General Magic

View the various general spells available for characters
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General Magic

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Post by Tony »

General Magic

This "beginner's list" of magic is shared across all schools of magic (save Materia and Card Magic) and can be learned by just about anyone, anytime, anywhere. These basic spells serve as the bread and butter of a studious mage, and don't have any of the flare found in more specialized sections of magic.

If you have an elemental affinity, you will receive a spell point discount on spells of that element (such as a fire affinity character receiving discounts on fire spells).
Level 1: Spellpoint cost -20%.
Level 2: Spellpoint cost -35%.
Level 3: Spellpoint cost -50%.
Level 4: Spellpoint cost -65%.
Level 5: Spellpoint cost -80%.
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Fire
  • Level 1: Fire - A small fireball strikes a single target. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Fira - A large plume of fire engulfs a target. (160 MP)(+2000 damage)(Requires Fire)(30 SpP)
  • Level 7: Firaga - A swirling cyclone of heat and fire surrounds a target. (490 MP)(+7000 damage)(Requires Fira)(75 SpP)
  • Level 10: Firaja - The strongest conventional fire magic, a pure white flame bursts upon an enemies to reduce them to cinders. (1000 MP)(+20000 damage)(Requires Firaga)(150 SpP)
  • Level 2: Inferno - A searing fire burns the adversary, setting the target ablaze, inflicting "Burning [mild]" status. (40 MP)(+1000 damage)(Requires Fire)(15 SpP)
  • Level 5: Inferna - A cloud of flame ignites around a single target, setting the target ablaze, inflicting "Burning [moderate]" status. (250 MP)(+3500 damage)(Requires Inferno & Fira)(40 SpP)
  • Level 8: Infernaga - The air around a target ignites into flame, setting the target ablaze as well, inflicting "Burning [acute]" status. (640 MP)(+10000 damage)(Requires Inferna & Firaga)(100 SpP)
  • Level 3: Blaze - A pair of fireballs launch toward a chosen target. Hits 1d2 times. (90 MP)(+600 damage)(Requires Fire)(20 SpP)
  • Level 6: Blazera - A trio of powerful fireballs surround and ignite a chosen target. Hits 1d3 times. (360 MP)(+1500 damage)(Requires Fira & Blaze)(60 SpP)
  • Level 9: Blazega - A quartet of fireballs surround and ignite around a chosen target. Hits 1d4 times. (810 MP)(+3000 damage)(Requires Firaga & Blazera)(125 SpP)
  • Level 3: Ardor - The ground underneath 2 targets blasts upwards in a powerful thermal upheaving. (90 MP)(+600 damage)(Requires Fire)(20 SpP)
  • Level 6: Ardora - The ground underneath 3 targets blasts upwards in a powerful thermal upheaving. (360 MP)(+1500 damage)(Requires Fira & Ardor)(60 SpP)
  • Level 9: Ardorga - The ground underneath 4 targets blasts upwards in a powerful thermal upheaving. (810 MP)(+3000 damage)(Requires Firaga & Ardora)(125 SpP)
  • Level 4: Magma Bomb - Blasts of lava fly towards 2 targets. Inflicts Mild Burn. This spell ordinarily cannot be bought. (240 MP)(+800 damage)(Requires Ardor & Inferno)(30 SpP)
  • Level 7: Magma Burst - Blasts of hot magma fly towards 3 targets. Inflicts Moderate Burn. This spell ordinarily cannot be bought. (735 MP)(+2000 damage)(Requires Ardora & Inferna & Magma Bomb)(75 SpP)
  • Level 10: Volcano - A volcanic eruption beneath 4 targets. Inflicts Acute Burn. This spell ordinarily cannot be bought. (1500 MP)(+4000 damage)(Requires Ardorga & Infernaga & Magma Burst)(150 SpP)
Ice
  • Level 1: Blizzard - A single ball of ice drops onto an enemy. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Blizzara - The area around a targets flash-freezes before it explodes into a dense cloud of ice. (160 MP)(+2000 damage)(Requires Blizzard)(30 SpP)
  • Level 7: Blizzaga - A series of large icicles are hurled at a target. (490 MP)(+7000 damage)(Requires Blizzara)(75 SpP)
  • Level 10: Blizzaja - The strongest conventional ice magic, the air around a target flash-freezes before being skewered with many large, jagged icicles. (1000 MP)(+20000 damage)(Requires Blizzaga)(150 SpP)
  • Level 2: Freeze - An icy wind carries tiny chunks of ice to scrape and cut a single target. Inflicts Mild "Freeze" status for 1d5 rounds. (40 MP)(+1000 damage)(Requires Blizzard)(15 SpP)
  • Level 5: Freezera - A swirling icy wind lingers over a single target, chilling it to the bone ... or worse. Inflicts Moderate "Freeze "status for 1d5 rounds. (250 MP)(+3500 damage)(Requires Blizzara & Freeze)(40 SpP)
  • Level 8: Freezega - 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. Inflicts Acute "Freeze" status for 1d5 rounds. (640 MP)(+10000 damage)(Requires Freezera & Blizzaga)(100 SpP)
  • Level 3: Chill - A sleet of jagged ice forming beneath 2 enemies. (90 MP)(+600 damage)(Requires Blizzard)(20 SpP)
  • Level 6: Chillra - A sleet of jagged ice forming beneath 3 enemies. (360 MP)(+1500 damage)(Requires Blizzara & Chill)(60 SpP)
  • Level 9: Chillga - A sleet of jagged ice forming beneath 4 enemies. (810 MP)(+3000 damage)(Requires Blizzaga & Chillra)(125 SpP)
  • Level 3: Frost - A pair of icicles form in the air, launched at a target. 1d2 hits. (90 MP)(+600 damage)(Requires Blizzard)(20 SpP)
  • Level 6: Frostra - A trio of icicles form in the air, launched at a target. 1d3 hits. (360 MP)(+1500 damage)(Requires Blizzara & Frost)(60 SpP)
  • Level 9: Frostga - A quartet of icicles form in the air, launched at a target. 1d4 hits. (810 MP)(+3000 damage)(Requires Blizzaga & Frostra)(125 SpP)
  • Level 4: Ice Lance - A large, single icicle erupts in the midst of 2 targets. Inflicts Mild "Freeze" status for 1d5 rounds. This spell ordinarily cannot be bought. (240 MP)(+800 damage)(Requires Chill & Freeze)(30 SpP)
  • Level 7: Ice Blast - A sheet of jagged ice forms beneath 3 targets. Inflicts Moderate "Freeze" status for 1d5 rounds. This spell ordinarily cannot be bought. (735 MP)(+2000 damage)(Requires Chillra & Freezera & Ice Lance)(75 SpP)
  • Level 10: Iceberg - A bed of jagged, sharp ice permeates a deep chill into 4 targets. Inflicts Acute "Freeze" status for 1d5 rounds. This spell ordinarily cannot be bought. (1500 MP)(+4000 damage)(Requires Chillga & Freezega & Ice Blast)(150 SpP)
Water
  • Level 1: Water - A large ball of water crashes into its target. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Watera - A large wave of water crashes over a target. (160 MP)(+2000 damage)(Requires Water)(30 SpP)
