FFRPG 2.5E
By Dan “Kureyn” Berger
With help from “Versalia” and “Mr. Bear”
Version 2.5.0.4.2
CHAPTER 1 - Let's Roll // D100 Basics
When something isn't certain, roll a d100. If your result is below the Target number, you succeed! Otherwise, you fail.
Whenever you roll a d100, there is a chance to excel, as well as a chance to screw up. Without modifications, the default Critical Range of all characters is 10. When you roll within your Critical Range of your Target on a successful check, you have made a Critical Success. This generally allows you to either do double on at least one numerical effect, gain extra effects, or sometimes just add some extra roleplayed flair to what you were doing. If you failed but were within your Critical Range of your Target, you have Critically Failed. Critical Failures on physical attacks and damaging spells strike a random target (make another attack check on the new target). Critical Failures on beneficial spells and attacks, including both healing and positive statuses, as well as on negative status spells or attacks, generate the opposite effect from their intention. Critical Failures on certain specific skills have effects pertaining to that particular skill and will be discussed within those skills.
Rolling a 1 is considered an Epic Success; it's like a Critical Success, only consider things tripled instead of doubled, where applicable. GMs will determine specific effects, as these shouldn't happen often, and should be rewarded when they do. An Epic Success should always be accompanied by extra fanfare and special effects on the roleplay side. Likewise, a roll of 100 is an Epic Failure. As the negative side of an Epic Success, this should be a spectacular blunder. The GM must come up with a suitable consequence for such a failure, and it should be roleplayed out.
RPG Math
In any case where you must perform division, round down, with a minimum value of 1.
The minimum damage after ARM/MARM is 0. No accidental healing is possible via over-protection, only through elemental absorption and the like.
If your target is over 100 or under 0, there is still a need to roll the result, as heroes can both surpass the impossible and screw up spectacularly. Use the following tables for these rolls:
Target Over 100
1-3 = Epic Success
4-10 = Critical Success
11-94 = Success
95-99 = Critical Failure
100 = Epic Failure
Target Under 0
1 = Epic Success
2 = Critical Success
3 = Success
4-87 = Failure
88-95 = Critical Failure
95-100 = Epic Failure
For a skill check not covered by a specific skill, roll with a Target of (difficulty mod + double related stat).
Difficulty Base Chance
| Easy | 50% |
| Moderate | 40% |
| Hard | 30% |
| Difficult | 20% |
| Very Difficult | 10% |
CHAPTER 2 - Who in the hell do you think I am?! // Character Creation
Section 0: Concept
Before diving into this arithmetic hell, come up with at least a general idea of the character you are creating beforehand. A personality is a great start. Some people like to begin with a name, and mold the character around how that name speaks to them. Some people like to read the Aspects chapter first and pick a class, which sparks the idea for the rest of the character. Some even have favorite characters lying around from other games, and they can adjust those characters until they fit in this system. However you approach it, have some idea of the direction you are taking the character before you start crunching numbers.
Section A: Basic Stats
FFRPG has 6 basic stats: STRength, VITality, AGIlity, WIllPower, MAGic, and SPeeD, abbreviated STR/VIT/AGI/WIP/MAG/SPD. When you create a level 1 character, you are given 40 points to distribute between these stats. Your race determines the minimum and maximum amount of points you can assign to these values in this phase.
One of these abbreviations followed immediately by the percent symbol, such as MAG%, denotes the Boost% given by the stat, as detailed in the Boost% Table in Chapter 6.
Section B: Race & Aspect
Pick a race and an Aspect. These will be listed in detail in Chapters 3 and 4. Your race determines the range of your initial stats, and your Aspect determines what you are able to do. Don't let anyone tell you that you have a 'bad combination'; have fun with it!
Section C: Advantages & Disadvantages
Pick some Advantages and Disadvantages. These are listed in detail in Chapter 5, but the mechanics are as follows. Advantages cost stat points. Disadvantages earn more stat points. If your advantages' total value exceeds the value of your disadvantages, you lose the difference out of your stat points, wherever you feel you can cut them. You cannot go below a racial maximum by way of these cuts. If it's the other way around (disadvantages outvalue advantages), you add the difference to your stats, but again, you cannot exceed racial maximums with these points.
Some advantages and disadvantages are combat-only; some are only relevant in roleplay; and some can affect both. If you have a Disadvantage, it is the responsibility of both the player and the GM to enforce your adherence to it. If you forgot about an Advantage and you have already taken an action that would take advantage of it, it is the GM's decision whether or not to allow you to retcon (go back and change) that action.
Don't take conflicting Advantages and Disadvantages. If they're interfering with each other, canceling out, or don't make sense together, don't take them together. Advantages or Disadvantages that contradict other rules, such as Aspect's affinities, are fine; the (Dis)Advantage takes priority unless otherwise noted.
When taking Advantages and Disadvantages, it is a good idea to stick to 5 or fewer Advantages and 5 or fewer Disadvantages, adding up to a total of 10 or fewer points on each side. More experienced players may disregard this rule if they can keep a solid character concept, but new players should try to keep it simple.
Section D: Skills
Each Aspect comes with a set of starting skills, as well as extra skill points to spend any way you want. You may buy skills with these points, or you may spend them on stats, and this is the only way to exceed racial maximums during character creation. Every 10 skill points buys 1 stat point if the new value is less than or equal to your racial maximum. If the new value is above the racial maximum, raising that stat costs 20 skill points instead. Even with Skill Points, you cannot exceed double your racial maximum in any stat during character creation. Progressing past each multiple of a racial maximum in stat points increases the cost of raising that stat by 10 skill points (i.e. above 1x max is 20, above 2x max is 30, etc).
All characters start with some Skill Rating in certain basic skills, regardless of race, Aspect, or background. These are: Area Knowledge (character's homeland): 30%
Brawling: 30%
Each Skill is placed in a particular Family of skills, and each Aspect has Affinities and Deficiencies for specific Skill Families. If an Aspect has an Affinity for a Skill Family, raising each skill in that family gains you 2% Skill Rating for each skill point spent instead of the normal 1:1 ratio. Skills for which you have a Deficiency cost 2 skill points for each 1% skill rating.
You cannot raise any Skill Rating past 100% during character creation. You must purchase at least 10% Skill Rating in any skill during creation, and at least 2% when leveling up.
Once you have your skills' Ratings made, make a separate column for their Boost%. Each skill is associated with a stat, and that skill's Boost% is derived from the associated stat, as per the table in Chapter 1. If you wish, you may preemptively add the skill's Rating and its Boost% in another column, as the Total Skill Rating; otherwise, just add the two whenever you need to make a check, as the result is your Target before any difficulty modifiers.
Section E: Equipment
Purchase starting equipment. You have 500 gp to spend when you first create your character, possibly modified by your Advantages and Disadvantages. You do not have to fill every available equipment slot. You can purchase anything you can afford out of Chapter 7, but anything with a rarity rating of Uncommon or above needs to be cleared with your GM, even with the Family Heirloom Advantage.
Some GMs may decide to increase or decrease this starting bankroll for their campaigns. If you are not starting at Level 1, and your character could reasonably be expected to have been on adventures before the campaign begins, consider rolling ([Level]d10 * Level * 10) for starting money. This will generally be inferior to the amount of money a character would normally go through in the course of leveling through a campaign naturally, and should be so; whining about having too little starting money carries a -20% penalty to your Negotiation roll against your GM. Also note that all players automatically Critically Fail all Negotiation rolls against the GM.
Section F: Derived Stats
Hit Points: HP are what keep you alive and ticking. If your HP drop to 0, you are Dead; if you are inflicted with the Dead status, your HP immediately drop to 0. Your starting maximum HP is equal to the maximum value of your Aspect's HP Die + your VIT + 10.
Magic Points: MP is a measure of your magical energy. Not all Aspects have an MP pool. If your Aspect has an MP die, your starting maximum MP is equal to the maximum value of your class's MP Die + your WIP + 10. If your Aspect does not have an MP die, you do not have MP.
Magic%: This is a measure of your accuracy with spells. It is calculated as 100 + your Level + your MAG. When you cast a non-beneficial spell, your Target is (Magic% - enemy MDEF - spell's accuracy penalty if any).
Defense: DEF for short, this is a measure of your ability to evade incoming physical attacks. It is calculated as AGI+SPD, then modified by any bonuses to it your Equipment grants. DEF reduces the opponent's Target for physical attack rolls.
Magic Defense: MDEF for short, this is a measure of your ability to resist incoming magical attacks. It is calculated as WIP+MAG, then modified by any bonuses to it your Equipment grants. MDEF reduces the opponent's Target for magical attack rolls.
Armor: ARM is calculated as Level + (VIT/2), plus the ARM value of your Equipment. This number is subtracted from incoming physical damage.
Magical Armor: MARM is calculated as Level + (WIP/2), plus the MARM value of your Equipment. This number is subtracted from incoming magical damage.
Damage Capacity: DC is a multiplier on physical damage. At level 1, it is always 1. As you progress in levels, you gain DC as defined by your Aspect. The most physical-oriented characters gain a point of DC every 7 levels, while the least get one every 10.
Magical Damage Capacity: MDC is a multiplier on magical damage. At level 1, it is always 1. As you progress in levels, you gain MDC as defined by your Aspect. The most magical- oriented characters gain a point of MDC every 7 levels, while the least get one every 10.
Section G: Leveling Up
At each levelup, you gain the following:
-Max HP: (VIT/2) + roll your Aspect's Hit Die.
-Max MP (if any): (WIP/2) plus roll your Aspect's Magic Die. -New Aspect powers or spells, if any.
-If you gain a new spell from a magic list, you may make a corresponding Magic Lore skill check at a 10% Target penalty per tier of the spell you learned automatically. If you succeed, gain another spell from the list of the same spell tier. Can only be done successfully once per spell tier.
-20 skill points. You cannot spend more than 10 skill points on a single skill per level, regardless of how much Skill Rating that buys you. Advancing a skill past 100% requires double the normal points (include modifiers such as Affinities). Skills your character does not already have must be learned with the aid of someone who has them, be it another player or a trainer NPC.
If your new level is cleanly divisible by 5, add a free stat point. You can exceed racial maximums with this point.
CHAPTER 3: Lions and Tigers and.. Viera? Oh my! // Races
Racial stat minimums and maximums are as follows:
| Race | STR | AGI | VIT | MAG | WIP | SPD |
| Bangaa | 4-13 | 2-8 | 4-12 | 1-8 | 3-10 | 2-7 |
| Demon | 4-11 | 3-9 | 4-11 | 4-11 | 2-8 | 3-10 |
| Dwarf | 2-12 | 1-8 | 3-12 | 2-10 | 2-10 | 1-8 |
| Erdgeist | 1-8 | 2-10 | 1-8 | 3-10 | 4-14 | 3-10 |
| Gremlin | 1-8 | 2-12 | 1-8 | 2-10 | 2-10 | 3-12 |
| Gria | 2-11 | 4-10 | 2-8 | 4-10 | 3-9 | 3-12 |
| Human | 2-10 | 2-10 | 2-10 | 2-10 | 2-10 | 2-10 |
| Hypello | 2-10 | 2-9 | 3-12 | 3-11 | 3-11 | 2-9 |
| Matango | 1-10 | 2-10 | 3-12 | 2-10 | 2-10 | 2-8 |
| Moogle | 1-6 | 3-12 | 1-8 | 2-10 | 3-12 | 3-12 |
| Neko | 2-9 | 3-12 | 2-9 | 2-10 | 1-8 | 3-12 |
| Nu'Mou | 2-8 | 2-8 | 3-10 | 4-12 | 4-12 | 3-10 |
| Orphanim | 2-10 | 2-10 | 3-10 | 2-8 | 4-12 | 2-10 |
| Seeq | 4-12 | 4-12 | 2-9 | 2-8 | 2-9 | 4-10 |
| Sprite | 1-6 | 3-12 | 1-8 | 3-12 | 2-10 | 3-12 |
| Werewolf | 3-11 | 2-10 | 3-11 | 1-9 | 1-9 | 2-10 |
| Viera | 3-9 | 4-12 | 2-8 | 4-12 | 3-9 | 3-10 |
| Yeti | 5-15 | 1-6 | 5-15 | 1-8 | 1-10 | 1-6 |
Each race has specific perks (and sometimes penalties).
BANGAA: Strong, rigid, lizardlike humanoids. You have a single weapon skill called Weapon, which works with any weapon your Aspect can equip. You can use any learned Weapon Mastery with any weapon. You cannot apply Affinities to your global Weapon or Weapon Mastery skills, but can have Deficiencies in them.
DEMON: Choose an aspect:
-Incubus/Succubus: Any attempts to inflict Sleep or Charm against you have a -50% penalty to the infliction chance. You learn the Sleep spell at Level 15. You learn the Charm spell at level 35.
Sex demons. Insatiable.
