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