  • Level 7: Waterga - A powerful geyser of water erupts underneath a targets. (490 MP)(+7000 damage)(Requires Watera)(75 SpP)
  • Level 10: Waterja - The strongest conventional water magic, this spell catches a targets in a harrowing whirlpool of water. (1000 MP)(+20000 damage)(Requires Waterga)(150 SpP)
  • Level 2: Aqua - The air around a single target grows heavily saturated, making it difficult to move or breathe. Inflicts [Mild Soak] status for 1d5 rounds. (40 MP)(+1000 damage)(Requires Water)(15 SpP)
  • Level 5: Aquara - The air around a single target grows supersaturated, tangibly weighing down the target and their equipment. Inflicts [Moderate Soak] status for 1d5 rounds. (250 MP)(+3500 damage)(Requires Aqua & Watera)(40 SpP)
  • Level 8: Aquaga - The air around a single target grows dense, encased in a bubble of spiritual water. Inflicts Acute "Soaked" status for 1d5 rounds. (640 MP)(+10000 damage)(Requires Aquara & Waterga)(100 SpP)
  • Level 3: Flood - A surge of water sweeping away 2 foes. (90 MP)(+600 damage)(Requires Water)(20 SpP)
  • Level 6: Floodra - A surge of water sweeping away 3 foes. (360 MP)(+1500 damage)(Requires Flood & Watera)(60 SpP)
  • Level 9: Floodga - A surge of water sweeping away 4 foes. (810 MP)(+3000 damage)(Requires Floodra & Waterga)(125 SpP)
  • Level 3: Wave - A surge of concentrated water targetting 1 enemy. Hits 1d2 times. (90 MP)(+600 damage)(Requires Water)(20 SpP)
  • Level 6: Wavera - A surge of concentrated water targetting 1 enemy. Hits 1d3 times. (360 MP)(+1500 damage)(Requires Watera & Wave)(60 SpP)
  • Level 9: Wavega - A surge of concentrated water targetting 1 enemy. Hits 1d4 times. (810 MP)(+3000 damage)(Requires Waterga & Wavera)(125 SpP)
  • Level 4: Aquabeam - A large wave of water washes over 2 foes. Inflicts Mild Soak for 1d5 rounds. This spell ordinarily cannot be bought. (240 MP)(+800 damage)(Requires Flood & Aqua)(30 SpP)
  • Level 7: Aquaball - A large wave of water washes over 3 foes. Inflicts Moderate Soak for 1d5 rounds. This spell ordinarily cannot be bought. (735 MP)(+2000 damage)(Requires Floodra & Aquara & Aquabeam)(75 SpP)
  • Level 10: Deluge - A large wave of water washes over 4 foes. Inflicts Acute Soak for 1d5 rounds. This spell ordinarily cannot be bought. (1500 MP)(+4000 damage)(Requires Floodga & Aquaga & Aquaball)(150 SpP)
Lightning
  • Level 1: Thunder - A single bolt of lightning crashes from the sky. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Thundara - A single bolt of pure, powerful lightning rends through a target. (160 MP)(+2000 damage)(Requires Thunder)(30 SpP)
  • Level 7: Thundaga - A series of massive jagged thunderbolts fall from the sky and rip through a target. (490 MP)(+7000 damage)(Requires Thundara)(75 SpP)
  • Level 10: Thundaja - The strongest conventional lightning magic, storm clouds converge upon a target before a surge and rain of mighty thunderbolts split the sky and shock the target. (1000 MP)(+20000 damage)(Requires Thundaga)(150 SpP)
  • Level 2: Asper - A blast of electricity strikes a target in one of its most vulnerable places. Inflicts Mild "Shock" status for 1d5 rounds. (40 MP)(+1000 damage)(Requires Thunder)(15 SpP)
  • Level 5: Aspera - A series of electrical blasts strike a single target, riddling it with energy. Inflicts Moderate "Shock" status for 1d5 rounds. (250 MP)(+3500 damage)(Requires Asper & Thundara)(40 SpP)
  • Level 8: Aspega - A surge of electricity, in the five-digit volts, strikes a single target. Inflicts Acute "Shock" status for 1d5 rounds. (640 MP)(+10000 damage)(Requires Aspera & Thundaga)(100 SpP)
  • Level 3: Burst - A surge of electricity through 2 targets. (90 MP)(+600 damage)(Requires Thunder)(20 SpP)
  • Level 6: Burstra - A surge of electricity through 3 targets. (360 MP)(+1500 damage)(Requires Thundara & Burst)(60 SpP)
  • Level 9: Burstga - A surge of electricity through 4 targets. (810 MP)(+3000 damage)(Requires Thundaga & Burstra)(125 SpP)
  • Level 3: Storm - A powerful volt of electricity to 1 target. Hits 1d2 times. (90 MP)(+600 damage)(Requires Thunder)(20 SpP)
  • Level 6: Stormra - A powerful volt of electricity to 1 target. Hits 1d3 times. (360 MP)(+1500 damage)(Requires Thundara & Storm)(60 SpP)
  • Level 9: Stormga - A powerful volt of electricity to 1 target. Hits 1d4 times. (810 MP)(+3000 damage)(Requires Thundaga & Stormra)(125 SpP)
  • Level 4: Electro Jolt - A mighty surge of electricity zaps 2 targets. Inflicts Mild Shock for 1d5 rounds. This spell ordinarily cannot be bought. (240 MP)(+800 damage)(Requires Asper & Burst)(30 SpP)
  • Level 7: Electro Bolt - A mighty surge of electricity zaps 3 targets. Inflicts Moderate Shock for 1d5 rounds. This spell ordinarily cannot be bought. (735 MP)(+2000 damage)(Requires Aspera & Burstra & ElectroJolt)(75 SpP)
  • Level 10: Thunderstorm - A mighty surge of electricity zaps 4 targets. Inflicts Acute Shock for 1d5 rounds. This spell ordinarily cannot be bought. (1500 MP)(+4000 damage)(Requires Aspega & Burstga & ElectroBolt)(150 SpP)
Wind
  • Level 1: Aero - A swirl of wind and debris envelops the foe. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Aera - A sudden gust of wind sends a targets flying in the air and crashing about. (160 MP)(+2000 damage)(Requires Aero)(30 SpP)
  • Level 7: Aeroga - A target is caught in a violent updraft, then dropped to the ground. (490 MP)(+7000 damage)(Requires Aera)(75 SpP)
  • Level 10: Aeroja - The strongest conventional wind magic, a mighty current of air lifts a target from its feet, tossing them like a ragdoll in an overclocked tumble dryer. (1000 MP)(+20000 damage)(Requires Aeroga)(150 SpP)
  • Level 2: Zephyr - A powerful wind strikes a target head-on, throwing it backwards. Inflicts Mild "Knockback" status. (40 MP)(+1000 damage)(Requires Aera)(15 SpP)
  • Level 5: Zephyra - A crushing crosswind strikes a single target, tossing it back and forth before hurling it backwards. Inflicts Moderate "Knockback" status. (250 MP)(+3500 damage)(Requires Zephyr)(40 SpP)
  • Level 8: Zephyrga - A vortex of wind swirls underneath one target, spinning it violently before hurling it away from the caster. Inflicts Acute "Knockback" status. (640 MP)(+10000 damage)(Requires Zephyra)(100 SpP)