-Pestilence: You have a natural 50% poison resistance. When dealing or receiving a physical attack, you have a (Level / 5)% chance to inflict Poison on the enemy.
Demons of disease. Very contagious.
-Diablos: Pick an element during character creation. You have a natural 20% resistance to that element. At Level 10, you gain an elemental Breath attack (4d6 damage to one
enemy, or 2d6 to each enemy). At Level 35, this breath attack becomes 6d6 to one or 3d6 to all. At Level 55, this breath attack becomes 8d6 to one or 4d6 to all. This breath attack can use either a weapon skill or a Magic Lore skill to determine success.
Elemental demons. Associated with a single element, their affinity grows stronger as they do.
-Darkling: You do not cast shadows. You can see in complete darkness. You have two unique powers:
Shadow Shift: You can “jump” from any shadow to any other shadow within eyesight, or to any shadow you know for certain exists; in complete darkness, you can jump anywhere in the area.
Abyssal Wink: Once per hour, you can extinguish all light within (VIT / 3) yards; magical light sources return after 2 rounds (30 seconds).
Demons with strong ties to shadow.
DWARF: Small, stocky, gruff humanoids, skilled at the forge. Can see in the dark. Monsters larger than Medium (Human-ish) size have a -20% penalty to hit you with physical attacks.
ERDGEIST: Spirits inhabiting makeshift construct bodies. You have the Auto-Float condition innately (you can levitate, and you are immune to ground-based attacks such as the Quake spell). When improving the WIP stat through skill points, your WIP stat is considered to be half of its actual value when determining the skill point cost. You can never raise STR or VIT above 8, be it through permanent boosting items, skill points, or stat points, though equipment bonuses and positive statuses can push your final total above that.
GREMLIN: Small, prolific, green creatures. Monsters larger than Medium (Human-ish) size have a -20% penalty to hit you with physical attacks.
GRIA: Winged humanoids with some draconic features. Can fly. You automatically receive the Skill Aptitude advantage for the Flight skill; this does not count against you when counting Advantages and Disadvantages during character creation.
HUMAN: Adaptable, quick learners, capable of excelling at anything. You receive 20 bonus Skill Points during character creation, and 5 extra Skill Points on leveling up.
HYPELLO: Lanky, froglike humanoids. You can breathe underwater. Enemies attempting to inflict a negative status on you have a 33% penalty to their Magic% for that check. You are permanently under the effects of Slow outside of water. While underwater, you are permanently under the effects of Haste. You also have a strange accent when speaking Common.
MATANGO: Small, animated, mushroom-like humanoids. You have a natural 150% water resistance. Monsters larger
than Medium (Human-ish) size have a -20% penalty to hit you with physical attacks.
MOOGLE: Small, cute, winged fuzzy creatures. You have the Auto-Float condition innately (you can levitate, and you are immune to ground-based attacks such as the Quake spell). You can see in the dark.
NEKO: Humanoids with catlike features. After character creation, you get an extra 1% Skill Rating for every two skill points spent in any skills associated with AGI.
NU'MOU: Intelligent, philosophical, doglike humanoids. You get an additional bonus to their Magic% equal to your Level divided by 4, rounded down. You gain an extra 1% Skill Rating for every 2 points spent on any Magic Lore skill.
ORPHANIM: A former angelic or celestial being. Orphanim have been cut off or exiled from their former realm, grace, or deity. Choose a type:
-Cherubim: You may naturally emit a soft glow which provides (low) visibility in even total darkness. You can turn this light on or off at any time (only during your turn in combat); this action is instantaneous and does not impede you from doing anything else.
Celestial Wink: Once every 12 hours, you can instantly inflict Blind on all evil, unholy, underground-dwelling or otherwise light-sensitive creatures within (VIT / 3) yards. This ability is an automatic success on these creatures.
Gentle, radiant Orphanim.
-Virtue: You have the Auto-Regen condition innately. You receive an extra 10% HP from any source of HP healing.
Caring Orphanim that feel the lifeforce in other creatures.
-Principality: You can use the "Cover" ability described in the Knight aspect. You can use Shields.
Guardian Orphanim, often with an assigned territory or charge.
-Seraphim: You can fly. You have a natural 50% light resistance. At level 50, this increases to 100%.
White-winged authoritative Orphanim.
SEEQ: Rotund humanoids with piglike features. You have a natural +10 DEF. You get an extra 1% Skill Rating for every 2 points spent on Intimidation or Negotiation; however, initial NPC reactions to you are penalized because even the most handsome Seeq are ugly to other races (and each other!).
SPRITE: Tiny, magically-inclined humanoids. You can fly. Monsters larger than Medium (Human-ish) size have a -20% penalty to hit you with physical attacks. You gain an extra 25% MP from any source of MP healing.
WEREWOLF: Humans with the ability to become beastlike
under the moon. At night, you can transform into a beastly humanoid form, gaining 20% extra STR. This effect automatically ends at dawn, and it can be toggled at will during nighttime.
VIERA: Tall, beautiful female humanoids with rabbitlike features. Viera characters must be female. You get +20% to all skills in wooded areas. You get an extra 1% for every 2 points spent on skills in the Wilderness Family.
YETI: Large, strong humanoids covered in thick fur. You deal 1d10 damage with your fists instead of the usual 1d6 (Yeti Black Belts use d10s for their unarmed damage progression). You have a natural 50% ice resistance. At level 50, this increases to 100% ice resistance. You have difficulty speaking the common tongue, often sounding uneducated or barbaric.
CHAPTER 4 - Do What You Do // Aspects
Character roles are divided into Aspects. These Aspects share a set of available equipment types, affinities, and deficiencies. Some Aspects will modify these properties for that Aspect only; in these cases, aside from what is marked, they still keep the rest of the previously mentioned characteristics of the group. The first Aspect in each group is the group's namesake, and is generally the most commonly encountered class in that group.
Note that because Bangaa get a single Weapon skill, they receive half the starting Weapon Skill outlined in each class.
Section A: Fighter Aspects
Affinity: Weapons & Combat Deficiency: Scholastic
Weapons: All except Books, Musical Instruments, Pistols, and Rifles
Armor: Armwear, Gauntlets, Hats, Helmets, Mail, Robes, Shields, and Suits.
Section A1: Fighter
Starting HP: 10
HP Die: 1d12
DC: every 7 levels
MDC: every 10 levels
Skills: Strategy 50% Running 30% Survival 40%
One weapon skill 30% 150 extra points
When your party defeats an opponent and you participated in combat, its level in AP is given toward an ability from the class corresponding to your equipped weapon (see Class Weapon AP Table). In order to gain AP in an ability, you must be at or above the level at which its originating class learns it. You gain no AP if you are unconscious, Petrified, or otherwise incapacitated when the opponent is defeated.
When you meet or exceed the required AP to learn an ability, you immediately and permanently learn it. You begin with any one applicable ability whose original Aspect learns it at Level 1, and one open ability 'slot'. You gain another new ability 'slot' every 5 levels. You cannot learn the three highest-level abilities in a given class. The AP required for an ability is twelve times the level it is learned at by its original Aspect.
A Fighter cannot learn both Paladin and Dark Knight abilities; once they learn any skill from one, they must forsake the other.
Once you have learned a skill, you can use it through any weapon, but you must make a roll of the original
corresponding weapon's skill before you can make the attack. (Roll the equipped weapon's weapon skill afterward to make the attack, as normal.)
Class Weapon AP Table:
| Weapon | Aspect |
| Gloves | Black Belt |
| Katana | Parivir |
| Sword | Sword Master |
| Spear | Dragoon |
| Hammer | Knight |
| Axe | General |
| 2H Sword | Paladin OR |
| Dark Knight |
Section A2: Black Belt
Starting HP: 10
HP Die: 1d12
DC: every 8 levels
MDC: every 9 levels
Skills: Acrobatics 50% Climbing 40% Jumping 30%
One weapon skill 50% 120 extra points
Black Belts can fight unarmed as effectively as other classes use weapons. When fighting with bare hands, Black Belts do 1d6 damage at level 1, and go up a damage rank every 5 levels. For example, at 6th level, they punch for 1d6+1, while at 21st level, they punch for 2d6. This maxes out at 4d6 at level 61. Black Belts get points in the Martial Arts skill instead of Brawling on creation.
Martial Arts Techniques
All Martial Arts Techniques use the Martial Arts skill to determine success. These Techniques are physical attacks unless otherwise noted.
Pummel (Level 1) - Init-2
Punch with an extra 1d6 damage.
Turn Punch (Level 8) - Init-4
Attack each enemy once.
Suplex (Level 15) - Init-6
(2d8 + STR) damage. (100 - enemy's MDEF)% chance to inflict Confuse.
Counter (Level 22)
You have a passive ([Level / 2] + AGI%)% chance to make a normal attack against any enemy that strikes you with a
melee attack. This chance overrides any equipment that gives you a similar counterattack chance if the equipment's chance is lower.
Aura Bolt (Level 29) - Init-10
6d6 + WIP damage. This attack is calculated using your MDC against the victim's MARM. This attack is considered a magical attack.
Fire Dance (Level 36) - Init-12
7d6 + WIP fire damage to all enemies. This attack is calculated using your MDC against the victims' ARM. This attack generates a fire Elemental Field. This attack is considered a magical attack.
Chakra (Level 43) - Init-14
5d6 + WIP HP healing to all allies. This attack is calculated using your MDC.
Air Slash (Level 50) - Init-16
8d6 + WIP wind damage to all enemies. This attack is calculated using your MDC against the victims' MARM. This attack generates a wind Elemental Field. This attack is considered a magical attack.
Spiraler (Level 57) - Init-18
Spend your own HP to heal all other party members. The amount of HP gained per HP spent begins at 1:2 and goes up a point for every 5 points of WIP above 5 (to 2:2, 3:2, etc.).
Bum Rush (Level 64) - Init-20
Weapon damage + 5d6 + (STR * 2). This final (STR * 2) bonus is in addition to the STR bonus normally inside your weapon's damage.
Section A3: Parivir
Starting HP: 10
HP Die: 1d10
DC: every 7 levels
MDC: every 10 levels
Weapons: Parivirs can only wield Katanas.
Skills: Katanas 50% Strategy 30%
Acrobatics 30% 150 extra points
Soul Strike
At level 1 and every 5 levels thereafter, a Parivir chooses and learns a new Soul Strike. Each Soul Strike has a minimum level, but they do not necessarily need to be learned in any specific order.
Elemental "Blade" attacks act as normal physical attacks; they deal only specific elemental damage regardless of your equipped weapon.
Elemental "Rush" attacks work as follows: Roll once, as normal, for a physical attack to hit. On a success, the actual attack makes 2 hits, one physical and one elemental. The physical hit is calculated against the target's ARM value as normal, while the elemental hit's damage is calculated against the target's MARM value. Both hits are calculated using your DC. The entire attack is considered a physical attack.
Blade Swipe (Level 1) - Init-3
80% weapon damage, +30 hit chance.
Hilt Bash (Level 1) - Init-2
30% weapon damage. If you are acting before the target in the turn order, the target has a 25% chance to lose their turn, stunned.
Wild Slash (Level 5) - Init-5
150% weapon damage. This attack carries a -50 penalty to hit the victim.
Galestorm Blade (Level 10) - Init-6
100% weapon damage as wind damage, 20% chance to inflict Blind on the target for 1d6 turns.
Hoarfrost Blade (Level 10) - Init-6
120% weapon damage as ice damage, 20% chance to inflict Slow on the target for 1d6 turns.
Lifethread Blade (Level 10) - Init-6
100% weapon damage as darkness damage. 20% chance to inflict Doom on the target.
Skyfury Blade (Level 10) - Init-6
140% weapon damage as lightning damage. 20% chance to inflict Berserk on the target for 1d4 turns.
Shimmerflame Blade (Level 10) - Init-6
130% weapon damage as fire damage. 20% chance to inflict Confuse on the target for 1d6 turns.
Moonmirror Blade (Level 10) - Init-6
100% weapon damage as water damage. 20% chance to inflict Stop on the target for 1d4 turns.
Landshiver Blade (Level 10) - Init-6
120% weapon damage as earth damage. 20% chance to inflict Poison on the target for 1d6 turns.
Goldflash Blade (Level 10) - Init-6
110% weapon damage as light damage. 20% chance to inflict Charm on the target for 1d4 turns.
Souldrink Blade (Level 15) - Init-9 60% weapon damage as HP Drain.
Iai Strike (Level 15) - Init-9
50% weapon damage. On a Critical or Epic Success, this attack causes the Death status.
Death Strike (Level 20) - Init-9
120% weapon damage. Your Critical Range is doubled for this attack.
Whirling Rush (Level 25) - Init-12
70% weapon damage then 70% weapon damage as wind damage.
Glistening Rush (Level 25) - Init-12
70% weapon damage then 70% weapon damage as ice damage.
Enveloping Rush (Level 25) - Init-12
70% weapon damage then 70% weapon damage as darkness damage.
