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| Magic fight? |
| Yes please! |
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75% |
[ 3 ] |
| No its silly! |
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0% |
[ 0 ] |
| Poll whore (cop-out) |
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25% |
[ 1 ] |
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| Total Votes : 4 |
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Posted: Thu Aug 23, 2007 2:29 pm
Basicly since in the main threads we tend to have the odd magic fight, with FF (final fantasy) based spells and effects i thought i may right up a list so we all know whats what.
the spell set is the one from FFXII with a few minor changes, such as the inclution of Earth based spells.
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Posted: Thu Aug 23, 2007 2:30 pm
White Magicks
Cure: Restores a small amout of HP to one ally
Cura: Restores a modrate amount of HP to all allies within range
Curaga: Restores a large amount of HP to one ally
Curaja: Restores a large amount of HP to all allies within range
Renew: Fully restores HP to all allies within range
Raise: Revive one "KO'd" ally to 20% max HP
Arise: Revive one "KO'd" ally & fully restores HP
Esuna: Removes harmfull status effects from one ally*
Esunaga: Removes harmfull status effects from all allies in range*
Vox: Removes "silence" from one ally
Poisona: Removes "poison" from one ally
Stona: Removes "stone"/"petrify" from one ally
Cleanse: Removes "disease" from one ally
Dispel: Removes positive status effects from one foe
Dispelga: Removes positive status effects from all foes in range
Regen: Restores an allies HP over time / Removes "sap"
Holy: Deals heavy "holy" damage to one foe
* doesn't work on "KO", "X-zone (warp)", "Disease" or "Doom"
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Posted: Thu Aug 23, 2007 2:30 pm
Black Magicks
Fire: Deals light "fire" damage to one foe
Thunder: Deals light "lightning" damage to one foe
Blizzard: Deals light "ice" damage to one foe
Water: Deals light "water" damage to one foe
Aero: Deals light "wind" damage to one foe
Quake: Deals light "earth" damage to one foe
Fira: Deals moderate "fire" damage to all foes in range
Thundara: Deals moderate "lightning" damage to all foes in range
Blizzara: Deals moderate "ice" damage all foes in range
Watera: Deals moderate "water" damage to all foes in range
Aerora: Deals moderate "wind" damage to all foes in range
Quakera: Deals moderate "earth" damage to all foes in range
Bio: Deals moderate "non-elemental" damage and inflicts poison to all foes in range
Firaga: Deals heavy "fire" damage to all foes in range
Thundaga: Deals heavy "lightning" damage to all foes in range
Blizzaga: Deals heavy "ice" damage to all foes in range
Waterga: Deals heavy "water" damage to all foes in range
Aeroga: Deals heavy "wind" damage to all foes in range
Quakega: Deals heavy "earth" damage to all foes in range
Shock: Deals heavy "non-elemental" damage to one foe
Scourge: Deals heavy "non-elemental" damage and inflicts "sap" on all foes in range
Flare: Deals Massive "non-elemental" damage on one foe
Ardour: Deals Massive "fire" damage on all foes in range
Scathe: Deals Massive "non-elemental" damage on all foes in range
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Posted: Thu Aug 23, 2007 2:31 pm
Time Magicks
Haste: Speed up one allies actions by 50% / removes slow
Hastega: Speeds up all allies in range's actions by 50% / removes slow
Slow: Slows one foes actions by 50% / Overides "Haste"
Slowga: Slows all foes in range's actions by 50% / overides "Haste"
Immobilise: Imobilises all foes in range (cannot move from the spot where they were inflicted with "immobilise")
Disable: Disables all actions of all foes in range (foe can move but cannot take any actions)
Stop: Halts any actions and movement of one foe
Reflect: Cause magick to be reflected off one Ally *
Reflectga: Cause magick to be reflected of all allies in range *
Float: Allow all allies in range to "float" walking on air, avoiding "earth" elemental spells/attacks and traps
Countdown: Inflicts "Doom"
Balance: Inflicts non-elemental damage equal to diffrance between users current and max HP
Bleed: inflicts "sap"
Warp: Banish all foes in range **
* Dispel/Dispelga is uneffected by reflect ** High miss rate if you use it roll a 20 sided die if the result is 17+ warp will hit if not it misses
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Posted: Thu Aug 23, 2007 2:32 pm
Green Magicks
Protect: Raise one allies defence by 25%
Protectga: Raise defence of all allies in range by 25%
Shell: Raise one alles magick resist by 25%
Shellga: Raise magick resist of all allies by 25% Bravery: Increase one allies physical attack damage by 30%
Faith: Increase one allies Magic power by 30%
Blind: Decreases one foes chance to hit
Bindga: Decreases the chance to hit for all foes in range
Silence: Constrains magick of one foe
Silencega: Constrains magick of all foes in range
Sleep: puts one foe to sleep