  • Level 3: Gust - A powerful gust of wind targetting 2 enemies. (90 MP)(+600 damage)(Requires Aero)(20 SpP)
  • Level 6: Gustra - A powerful gust of wind targetting 3 enemies. (360 MP)(+1500 damage)(Requires Aera & Gust)(60 SpP)
  • Level 9: Gustga - A powerful gust of wind targetting 4 enemies. (810 MP)(+3000 damage)(Requires Aeroga & Gustra)(125 SpP)
  • Level 3: Eurus - A concentrated stream of powerful wind targetting 1 enemy. 1d2 hits. (90 MP)(+600 damage)(Requires Aero)(20 SpP)
  • Level 6: Eura - A concentrated stream of powerful wind targetting 1 enemy. 1d3 hits. (360 MP)(+1500 damage)(Requires Aera & Eurus)(60 SpP)
  • Level 9: Euraga - A concentrated stream of powerful wind targetting 1 enemy. 1d4 hits. (810 MP)(+3000 damage)(Requires Aeroga & Eura)(125 SpP)
  • Level 4: Aero Saucer - A mighty updraft of wind forcing 2 enemies off their feet. Inflicts Mild Knockback. This spell ordinarily cannot be bought. (240 MP)(+800 damage)(Requires Gust & Zephyr)(30 SpP)
  • Level 7: Aero Blaster - A mighty updraft of wind forcing 3 enemies off their feet. Inflicts Moderate Knockback. This spell ordinarily cannot be bought. (735 MP)(+2000 damage)(Requires AeroSaucer & Gustra & Zephyra)(75 SpP)
  • Level 10: Tornado - A mighty updraft of wind forcing 4 enemies off their feet. Inflicts Acute Knockback. This spell ordinarily cannot be bought. (1500 MP)(+4000 damage)(Requires AeroBlaster & Gustga & Zephyrga)(150 SpP)
Plants
  • Level 1: Leaf - A blast of sharp leaves shreds the enemy. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Leafra - A multitude of razor-sharp leaves whip around and lacerate 2 targets. (160 MP)(+2000 damage)(Requires Leaf)(30 SpP)
  • Level 7: Leafga - Leaves, bark, and chunks of wood hard as rock shred through 3 targets. (490 MP)(+7000 damage)(Requires Leafra)(75 SpP)
  • Level 10: Leafja - The strongest conventional plant magic, leaves bearing edges akin to tempered steel slice and dice through five targets. (1000 MP)(+20000 damage)(Requires Leafga)(150 SpP)
  • Level 2: Verdant - Prickly vines lash at a single target. Inflicts Mild "Infestation" status for 1d5 rounds. (40 MP)(+1000 damage)(Requires Leaf)(15 SpP)
  • Level 5: Verdara - Prickly vines wrap around a single target, injecting foreign agents into its body. Inflicts Moderate "Infestation" status. (250 MP)(+3500 damage)(Requires Verdant & Leafra)(40 SpP)
  • Level 8: Verdaga - Vines and plants overwhelm a single target, coiling around it and attempting to subjugate it. Inflicts Acute "Infestation" status. (250 MP)(+10000 damage)(Requires Verdara & Leafga)(100 SpP)
  • Level 3: Vine - Vines emerge from the ground, striking 2 targets. (90 MP)(+600 damage)(Requires Leaf)(20 SpP)
  • Level 6: Vinera - Vines emerge from the ground, striking 3 targets. (360 MP)(+1500 damage)(Requires Leafra & Vine)(60 SpP)
  • Level 9: Vinega - Vines emerge from the ground, striking 4 targets. (810 MP)(+3000 damage)(Requires Leafga & Vinera)(125 SpP)
  • Level 3: Thorn - Launches thorns at 1 target. Hits 1d2 times. (90 MP)(+600 damage)(Requires Leaf)(20 SpP)
  • Level 6: Thornra - Launches thorns at 1 target. Hits 1d3 times. (360 MP)(+1500 damage)(Requires Leafra & Thorn)(60 SpP)
  • Level 9: Thornga - Launches thorns at 1 target. Hits 1d4 times. (810 MP)(+3000 damage)(Requires Leafga & Thornra)(125 SpP)
  • Level 4: Bushwhacker - Shreds 2 enemies with a surge of sharp leaves and thorns. Inflicts Mild Infested. This spell ordinarily cannot be bought. (240 MP)(+800 damage)(Requires Verdant & Vine)(30 SpP)
  • Level 7: Bushbasher - Shreds 3 enemies with a surge of sharp leaves and thorns. Inflicts Moderate Infested. This spell ordinarily cannot be bought. (735 MP)(+2000 damage)(Requires Verdara & Bushwhacker & Vinera)(75 SpP)
  • Level 10: Carnivore - Shreds 4 enemies with a surge of sharp leaves and thorns. Inflicts Acute Infested. This spell ordinarily cannot be bought. (1500 MP)(+4000 damage)(Requires Verdaga & Bushbasher & Vinega)(150 SpP)
Earth
  • Level 1: Quake - A hard rock falls upon a single target. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Quara - A duo of sharp rocks jut out of the ground, striking a target. (160 MP)(+2000 damage)(Requires Quake)(30 SpP)
  • Level 7: Quaga - A platform of earth erupts from beneath a targets, then shatters and explodes upwards to drop them back to the ground amidst the falling debris. (490 MP)(+7000 damage)(Requires Quara)(75 SpP)
  • Level 10: Quaja - The strongest conventional earth magic, a pair of rocky walls are unearthed around a target, and then converge and explode inwards, collapsing the rubble and force on the target. (1000 MP)(+20000 damage)(Requires Quaga)(150 SpP)
  • Level 2: Terra - Spiritual energy temporarily cakes around a single target. Inflicts mild "Clod" status for 1d5 riounds. (40 MP)(+1000 damage)(Requires Quakra)(15 SpP)
  • Level 5: Terrara - A mudslide completely covers a single target. Inflicts Moderate "Clod" status for 1d5 rounds. (250 MP)(+3500 damage)(Requires Terra)(40 SpP)
  • Level 8: Terraga - Mud, debris, and quicksand surround a single target to make movement extremely difficult. Inflicts Acute "Clog" status for 1d5 rounds. (640 MP)(+10000 damage)(Requires Terrara)(100 SpP)
  • Level 3: Sunder - The rumbling earth launches large stones at 2 targets. (90 MP)(+600 damage)(Requires Quake)(20 SpP)
  • Level 6: Sundera - The rumbling earth launches large stones at 3 targets. (360 MP)(+1500 damage)(Requires Quara & Sunder)(60 SpP)
  • Level 9: Sunderga - The rumbling earth launches large stones at 4 targets. (810 MP)(+3000 damage)(Requires Quaga & Sundera)(125 SpP)
  • Level 3: Rock - Launches large rocks at 1 target. 1d2 hits. (90 MP)(+600 damage)(Requires Quake)(20 SpP)
  • Level 6: Rockra - Launches large rocks at 1 target. 1d3 hits. (360 MP)(+1500 damage)(Requires Quara & Rock)(60 SpP)
  • Level 9: Rockga - Launches large rocks at 1 target. 1d4 hits. (810 MP)(+3000 damage)(Requires Quaga & Rockra)(125 SpP)
  • Level 4: Uplift - The earth trembles, a surge of mud and rock targetting 2 enemies. Inflicts Mild Clod for 1d5 rounds. This spell ordinarily cannot be bought. (240 MP)(+800 damage)(Requires Terra & Sunder)(30 SpP)
  • Level 7: Upheaval - The earth trembles, a surge of mud and rock targetting 3 enemies. Inflicts Moderate Clod for 1d5 rounds. This spell ordinarily cannot be bought. (735 MP)(+2000 damage)(Requires Terrara & Sundera & Uplift)(75 SpP)