Thundering Rush (Level 25) - Init-12
70% weapon damage then 70% weapon damage as lightning damage.
Erupting Rush (Level 25) - Init-12
70% weapon damage then 70% weapon damage as fire damage.
Flowing Rush (Level 25) - Init-12
70% weapon damage then 70% weapon damage as water damage.
Stomping Rush (Level 25) - Init-12
70% weapon damage then 70% weapon damage as earth damage.
Flickering Rush (Level 25) - Init-12
70% weapon damage then 70% weapon damage as light damage.
Consuming Rush (Level 30) - Init-12
75% weapon damage then 30% weapon damage as HP Drain.
Unburden Soul (Level 30) - Init-15
Kills user. All allies' HP and MP are restored. Immunity to instant death does not protect the user from dying when this ability.
Tsubame-Gaeshi (Level 55) - Init-25
Make three attacks at 30% weapon damage each. Your Critical Range is tripled for these attacks.
Section A4: Samurai
Starting HP: 10
HP Die: 1d10
DC: every 9 levels
MDC: every 8 levels
Skills:
Animal Riding 30%
Etiquette 50%
One weapon skill 50%
Strategy 40% 150 extra points
Weapons: While Samurai are not limited to Katanas, it is worthy of note that their special ability, Draw Out, only functions through a Katana.
Disadvantages: Samurai are required to take at least 1 point of Code of Honor.
Draw Out
A Samurai can call upon the spirit of any Katana in his inventory to generate special effects. When doing so, there is a (25% - [current level - required level]) chance to shatter the Katana. Any Katana has a minimum 10% chance to break when used this way, with the exception of Artifact-rank Katanas, which cannot break via Draw Out.
Draw Out effects that cause status conditions last for 1d6 rounds. All Draw Out effects have a (50 + [Level / 2] + WIP% - MDEF)% chance to take effect, even when used on friendly targets. Damaging Draw Out effects use the Samurai's WIP as bonus damage,and are calculated using the Samurai's MDC against the victim's MARM. Draw Out is considered a magical attack.
Draw Out Effects Table
| Rank | Effect | Level / Init |
| 1d10 | Slow (single) | Lv. 1/ -2 |
| 1d10+1 | 2d6 damage | Lv. 1/ -2 |
| 1d10+2 | 3d6 damage | Lv. 4/ -4 |
| 1d10+3 | Regen (single) | Lv. 4/ -4 |
| 2d10 | Haste (single) | Lv. 8/ -6 |
| 2d10+1 | 4d6 holy | Lv. 8/ -6 |
| 2d10+2 | 2d6 MP damage | Lv. 12/ -8 |
| 2d10+3 | 2d6 healed | Lv. 16/ -10 |
| 3d10 | 5d6 damage | Lv. 20/ -10 |
| 3d10+1 | 6d6 poison | Lv. 28/ -12 |
| 3d10+2 | 7d6 darkness | Lv. 32/-12 |
| 3d10+3 | Protect/Shell | Lv. 38/-14 |
| 4d10 | 8d6 damage | Lv. 44/-16 |
| 4d10+1 | 9d6 damage | Lv. 50/-16 |
| 4d10+2 | Regen/Haste | Lv. 56/-18 |
| 4d10+3 | 10d6 damage | Lv. 63/-20 |
Section A5: Swashbuckler
Starting HP: 10
HP Die: 1d10
DC: every 7 levels
MDC: every 10 levels
Skills:
One weapon skill 50% Shield Block 30% Parry 30%
Flair 30%
120 extra points
Weapons: Swashbuckler is restricted to using only Claws, Knives, Swords, and Whips.
Combo Points
Using a move marked with a + grants you combat points; using a move marked - expends them. Maximum CP is 10 at a time. Failing or missing any combo attack, plus or minus, also penalizes you 2 CP. Critically failing any combo move sets your CP to 0. CP cannot be negative.
Opportunities
A successful Parry allows you to instantly use any Weapon- based combo move you can afford.
A successful Shield Block allows you to instantly use any Shield-based combo move you can afford.
An enemy missing you by failing to beat your Defense on a Hit roll allows you to instantly use any Capote-based combo move you can afford.
An attack marked with an O before the CP cost signifies that the attack is only usable as an Opportunity attack.
You must still make a skill roll to use a combo skill, even on an Opportunity.
You cannot take Opportunity attacks if you are in any way prevented from making normal attacks.
You can only take a maximum of 4 Opportunity actions per round.
Accuracy
All techs made using a Shield or Capote must use Shield Block or Flair rolls, respectively. These rolls, if targeting an enemy or used on an opportunity, must factor the target's DEF as a penalty to the roll.
+2 attacks are rolled at .9x of their final skill. +3 attacks are rolled at .75x their final skill.
W+1 Lunge (Lv1)
70% weapon damage, +10 accuracy. Failing this attack does not penalize CP.
OW-1 Flick Of The Wrist (Lv1)
130% weapon damage. Target cannot make offensive actions next turn with the weapon used to attack you.
S+1 Defensive Stance (Lv4)
Until the end of the turn, all physical attacks against you (not counting the triggering attack, if any) deal half damage.
OS-1 Deflect (Lv4)
25% of the original damage of the incoming attack is dealt to the triggering enemy.
C+1 Come At Me! (Lv8)
Any enemies making offensive actions until end of turn must target you. You gain +10 to DEF until end of turn.
C-1 Capote Tangle (Lv8)
The next melee attack against the target cannot Fail or Critically Fail (but can still Epically Fail).
W+1 Riposte (Lv12)
Until the end of the next turn, any attack that hits you triggers a counterattack (make a normal physical attack at 50% weapon damage).
S+1 Dazing Blow (Lv16)
Target takes your STR in damage, and attacks against the target gain +20 to hit until the end of this turn.
C+1 Capote Twirl (Lv20)
You get +30 to DEF until end of turn.
W+2 Maneuvering Strike (Lv24)
Act one slot earlier in the initiative order for this attack. 90% weapon damage.
W-2 Deep Slice (Lv24)
150% weapon damage. The target takes an additional 30% of your weapon damage at the start of each of the next 3 turns as nonelemental bleeding damage.
S+2 Phalanx Stance (Lv28)
All physical attacks against you are automatic Successes. Double your Parry and Shield Block skills. Lasts until end of turn.
S-2 Shield Bash (Lv28)
Target takes damage equal to your DEF, and has a 25% chance to lose their next action.
C+2 Taunt (Lv32)
Target must attack you in each of its next 1d4 actions.
C-2 Bullseye! (Lv32)
The target must attack you on their next action, at a -25 to hit. If the target misses, they strike themselves with the attack.
W+3 Crushing Blow (Lv36)
70% weapon damage. This attack ignores enemy ARM.
W-3 My Name Is (Lv36)
70% weapon damage, then 70% weapon damage, then 70% weapon damage. Each is a full separate hit, including rolling and ARM subtraction. 25% chance to reduce the victim's ARM by 2d8 if the initial attack hits; you've just carved your initials in them. This ARM penalty does not apply to the second and third hits of this attack. Only penalize CP once if any of these attacks miss, but do not roll the subsequent attacks.
S+3 True Knight's Shield (Lv40)
All enemy physical attacks this turn must target you. You may not Parry or Shield Block any of these attacks. If they miss you, reroll the attack against a random party member.
S-3 Shield Slam (Lv40)
Target takes (STR + DEF) damage and is knocked prone. They lose their next action, and until that action would have occured, all attacks against them are automatic Successes.
OC+3 Demoralizing Laughter (Lv44)
Deals no damage. Failing this attack does not penalize CP.
OC-3 Behind Capote #1 (Lv44)
The triggering attack instead strikes a random enemy (of yours).
OW-5 Dis-Armed! (Lv48)
Attempt to remove the enemy's parried weapon from their grip - and their arm from its socket. 50% chance to unequip the enemy's weapon and deal 50% weapon damage plus an extra bonus of STR. 20% chance to instead remove the offending limb, dealing 250% weapon damage and disabling the arm.
S-5 Force Shield (Lv52)
You can Shield Block against magical attacks for the next 3 turns.
C-5 Illusion Dance (Lv56)
Create 3 Images of yourself. These have half your DEF, and 0 MDEF. If an enemy attacks you, they must roll 1d(number of Images remaining plus 1). If they roll a 1, they hit you; otherwise, if they beat the Image's DEF with a physical attack, destroy an Image. Images are automatically destroyed if hit by magic. Magical attacks that target the entire party hit all Images. An enemy striking an Image with a physical attack, whether they hit or miss, triggers a Capote-based Opportunity.
W-10 Sword Rain (Lv60)
Make 5 attacks at 55% weapon damage, at -10 to hit each.
S-10 Impregnable Fortress (Lv64)
All allies take no physical damage until end of turn.
C-10 Mayfly's Reflection Shimmering Upon The Clear Water (Lv68)
All allies gain +50 DEF and MDEF until end of turn.
Section A6: Sword Master
Starting HP: 10
HP Die: 1d10
DC: every 7 levels
MDC: every 10 levels
Skills: Etiquette 40%
One weapon skill 50% Strategy 50%
150 extra points
Dispatch (Level 1) - Init-2
100% weapon damage. This attack is an automatic success. This attack automatically deals the maximum damage possible for its damage roll.
Cyclone (Level 8) - Init-4
Make a normal physical attack against each enemy.
Blade Beam (Level 15) - Init-6
4d6+WIP damage. This attack is calculated using your MDC.
Retort (Level 22)
Declare this attack at the beginning of the round. Skip your action this turn. For the entire turn, whenever an enemy attacks you, make an attack against it for 150% weapon damage.
Slash (Level 29) - Init-10
Make a weapon attack. If you have 50% or less HP, the attack deals 150% damage. At 25% or less HP, the attack instead deals 200% damage. You regain HP equal to 20% of the damage dealt by this attack.
Quadra Slam (Level 36) - Init-12
Make 4 physical attacks, each targeting a randomly-selected enemy. These attacks deal 50% weapon damage.
Empower (Level 43) - Init-14
As Dispatch, but gain 50% of the inflicted damage as HP.
Stunner (Level 50) - Init-16
As Quadra Slam, but each attack has a (50 + Level + WIP%) % chance to Paralyze the target for 1d10 rounds.
Quadra Slice (Level 57) - Init-18
As Quadra Slam, but each attack does 100% weapon damage.
Cleave (Level 64) - Init-20
You have a (20 + [Level / 2] + WIP%)% chance to inflict Death to each enemy, rolled separately.
Section B: Knight Aspects
Affinity: Weapons & Combat
Deficiency: Artistic
Weapons: Axes, Cudgels, Hammers, Katanas, Polearms,
Scythes, Swords, and 2H Swords.
Armor: Gauntlets, Helmets, Mail, and Shields.
Section B1: Knight
Starting HP: 10
HP Die: 1d10
DC: every 7 levels
MDC: every 10 levels
Skills:
One weapon skill 50% Parry 40%
Strategy 30%
Etiquette 30% 150 extra points
Cover - Choose to begin or cease Covering at the beginning of each round OR at any time during your turn. You must be within a distance of SPD feet or less from your coveree. All attacks and damage (except periodic [Poison/Venom] or recoil damage) that your coveree would take are instead dealt to you. You cannot Cover someone who is Covering someone else.
“Break” Penalties
Each use of a Break skill generates a 15% penalty to the enemy's stat, up to a max of 60%. Damaged equipment grants 50% less in every stat it modifies. Broken equipment is immediately unequipped and cannot be reequipped until fixed. Damaged and Broken equipment must be repaired, either through the Repair skill or at an NPC capable of fixing it. If a Damaged item is Damaged again, it becomes Broken. Later skills skip the Damaged phase entirely and go straight to Broken.
Power Break (Level 1) - Init-4
100% weapon damage. (60 + [Level / 2] + STR%)% chance of STR penalty.
Mental Break (Level 6) - Init-4
100% weapon damage. (60 + [Level / 2] + STR%)% chance of MAG penalty.
Speed Break (Level 12) - Init-6
100% weapon damage. (60 + [Level / 2] + STR%)% chance of AGI penalty.
Mental Break (Level 16) - Init-6
100% weapon damage, plus an additional 50% weapon damage to MP.
Helmet Smash (Level 22) - Init-6
80% weapon damage and (40 + [Level / 2] + STR%)% chance to Damage helmet, or -33% MARM if not equipped with a helmet.
Shield Smash (Level 26) - Init-8
80% weapon damage and (40 + [Level / 2] + STR%)% chance to Damage shield, or -50% DEF and MDEF if not equipped with a shield.
Armor Smash (Level 32) - Init-8
80% weapon damage and (40 + [Level / 2] + STR%)% chance to Damage armor, or -50% ARM if not wearing
armor.
Weapon Smash (Level 36) - Init-12
80% weapon damage and (40 + [Level / 2] + STR%)% chance to Damage weapon, or -33% unarmed damage if not wielding a weapon.
