FATE-Prism/Mechanics/Magic.txt

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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
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LEVEL 1 Strike (2MP)
Deals 1DMG + STATUS
- Hits all characters in your ZONE or one nearby ZONE
- Does NOT target
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LEVEL 2 Line (4MP)
Deals 2DMG + STATUS
- Hits all characters in 4 ZONES in a line, including diagonal
- Does NOT target
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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
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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
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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
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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
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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: BASILISK
(reptilian bird) IMMUNE Fire
CALAMITY : VOLCANO
- TARGET(s) take FIRE DMG equal to MP spent across all TARGETS + AFTERBURN
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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: SMILODON
(sabertooth tiger) RESIST Time, WEAK Space
LV5 spell: BAIHU
(guardian tiger) 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
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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: AH-MUZEN-CAB
(bee god) IMMUNE: Light
CALAMITY : SMITE
- TARGET(s) take 1 LIGHT DMG per 2MP spent + RADIANT + all weapons & worn items are destroyed (except REGALIA & INVENTORY items)
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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: MALFINI
(eagle) RESIST Wind, WEAK Earth
LV5 spell: MIXCOATL
(cloud 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
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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: UKUPANIPO
(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
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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: HARMONIZE
LV2 spell: RESTORE
LV3 spell: MIRACLE
LV4 spell: HAZON'AINA
(tree of life) RESIST Life, WEAK Death
LV5 spell: NANABOZHO
(the great rabbit) 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
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PINK / SPACE MAGIC
STATUS: STARSTRUCK
TARGET must ATTACK CASTER next turn
+ TARGET cannot use REACTION next turn
Level 0 spell: STELLAR
LV1 spell: METEOROID
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: ASTEROID
- 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
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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: FURFUR
(winged deer) IMMUNE Ice
CALAMITY: AVALANCHE
- TARGET(s) take 1 ICE DMG per 2MP spent + FROZEN + cannot use MVMT next turn
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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
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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
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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: ABADDON
(formless dark entity) IMMUNE Dark
CALAMITY : VOID
- TARGET(s) take 1 DARKNESS DMG per 2MP spent + HOLLOW + must attack each other for 1 round
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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)
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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
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