  • Level 10: Earthquake - The earth trembles, a surge of mud and rock targetting 4 enemies. Inflicts Acute Clod for 1d5 rounds. This spell ordinarily cannot be bought. (1500 MP)(+4000 damage)(Requires Terraga & Sunderga & Upheaval)(150 SpP)
Shadow
  • Level 1: Shadow - Shadows squeeze briefly around an enemy. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Shadara - The area around the target dims slightly as shadows converge and squeeze the life out of a target. (160 MP)(+2000 damage)(Requires Shadow)(30 SpP)
  • Level 7: Shadaga - 1 target's shadows are transformed into vicious beasts that lunge at them. (490 MP)(+7000 damage)(Requires Shadara)(75 SpP)
  • Level 10: Shadaja - The strongest conventional shadow magic, the area around a target grows pitch black, the shadows swirling and crushing their foe. (1000 MP)(+20000 damage)(Requires Shadaga)(150 SpP)
  • Level 2: Noctis - Shadows and darkness infringe on an enemy's mind, tripping it into drowsiness. Inflicts Mild "Sleep" status. (40 MP)(+1000 damage)(Requires Shadow)(15 SpP)
  • Level 5: Noctira - Shadow energy wraps around a target and clouds the mind, guiding it into slumber. Inflicts Moderate "Sleep" status. (250 MP)(+3500 damage)(Requires Noctis & Shadara)(40 SpP)
  • Level 8: Noctiga - Shadow energy directly affects a target's mind, sinking them into a pit of shadows briefly before releasing them unconscious. Inflicts Acute "Sleep" status. (640 MP)(+10000 damage)(Requires Noctira & Shadaga)(100 SpP)
  • Level 3: Abyss - Claws and fangs arise from the shadows of 2 targets to strike. (90 MP)(+600 damage)(Requires Shadow)(20 SpP)
  • Level 6: Abyssra - Claws and fangs arise from the shadows of 3 targets to strike. (360 MP)(+1500 damage)(Requires Abyss & Shadara)(60 SpP)
  • Level 9: Abyssga - Claws and fangs arise from the shadows of 4 targets to strike. (810 MP)(+3000 damage)(Requires Abyssra & Shadaga)(125 SpP)
  • Level 3: Shroud - The shadows envelop and strike 1 target 1d2 times. (90 MP)(+600 damage)(Requires Shadow)(20 SpP)
  • Level 6: Shroudra - The shadows envelop and strike 1 target 1d3 times. (360 MP)(+1500 damage)(Requires Shroud & Shadara)(60 SpP)
  • Level 9: Shroudga - The shadows envelop and strike 1 target 1d4 times. (810 MP)(+3000 damage)(Requires Shroudra & Shadaga)(125 SpP)
  • Level 4: Gravity Blow - Shadows swallow 2 targets, intense blows bringing them to slumber all the same. Inflicts Mild Sleep. This spell ordinarily cannot be bought. (240 MP)(+800 damage)(Requires Abyss & Noctis)(30 SpP)
  • Level 7: Gravitonne - Shadows swallow 3 targets, intense blows bringing them to slumber all the same. Inflicts Moderate Sleep. This spell ordinarily cannot be bought. (735 MP)(+2000 damage)(Requires Abyssra & Noctira & Gravity Blow)(75 SpP)
  • Level 10: Freefall - Shadows swallow 4 targets, intense blows bringing them to slumber all the same. Inflicts Acute Sleep. This spell ordinarily cannot be bought. (1500 MP)(+4000 damage)(Requires Abyssga & Noctiga & Gravitonne)(150 SpP)
Light
  • Level 1: Lux - A beam of focused light sears the foe. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Lucira - A beam of pure light sears through a target. (160 MP)(+2000 damage)(Requires Lux)(30 SpP)
  • Level 7: Luciga - A single point of light appears in front of a target, then spirals out of control, sending brilliant beams of powerful light energy towards them. (490 MP)(+7000 damage)(Requires Lucira)(75 SpP)
  • Level 10: Lucija - The strongest conventional light magic, the area around a target becomes extremely bright and blinding. (1000 MP)(+20000 damage)(Requires Luciga)(150 SpP)
  • Level 2: Prism - A single point of energy in front of one target suddenly explodes in a blinding array of many colored beams. Inflicts Mild "Blind" status for 1d5 rounds. (40 MP)(+1000 damage)(Requires Lux)(15 SpP)
  • Level 5: 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. Inflicts Moderate "Blind" status for 1d5 rounds. (250 MP)(+3500 damage)(Requires Prism & Lucira)(40 SpP)
  • Level 8: Prismga - A whole circle of brilliant prismatic points spiral around a single target. Inflicts Acute "Blind" status for 1d5 rounds. (640 MP)(+10000 damage)(Requires Prismra & Luciga)(100 SpP)
  • Level 3: Radiance - A large flash of light envelops 2 targets. (90 MP)(+600 damage)(Requires Lux)(20 SpP)
  • Level 6: Radiara - A large flash of light envelops 3 targets. (360 MP)(+1500 damage)(Requires Lucira & Radiance)(60 SpP)
  • Level 9: Radiaga - A large flash of light envelops 4 targets. (810 MP)(+3000 damage)(Requires Luciga & Radiara)(125 SpP)
  • Level 3: Bright - Bright lights flash around a target, striking 1d2 times. (90 MP)(+600 damage)(Requires Lux)(20 SpP)
  • Level 6: Brightra - Bright lights flash around a target, striking 1d3 times. (360 MP)(+1500 damage)(Requires Lucira & Bright)(60 SpP)
  • Level 9: Brightga - Bright lights flash around a target, striking 1d4 times. (810 MP)(+3000 damage)(Requires Luciga & Brightra)(125 SpP)
  • Level 4: Photon Ray - A beam of pure light sweeps over 2 enemies. Inflicts Mild Blind for 1d5 rounds. This spell ordinarily cannot be bought. (240 MP)(+800 damage)(Requires Radiance & Prism)(30 SpP)
  • Level 7: Photon Beam - A beam of pure light sweeps over 3 enemies. Inflicts Mild Blind for 1d5 rounds. This spell ordinarily cannot be bought. (735 MP)(+2000 damage)(Requires Radiara & Prismra & Photon Ray)(75 SpP)
  • Level 10: Holy Light - A beam of pure light sweeps over 4 enemies. Inflicts Mild Blind for 1d5 rounds. This spell ordinarily cannot be bought. (1500 MP)(+4000 damage)(Requires Radiaga & Prismga & Photon Beam)(150 SpP)
Darkness
  • Level 1: Dark - A swirl of Darkness engulfs a foe. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Darkra - A desecrating surge of energy fills a target. (160 MP)(+2000 damage)(Requires Dark)(30 SpP)
  • Level 7: Darkga - A small geyser of destructive energy explodes underneath a target. (490 MP)(+7000 damage)(Requires Darkra)(75 SpP)
  • Level 10: Darkja - The strongest conventional darkness magic, a powerful corruption seeps into a target. (1000 MP)(+20000 damage)(Requires Darkga)(150 SpP)
  • Level 2: Void - The power of Darkness swirls around a single target before infusing itself into the body. Inflicts Mild "Zombie" status for 1d5 rounds. (40 MP)(+1000 damage)(Requires Dark)(15 SpP)