Accessory Smash (Level 42) - Init-14
80% weapon damage and (40 + [Level / 2] + STR%)% chance to Damage accessory, or lose 1 active ability chosen by GM if not wearing an accessory.
Blaster Punch (Level 46) - Init-14
140% weapon damage and (100 - MDEF)% chance to Break enemy's helmet.
Wallcrack Fang (Level 52) - Init-16
150% weapon damage and (100 - MDEF)% chance to Break enemy's shield.
Shellburst Stab (Level 56) - Init-18
160% weapon damage and (100 - MDEF)% chance to Break enemy's armor.
Hellcry Fist (Level 62) - Init-20
170% weapon damage and (100 - MDEF)% chance to Break enemy's weapon.
Icewolf Bite (Level 66) - Init-25
200% weapon damage as ice damage and (100 - MDEF)% chance to Break enemy's accessory.
Section B2: Dark Knight
Starting HP: 10
Starting MP: 5
HP Die: 1d10
MP Die: 1d6
DC: every 8 levels
MDC: every 9 levels
Skills: Etiquette 50%
One weapon skill 50% Strategy 40% Intimidation 30%
150 extra points
Dark Knights have a natural 25% darkness resistance (this does not apply to recoil damage from their own attacks).
Black Wave (Level 5) - Init-2
150% weapon damage as darkness damage. 33% chance to inflict Blind.
Magebane Sword (Level 15) - Init-6
125% weapon damage to enemy MP. 33% chance to inflict Silence.
Night Sword (Level 25) - Init-10
125% weapon damage as darkness damage. Absorb half of the final damage as MP.
Dark Sword (Level 35) - Init-15
150% weapon damage as darkness damage. Absorb half of the final damage, split as you wish between HP and MP.
Drowning Wave (Level 45) - Init-20
175% weapon damage as water damage to all enemies. 33% chance to inflict Poison on each enemy. This attack generates a water Elemental Field.
Darkside (Level 55) - Init-22
200% weapon damage as darkness damage to all enemies. 33% chance to inflict Death to non-undead. Take 10% of the final total damage as recoil damage (your Armor does not apply). This attack generates a darkness Elemental Field.
| Black Magic Progression | |
| Magic Level | XP Level |
| Level 1 | 1, 3, 7, 11 |
| Level 2 | 13, 17, 21 |
| Level 3 | 23, 27, 31 |
| Level 4 | 33, 37, 41 |
| Any prior | 46, 51, 56, 61 |
Section B3: Dragoon
Starting HP: 10
HP Die: 1d10
DC: every 7 levels
MDC: every 10 levels
Skills:
One weapon skill 50% Jumping 50%
Tactics 40%
Animal Riding: Land or Air 40% 150 extra points
Dragoons automatically receive an Animal Companion (a Mount), as per the Animal Companion Advantage. While mounted, check Riding at the beginning of each turn to stay mounted during combat. While mounted, weapon attacks deal an extra die of damage. If you fail your Riding check, you are thrown off your mount, for whatever reason, and you lose your action this turn. Being mounted also affects many Dragon Arts.
Dragon Arts
Jump (Level 1)
Check your Jumping skill. On a success, you leap into the air. While airborne, you can only be hit (at a 30% penalty to hit, or 10% if mounted) by Bows, Guns, thrown weapons, or wind-based spells, and being hit will knock you out of the air (but not off your mount). If you are still airborne when your action begins in the next turn, make a weapon attack and
double the final damage (this uses your turn).
Lancer (Level 10) - Init-4
140% weapon damage, and regain that much HP. 50% weapon damage to enemy MP. If you are mounted on a non- flying mount, the mount gains the same amount of HP as you.
Lunar Dive (Level 20) - Init-8
Usable only when mounted. Deal damage as your weapon's maximum die roll, then make a Riding check. On success, deal 100% weapon damage as you leap out of the saddle, dismounting you (but not losing you any turns).
Cherry Blossom (Level 25) - Init-10 160% weapon damage to all enemies.
Reis' Wind (Level 30) - Init-12
All allies gain the Regen status for ([Level / 5] + [WIP / 3]) rounds.
White Draw (Level 35) - Init-14
Deal damage as your weapon's maximum die roll to enemy MP. Split the total damage as MP among party members that have MP.
Volcano Ride (Level 40) - Init-16
150% weapon damage to all; this damage has an elemental property based on your mount; if the creature you are riding has a strong elemental affiliation (such as Griffins to Wind), use that element. If unmounted, or if your mount lacks a particular elemental affinity, this attack deals fire damage.
Six Dragons (Level 45)
Roll 1d4 for each ally. 1 marks that party member as an HP Giver, 2 as an MP Giver, 3 as HP/MP Giver, and 4 as Recipient. All Givers drop the corresponding value to 1. Divide the lost HP/MP among the entire party (only give MP to those who can use it). If all party members are Recipients, nothing happens.
Dragon Spirit (Level 50)
(30 + [Level / 3] + [WIP% / 3])% chance to inflict Reraise on yourself when wounded during combat. This effect can only succeed once per combat.
Power Jump (Level 55) - Init-18
Make a Jumping check. On a success, you leap into the air. While airborne, you can only be hit (at a 30% penalty to hit, or 10% if mounted) by Bows, Guns, thrown weapons, or wind-based spells, and being hit will knock you out of the air (but not off your mount). If you are still airborne when your action begins in the next turn, check your weapon skill. On a failure, immediately deal damage as the Jump Dragon Art and land. On a success, deal 200% weapon damage to all enemies, using your MDC. After that, you have a (20 + [Level / 5] + [WIP% / 3] + [1/4 Riding Total Skill Rating if mounted])% chance to stay airborne another turn. On the next turn, if you are still airborne, deal 200% weapon damage,
using your MDC, to all enemies again. Then deal 200% weapon damage to one enemy as the Jump Dragon Art, and land.
Dragon Crest (Level 65) - Init-20
10d6 + WIP damage. This attack deals double damage to dragons. This attack is calculated using your MDC.
Section B4: General
Starting HP: 10
HP Die: 1d10
DC: every 9 levels
MDC: every 8 levels
Skills: Leadership 50%
One weapon skill 50% Strategy 40%
180 extra points
Cover - Choose to begin or cease Covering at the beginning of each round OR at any time during your turn. You must be within a distance of SPD feet or less from your coveree. All attacks and damage (except periodic [Poison/Venom] or recoil damage) that your coveree would take are instead dealt to you. You cannot Cover someone who is Covering someone else.
Generals choose an element upon creation (except light or dark). All of their special attacks will be renamed depending on the element and their chosen weapon; the default names here, for example purposes, are for lightning and an Axe. These techniques are calculated using your MDC unless otherwise noted. Use your Weapon skill for these techniques to determine hits.
Lightning Arc (Level 5) - Init-2
3d6 + WIP elemental damage. This attack is calculated against the victim's MARM. This is considered a magical attack.
Thunder Field (Level 10) - Init-6
2d6 + WIP elemental damage to all enemies. 30% chance for each enemy to be Stunned, missing their next action; do not apply if enemy resists or is immune to the chosen element).
This attack is calculated against the victims' MARM. This is considered a magical attack.
Hurl (Level 15) - Init-8
Pick up a party member and toss them at the enemy. 3d6+STR (using DC) non-elemental damage, plus the party member's weapon damage. The thrown party member takes 1/10th of the total damage as recoil damage (their Armor does not apply).
Shocking Axe (Level 20) - Init-6
Make a normal weapon attack, at an extra die of base damage, using your DC. Add 1d6 + WIP elemental damage;
this elemental damage does not benefit from DC or MDC.
Shockwave (Level 25) - Init-8
5d6 + WIP elemental damage to all enemies. This attack is calculated against the victims' MARM. This is considered a magical attack.
Rasp Strike (Level 30) - Init-10
Deal your weapon damage as the chosen elemental damage, using your MDC; split this damage evenly between the enemy's HP and MP.
Thunder Burst (Level 35) - Init-12
As Shocking Axe, but instead of 1d6, deal 5d6 + WIP elemental damage, using your MDC.
Thunderbird (Level 45) - Init-14
6d6 + WIP elemental damage to all enemies. This attack is calculated against the victims' MARM. Gain 1/10th of the total damage as HP healing. This attack generates an Elemental Field. This is considered a magical attack.
Dragon Storm (Level 50) - Init-16
8d6 + WIP elemental damage to all enemies. This attack generates an Elemental Field. This attack is calculated against the victims' MARM. This is considered a magical attack.
Shock Barrier (Level 55) - Init-18
Gain the Barrier status. Reflect 50% of all damage you take to the attacker as the chosen element damage.
Holocaust (Level 60) - Init-20
10d6 + WIP elemental damage to all enemies. This attack generates an Elemental Field. This attack is calculated against the victims' MARM. This is considered a magical attack.
Shouts
Shouts affect all party members that can hear you and do not stack. To put a Shout into effect, make a Strategy check. Rename these as desired as well; most Generals have unique battle cries.
Look Out! (Level 1) - Init-4
+20% to Dodge and Awareness Skill Ratings for (1d4 + [WIP / 4]) rounds.
Incoming! (Level 25) - Init-8
+10 DEF and MDEF for (1d4 + [WIP / 4]) rounds.
By Thor's Hammer! (Level 35) - Init-12
Ally weapon attacks deal the chosen element damage for (1d4 + [WIP / 4]) rounds.
Go For It! (Level 45) - Init-16 +1 DC and MDC for next action.
Charge! (Level 55) - Init-20
All allies affected make an immediate physical attack against target enemy. This does not use their turns.
Section B5: Inquisitor
Starting HP: 10
Starting MP: 8
HP Die: 1d10
MP Die: 1d8
DC: every 8 levels
MDC: every 9 levels
Weapons: In addition to the standard Knight weapon selection, Inquisitors can wield Books.
Skills:
Law Magic Lore 50% Strategy 40%
One weapon skill 40% Negotiation 30%
160 extra points
Inquisitors choose either light or dark elemental alignment on creation. This affects several spells within Law Magic (but not resistances, etc.). Many Law Magic spells apply a Yellow Card status to a combatant.
Inquisitors have a roleplay-usable ability to magically force someone who has signed a contract or sworn an oath to abide by the details of their promise.
Crime and Punishment
When you successfully use the Enact ability, you choose any one Law you know and put it into effect. In doing so, you must clearly announce the Law to the battlefield as a whole; if you are unable to do so, for instance because you are inflicted with Silence, the Law does not go into effect. Laws dictate specific conditions. When one of these conditions is met by any combatant, the Law has been broken.
When a Law is broken, you must immediately enact one known Consequence of your choice upon the combatant who broke it. If the person who broke the law is an ally, the Consequence must have a minimum level of at least half that of the broken Law. The only time you do not apply a Consequence is when you are unable to because of either a status condition or a lack of MP (for ALL possible Consequences; if you have enough for only one specific Consequence, you must use it). In addition, even if you cannot activate any Consequences, anyone who breaks a Law receives a Yellow Card. Yellow Cards on your allies are removed after battle; on enemies, they last for 1 day. A combatant can have multiple Yellow Cards; keep track of how many each has. Note that you yourself can break your own Law, and you must apply a Consequence if you do so (under the same stipulation as for an ally). Nobody escapes an Inquisitor's justice - not even himself.
Enacting a new Law uses your turn. Once in effect, Laws last for 1d8 + (WIP / 5) rounds. Breaking a Law does not remove it from the field.
Consequences are always automatic successes. Do not roll for success; they cannot be Critical or Epic Successes.
You can only have Laws in effect with a total level of ([Level / 4] + [WIP / 4]). You cannot Enact a law whose level would put your total over this number. Using Repeal removes a law from the field, including removing its level from this count.
Using Repeal also takes up your turn.
Enact (Level 1)
Make a Law Magic Lore check. On success, cast a new Law.
Repeal (Level 1)
Make a Law Magic Lore check. On success, remove an existing Law. This need not be a Law you Enacted yourself. If an Inquisitor tries to Repeal another Inquisitor's Law, and one has a clear jurisdiction over the area, a skill contest is required. The Inquisitor with jurisdiction gets a +50 bonus to this roll.
Pardon (Level 1) - Init-4
Removes one Yellow Card from the target.
Black Wave / White Wave (Level 5) - Init-2
125% weapon damage as chosen element damage to all enemies.
Dark Voice / Holy Voice (Level 10) - 4 MP
3d6 + WIP chosen element damage. This attack is calculated using your MDC. This attack is calculated against the victim's MARM. This is considered a magical attack.
Probation (Level 10) - 20 MP
At the start of each turn, for each combatant (ally or enemy) with a Yellow Card, check Law Magic Lore against their MDEF. On success, deal (Level / 5)d6 chosen element damage. This effect is calculated using your MDC. This effect lasts for (1d6 + [WIP / 5]) rounds.
