Final Fantasy Spell Variants

View the various general spells available for characters
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Final Fantasy Spell Variants

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Post by Tony »

Final Fantasy Spell Variants

To give Final Fantasy magic a little more flavor we want to try a new thing. With inspiration from the old attempt at differentiating each spell type into things that felt different, we've come up with some spell variants that everyone can learn and apply.

The following "metamagic" effects only function for bare element spells; Fire, Blizzard, Thunder, Water, Earth, Plants, Wind, Light, Shadow, Dark, Holy, under the Final Fantasy Magic section.

These effects do not function for specialized, status-inflicting spells like Inferno or Chill. These effects also do not function for users of assisted magic; i.e. Draw Magic, Materia Magic, or Esper Magic. These variations cannot be mixed with one another, but different variations of the same spell can be created.

These spells are considered normal magic (i.e.: not custom abilities), and must be learned the same way a regular spell is, with an additional tack-on DC. A spell variation can only be learned after the base spell is learned (i.e.: Fire must be known in order to make Chain Fire), and costs the same Spell Points as the original.
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Base level spells - Fire, Fire 2, Fire 3, etc.
Second level spells - Fira, Fira 2, Fira 3, etc.
Third level spells - Firaga, Firaga 2, Firaga 3, etc
Fourth level spells - Firaga 4, Blizzaga 4

Split Magic
Add'l DC: 25% of base DC
Effect: This technique, when applied to a spell, breaks it into multiple hits of reduced damage for a chance of higher damage. Base level spells deal 150% damage. Second-level spells deal 1d2 hits of 75% damage. Third-level spells deal 1d3 hits of 50% damage. Fourth-level spells splits into 1d5 hits of 50% damage.

Rapid Magic
Add'l DC: 25% of base DC
Effect: This technique, when applied to a spell, snap-decreases the casting time required to perform it, allowing the spell to manifest and travel faster. Base level spells gain a +5 to casting; second-level spells gain a +10 to casting; third-level spells gain a +15 to casting; and fourth-level spells gain a +20 to casting.

Chain Magic
Add'l DC: 25% of base DC
Effect: This technique, when applied to a spell, allows it to "chain" to a second target automatically (no roll necessary) at reduced damage. Base level spells chain 50% damage. Second-level spells chain at 75% damage. Third-level spells chain at 100% damage. Fourth-level spells chains at 200% damage.

Bombardment Magic
Add'l DC: 50% of base DC
Effect: This technique, when applied to a spell, allows it to create a Suppressing Fire effect on a single Area. Base level magic incurs Mild Suppressing Fire. Second level magic incurs Moderate Suppressing Fire. Third level magic incurs Acute Suppressing Fire. Fourth level magic incurs Chronic Suppressing Fire.

Wall Magic
Add'l DC: 50% of base DC
Effect: This technique, when applied to a spell, negates the spell's damage and instead creates a three-dimensional wall of the element to ward off attacks. The number of targets in the spell is how many people benefit from the cover bonus. Base- and second-level magic functions as Light Cover (+5), while third- and fourth-level magic functions as Heavy Cover (+20). These walls last for 5 rounds or until dispelled by an effect of the opposite element.

Dark Magic
Add'l DC: 100% of base DC
Effect: This technique, when applied to a spell, allows the character to sacrifice HP for a guaranteed critical hit. Base level magic sacrifices 20% HP. Second level magic sacrifices 33% HP. Third level magic sacrifices 50% HP. Fourth level magic sacrifices 75% HP.
Tony
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Joined: October 10th, 2008, 9:41 pm
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