  • Level 5: Voidra - A blast of darkness is seared into a target's body. Inflicts Moderate "Zombie" status for 1d5 rounds. (250 MP)(+3500 damage)(Requires Void & Darkra)(40 SpP)
  • Level 8: Voidga - The power of Darkness descends upon a target and swirls about it before merging with the body. Inflicts Acute "Zombie" status for 1d5 rounds. (640 MP)(+10000 damage)(Requires Voidra & Darkga)(100 SpP)
  • Level 3: Onyx - A wave of dark energy strikes 2 targets. (90 MP)(+600 damage)(Requires Dark)(20 SpP)
  • Level 6: Onyxra - A wave of dark energy strikes 3 targets. (360 MP)(+1500 damage)(Requires Darkra & Onyx)(60 SpP)
  • Level 9: Onyxga - A wave of dark energy strikes 4 targets. (810 MP)(+3000 damage)(Requires Darkga & Onyxra)(125 SpP)
  • Level 3: Rend - Dark energy rends 1 target, striking 1d2 times. (90 MP)(+600 damage)(Requires Dark)(20 SpP)
  • Level 6: Rendra - Dark energy rends 1 target, striking 1d3 times. (360 MP)(+1500 damage)(Requires Darkra & Rend)(60 SpP)
  • Level 9: Rendga - Dark energy rends 1 target, striking 1d4 times. (810 MP)(+3000 damage)(Requires Darkga & Rendra)(125 SpP)
  • Level 4: Hell Soul - Corrupts 2 targets with a surge of dark energies. Inflicts Mild Zombie for 1d5 rounds. This spell ordinarily cannot be bought. (240 MP)(+800 damage)(Requires Void & Onyx)(30 SpP)
  • Level 7: Hellbound - Corrupts 3 targets with a surge of dark energies. Inflicts Moderate Zombie for 1d5 rounds. This spell ordinarily cannot be bought. (735 MP)(+2000 damage)(Requires Hell Soul & Voidra & Onyxra)(75 SpP)
  • Level 10: Black Hole - Corrupts 4 targets with a surge of dark energies. Inflicts Acute Zombie for 1d5 rounds. This spell ordinarily cannot be bought. (1500 MP)(+4000 damage)(Requires Hellbound & Voidga & Onyxga)(150 SpP)
Holy
  • Level 1: Dia - A blast of Holy energy strikes the enemy. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Diara - A beam of holy power sweeps through 2 targets, smiting them. (160 MP)(+2000 damage)(Requires Dia)(30 SpP)
  • Level 7: Diaga - 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)(+7000 damage)(Requires Diara)(75 SpP)
  • Level 10: Diaja - The strongest conventional holy magic, ancient runes materialize before a mighty flow of sacred energy smites five targets. (1000 MP)(+20000 damage)(Requires Diaga)(150 SpP)
  • Level 2: Pearl - A small explosion of Holy energy around a single target affects them in a strange and mysterious way... Inflicts Mild "Reverse" status for 1d5 rounds. (40 MP)(+1000 damage)(Requires Dia)(15 SpP)
  • Level 5: Pearlra - A concentrated blast of Holy energy mutates the spiritual energy around a target. Inflicts Moderate "Reverse" status for 1d5 rounds. (250 MP)(+3500 damage)(Requires Pearl & Diara)(40 SpP)
  • Level 8: Pearlga - A powerful burst of Holy energy from above a target inflicts Acute "Reverse" status against a single enemy for 1d5 rounds. (250 MP)(+10000 damage)(Requires Pearlra & Diaga)(100 SpP)
  • Level 3: Luminaire - A sphere of holy energy strikes 2 targets. (90 MP)(+600 damage)(Requires Dia)(20 SpP)
  • Level 6: Luminaira - A sphere of holy energy strikes 3 targets. (360 MP)(+1500 damage)(Requires Diara + Luminaire)(60 SpP)
  • Level 9: Luminairga - A sphere of holy energy strikes 4 targets. (810 MP)(+3000 damage)(Requires Diaga + Luminaira)(125 SpP)
  • Level 3: Holy - A pillar of holy energy strikes a target 1d2 times. (90 MP)(+600 damage)(Requires Dia)(20 SpP)
  • Level 6: Holyra - A pillar of holy energy strikes a target 1d3 times. (360 MP)(+1500 damage)(Requires Diara + Holy)(60 SpP)
  • Level 9: Holyga - A pillar of holy energy strikes a target 1d4 times. (810 MP)(+3000 damage)(Requires Diaga + Holyra)(125 SpP)
  • Level 4: Meteorite - A bright blast of holy energy descends from the sky, striking 2 targets. Inflicts Mild Reverse for 1d5 rounds. This spell ordinarily cannot be bought. (240 MP)(+800 damage)(Requires Luminaire & Pearl)(30 SpP)
  • Level 7: Meteor Shower - A bright blast of holy energy descends from the sky, striking 3 targets. Inflicts Moderate Reverse for 1d5 rounds. This spell ordinarily cannot be bought. (735 MP)(+2000 damage)(Requires Luminaira & Pearlra & Meteorite)(75 SpP)
  • Level 10: UltraNova - A bright blast of holy energy descends from the sky, striking 4 targets. Inflicts Acute Reverse for 1d5 rounds. This spell ordinarily cannot be bought. (1500 MP)(+4000 damage)(Requires Luminairga & Pearlga & Meteor Shower)(150 SpP)
Non-Elemental
  • Level 1: Ruin - A ball of non-elemental energy strikes a single target. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Ruinra - A blast of raw non-elemental spiritual energy explodes upon a target. (160 MP)(+2000 damage)(Requires Ruin)(30 SpP)
  • Level 7: Ruinga - The caster's hand projects a number of powerful spiritual energy projectiles to strike a target. (490 MP)(+7000 damage)(Requires Ruinra)(75 SpP)
  • Level 10: Ruinja - A vortex draws in a massive amount of non-elemental energy before exploding upwards against the target. (1000 MP)(+20000 damage)(Requires Ruinga)(150 SpP)
  • Level 2: Demi - Gravity wrings a character's stamina from him/her. Reduces HP by 1/4th, up to a maximum of 5,000 HP. (40 MP)(Requires Ruin)(15 SpP)
  • Level 5: Demira - Gravity wrings the stamina and energy from a character. Reduces HP by 1/3rd, up to 15,000 HP. (250 MP)(Requires Demi & Ruinra)(40 SpP)
  • Level 8: Demiga - Gravity wrings the energy and stamina out of a character. Reduces an enemy's HP by 1/2, up to 30,000 HP. (640 MP)(Requires Demira & Ruinga)(100 SpP)
  • Level 3: Comet - Sends 1d2 comets crashing into an enemy from high above. This spell has the capacity of inducing collateral damage. Alternately, this spell can deal 1 AP of damage to a vehicle of any type (hits not rolled). (90 MP)(+600 damage)(Requires Ruin)(20 SpP)
  • Level 6: Cometra - A rain of 1d3 comets is sent crashing down upon a single enemy. This spell has the capacity to inflict collateral damage. Alternately, this spell can deal 2 AP of damage to a vehicle of any type(hits not rolled). (360 MP)(+1500 damage)(Requires Comet & Ruinra)(60 SpP)
  • Level 9: Cometga - A rain of 1d4 comets crashes through the atmosphere to strike an enemy. This spell has the capacity to inflict collateral damage. Alternately, this spell can deal 3 AP of damage to a vehicle of any type(hits not rolled).(810 MP)(+3000 damage)(Requires Cometra & Ruinga)(125 SpP)