Objection! (Level 15) - 6 MP
Name a target with a Yellow Card. Roll an unmodified d100, with a Target of ([Level / 3] + AGI + WIP). On a success, act immediately before the target during the next turn.
Black Shockwave / White Shockwave (Level 20) - Init-8 (Magic% - DEF)% chance to knock down an enemy, forcing them to skip their next action.
Overruled! / Sustained! (Level 25) - 15 MP
This technique can be used on an opponent's turn. Interrupt the action that the enemy is attempting to take. Perform a Skill Contest between your Law Magic Lore and the skill the enemy is attempting to use. If you win, the enemy's action and turn is canceled, and you skip your next two actions
(continue applying Consequences from Laws). If the enemy wins, their action proceeds as normal and you skip your next action (continue applying Consequences from Laws).
Dark Shout / Holy Shout (Level 30) - 22 MP
5d6 + WIP chosen element damage. 33% chance to inflict Silence. This attack is calculated using your MDC. This attack is calculated against the victim's MARM. This is considered a magical attack.
Contempt of Court! (Level 40) - Init-12
Target loses all current MP. After (1d4 + [MAG / 6]) rounds, the target regains this MP. This MP restoration can put the target's current MP above their maximum MP.
Black Draw / White Draw (Level 50) - Init-14
Deal damage as your weapon's maximum die roll to enemy MP. Split the total damage as MP among party members that have MP. This attack carries your chosen element, so apply any appropriate weaknesses and resistances.
| Law Magic Progression: | |
| Magic Level | XP Level |
| Level 1 | 1, 1, 1, 4, 7 |
| Level 2 | 9, 12, 15 |
| Level 3 | 17, 20, 23 |
| Level 4 | 25, 28, 31 |
| Level 5 | 33, 36, 39 |
| Level 6 | 41, 44, 47 |
| Level 7 | 49, 52, 55 |
| Level 8 | 57, 60, 63 |
| Level 9 | 65, 68, 71 |
| Any Level | 73, 76, 79, 83, 87 |
Section B6: Paladin
Starting HP: 10
Starting MP: 5
HP Die: 1d10
MP Die: 1d6
DC: every 8 levels
MDC: every 9 levels
Skills: Etiquette 50%
One weapon skill 50% Leadership 40% Strategy 30%
150 extra points
Paladins have a natural 25% light resistance.
Cover - Choose to begin or cease Covering at the beginning of each round OR at any time during your turn. You must be within a distance of SPD feet or less from your coveree. All attacks and damage (except periodic [Poison/Venom] or recoil damage) that your coveree would take are instead dealt to you. You cannot Cover someone who is Covering someone else.
Split Punch (Level 10) - Init-3
150% weapon damage as light damage. 33% chance to inflict Silence.
Stasis Sword (Level 20) - Init-6
160% weapon damage as light damage. 33% chance to inflict Slow.
Crush Punch (Level 30) - Init-10
170% weapon damage as light damage. 33% chance to inflict Confusion.
Lightning Stab (Level 40) - Init-15
180% weapon damage as lightning damage. 33% chance to inflict Death.
Castigation (Level 50) - Init-20
125% weapon damage as light damage to all enemies. 33% chance to inflict Slow on each enemy.
Holy Explosion (Level 60) - Init-22
200% weapon damage as light damage to all enemies. 33% chance to inflict Stop on each enemy. This attack generates a light Elemental Field.
Blazing Shield (Level 70) - Init-26
150% weapon damage as light damage to all enemies. For (1d4 + [MAG / 4]) rounds, take ½ damage from darkness. This attack generates a light Elemental Field.
| White Magic Progression | |
| Magic Level | XP Level |
| Level 1 | 1, 3, 7, 11 |
| Level 2 | 13, 17, 21 |
| Level 3 | 23, 27, 31 |
| Level 4 | 33, 37, 41 |
| Any prior | 46, 51, 56, 61 |
Section B7: Spellblade
Starting HP: 10
Starting MP: 8
HP Die: 1d10
MP Die: 1d6
DC: every 9 levels
MDC: every 8 levels
Spellblades use magic differently than most other casters. Where another magician casts a spell directly at an enemy, the Spellblade lets the sword do the talking. A Spellblade's Sword Magic is cast directly onto the equipped weapon, and as long as it lasts, any strike with that weapon will automatically cast the spell onto the victim. The result of the roll for hitting with the weapon is also used as the result for the spell (i.e., if the weapon roll is a Critical Success, so is the spell). The physical strike uses DC as normal, but this magical damage is calculated using your MDC.
A Spellblade may only enchant one weapon at a time and can only enchant a weapon he or she is holding. A weapon may only carry one such enchantment at a time - any further spells dispel the old effect before the new one takes over. Any weapon like a Flame Sabre that carries a permanent enchantment may not take on a Sword Magic spell, because the temporary Sword Magic spell isn't strong enough to dispel the permanent enchantment. Only the 'business end' of a weapon actually activates the effects of a Sword Magic spell.
Expel Enchantment (Level 25)
Check your Sword Magic Lore skill. On success, instantly end the Sword Magic effect currently enchanting your weapon. If that spell is an elemental or MP-damaging spell, you may immediately deal its triggered damage, multiplied by the number of rounds of enchantment left as well as the usual MDC. You may choose to have this deal damage to all enemies; if you do, the spell does 2 dice less of damage (before multiplication). If the spell is instead a status- inflicting enchantment, immediately attempt to inflict that status on the enemy with a +30% bonus to the success chance. No other types of spells may be Expelled.
| Sword Magic Progression | |
| Magic Level | XP Level |
| Level 1 | 1, 1, 1, 4, 7 |
| Level 2 | 9, 12, 15 |
| Level 3 | 17, 20, 23 |
| Level 4 | 25, 28, 31 |
| Level 5 | 33, 36, 39 |
| Level 6 | 41, 44, 47 |
| Level 7 | 49, 52, 55 |
| Level 8 | 57, 60, 63 |
| Any Level | 67, 71, 75, 79, 83 |
Section C: Ranger Aspects
Affinity: Combat & Wilderness
Deficiency: Social
Weapons: Axes, Boomerangs, Bows, Crossbows, Gloves,
Hammers, Knives, Polearms, Staffs, Swords, and Whips.
Armor: Armwear, Gauntlets, Hats, Helmets, Robes, Shields,
and Suits.
Section C1: Ranger
Starting HP: 10
HP Die: 1d10
DC: every 8 levels
MDC: every 9 levels
Skills: Tracking 50% Survival 40%
One weapon skill 40% Animal Handling 30% Plant Lore 20%
90 extra points
Rangers receive the Animal Companion advantage at no cost.
Call Animals (Level 1)
Roll randomly on the following chart, with a maximum result determined by your level; all damage by Call Animals is calculated using MDC.
Squirrel (1) - 3d6 + WIP damage to 1 random enemy.
Mysidian Rabbit (1) - 2d10 + WIP hit points healed, split up among entire party.
Bee Swarm (8) - 2d6 + WIP to all enemies. Each enemy affected has a Level+[2 * WIP%]% chance to be Poisoned.
Nightingale (14) - 2d6 + WIP hit points healed to entire party, not split.
Owl (18) - (Level + [3 * WIP%])% to inflict Sleep on a random enemy.
Falcon (24) - Reduce target's current HP by 1/4.
Skunk (32) - 3d8 + WIP poison damage to all enemies. All enemies not immune to Poison are Poisoned.
Gopher (36) - 3d10 + WIP earth damage and (Level + [2 * WIP%])% chance to inflict Stop on a random non-flying target.
Cobra (40) - 5d6 + WIP poison damage to target. (Level + WIP%)% chance of both Berserk and Confuse (roll once).
Butterfly (42) - Apply both Remedy and Regen to all allies.
Wild Boar (50) - 10d8 + WIP damage to a random non-flying target.
Moth Swarm (55) - (Level + WIP%)% chance of Slow, Silence, and Blind to each enemy (roll once per enemy to inflict all 3 statuses together).
Unicorn (60) - Restore (6d8 + WIP) HP and 2d8 MP to all allies.
Charge (Level 4)
This attack is done as a normal physical attack, with an initiative penalty of 2 for every 3 extra damage you wish to add. The maximum penalty for this is (Level / 2).
Beast Word (Level 12)
Make an Animal Handling check with a 20% penalty to the Target. On success, you may speak with and understand animals.
Friend of Nature (Level 24)
Choose a Call Animals result. The initiative penalty for this technique is (minimum Level of called animal / 3).
Green Lore (Level 30)
Make a Plant Lore check with a 40% penalty to the Target. On success, you can speak with and understand plants.
Rampage (Level 45)
Make a normal physical attack at 50% damage to a random target. Repeat this process three more times.
Section C2: Geomancer
Starting HP: 10
HP Die: 1d10
DC: every 9 levels
MDC: every 8 levels
Skills: Survival 20%
Animal Lore 40% Geomancy Magic Lore 40% Plant Lore 30%
One weapon skill 40% 100 extra points
Geomancers do not suffer any ill effects from naturally occurring weather or terrain conditions.
All Geomancy attacks use MDC.
Counter Flood
Starting at level 15, whenever a Geomancer is attacked, they have a passive ([Level / 5] + [WIP% / 3])% chance to react to the attack with a Geomancy ability. The same checks apply as per normal use of Geomancy, but the Geomancer always rolls on the table as though they were level 15, and must instead choose a terrain type with which the triggering attacker is in contact.
Geomancy
Geomancers can summon weather and terrain effects onto the battlefield by making a Magic Lore (Geomancy) check (subtracting the enemy's MDEF) and a Geomancy Level roll. When using a Geomancy attack, the Geomancer must be in contact with an appropriate object, terrain, or area to summon a corresponding Geomancy family. Once the family has been determined, roll 1d8 on the following chart to determine the level of Geomancy used:
| Character | Level 1 | Level 2 | Level 3 | Level 4 |
| Level | ||||
| 1-15 | 1-5 | 6-8 | - | - |
| 16-30 | 1-3 | 4-7 | 8 | - |
| 31-45 | 1-2 | 3-4 | 5-7 | 8 |
| 46-60 | 1 | 2-3 | 4-6 | 7-8 |
| 60+ | - | 1-2 | 3-4 | 5-8 |
Beach/Water Effects
Level 1 - Water Ball
2d6 + MAG water damage. 20% chance to cause Toad. Level 2 - Geyser
4d6 + MAG water damage. Level 3 - Tsunami
6d6 + MAG water damage to all enemies. Level 4 - Maelstrom
8d6 + MAG water damage to all enemies.
Desert Effects
Level 1 - Sand Punch
2d6 + MAG earth damage. Level 2 - Sandstorm
4d6 + MAG earth damage to all enemies. 30% chance to Blind each enemy.
Level 3 - Quicksand
Inflict Doom on all enemies. Ineffective against flying foes. Level 4 - Coriolis Storm
8d6 + MAG wind damage to all enemies. 30% chance to Blind each enemy.
Man-made Terrain / Indoor Effects Level 1 - Demon Fire
2d6 + MAG fire damage. 20% chance to inflict Sleep. Level 2 - Titan Punch
4d6 + MAG earth damage. Level 3 - Carve Model
This attack applies a 50% penalty to the result of your Geomancy roll. If the result is still a Success, inflict Petrify on target enemy.
Level 4 - Rock Wave
8d6 + MAG earth damage to all enemies.
Forest Effects
Level 1 - Branch Arrow 2d6 + MAG damage. Level 2 - Leaf Dance
4d6 + MAG damage to all enemies. Level 3 - Treant Dance
6d6 + MAG healing for each party member. Level 4 - Branch Barrage
8d6 + MAG damage to all enemies.
Grassland/Plains Effects Level 1 - Hell Ivy
2d6 + MAG damage, 20% chance to Slow. Level 2 - Wind Gust
4d6 + MAG wind damage. Level 3 - Local Quake
6d6 + MAG earth damage to all enemies, 30% chance to inflict Confuse on each enemy.
Level 4 - Vine Storm
8d6 + MAG damage to all enemies.
High Places Effects
Level 1 - Gale Force
2d6 + MAG wind damage. Level 2 - Kamaitachi
4d6 + MAG wind damage. Level 3 - Reverse Gravity
Roll 2 separate 1d10s. Multiply them together. Deal ([Level / 2] * result) damage. This attack does not benefit from your MDC.
Level 4 - Twister
8d6 + MAG wind damage to all enemies. 50% chance to inflict Confuse on each enemy.
Ice/Snow Effects
Level 1 - Ice Cube
2d6 + MAG ice damage. 20% chance to inflict Slow. Level 2 - Blizzard
4d6 + MAG ice damage. 30% chance to inflict Silence. Level 3 - Avalanche
6d6 + MAG ice damage to all enemies. 30% chance to inflict Stop on each enemy.
Level 4 - Winter's Wrath
8d6 + MAG ice damage to all enemies. 40% chance to inflict Stop on each enemy.