Sleepga: Puts all foes in range to sleep
Poison: inflicts "poison" on one foe
Toxify: Inflicts "poison" on all foes in range
Oil: Inflicts "Oil" on all foes in range
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Posted: Thu Aug 23, 2007 2:33 pm
Arcane Magicks
Dark: Deals light "dark" damage to all foes in range
Darkra: Deals moderate "dark" damage to all foes in range
Darkga: Deals heavy "dark" damage to all foes in range
Gravity: Reduce the HP of all foes in range by 1/4 of there current HP
Gravivira: Reduce the HP of all foes in range by 1/2 of there current HP
Graviviga: Reduce the HP of all foes in range by 3/4 of there current HP
Reverse: Damage and healing have opposit effects*
Berserk: Causes the "berserk" status on one ally
Confuse: Causes the "confuse" status on one foe
Decoy: Makes one ally the target for all foes
Vanish: Renders one ally invisible**
Vanishga: Renders the all allys in range invisible**
Bubble: Doubles the max HP of one ally***
Drain: Transfers HP from target to caster****
Syphon: Transfers MP from target to caster****
Death: Instantly KO's one foe*****
Pestulence:inflicts disease to all foes in range
*"Renew" lowers HP to 1 under reverse **"Vanish's" effect is canceled when user is hit by magic *** Only doubles HP once ****effect is reversed if target is Undead or caster or target is covered by reverse *****high miss rate, roll a 20 sided die and if the result is 17+ spell hits, if its lower it misses
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Posted: Thu Aug 23, 2007 2:34 pm
Elements and status effects
Elements
the magick is split up into 9 seprate elemental catagories:
Fire; water; lightning; ice; earth; wind; holy; dark; and non-elemental
also each element has an opposing one as this list shows
FIRE <-----> WATER LIGHTNING <-----> ICE EARTH <-----> WIND HOLY <-----> DARK
Non-elemental magicks have no regard for there targets elemental strength or weakness and always hit at 100% strength (unless target is covered by shell).
when a elemental spell hits depending on the targets elemental affinatys it can have one of 5 out comes.
Neutral: Spell hits at 100% (1x) of its strength Weak: Spell hits at 200% (2x) of its strength resistant: Spell hits at 50% (1/2) of its strength immune: Spell hits at 0% (0x) of its strength Absorb: Spell heals target at 100% of its strength
(obviously if a target is protected by shell magick damage will be reduced)
Status effects
Status effects genaraly change a charictors status with ether a negitive or positive outcome that can grately affect the out come of a battle (in the game i would be soo dead at times if it were not for bubble, shell, and protect on my party and having slow and sap on my opponents)
when using a magick that inflicts a negitive status (excludes death and warp that have there own dice role) role a 20 sided die and if the result is 11 or higher it hits, thoe if you have the faith status the number is reduced to 6 and above, if your opponent has shell its raised to 16 and above. (if you have the faith status and your opponent has shell just treat it as a normal roll (11+) )
positive statusies genaraly always hit so no dice roll is nessacery
N.B. if you cast a magick such as sap that dose damage and inflicts a status effect, even if the status fails to inflict the damage is still done regardless.
Negitive status effects
X-zone: Effect:target is removed from battle. Caused by: Arcaine magick "warp". Cured by: target returns once the battle is over
KO: Effect: No actions or movement is possible all status effects end except disease, silence, blind and Oil Caused by: Arcaine Magick "Death", "Dooms" counter reaches 0, or when Current HP reaches 0. Cured by:white magick Raise, Arise
Stone: Effect: target is turned to stone (petrified) and cannot move or take actions, all positive status effects end except lure Caused by: petrify count down reaches 0 Cured by: White magick: esuna, and stona
Petrify: Effect: a countdown starts at 10 above the target and counts down 1 each post, damage delt and taken by target gadualy decreases. when the counter reaches 0 target turns to stone. charictors covered by petrify cannot be inflicted with doom Caused by: time magick "brake" Cured by: white magick esuna, and stona. X-zone and KO
Stop: Effect: No actions or movement possible time has stoped for target duration of other status effects is hlated untill stop is removed or wares off a stoped charictor cannot receve "Lure" effect. stop lasts for 3 posts Caused by: Time magick Stop Cured by: X-zone and KO
Doom: Effect: A countdown starts at 5 and drops 1 per post when countdown reach 0 target is "ko'ed" a "doomed" charictor cannot recevedpetrify Caused by: Time magick countdown Cured by: X-zone, KO, white magick dispel
Confuse: Effect: charictor randomly attacks foe and ally indescrimnately, for 3 posts confused charictor cannot recceve status berserk Caused by: Arcaine magic confuse Cured by:white magic esuna. or receive a physical hit X-zone KO