  • Level 3: Flare - A massive explosion of spiritual energy swirls around 2 targets. Ignores all forms of defense except natural/armor soak. (Shell, Wall, and Brace, for example, are ineffective.) (360 MP)(+1500 damage)(Requires Ruin)(20 SpP)
  • Level 6: Flarera - A powerful blast akin to the burst of a small star that engulfs 3 enemies. This spell ignores all forms of defense except armor/natural soak. (Shell, Wall, and Brace, for example, are ineffective.) (360 MP)(+1500 damage)(Requires Flare & Ruinra)(60 SpP)
  • Level 9: Flarega - A powerful blast akin to the burst of a small star that engulfs 4 enemies. This spell ignores all forms of defense except armor/natural soak. (Shell, Wall, and Brace, for example, are ineffective.) (810 MP)(+3000 damage)(Requires Flarera & Ruinga)(125 SpP)
  • Level 10: Ultima - Engulfs the entire enemy party in a massive blast of raw, unbridled power rending everything in its path. Ultima ignores Protect, Shell, Brace, and is unsoakable. This spell can only be wielded by a caster with no elemental affinity; there are otherwise dire consequences. This spell ordinarily cannot be bought. (1500 MP)(+10000 damage)(Requires Ruinga & Flarega & Cometga)(150 SpP)
Time
  • Level 2: Slow - Inflicts Mild Slow for 1d5 rounds. (40 MP)(15 SpP)
  • Level 4: Slowra - Inflicts Moderate Slow for 1d5 rounds. (160 MP)(Requires Slow)(30 SpP)
  • Level 8: Slowga - Inflicts Acute Slow for 1d5 rounds. (640 MP)(Requires Slowra)(100 SpP)
  • Level 4: Slow II - Inflicts Mild Slow for 1d5 rounds on 2 targets. (160 MP)(Requires Slow)(30 SpP)
  • Level 8: Slow III - Inflicts Mild Slow for 1d5 rounds on 3 targets. (640 MP)(Requires Slow II)(100 SpP)
  • Level 4: Stop - Time halts around one target, rendering them unable to act or dodge for 1d3 rounds. (160 MP)(Requires Slow)(30 SpP)
  • Level 7: Stopra - Time stops around 2 targets, rendering them unable to act or dodge for 1d3 rounds. (490 MP)(Requires Stop & Slowra)(75 SpP)
  • Level 10: Stopga - Time stops around 3 targets, rendering them unable to act or dodge for 1d3 rounds. (1000 MP)(Requires Stopra & Slowga)(150 SpP)
  • Level 2: Haste - Inflicts Mild Haste for 1d5 rounds.(40 MP)(15 SpP)
  • Level 4: Hastera - Inflicts Moderate Haste for 1d5 rounds.(160 MP)(Requires Haste)(30 SpP)
  • Level 8: Hastega - Inflicts Acute Haste for 1d5 rounds.(490 MP)(Requires Hastera)(100 SpP)
  • Level 9: Quick - Alters time around one target, granting them an immediate turn. (810 MP)(Requires Hastega)(125 SpP)
  • Level 4: Haste II - Inflicts Mild Haste for 1d5 rounds on 2 targets.(160 MP)(Requires Haste)(30 SpP)
  • Level 8: Haste III - Inflicts Mild Slow for 1d5 rounds on 3 targets. (640 MP)(Requires Haste II)(100 SpP)
Status Ailments
  • Level 1: Sleep - Lulls and soothes a target to sleep. Inflicts Mild "Sleep" status. [Will-Resist Only] (10 MP)(10 SpP)
  • Level 3: Sleepra - A more powerful Sleep spell that soothes 1 target to slumber. Inflicts Moderate "Sleep" status. [Will-Resist Only] (90 MP)(Requires Sleep)(20 SpP)
  • Level 5: Sleepga - 1 target is lulled to sleep by a strong magical relaxant. Inflicts Acute "Sleep" status. [Will-Resist Only] (250 MP)(Requires Sleepra)(40 SpP)
  • Level 2: Blind - Clouds an enemy's vision. Inflicts Mild "Blind" status for 1d5 rounds. [Will-Resist Only] (40 MP)(15 SpP)
  • Level 4: Blindra - Trget is blinded by a sudden haze in their vision. Inflicts Moderate "Blind" status for 1d5 rounds. (160 MP)(Requires Blind)(30 SpP)
  • Level 6: Blindga - Target is blinded by a dark fog clouding their vision. Inflicts Acute "Blind" status for 1d5 rounds. [Will-Resist Only] (360 MP)(Requires Requires Blindra)(60 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 4: Confusera - 1 target is left in a senseless daze, unable to determine friend from foe for 1d5 rounds. Inflicts Moderate "Confuse" status for 1d5 rounds. [Will-Resist Only] (160 MP)(Requires Confuse)(30 SpP)
  • Level 6: Confusega - 1 target is sent into a senseless daze. Inflicts Acute "Confuse" status for 1d5 rounds. [Will-Resist Only] (360 MP)(Requires Confusera)(60 SpP)
  • Level 2: Immobilize - Weighs down a selected target, rendering them unable to move or dodge for 1d5 rounds. (40 MP)(15 SpP)
  • Level 4: Immobilizera - 2 targets are rendered unable to move by a sudden loss of strength. Cannot dodge or move for 1d5 rounds. (160 MP)(Requires Immobilize)(30 SpP)
  • Level 6: Immobilizega - 3 targets are rendered unable to move by a sudden loss of strength. Cannot dodge or move for 1d5 rounds. (360 MP)(Requires Immobilizera)(60 SpP)
  • Level 3: Break - Slowly hardens the skin to petrification. Inflicts Mild "Petrify" status. (90 MP)(20 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)(Requires Break)(40 SpP)
  • Level 7: Breakga - 3 targets' skin begins to harden. Inflicts Mild "Petrify" status. (490 MP)(Requires Breakra)(75 SpP)
  • Level 5: Stone - Hardens and instantly petrifies a target. Inflicts Moderate "Petrify" status. (250 MP)(Requires Break)(40 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)(Requires Stone)(75 SpP)
  • Level 9: Stonega - Instantly petrifies 3 targets. Inflicts Moderate "Petrify" status. (810 MP)(Requires Stonera)(125 SpP)
  • Level 2: Drain - Saps HP from a target, absorbing half of afflicted damage as HP. (40 MP)(+400 damage)(15 SpP)
  • Level 4: Drainra - Drains the HP of an enemy, granting half the damage to the spellcaster. (160 MP)(+800 damage)(Requires Drain)(30 SpP)
  • 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)(+1500 damage)(Requires Drainra)(60 SpP)
  • Level 3: Osmose - An ethereal parasite drains the MP of one target. Inflicts damage to target's MP, restoring that to the caster. (90 MP)(+100 dmage)(Requires Drain)(20 SpP)
  • Level 6: Osmora - A trio of spiritual parasites invade one target's body, sapping its mana energies and bringing them to the caster. (360 MP)(+500 damage)(Requires Osmose)(60 SpP)
  • Level 9: Osmoga - A trio of spiritual parasites invade one target's body, sapping its mana energies and bringing them to the caster. (360 MP)(+1500 damage)(Requires Osmose)(125 SpP)
  • Level 2: Silence - Restricts the vocal cords and renders spellcasting and speech futile. Inflicts Mild "Silence" status. (40 MP)(15 SpP)
