level 9: Curaga III - A holy light envelops three targets in a powerful curative flow of energy. Restores 30% of 3 targets' HP. (810 MP) (125 SpP)
  • Level 10: Curaga IV - The strongest conventional curative magic, it works its way through the bodies of 5 targets, mending wounds and worn, sore muscles with superlative ease and swiftness. Restores 30% of 5 targets' HP. (1000 MP) (150 SpP)
Defensive
Note: Only one Defensive Spell can be active on a single target at one time.
  • Level 1: Barfire - A ball of elementally magnetic energy swirls around a target. Halve all fire damage for 1d5 rounds. (10 MP) (10 SpP)
  • Level 1: Barwater - A ball of elementally magnetic energy swirls around a target. Halve all water damage for 1d5 rounds. (10 MP) (10 SpP)
  • Level 1: Barearth - A ball of elementally magnetic energy swirls around a target. Halve all earth damage for 1d5 rounds. (10 MP) (10 SpP)
  • Level 1: Barwind - A ball of elementally magnetic energy swirls around a target. Halve all wind damage for 1d5 rounds. (10 MP) (10 SpP)
  • Level 1: Barlight - A ball of elementally magnetic energy swirls around a target. Halve light damage for 1d5 rounds. (10 MP) (10 SpP)
  • Level 1: Barshadow - A ball of elementally magnetic energy swirls around a target. Halve shadow damage for 1d5 rounds. (10 MP) (10 SpP)
  • Level 1: Bartime - A ball of elementally magnetic energy swirls around a target. Halve effects of time spells for 1d5 rounds. (10 MP) (10 SpP)
  • Level 1: Barforce - A ball of elementally magnetic energy swirls around a target. Halve force damage for 1d5 rounds. (10 MP) (10 SpP)
  • Level 1: Bardark - A ball of elementally magnetic energy swirls around a target. Halves darkness damage for 1d5 rounds. (10 MP) (10 SpP)
  • Level 1: Barholy - A ball of elementally magnetic energy swirls around a target. Halves holy damage for 1d5 rounds. (10 MP) (10 SpP)
  • Level 2: Protect - Creates a barrier around the target that halves physical damage for 1d5 rounds. (40 MP) (15 SpP)
  • Level 2: Shell - Creates an ethereal barrier that halves magic damage for 1d5 rounds. (40 MP) (15 SpP)
  • Level 2: Float - Allows a target to levitate for 1d5 rounds, preventing tripping traps and nullifying Earth-based damage. (40 MP) (15 SpP)
  • Level 2: Blink - Creates a pseudo double-image of the target. Grants a +20 to dodge rolls until the target is struck, or for 1d5 rounds. (40 MP) (15 SpP)
  • Level 4: Reflect - Creates a barrier around the target that reflects lesser magic back to the caster for 1d5 rounds. (160 MP) (30 SpP)
  • Level 4: Protectga - A protective barrier forms around 3 allies, halving physical damage for 1d5 rounds. (160 MP) (30 SpP)
  • Level 4: Shellga - An ethereal barier forms around 3 allies, halving magical damage for 1d5 rounds. (160 MP) (30 SpP)
  • Level 5: Wall - Forms a powerful protective barrier around a target, halving physical and magical damage for 1d5 rounds. (250 MP) (40 SpP)
  • Level 6: Reflectega - Creates a barrier that reflects much lesser magic back to the caster for 1d5 rounds. (360 MP) (60 SpP)
  • Level 6: NulDeath - Prevents 'Death'/'Death Sentence'/similar effects from working for 1d5 rounds. (360 MP) (60 SpP)
  • Level 6: NulFire - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all fire-based damage for 1d5 rounds. (360 MP) (60 SpP)
  • Level 6: NulWater - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all water-based damage for 1d5 rounds (360 MP) (60 SpP)
  • Level 6: NulEarth - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all earth-based damage for 1d5 rounds (360 MP) (60 SpP)
  • Level 6: NulWind - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all wind-based damage for 1d5 rounds (360 MP) (60 SpP)
  • Level 7: NulLight - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all light-based damage for 1d5 rounds (490 MP) (75 SpP)
  • Level 7: NulShadow - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all shadow-based damage for 1d5 rounds (490 MP) (75 SpP)
  • Level 7: NulTime - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all time-based damage/effects for 1d5 rounds (490 MP) (75 SpP)
  • Level 7: NulForce - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all Force-based damage for 1d5 rounds (490 MP) (75 SpP)
  • Level 7: Big Guard - A powerful protective barrier forms around 3 targets, halving physical and magical damage for 1d5 rounds. (490 MP) (75 SpP)
  • Level 8: NulDark - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all darkness-based damage for 1d5 rounds (640 MP) (100 SpP)
  • Level 8: NulHoly - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all holy-based damage for 1d5 rounds (640 MP) (100SpP)
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