Lava/Machines Effects Level 1 - Lava Ball
2d6 + MAG fire damage. Level 2 - Fire Bomb
4d6 + MAG fire damage to all enemies. Level 3 - Eruption
6d6 + MAG fire damage to all enemies. Level 4 - Salamander
8d6 + MAG fire damage to all enemies. Any enemy with an elemental weakness to fire is instantly reduced to 0 HP. 10% chance to reduce HP to 0 on any enemy not immune to fire.
Swamp Effects
Level 1 - Muddy Wave
2d6 + MAG earth damage. 20% chance to inflict Slow. Level 2 - Poison Gas
4d6 + MAG poison damage to all enemies. 30% chance to inflict Poison on each enemy.
Level 3 - Mire
Inflicts Doom on all foes. Ineffective against flying foes. Level 4 - It Came From The Swamp
8d6 + MAG poison damage to all enemies. 50% chance to inflict Poison on each enemy.
Underground Effects
Level 1 - Will O'Wisp 2d6 + MAG fire damage. Level 2 - Stalactites
4d6 + MAG earth damage to all enemies. Level 3 - Pitfall
(Level / 2)d10 damage. Ineffective against flying enemies. Level 4 - Wisp Storm
8d6 + MAG damage to all enemies. 50% chance to inflict
Confusion on each enemy.
Section C3: Monster Trainer
Starting HP: 10
HP Die: 1d10
DC: every 8 levels
MDC: every 9 levels
Skills:
Animal Training 50% Animal Handling 40% One weapon skill 40% Tracking 30%
150 extra points
Storage
A Monster Trainer may keep [Level / 5] different monsters in storage. Taking a monster out of storage takes up your turn, as does returning a monster to storage. Out of combat, summoning and storing can be done at any time. No check is necessary to summon a stored monster or to store a monster that has not been previously stored, but attempting to place a monster back into storage after summoning it requires an Animal Handling check to avoid angering it and being attacked.
Hunt (Level 1)
Attempt to find a monster. Make a Tracking check, with penalties as described by the Difficulty Penalties chart at the end of this class.
Tame (Level 1)
The targeted monster must not be harmed by your party. Make an Animal Handling check with a penalty of [Monster Level - your Level]%. This penalty cannot become a bonus even if your level is higher. On success, take permanent control of the monster. You can only have one monster outside of Storage at a time.
Release (Level 1)
Permanently release a Tamed monster. This may also be used on monsters in your Storage.
Commune (Level 10) - Init-2
If you currently have a tamed monster outside of storage, both you and it gain 2d6 + WIP hit points. This value is calculated using your MDC.
Bestial Fury (Level 15) - Init-4
Requires an Animal Training check. If successful, your monster gets its STR boosted by 20% for 1d3 + (WIP / 4) rounds.
Berserk (Level 20) - Init-4
Requires an Animal Training check. If successful, target monster is permanently Berserk. The monster is also no longer Tamed (though still an ally, if it was your tamed monster) and is not tameable.
Swift Strike (Level 25) - Init-6
Requires an Animal Training check. If successful, your monster acts first next round.
Strike As One (Level 30) - Init-12
Requires an Animal Training check. If successful, and either you or your tamed monster are at or below 25% of your max HP, you both perform a physical attack simultaneously at the same target. Whichever of you was at 25% or less health gains regains the final total damage of the combined attacks as HP. If you were both at or below 25%, split the healing between you.
Familiar Wound (Level 35) - Init-12
Requires an Animal Handling check. If successful, make a physical attack against target monster. This attack is an automatic Critical Success.
Call of the Wild (Level 40) - Init-14
Requires an Animal Handling check, with a penalty according to the chart at the end of this class. On success, another of the targeted monster appears (as an enemy).
Bestial Roar (Level 45) - Init-16
Requires an Animal Handling check with a 40% penalty to the Target. If successful, it roars, removing all positive statuses from all enemies. If unsuccessful, the monster is no longer tamed, and turns on you.
Animal Skill Penalty Chart
| Situation | Penalty |
| 10+ Levels lower | 20% |
| 5+ Levels lower | 10% |
| 1-5 Level difference | 0% |
| 5+ Levels higher | -20% |
| 10+ Levels higher | -40% |
| Exotic animal | -10% |
| Flight-capable animal | -30% |
| Epic Monster | -80% |
Section D: Thief Aspects
Affinity: Thievery
Deficiency: Wilderness
Weapons: Bows, Boomerangs, Claws, Crossbows, Gloves,
Katanas, Knives, Swords, and Whips.
Armor: Armwear, Gauntlets, Hats, Robes, Shields, and Suits.
Section D1: Thief
Starting HP: 10
HP Die: 1d8
DC: every 8 levels
MDC: every 9 levels
Skills: Climbing 30%
Trap Mastery 30% Stealth 30% Lockpicking 30% Pickpocket 50%
One weapon skill 40% 100 extra points
Steal (Level 1)
Any item, equipment, or other junk the target has can be stolen. The victim need not be unaware of your attempt. This attempt involves a Pickpocket roll, with a penalty to the Target of the victim's DEF.
Steal Money (Level 8)
The thief can steal cash from their opponent. The same roll as a normal Steal is made, but on success, the thief gains (1d4 * 10 * Level) gp instead of material goods.
What's That?! (Level 15) - Init-4
On a successful Stealth check with a penalty of the victim's DEF, this technique distracts an enemy, causing them not to take action on their turn and allowing for escape. Lasts until end of next turn, or until the victim is attacked.
Steal Heart (Level 22) - Init-6
This technique has a (30 + [Level / 3] + WIP%)% chance to Charm the enemy. Only works on opposite-gender foes. Cannot be used on genderless beings.
Detect (Level 29)
(Stealth Rating/3)% chance to do any of the following: detect up to (AGI / 5) items carried by a target; detect a trap; detect danger (like ambushes); or detect a secret passage in the area. This ability can be used outside of combat.
Catch (Level 36)
When an opponent attacks the Thief with a physical attack, the Thief can sacrifice their entire DEF score against that attack in order to make a Steal attempt on the target. If the target is using a ranged weapon, this skill attempts to catch the projectile (50% penalty to Target; cannot use against Rifles or Pistols). If you successfully Steal the weapon being used to attack you, the attack stops; but if the enemy is at melee range, you can attempt to Steal something other than their weapon if you don't mind taking the attack.
Mug (Level 43) - Init-8
Steal and make a weapon attack at the same time. Wearing a Thief Glove eliminates the Initiative penalty of this skill. If wearing a Thief Glove, Mug can be used in place of the Steal attempt involved in Catch if the opponent is at melee range.
Sunken State (Level 50)
When an enemy attacks you, you have a (30 + [Level / 3] + WIP%)% chance to gain the Vanish status for (1d4 + WIP) rounds. A single attack from an enemy cannot trigger both
Sunken State and Catch; you choose which to activate.
Thievery (Level 57) - Init-18
100% weapon damage + (Pickpocket Skill Rating / 5) + WIP damage. This attack is calculated using your MDC.
Footwork (Level 64)
Skip your action this turn. Take an extra action at the beginning of next turn.
Section D2: Gambler
Starting HP: 10
HP Die: 1d8
DC: every 9 levels
MDC: every 8 levels
Skills: Gambling 50% Acting 40% Pickpocket 30%
One weapon skill 40% 150 extra points
Cards (Level 1) - Roll a d100. Use MDC for these attacks. Results:
Lagomorph Card (01-40): ([Level / 10]d6 + WIP) HP healing to all party members.
Ace - 10 of Hearts (41-50): ([Level / 10]d6 + WIP) fire damage to one enemy.
Ace - 10 of Diamonds (51-60): ([Level / 10]d6 + WIP) earth damage to one enemy.
Ace - 10 of Clubs (61-70): ([Level / 10]d6 + WIP) ice damage to one enemy.
Ace - 10 of Spades (71-80): ([Level / 10]d6 + WIP) wind damage to one enemy.
Jack of Hearts (81-82): Cast Esuna on yourself.
Queen of Hearts (83-84): 70% chance to inflict Charm on one enemy.
King of Hearts (85): 70% chance to inflict Confuse on each enemy.
Jack of Diamonds (86-87): Inflict Haste on yourself. Queen of Diamonds (88-89): Allows the Gambler to use Steal (as the Thief ability) on one enemy. The Gambler uses Gambling instead of Pickpocket.
King of Diamonds (90): 70% chance to inflict Slow on each enemy.
Jack of Clubs (91-92): Allows the Gambler's party to escape from combat when drawn (when possible).
Queen of Clubs (93-94): 70% chance to inflict Blind on one enemy.
King of Clubs (95): 70% chance to inflict Stop on each enemy.
Jack of Spades (96-97): ([Level / 10]d6 + WIP) HP healing to yourself.
Queen of Spades (98-99): Cast Drain on one enemy. King of Hearts (100): Cast Roulette.
Dice (Level 20) - Roll a d100. Use MDC for these attacks.
Results:
Boxcars (1-3): Cast Grand Train on all enemies.
Pents (4-10): Heal all negative statuses and inflict Reraise on all allies.
Quarts (11-19): (8d8 + WIP) non-elemental damage to one enemy. Instead of your MDC, this attack uses a 1d6 roll for its MDC.
Trays (20-26): (30 + Level + [WIP * 2])% chance to inflict Petrify on each enemy.
Deuces (27-50): ([Level / 8]d6 + WIP) earth damage to all enemies. This attack affects flying enemies.
Lucky 7 (51-64): (4d6 + WIP) HP healing to all party members.
Lagomorph (65-99): ([Level / 10]d6 + WIP) HP healing to all allies.
Snake Eyes (100): Cast Roulette.
Slots (Level 40) - Roll a d100. Use MDC for these attacks. Results:
Megaflare (1-6): Cast Flare on all enemies.
Chocobop (7-25): ([Level / 10]d6 + WIP) physical damage to all enemies.
H-bomb (26-40): ([Level / 8]d6 + WIP) fire damage to all enemies.
7-Flush (41-69):([Level / 10]d6 + WIP) light damage to all enemies.
Lagomorph (70-97): ([Level / 10]d6 + WIP) HP healing to all allies.
Call (98-99): A summoned monster is randomly summoned, but it is always a beneficial one to the Gambler. The GM should decide which summoned monster will be summoned by the Gambler by preparing a list of likely candidates before rolling.
Joker Doom (100): Inflicts Dead on each combatant whose Level is evenly divisible by 5.
Cheat (Level 60) - Init-10
Only usable once per battle. Choose Cards, Dice, or Slots, but do not roll. Instead, pick the result. You cannot use the chosen ability (not result, the entire ability) again this battle.
Section D3: Ninja
Starting HP: 10
Starting MP: 4
HP Die: 1d8
MP Die: 1d6
DC: every 8 levels
MDC: every 8 levels
Skills: Acrobatics 50% Pickpocket 40% Stealth 30% Climbing 20%
Magic Lore (Ninja) 20% One weapon skill 30% 90 extra points
Steal
Ninja can steal even from wary targets. Make a roll at half your Pickpocketing skill. On success, take an item, a weapon, an accessory, or a piece of armor from the target.
Throw
Ninja can throw any weapon except bows, crossbows, pistols, rifles, whips, claws, and gloves. A Ninja's thrown weapons use the Thrown Weapons skill, dealing double the weapon's normal damage. Ninja can also throw the unique Skean and Shuriken weapons (only usable by Ninja, operating on the Thrown Weapons skill). Shuriken come in packs of 10 for their price, while Skeans come in fives. The damage for each is as follows:
Shuriken:
| Name | Damage | Cost |
| Shuriken | 1d6 | 30 gp (U) |
| Ninja Star | 2d6 | 250 GP (U) |
| Tack Star | 3d6 | 2500 GP (R) |
| Fusion Star | 4d6 | --- |
| Poison Shuriken | 1d6* | 500 gp (C) |
Poison Shuriken have a flat 30% chance to inflict Poison.
Skeans:
| Name | Damage | Cost | |
| Fire Skean | 2d6 | (fire) | 500 GP (U) |
| Bolt Skean | 2d6 | (lighting) | 500 GP (U) |
| Water Skean | 2d6 | (water) | 500 GP (U) |
| Flare Skean | 3d6 | (fire) | 3000 GP (R) |
| Freeze Skean | 3d6 | (ice) | 3000 GP (R) |
| Tornado Skean | 3d6 | (wind) | 3000 GP (R) |
| Spark Skean | 60% chance to | 500 GP (C) | |
| Blind victim | |||
| Shadow Skean | +50% DEF for | 300 GP (U) | |
| 1d6 rounds | |||
Skeans other than Shadow Skeans and Spark Skeans affect all enemies.
