ACADEMICS is used to earn your spells and attack with them too Every spell at their respective level does the same thing, and the COLOR/ELEMENT/STATUS of the spell itself is what makes them different Every color/element of spell comes with a unique STATUS that is applied when the spell's roll is a HIT/MATCH LEVEL 0 Infusion (1MP) Deals 1DMG + STATUS - Hits one TARGET in the same ZONE - Can be INFUSED into a WEAPON for a round to add its DMG & STATUS ----- LEVEL 1 Strike (2MP) Deals 1DMG + STATUS - Hits all characters in your ZONE or one nearby ZONE - Does NOT target ----- LEVEL 2 Line (4MP) Deals 2DMG + STATUS - Hits all characters in 4 ZONES in a line, including diagonal - Does NOT target ----- LEVEL 3 Burst (6MP) Deals 3DMG + STATUS - Hits a 3X3 grid of ZONES, and can HIT ALLIES, ENEMIES, or BOTH (caster's choice) - TARGETS if all ALLIES or ENEMIES are selected - Does NOT target if selecting ALL ----- LEVEL 4 Summon (8MP) Summons a 10HP elemental creature - It takes its turn directly after the CASTER, all stats are the same as the caster's - Attacks with a 4DMG (TARGET) MELEE ATK, which uses YOUR ACADEMICS for its roll ----- LEVEL 5 Idol Summon (10MP) Summons a 15HP elemental creature - It takes its turn directly after the CASTER, all stats are the same as the caster's - Can use each LV1, LV2, or LV3 spell of its element ONCE EACH for free - Also has a 5DMG (TARGET) MELEE ATK, which uses YOUR ACADEMICS for its roll - You can only control one of each IDOL at a time ----- CALAMITY SPELL Costs ALL MP, minimum of 10 - REQUIRES +5 ACADEMICS & +5 MANA - Each ONCE-PER-FIGHT spell does something different, and the result is increased based on the amount of MP paid into it - Still requires ACADEMICS roll, but a MISS/MATCH deals HALF DMG + STATUS, but no additional effect(s) - Spells TARGET all Allies and/or Enemies regardless of resist/immune/status ------------------------- RED / FIRE MAGIC STATUS: AFTERBURN TARGET takes 1 FIRE DMG at EOT - (can negate this by sacrificing MVMT during their turn) Level 0 spell: PYRO LV1 spell: TORCH LV2 spell: FLAMETHROWER LV3 spell: FIREBALL LV4 spell: TAVROS (bull) RESIST Fire, WEAK Water Level 5 spell: PHOENIX (firebird) IMMUNE Fire CALAMITY : VOLCANO - TARGET(s) take FIRE DMG equal to MP spent across all TARGETS + AFTERBURN ----- ORANGE / TIME MAGIC STATUS: DESYNC TARGET's next ATTACK has DISADV Level 0 spell: CHRONO LV1 spell: TIME OUT LV2 spell: TIME STREAM LV3 spell: TIMEZONE LV4 spell: YO'LBARS (tiger) RESIST Time, WEAK Space LV5 spell: SMILODON (sabertooth) IMMUNE Time CALAMITY : TIME STOP - (Can be cast as REACTION) - Caster gains one extra turn per 10MP spent + TARGET(s) get DESYNC - Any ATTACKS against ENEMIES are guaranteed CRIT HIT - Any STATUS persists until spell ends ----- YELLOW / LIGHT MAGIC STATUS: RADIANT Next ATTACK vs TARGET gets ADV Level 0 spell: HOLY LV1 Spell: SHINING RAY LV2 spell: SOLARBEAM LV3 spell: SHIMMER BURST LV4 spell: AILBHEAN (elephant) RESIST Light, WEAK Dark LV5 spell: MELISSAE (honeybee goddess) IMMUNE: Light CALAMITY : SMITE - TARGET(s) take 1 LIGHT DMG per 2MP spent + RADIANT + all weapons & worn items are destroyed (except REGALIA & INVENTORY items) ----- GREEN / WIND MAGIC STATUS: LIFTOFF TARGET pushed one ZONE away from CASTER (deal 1 DMG if something/someone else is in same zone instead) Level 0 spell: AERO LV1 Spell: AIRBLAST LV2 spell: DOWNBURST LV3 spell: TORNADO LV4 spell: BAO DOM (jaguar) RESIST Wind, WEAK Earth LV5 spell: QUETZALCOATL (winged serpent) IMMUNE Wind CALAMITY : HURRICANE - TARGET(s) take 1 WIND DMG per 2MP spent + LIFTOFF + all characters lifted and dropped into random zones, then take 1DMG upon landing ----- BLUE / WATER MAGIC STATUS: RIPTIDE TARGET pulled toward CASTER by 1 ZONE (Deal 1 DMG if something/someone