  • Level 4: Silencera - A swirl of spiritual energy targets a character's spiritual connections, severing them. Inflicts Moderate "Silence" status for 1d5 rounds. (160 MP)(Requires Silence)(30 SpP)
  • Level 6: Silencega - A target's vocal cords are rendered useless for 1d5 rounds. Inflicts acute "Silence" status.(360 MP)(Requires Silencera)(60 SpP)
  • Level 2: Bio - A flow of toxins pervades an enemy. Inflicts Mild "Poison" status for 1d5 rounds. (40 MP)(15 SpP)
  • Level 4: Biora - A toxic flow of energy taints the bloodstream. Inflicts Moderate "Poison" status for 1d5 rounds. (160 MP)(Requires Bio)(30 SpP)
  • Level 6: Bioga - A powerful toxin courses through one target. Inflicts Acute "Poison" status for 1d5 rounds. (360 MP)(Requires Biora)(60 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. (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. (160 MP)(30 SpP)
  • Level 4: Meltdown - A ray of raw energy melts away an enemy's defenses. Inflicts Moderate 'Feeble' status for 1d5 rounds.(160 MP)(+800 damage)(30 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 1d5+5 rounds. [Will Resist] (360 MP)(60 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)(Requires Death Sentence)(125 SpP)
Restorative and Support
  • Level 1: Cure - A healing flow of energy that augments recovery. (10 MP)(+500 damage)(10 SpP)
  • Level 4: Cura - An even stronger flow of curative energy that heals and mends the wounds of one target. (160 MP)(+2000 damage)(Requires Cure)(30 SpP)
  • Level 7: Curaga - A series of powerful curative magics swirl around 1 target before infusing into their bodies. (490 MP)(+7000 damage)(Requires Cura)(75 SpP)
  • Level 10: Curaja - 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. (1000 MP)(+20000 damage)(Requires Curaga)(150 SpP)
  • Level 3: Heal - A wave of curative energy washes over 2 targets. (90 MP)(+600 damage)(Requires Cure)(20 SpP)
  • Level 6: Healra - A wave of curative energy washes over 3 targets. (360 MP)(+1500 damage)(Requires Cura & Heal)(60 SpP)
  • Level 9: Healga - A wave of curative energy washes over 4 targets. (810 MP)(+3000 damage)(Requires Curaga & Healra)(125 SpP)
  • Level 1: Regen - A flow of healing energy bolsters external healing. Inflicts Mild "Regen" status for 1d5 rounds. (10 MP)(10 SpP)
  • Level 3: Regenera - A stronger flow of steady healing energy. Inflicts Moderate "Regen" status for 1d5 rounds. (90 MP)(Requires Regen)(20 SpP)
  • Level 5: Regenega - A strong flow of steady healing energy that constantly rejuvenates a target. Inflicts Acute "Regen" status for 1d5 rounds. (250 MP)(Requires Regenera)(40 SpP)
  • Level 1: Panacea - Removes Mild, Moderate, and Acute "Poison" statuses by purifying the body. (10 MP)(10 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: 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: Cleanse - Purifies a target's bloodstream of ailments. Removes Mild, Moderate, and Acute "Disease" statuses. (90 MP)(20 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)(Requires Panacea, Blindna, Stona, Vox, & Cleanse)(60 SpP)
  • Level 8: Esunara - Heals a myriad of status ailments on 2 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. (640 MP)(Requires Esuna)(100 SpP)
  • Level 10: 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. (1000 MP)(Requires Esunara)(150 SpP)
  • Level 2: Erase - Remove positive status effects one at a time from one target, starting with most recent. (40 MP)(15 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)(Requires Erase)(30 SpP)
  • Level 6: Dispelra - Dissolves positive status effects on 2 targets. Removes Mild, Moderate, and Acute "Offense," "Defense," "Runic," "Haste", "Multicast," "Aura," "Artillery", "Invoke," "Sharpen," and "Regen" statuses. (360 MP)(Requires Dispel)(60 SpP)
  • Level 8: 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. (640 MP)(Requires Dispelra)(100 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 5: Bravera - Emboldens two targets, granting them the power of the caster's spirit. Inflicts Chronic "Offense" status for 1d5 rounds. (250 MP)(Requires Brave)(40 SpP)
  • Level 7: Bravega - Emboldens three targets, granting them the power of the caster's spirit. Inflicts Chronic "Offense" status for 1d5 rounds. (490 MP)(Requires Bravera)(75 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 5: Faithra - Augments the spiritual fervor of two allies by bolstering the target's with the caster's. Inflicts Acute "Offense" status for 1d5 rounds. (90 MP)(Requires Faith)(40 SpP)
  • Level 7: Faithga - Augments the spiritual fervor of three allies, granting them the power of the caster's spirit. Inflicts Acute "Offense" status for 1d5 rounds. (490 MP)(Requires Faithra)(75 SpP)
  • Level 3: Raise - Restores an unconscious ally back to health at 25% of their max HP. (90 MP)(Requires Cure)(20 SpP)
  • Level 6: Arise - Brings a KO'd combatant back to consciousness and 50% of their max HP. (360 MP)(Requires Raise, Cura)(60 SpP)
  • Level 8: Full-Life - A magical "jump start" and rejuvenating energy restores a target from KO status to 100% HP. (640 MP)(Requires Arise, Curaga)(100 SpP)
  • Level 10: Reraise - Sends a reviving aura to one target. Inflicts Terminal "Regen" effect until used. (1000 MP)(Requires Full-Life)(150 SpP)
  • Level 1: Enfire - Grants Mild En-Element(Fire) to a character for 1d5 rounds.(10 MP)(10 SpP)
  • Level 5: Enfira - Grants Moderate En-Element(Fire) to a character for 1d5 rounds.(250 MP)(40 SpP)(Requires Enfire)
  • Level 9: Enfiraga - Grants Acute En-Element(Fire) to a character for 1d5 rounds.(810 MP)(125 SpP)(Requires Enfira)
  • Level 1: Enwater - Grants Mild En-Element(Water) to a character for 1d5 rounds.(10 MP)(10 SpP)
  • Level 5: Enwatera - Grants Moderate En-Element(Water) to a character for 1d5 rounds.(250 MP)(40 SpP)(Requires Enwater)
  • Level 9: Enwaterga - Grants Acute En-Element(Water) to a character for 1d5 rounds.(810 MP)(125 SpP)(Requires Enwatera)
  • Level 1: Enearth - Grants Mild En-Element(Earth) to a character for 1d5 rounds.(10 MP)(10 SpP)
  • Level 5: Eneartha - Grants Moderate En-Element(Earth) to a character for 1d5 rounds.(250 MP)(40 SpP)(Requires Enearth)
  • Level 9: Enearthga - Grants Acute En-Element(Earth) to a character for 1d5 rounds.(810 MP)(125 SpP)(Requires Eneartha)
  • Level 1: Enwind - Grants Mild En-Element(Wind) to a character for 1d5 rounds.(10 MP)(10 SpP)