sleep: Effect: charictor falls asleep for 3 posts Caused by: green magics sleep, sleepga Cured by:physical hit, white magick esuna X-zone KO
Disease: Effect: No hp restoration is possible, Max HP is lowered to the same figure as current hp (returns to normal when status is removed) diseased charictors cannot receave bubble status, KO'ed charictors revived whilst diseased have 1 HPCaused by: Arcaine magic pestilance Cured by:white magic Cleanse, X-zone
Reverse: Effect: charictor is healed by attacks and injured by healing spells (with exception to the effects of regen, poisond, and sap) effect wares off after 4 posts Caused by: time magick reverse Cured by: X-zone, KO
Slow: Effect: charictors actions are slowed by 50% for 5 posts Caused by: time magicks, slow, slowga Cured by: white magick dispel, time magick haste X-zone, KO
Disable: Effect: prevents target from takeing actions for 4 posts Caused by: time magick disable Cured by: white magick esuna, X-zone, KO
Immobilse: Effect: Prevents target from moveing from there current location for 4 posts Caused by: time magick Immobilise Cured by:white magick esuna, X-zone, KO
Silence: Effect: stops target from useing magicks for 5 posts Caused by: green magick Silence, silencega Cured by: White magicks Vox, Esuna, X-zone
Blind: Effect: the chances of landing a physical hit are halved for 5 posts Caused by: green magick, Blind, Blindga Cured by:white magicks blindna, esuna, X-zone
Poisoned: Effect: target receives damage equal to 5% 0f there Max HP every second post for 20 posts Caused by: Green magicks Poison & Toxify, black magic Bio Cured by:white magick Poisona & esuna, X-zone, KO
Oil: Effect: Fire elemental attacks cause 3 times as much damage as they normaly would against target Caused by: Green magic oil Cured by:White magick cleanse, X-zone
Sap: Effect: charictor loses 10 HP per post Caused by: Black magick Scourge, green magick bleed Cured by:white magicks esuna & regen, X-zone
HP critical: Effect: low health causes physical attack power to become halfed. Caused by: current HP level drops below 20% of max HP Cured by:White magicks cure, cura, curaga, curaja, renew, X-zone, KO
Positive status effects
Lure: Effect: target becomes the main target of enemies ad confused allies for 5 posts Caused by: Arcaine magick Decoy Cured by: white magick Dispel, status effect sap, X-zone, KO
Reflect: Effect: Magick attacks (exept dispel/dispelga) are reflected of the charictor for 5 posts Caused by: time magick reflect/reflectga Cured by: white magick Dispel, X-zone, KO, stone
Protect: Effect: physical attacks against the protected charictor are reduced in strength by 25% 6 posts Caused by: Green magicks Protect/protectga Cured by:white magicks Dispel, KO, X-zone, stone
Shell: Effect: Magick attacks against the protected charictor are reduced in strength by 25% and status effects chance to hit the protected charictor are reduced by 50% for 6 posts Caused by: green magick shell/shellga Cured by:White magick Dispel, X-zone, KO, stone
Haste: Effect: speeds up the actions of the target by 50% for 5 posts, removes slow Caused by: time magicks haste/hastega Cured by: White magick Dispel, X-zone, KO, stone, time magick slow
Bravery: Effect: Damage delt by physical atacks is incresed by 30% for 6 posts Caused by: Green magick Bravery Cured by: White magick Dispel, X-zone, KO, stone
Faith: Effect: Damage delt by magick increases by 30% restoritve magick increases by 50% and status invoking magick is 50% more likely to succseed for 6 posts Caused by: Green magick faith Cured by: White magick Dispel, X-zone, KO, stone
Invisible: Effect: Charictor cannot be seen as long as the do not perform any action for 7 posts. Caused by: Arcaine magick vanish/vanishga Cured by: taking action, hit by certain spells, White magick Dispel, X-zone, KO, stone
Regen: Effect: HP is restored to the charictor every post for 7 posts (role 2X20 sided dice, the result is the HP you receave that turn)* Caused by: white magick Regen Cured by: White magick Dispel, X-zone, KO, stone, sap
Float: Effect: Charictor floats above the ground makeing them immune to earth based damage for 4 posts Caused by: time magick float Cured by: White magick Dispel, X-zone, KO, stone
berserk: Effect: afected charictors streangth increases by 50% and speed doubles, althoe charctor uncontrolably physicly attacks enemys for 5 posts. berserked enemys cannot receve status confuse Caused by: Arcaine magick berserk Cured by: White magick Dispel, X-zone, KO, stone
Bubble: Effect: Max HP is doubled for 7 posts. bubble is incompatable with status Disease Caused by: Arcane magick bubbleCured by: White magick Dispel, X-zone, KO, stone
*if you have regen status and cast for a status effect roll 2 20-sided dice and take the total number rolled for regen and the first result for the status being castexamp.Quote: Joe bloggs rolled 2 20-sided dice: 17, 17 Total: 34 (2-40) there for Joe would receve 34 hp from regen that post and whatever status he casted would also hit (even if his opponent had shell)
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