else is in same zone instead) Level 0 spell: HYDRO LV1 spell: AQUA JET LV2 spell: TIDAL WAVE LV3 spell: GEYSER LV4 spell: IHLENGESI (dolphin) RESIST Water, WEAK Fire LV5 spell: DAKUWANGA (shark god) IMMUNE Water CALAMITY : TSUNAMI - TARGET(s) take 1 WATER DMG per 2MP spent + all pulled to 1 ZONE of caster's choosing + RIPTIDE ----- VIOLET / LIFE MAGIC STATUS: VITAL On an ALLY: Heals HP instead of doing DMG (Does not require ROLL) On an ENEMY: Caster heals own HP equal to highest DMG dealt among ENEMIES Level 0 spell: CURE LV1 spell: HARMONY LV2 spell: RESTORE LV3 spell: MIRACLE LV4 spell: HAZON'AINA (tree of life) RESIST Life, WEAK Death LV5 spell: TU'ER YE (moon rabbit god) IMMUNE Life CALAMITY : REBIRTH - ENEMY TARGET(s) lose 1HP per 2MP spent - ALLY TARGET(s) gain 1HP per 2MP spent - Revive one DEAD character per 10MP spent ----- PINK / SPACE MAGIC STATUS: STARSTRUCK TARGET must ATTACK CASTER next turn + TARGET cannot use REACTION next turn Level 0 spell: STELLAR LV1 spell: ASTEROID LV2 spell: STAR SHOWER LV3 spell: GRAVITY WELL LV4 spell: CON SU TU (lion) RESIST Space, WEAK Time LV5 spell: GRYPHUS (gryphon) IMMUNE Space CALAMITY: METEOR STRIKE - TARGET(s) take 1 SPACE DMG per 2MP spent + STARSTRUCK + each ENEMY can only use ONE A.I.M. action per turn for rest of fight ----- WHITE / ICE MAGIC STATUS: FROZEN TARGET cannot throw ITEMS/WEAPONS next turn Level 0 spell: FROST LV1 spell: CHILL BURST LV2 spell: ICE SPIKES LV3 spell: HAILSTORM LV4 spell: BELIY MEDVED (polar bear) RESIST Ice, WEAK Lightning LV5 spell: CERNUNNOS (stag man god) IMMUNE Ice CALAMITY: AVALANCHE - TARGET(s) take 1 ICE DMG per 2MP spent + FROZEN + cannot use MVMT next turn ----- SILVER / LIGHTNING MAGIC STATUS: CONDUIT Next HIT to TARGET deals 1 extra LIGHTNING DMG (does not apply to anything with CONDUIT status) Level 0 spell: STATIC LV1 spell: THUNDERCLAP LV2 spell: LIGHTNINGBOLT LV3 spell: PLASMA WALL LV4 spell: BINESI (thunderbird) RESIST Lightning, WEAK Ice LV5 spell: AZEBAN (raccoon god) IMMUNE lightning CALAMITY : JUDGMENT - TARGET(s) take 1 LIGHTNING DMG per 2MP spent + CONDUIT + all ENEMY FIGHT & SHOOT attempts are at DISADV for rest of fight ----- GRAY / DEATH MAGIC STATUS: DREAD TARGET cannot TARGET caster next turn for ATTACKS Level 0 spell: NECRO LV1 spell: WITHER LV2 spell: TERRORIZE LV3 spell: BLIGHT LV4 spell: BUFNITA (gray owl) RESIST Death, WEAK Life LV5 spell: WEPWAWET (Anubis' gray brother) IMMUNE Death CALAMITY : DEATH'S DOOR - Reduce 1 TARGET per 10MP spent to 1HP x that TARGET's LV + DREAD ----- BLACK / DARKNESS MAGIC STATUS: HOLLOW TARGET's next DODGE roll has DISADV (does not apply to anything with HOLLOW) Level 0 spell: STYGIAN LV1 spell: SHADOW STRIKE LV2 spell: NIGHT WAVE LV3 spell: BLACKOUT LV4 spell: PILINDIR (tarantula) RESIST Dark, WEAK Light LV5 spell: KUROGITSUNE (Black fox demon) IMMUNE Dark CALAMITY : VOID - TARGET(s) take 1 DARKNESS DMG per 2MP spent + HOLLOW + must attack each other for 1 round ----- BROWN / EARTH MAGIC STATUS: HEAVY TARGET moves 1 less ZONE on their next turn Level 0 spell: STONE LV1 spell: ROCK WAVE LV2 spell: BOULDER ROLL LV3 spell: TECTONIC SHIFT LV4 spell: BERBEC (ram) RESIST Earth, WEAK Wind LV5 spell: HIAE MOZA (pangolin god) IMMUNE Earth CALAMITY: EARTHQUAKE - TARGET(s) take 1 EARTH DMG per 2MP spent + HEAVY + 4 squares of BATTLEZONE in line are destroyed & unusable (any characters in destroyed zones are pushed to a nearby ZONE & take 1DMG) ----- GOLD / ANTI MAGIC STATUS: ANTIMAGIC These spells have no STATUS effect, but also have no RESISTANCE LV1 spell: GLEAM LV2 spell: BRILLIANCE LV3 spell: RESPLENDENCE REACTION: Each spell can be cast at half cost to CANCEL one spell of equal LV - Using it this way does not deal DMG or inflict STATUS, this is pure counterspell -----