  • Level 5: Enwindra - Grants Moderate En-Element(Wind) to a character for 1d5 rounds.(250 MP)(40 SpP)(Requires Enwind)
  • Level 9: Enwindga - Grants Acute En-Element(Wind) to a character for 1d5 rounds.(810 MP)(125 SpP)(Requires Enwindra)
  • Level 1: Enshadow - Grants Mild En-Element(Shadow) to a character for 1d5 rounds.(10 MP)(10 SpP)
  • Level 5: Enshadowra - Grants Moderate En-Element(Shadow) to a character for 1d5 rounds.(250 MP)(40 SpP)(Requires Enshadow)
  • Level 9: Enshadowga - Grants Acute En-Element(Shadow) to a character for 1d5 rounds.(810 MP)(125 SpP)(Requires Enshadowra)
  • Level 1: Enlight - Grants Mild En-Element(Light) to a character for 1d5 rounds.(10 MP)(10 SpP)
  • Level 5: Enlighta - Grants Moderate En-Element(Light) to a character for 1d5 rounds.(250 MP)(40 SpP)(Requires Enlight)
  • Level 9: Enlightga - Grants Acute En-Element(Light) to a character for 1d5 rounds.(810 MP)(125 SpP)(Requires Enlightra)
  • Level 1: Enforce - Grants Mild En-Element(Force) to a character for 1d5 rounds.(10 MP)(10 SpP)
  • Level 5: Enforca - Grants Moderate En-Element(Force) to a character for 1d5 rounds.(250 MP)(40 SpP)(Requires Enforce)
  • Level 9: Enforcega - Grants Acute En-Element(Force) to a character for 1d5 rounds.(810 MP)(125 SpP)(Requires Enforca)
  • Level 1: Entime - Grants Mild En-Element(Time) to a character for 1d5 rounds.(10 MP)(10 SpP)
  • Level 5: Entimera - Grants Moderate En-Element(Time) to a character for 1d5 rounds.(250 MP)(40 SpP)(Requires Entime)
  • Level 9: Entimega - Grants Acute En-Element(Time) to a character for 1d5 rounds.(810 MP)(125 SpP)(Requires Entimera)
  • Level 1: Endark - Grants Mild En-Element(Dark) to a character for 1d5 rounds.(10 MP)(10 SpP)
  • Level 5: Endarkra - Grants Moderate En-Element(Dark) to a character for 1d5 rounds.(250 MP)(40 SpP)(Requires Endark)
  • Level 9: Endarkga - Grants Acute En-Element(Dark) to a character for 1d5 rounds.(810 MP)(125 SpP)(Requires Endarkra)
  • Level 1: Enholy - Grants Mild En-Element(Holy) to a character for 1d5 rounds.(10 MP)(10 SpP)
  • Level 5: Enholyra - Grants Moderate En-Element(Holy) to a character for 1d5 rounds.(250 MP)(40 SpP)(Requires Enholy)
  • Level 9: Enholyga - Grants Acute En-Element(Holy) to a character for 1d5 rounds.(810 MP)(125 SpP)(Requires Enholyra)
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 6: NulFire - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all fire-based damage for 1d5 rounds. (360 MP)(Requires Barfire)(60 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 6: NulWater - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all water-based damage for 1d5 rounds (360 MP)(Requires Barwater)(60 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 6: NulEarth - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all earth-based damage for 1d5 rounds (360 MP)(Requires Barearth)(60 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 6: NulWind - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all wind-based damage for 1d5 rounds (360 MP)(Requires Barwind)(60 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 6: NulLight - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all light-based damage for 1d5 rounds (360 MP)(Requires Barlight)(60 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 6: NulShadow - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all shadow-based damage for 1d5 rounds (360 MP)(Requires Barshadow)(60 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 6: NulTime - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all time-based damage/effects for 1d5 rounds (360 MP)(Requires Bartime)(60 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 6: NulForce - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all Force-based damage for 1d5 rounds (360 MP)(Requires Barforce)(60 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 6: NulDark - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all darkness-based damage for 1d5 rounds (360 MP)(Requires Bardark)(60 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 6: NulHoly - A sphere of oppositely charged elemental energy surrounds a single target. Eliminates all holy-based damage for 1d5 rounds (360 MP)(Requires Barholy)(60 SpP)
  • Level 6: NulDeath - Prevents 'Death'/'Death Sentence'/similar effects from working for 1d5 rounds. (360 MP)(60 SpP)
  • Level 2: Protect - Creates a barrier around the target that halves physical damage for 1d5 rounds. (40 MP)(15 SpP)
  • Level 4: Protectra - A protective barrier forms around 2 allies, halving physical damage for 1d5 rounds. (160 MP)(Requires Protect)(30 SpP)
  • Level 6: Protectga - A protective barrier forms around 3 allies, halving physical damage for 1d5 rounds. (360 MP)(Requires Protectra)(60 SpP)
  • Level 2: Shell - Creates an ethereal barrier that halves magic damage for 1d5 rounds. (40 MP)(15 SpP)
  • Level 4: Shellra - An ethereal barier forms around 2 allies, halving magical damage for 1d5 rounds. (160 MP)(Requires Shell)(30 SpP)
  • Level 6: Shellga - An ethereal barier forms around 3 allies, halving magical damage for 1d5 rounds. (360 MP)(Requires Shellra)(60 SpP)
  • Level 4: Reflect - Creates a barrier around the target that reflects magic back to the caster for 1d5 rounds. (160 MP)(30 SpP)
  • Level 6: Reflectra - Creates a barrier around 2 targets that reflects magic back to the caster for 1d5 rounds on 2 targets. (360 MP)(Requires Reflect)(60 SpP)
  • Level 8: Reflectga - Creates a barrier around 3 targets that reflects magic back to the caster for 1d5 rounds. (640 MP)(Requires Reflectra)(100 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 5: Wall - Forms a powerful protective barrier around a target, halving physical and magical damage for 1d5 rounds. (250 MP)(Requires Protect & Shell)(40 SpP)
  • Level 7: Wallra - A powerful protective barrier forms around 2 targets, halving physical and magical damage for 1d5 rounds. (640 MP)(Requires Wall & Protectra & Shellra)(75 SpP)
  • Level 9: Wallga - A powerful protective barrier forms around 3 targets, halving physical and magical damage for 1d5 rounds. (640 MP)(Requires Wallra & Protectga & Shellga)(125 SpP)
Last edited by Strato on November 16th, 2023, 5:36 am, edited 16 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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