Dual Wield
Ninja can wield a weapon in each hand without needing to have or check the Two Weapons skill. They are counted as having the Ambidextrous advantage as well (no penalty for offhand weapon).
| Ninja Magic Progression | |
| Magic Level | XP Level |
| Level 1 | 1, 1, 3, 7, 11 |
| Level 2 | 13, 17, 21 |
| Level 3 | 23, 27, 31 |
| Level 4 | 33, 37, 41 |
| Level 5 | 43, 47, 51 | |
| Level 6 | 53, 57, | 61 |
| Any Level | 66, 71, | 76, 81 |
Section E: Bard Aspects
Affinity: Social & Artistic
Deficiency: Wilderness
Weapons: Boomerangs, Crossbows, Cudgels, Gloves,
Knives, Musical Instruments, Polearms, Staffs, Swords, and
Whips.
Armor: Armwear, Gauntlets, Hats, Shields, Robes, and Suits.
Section E1: Bard
Starting HP: 10
HP Die: 1d8
DC: every 9 levels
MDC: every 8 levels
Skills:
Singing OR Instrument 50% One weapon skill 40% Acting 30%
180 extra points
Prestidigitation
These abilities require a successful Acting check to use.
Contortion (Level 1)
Bards can learn and improve the Escape skill without the normal non-Thief deficiency.
Magic Mouth (Level 5)
Create an object, such as a card which sings when opened or an orb which emanates sound, etc. Specify a message. The object will repeat this message on an endless loop for (WIP / 4) hours and then vanish.
Cloak Trick (Level 10)
Disappear from battle, becoming untargetable. You continue rolling initiative, but cannot act except to spend your turn reappearing.
Hat Trick (Level 20)
Produce any item that can be longer than but not wider than a typical hat brim (it must be able to be pulled from underneath a hat). It lasts WIP rounds in combat, or (WIP / 4) hours.
Weapons made in this way deal 1d6 base damage, regardless of type. Usable armor cannot be made in this way. You can only create one item at a time before stuffing the old one back into the hat (or before it disappears).
Rope Trick (Level 30)
Create a small extradimensional pocket, completely invisible, with a rope hanging down from it. Anyone attempting to enter must make a Climbing check. Anyone in the pocket is hidden (including from Divination spells, except the fact that they are magically hidden). It can fit only (WIP / 2)
occupants; the rope can be pulled up inside to close off the entrance but that counts as 1 occupant. Cannot cast spells out of the pocket and into reality; area and environment effects do not penetrate the pocket; occupants can see out of the bottom as if a small window were centered on the rope. Lasts (WIP / 4) hours. Anything inside plops to the ground afterward.
Tricks of the Trade (Level 40)
Difficulty on disbelief, illusion resistance, and other such Willpower checks are drastically reduced for the Bard (the exact amount is determined by the GM). This is a passive ability, and no Acting check is required for it to take effect.
Doppelganger (Level 50)
If the Bard dies in combat, this is usable for 1d4 rounds afterward. Make a VIT check on each round; if successful, reappear next to your dead body with a flourish as though nothing had ever happened. You cannot duplicate any of your inventory in this way.
Bard Songs
Bards can sing songs of power, on par with the magic of a spellcaster. Playing or singing one of these songs works similarly to casting a spell, except that the bard uses the Singing or Instrument skill in place of a Magic Lore. Damaging and healing spells use the Bard's WIP instead of MAG as bonus damage, but still use MDC and MARM as spells. If a target cannot hear the song (for example, if they are Asleep), they are unaffected.
Bard Songs, like spells, have a penalty on the Singing or Instrument check equal to 10 times the level of the song. Bard Songs have an Initiative cost equal to 2 times the level of the song, instead of an MP cost.
Depending on whether you are singing or playing an instrument, the effectiveness of your Bard Songs will vary. SINGING - Your songs last 3 rounds shorter than usual, but your dice-based powers gain one base die.
INSTRUMENT - Your songs linger for an extra 2 rounds, but your dice-based powers lose one base die.
Level 1
Arcane Ballad
A single target gains (WIP / 2) to their MAG for 1d6 + (WIP / 4) rounds.
Chocobop
This song has a (50 + [Level / 3] + [WIP / 2])% chance to inflict Confuse on a single target.
Life Song
2d6 HP healing to all allies.
Lullaby
This song has a (50 + [Level / 3] + [WIP / 2])% chance to inflict Sleep on a single target.
Song of Silence
This song has a (50 + [Level / 3] + [WIP / 2])% chance to inflict Silence on a single target.
Song of Strength
A single target gains (WIP / 2) to their STR for 1d6 + (WIP / 4) rounds.
Level 2
Adagio
This song has a (50 + [Level / 3] + [WIP / 2])% chance to inflict Slow on a single target.
Battlesong
This song has a (50 + [Level / 3] + [WIP / 2])% chance to inflict Berserk on each enemy.
Crescendo Bolt
3d6 lightning damage to a single enemy.
Jarring Riff
This song carries no initiative penalty. If the target has taken an initiative penalty to 'charge up' for an ability, interrupt that ability. They still take their turn, with the initiative penalty still applied to the turn order, but they must take yet another initiative penalty to try using the same skill or another initiative-penalizing skill. You cannot use Jarring Riff on the same target consecutively. You must use Jarring Riff on your turn (you cannot act out of order to use this interrupt).
Swift Fugue
Inflicts Haste on a single ally.
Level 3
Archmage Symphony Prerequisite: Arcane Ballad
A single target gains (WIP) to their MAG for 1d3 + (WIP / 4) rounds.
Canon of Might
Prerequisite: Song of Strength
A single target gains (WIP) to their STR for 1d3 + (WIP / 4) rounds.
Toad Song
This song has a (50 + [Level / 3] + [WIP / 2])% chance to inflict Sleep and Toad on a single target. (This is a single check - the target gets both or none. Immunity to one does not stop the other on success.)
Heal Rhyme
This song cures the Poison condition on a single target, and inflicts Regen at the same time.
River of Life Prerequisite: Life Song
4d6 HP healing to all allies.
Level 4
Angel Psalm
Restores 2d6 MP to a single ally. This Song uses only half of your WIP as a bonus.
Lodestone Minuet
Prerequisite: Adagio and Lullaby
This song has a (50 + [Level / 3] + [WIP / 2])% chance to inflict Sleep and Slow on a single target. (This is a single check - the target gets both or none. Immunity to one does not stop the other on success.)
Mage's Tragedy
This song has a (50 + [Level / 3] + [WIP / 2])% chance to reduce a single enemy's MAG and WIP by (WIP / 2) for 1d8 + (WIP / 3) rounds.
Rapture
3d6 MP damage to a single target.
Thief's End
This song has a (50 + [Level / 3] + [WIP / 2])% chance to reduce a single enemy's AGI and SPD by (WIP / 2) for 1d8 + (WIP / 3) rounds.
Warrior's Downfall
This song has a (50 + [Level / 3] + [WIP / 2])% chance to reduce a single enemy's STR and VIT by (WIP / 2) for 1d8 + (WIP / 3) rounds.
Level 5
Beast Song
Casts a random Summon spell, chosen by GM. This should not be detrimental to the Bard.
Capriccio
Prerequisite: Swift Fugue
Inflicts Haste on all allies.
Rising Hearts Collide
5d6 earth damage to all enemies. This song generates an earth Elemental Field.
Songlance
3d8 non-elemental damage to all enemies.
Willow Whisper Prerequisite: Lullaby
This song has a (50 + [Level / 3] + [WIP / 2])% chance to inflict Sleep on each enemy.
Level 6
Banshee's Howl Prerequisite: Rapture
This song has a (50 + [Level / 3] + [WIP / 2])% chance to inflict Confuse on each enemy.
Captivate
This song has a (50 + [Level / 3] + [WIP / 2])% chance to reduce a single enemy's DEF and MDEF to 0 for 1d4 rounds. This is considered a negative status condition.
Stage Left
Inflicts Vanish on a single ally.
Flight of the Bumblebee
6d6 poison damage to a single enemy.
Hymn of Winds
6d6 wind damage to a single enemy.
Mage's Bane
Removes all conditions on the target. If the target has any positive conditions, this spell is considered offensive. When used offensively, this spell has a (Magic% - 20)% chance of working; if this check (against their MDEF and using the Success Penalty as normal) fails, so does this spell.
Level 7
Funeral Dirge
Prerequisite: Banshee's Howl
Inflicts Doom on a single target after 1d6 rounds, unless the Bard is killed first.
Moonlight Sonata Prerequisite: Captivate
This song has a (50 + [Level / 3] + [WIP / 2])% chance to inflict Charm on each enemy.
Song of Ages
Prerequisite: Lodestone Minuet
This song has a (50 + [Level / 3] + [WIP / 2])% chance to inflict Stop on a single target.
Soothe Audience
Removes all environmental effects and Elemental Fields, and prevent both from being generated for 1d4 rounds.
Triumph of Life Prerequisite: River of Life 5d10 HP healing to all allies.
Level 8
Ascension of Darkness
8d6 darkness damage to all enemies. (50 + [Level / 3] + [WIP / 2])% chance to inflict Blind and Confuse on each enemy. (This is a single check - the target gets both or none. Immunity to one does not stop the other on success.) This song generates a darkness Elemental Field.
Call of the Dragon
10d6 fire damage to all enemies.
Celestial Symphony
8d6 non-elemental damage to all enemies. Any enemies that are undead or evil take 50% more damage from this Song, while any that are neither take 30% less instead.
Hero Saga
Prerequisite: Archmage Symphony and Canon of Might and Heal Rhyme
Inflicts Haste and Regen on all allies, and grants them (WIP / 2) to STR, VIT, MAG, WIP, AGI, and SPD.
Tower of Sorrows Prerequisite: Funeral Dirge
Remove one enemy from combat. That enemy is trapped in an illusionary tower. He must escape the tower's illusions or overcome his greatest fear in order to escape; this takes the form of a high-difficulty WIP check each round. Each failed WIP check deals 4d6 damage and has a (50 + [Level / 3] + [WIP / 2])% chance to inflict a randomly chosen one of the following conditions: Poison, Slow, Silence, Mini, Berserk, Confuse. Generic enemies trapped in the tower when battle ends are killed.
| Bard Song Progression | |
| Song Level | XP Level |
| Level 1 | 1, 1, 1, 4, 7 |
| Level 2 | 10, 13, 16 |
| Level 3 | 19, 22, 25 |
| Level 4 | 27, 30, 33 |
| Level 5 | 36, 39, 42 |
| Level 6 | 45, 48, 51 |
| Level 7 | 54, 57, 60 |
| Level 8 | 63, 66, 69 |
| Any Level | 75, 78, 81, 85 |
Section E2: Artist
Starting HP: 10
HP Die: 1d8
DC: every 9 levels
MDC: every 8 levels
Skills:
Art 2D OR Art 3D 50% One weapon skill 40% 210 extra points
Peep (Level 1)
An advanced, innate version of the Scan spell. Peep allows an Artist to deeply appreciate the intrinsic nature of a target. Anything can be Peeped, from characters to monsters to inanimate objects. Peep can determine HP, MP, elemental weaknesses or resistances, combat statistics, and many other kinds of information.
Paint (Level 1) - Init-2
Create any item you can think of, temporarily. If created in combat, the item lasts (WIP) rounds. If created outside of combat, it lasts (Level) hours. For each Painted item you have made that still exists, there is a cumulative 10% penalty to creating more items. There is no size restriction on items, but finely-detailed or very large items may take more time to complete. Weapons made this way deal 1d6 + WIP base damage; this increases to 2d6 + WIP at level 30 and 3d6 + WIP at level 60. Armor created by Paint grants ([Level / 4] + WIP) to both ARM and MARM. Restorative items made this way require the artist to have a copy of the original for reference, and have only half the original effectiveness.
Face Paint (Level 10) - Init-4
(50 + WIP% - victim's MDEF)% chance to inflict Stop, Sleep, Silence, Toad, Blind, Reflect, or Float. You may choose which status to inflict, but only inflict one at a time.
Portrait (Level 20) - Init-6
Choose a penalty, and target one enemy. Make an Art roll with the chosen penalty. On success, you paint a clone of the enemy, generating the effect associated with the chosen penalty.
0%: The enemy takes all damage directed at the Artist until the enemy's next turn.
-10%: The enemy makes a normal Attack against one target of the Artist's choice.
-50%: The enemy makes a normal Attack against one target of the Artist's choice, then the enemy takes all damage directed at the Artist until the enemy's next turn.
-75%: The enemy makes a known special attack of the Artist's choice.
-125%: The enemy makes a known special attack of the Artist's choice, then the enemy takes all damage directed at the Artist until the enemy's next turn.
-150%: The clone of the enemy fights on your side for the remainder of the battle. Only one of these can be active at a time.
Perspective (Level 25) - Init-8
(50 + WIP% - victim's MDEF)% chance to do one of the following, of Artist's choice:
-Inflict Mini for 1d6 + WIP rounds -Cure Mini
-Increase size for 1d6 + WIP rounds (+10 ARM and MARM, + [WIP / 2] STR)
Artistic License (Level 40) - Init-10
This can function as the Disguise skill, using your Art skill
rating instead. Alternatively, you can use this to change the Element of one target's weakness, resistance, attack, or spell. If used on an attack or spell, the Artist must first know that the target can use the attack or spell. This effect lasts for (1d6 + WIP) rounds.
Performance Art (Level 50) - Init-12
Make an Art check with a penalty of ([target's Level * 2] + [target's MDEF * 2]). On success, inflict Charm for 1d6 + WIP rounds.
Erase (Level 60) - Init-18
Make an Art check with a penalty equal to double the target's Level. On success, inflict Doom.
Masterpiece (Level 75)
Design a new monster. The monster's Level cannot exceed yours. Completing the Masterpiece requires (created monster's Level / 4) days. After that time has passed, make an Art check with a penalty equal to double the created monster's Level. On success, the monster is created and can join you in battle. If using a Masterpiece to fight, the Artist's own turns are forfeited to control the monster. If a Masterpiece monster is killed, it is permanently destroyed (and the Artist gets their combat turns back). You may spend your turn to bring out your Masterpiece, or the monster's turn to put it away and begin receiving the Artist's turns again next round. You may only have one Masterpiece in existence at a time.
Section E3: Battledancer
Starting HP: 10
HP Die: 1d8
DC: every 9 levels
MDC: every 8 levels
Skills: Dancing 50% Acrobatics 40%
One weapon skill 40% 180 extra points
Battledancers receive one Terrain Dance of choice upon creation.
Adapt (Level 1)
Make a Dancing check at a -50% penalty. On success, proceed to perform the Terrain Dance matching the current Terrain, and permanently learn that Terrain Dance.
Terrain Dance
If using the Terrain Dance corresponding to the current terrain, this skill automatically succeeds. If using a different terrain's Terrain Dance, make a Dancing check at a -50% penalty. If using the opposing terrain's Terrain Dance, the penalty is instead 100%.
The Grassland terrain's dance, the Wind Song, opposes that of Caves, the Dusk Requiem. The Forest's dance, Forest Suite, opposes that of Mountains, Earth Blues. Both the Water's dance, Water Rondo, and Ice's dance, Snowman Jazz, oppose the Desert's dance, Desert Aria. The Town's dance, Love Sonata, has no opposite.
On your turn during each round of a Terrain Dance, make another Dancing skill check. On a successful dance check, roll 1d8 and consult the following chart to determine the Level of Terrain Dance performed:
| XP Level | Level 1 | Level 2 | Level 3 | Level 4 |
| 1-15 | 1-5 | 6-8 | - | - |
| 16-30 | 1-3 | 4-7 | 8 | - |
| 31-45 | 1-2 | 3-5 | 6-7 | 8 |
| 46-60 | 1 | 2-3 | 4-6 | 7-8 |
| 61+ | - | 1-2 | 3-4 | 5-8 |
Once you begin a Terrain Dance, you must continue it for 1d6 rounds unless physically unable to do so (Immobilize, Disable, Stop, and Death will end a Terrain Dance, as will losing your action for any reason). While performing a Terrain Dance, the actual terrain is temporarily overwritten with that of the Terrain Dance for the purposes of terrain- based attacks. If a second Battledancer successfully begins a different Terrain Dance while you are performing one, yours ends.
Terrain Dance attacks are calculated using the Battledancer's MDC unless otherwise noted.
Grassland (Wind Song)
Level 1 - Sun Bath - Restores (2d6 + WIP) HP to all party members and cures Poison.
Level 2 - Plasma - 4d6 + WIP lightning damage. Level 3 - Wind Slash - 6d6 + AGI wind damage.
Level 4 - Cockatrice - 7d6 + AGI physical damage. (40 + [Level / 2] + [WIP% / 2])% chance to inflict Petrify. This attack is calculated using your DC.
Mountain (Earth Blues)
Level 1 - Fresh Mountain Air - Restores (3d4 + WIP) HP to all party members.
Level 2 - Sonic Boom - (30 + [Level / 2] + WIP%)% chance to cause damage to victim equal to 25% of their maximum HP. This attack does not utilize DC or MDC.
Level 3 - Whump - 6d6 + AGI physical damage. If the victim is Petrified or Frozen, they must make a roll with a Target of ([Level]+[STR/2]+[VIT/2]). On failure, inflict Death to the victim.
Level 4 - Landslide - 8d6 + AGI earth damage. Flying and floating enemies are not automatically immune to this attack.
Forest (Forest Suite)
Level 1 - Leaf Dance - 2d6 + AGI wind damage to all enemies.
Level 2 - Faerie Fire - 4d6 + WIP fire damage.
Level 3 - Butterflies - As the White Magic spell Esuna to all party members.
Level 4 - Treefalling - 8d6 + AGI earth damage. The victim only applies half of their MARM to this attack.
Water (Water Rondo)
Level 1 - Dazzle - Victim skips next turn. (20 + [Level / 2] + [WIP% / 2])% chance to inflict Confuse.
Level 2 - Waterspout - 4d6 + WIP water damage.
Level 3 - Undine - (20 + [Level / 2] + [WIP% / 2])% chance to inflict Innocent on each enemy.
Level 4 - Tsunami - 8d6 + AGI water damage to all enemies.
Desert (Desert Aria)
Level 1 - Sand Storm - 2d6 + AGI earth damage to all enemies. (20 + [Level / 2] + [WIP% / 2])% chance to inflict Blind on each enemy.
Level 2 - Sirocco - 4d6 + AGI wind damage to all enemies. Level 3 - Vision Quest - Roll an unmodified 1d100. If result is below 51, a party member of your choice gains the Bravery status. Otherwise, inflict Cowardly on one enemy.
Level 4 - Antlion - (50 + [Level / 3] + [WIP% / 2])% chance to inflict Death on a non-flying enemy.
Cave (Dusk Requiem)
Level 1 - Cave In - 2d6 + AGI earth damage.
Level 2 - Will-o-wisp - 4d6 + WIP fire damage. (20 + [Level / 2] + [WIP% / 2])% chance to decrease the victim's STR by [WIP / 2]. This decrease can only effect a victim once at a time.
Level 3 - Gas Pocket - 6d6 + WIP poison damage. Inflicts Poison on the enemy.
Level 4 - Collapse - (50 + [Level / 3] + [WIP% / 2])% chance to inflict Doom, Immobilize, and Disable. (This is a single check - the target gets all or none. Immunity to one does not stop the others on success.)
Town (Love Sonata)
Level 1 - Poltergeist - Victim skips next turn. (20 + [Level / 2] + [WIP% / 2])% chance to inflict Cowardly.
Level 2 - Lightning Rod - 4d6 + AGI lightning damage. Level 3 - Demolition - 6d6 + AGI physical damage to all enemies. This attack is calculated using your DC.
Level 4 - Speed Bump - (50 + [Level + 3] + [AGI% / 2])% chance to inflict Slow on each enemy. If an enemy with the Haste condition is successfully affected by this attack, that enemy is inflicted with Stop instead.
Ice (Snowman Jazz)
Level 1 - Ice Rabbit - (1d6 + WIP) HP and 1d6 MP restored to each party member.
Level 2 - Ice Storm - 4d6 + AGI ice damage to all enemies. Level 3 - Glacial Cold - [30 + [Level / 2] + AGI%)% chance to reduce victim's current HP by 50%.
Level 4 - Avalanche - (50 + [Level / 3] + [AGI% / 2])% chance to lose the next (1d2 + [WIP / 4]) actions.
Section E4: Dancer
Starting HP: 10
HP Die: 1d8
DC: every 9 levels
MDC: every 8 levels
Skills: Dancing 50% Ribbon 50% Etiquette 40% 180 extra points
Ribbon is a Dancer-unique weapon skill. It allows you to use any piece of clothing you are wearing as a weapon with ([your armor's total ARM bonus] / 20)d6 + AGI base damage. This “weapon” can be used even if you are disarmed, but not if you are, ahem, disrobed.
Flirt (Level 1)
The victim receives a -2 Init penalty for their next action. In addition, make an Etiquette check with a penalty of (victim's MDEF + victim's WIP%)%. On success, the victim cannot deliberately take actions that would directly harm the Dancer, including inflicting negative statuses. This effect ends when the Dancer performs an action that directly harms the victim. Once this effect is ended this way, the victim is permanently immune to this ability.
Dance
Make a Dancing check with a penalty equal to the victim's MDEF. On a success, roll 1d6 on the Dance Rank Table, and pick a technique to use out of the resulting rank; you may roll on this chart as though you were a lower level if you so desire. On failure, use the Failure dance.
Dance Rank Table
| Dance | Init | Lv1 | Lv10 | Lv20 | Lv30 | Lv40 | Lv50 |
| Rank | + | ||||||
| Failure | 0 | 1-2 | 1 | 1 | 1 | 1 | 1 |
| Rank 1 | -2 | 3-5 | 2-3 | 2 | - | - | - |
| Rank 2 | -6 | 6 | 4-5 | 3 | 2 | - | - |
| Rank 3 | -10 | - | 6 | 4-5 | 3 | 2 | - |
| Rank 4 | -14 | - | - | 6 | 4-5 | 3-5 | 2-4 |
| Rank 5 | -18 | - | - | - | 6 | 6 | 5-6 |
Failure
Make a modified physical attack. This attack uses Dancing instead of your weapon skill; you may instead substitute your Ribbon skill and Ribbon weapon for this attack. This attack uses your MAG instead of your weapon's damage-affecting stat. This attack cannot be a Critical Success. This attack is calculated using your MDC. (GM's note: If you hate your
players, the Failure dance becomes the Hokey Pokey, and the character must roleplay it in its entirety every time.)
Rank 1
Sword Dance - Physical attack with a bonus of MAG to the damage, against target's MARM. This attack cannot miss. This attack is calculated using your MDC.
Witch Hunt - (1d4 + MAG) damage to enemy MP. This attack is calculated using your MDC.
Slumber Waltz - Inflict Sleep for (1d4 + WIP) rounds.
Rank 2
Misdirection Masque - Make a Dancing check with a penalty equal to the victim's DEF. On success, all spells targeting the Dancer automatically affect the victim as well, and all physical attacks against the Dancer instead affect the victim. While this effect is active, the Dancer can still make other actions (except other Dances), but must make a successful Dancing check before each of those actions, or else the effect ends; all other actions by the Dancer while this effect is active carry an additional -5 Init penalty.
Macarena - Make a separate Dancing check against each victim, with a penalty equal to that victim's MDEF. Each success inflicts Confuse on that victim for (1d4 + WIP) rounds.
Power Polka - The victim's DC is lowered by 1d4-1 for the rest of the battle. This effect can be ended before the battle ends by the victim resting for 5 turns total; these turns need not be consecutive. If the result of the effect roll is 0, disregard the effect of this attack entirely. This effect cannot be used on a victim already suffering from it, but it also cannot be cured magically.
Mystery Waltz - The victim's MDC is lowered by 1d4-1 for the rest of the battle. This effect can be ended before the battle ends by the victim resting for 5 turns total; these turns need not be consecutive. If the result of the effect roll is 0, disregard the effect of this attack entirely. This effect cannot be used on a victim already suffering from it, but it also cannot be cured magically.
Rank 3
Deadly Duet - Make a Dancing check with a penalty equal to the victim's MDEF. On success, deal your weapon damage with a bonus equal to your MAG, then deal (1d4 + MAG) MP damage. Both of these damages are calculated using your MDC.
Midnight Seduction - Deal damage to the target equal to (Your Max HP - Your Current HP), and gain HP equal to the damage dealt.
Slow Dance - The victim's SPD is lowered by 1d10-1 for the rest of the battle. This effect can be ended before the battle ends by the victim resting for 5 turns total; these turns need not be consecutive. If the result of the effect roll is 0, disregard the effect of this attack entirely. This effect cannot be used on a victim already suffering from it, but it also cannot be cured magically.
Rank 4
Nameless Dance - Roll 1d6. Inflict the corresponding status for (1d4 + WIP) rounds:
1 Nothing
| 2 | Confuse |
| 3 | Toad |
| 4 | Doom |
| 5 | Petrify |
| 6 | Reroll twice (this can only occur once per turn) |
Wiznaibus - As Sword Dance, once against each enemy.
Captivation Capoiera - The victim's DEF and MDEF are 0 for 1d4 rounds.
Grand Ball - The victim's DC and MDC are both lowered by 1d4-1 for the rest of the battle (roll only once). This effect can be ended before the battle ends by the victim resting for 5 turns total; these turns need not be consecutive. If the result of the effect roll is 0, disregard the effect of this attack entirely. This effect cannot be used on a victim already suffering from it, but it also cannot be cured magically.
Rank 5
Temptation Tango - Make a Dancing check with a penalty equal to double the victim's MDEF. On success, inflict Charm for 1d4 rounds. Each time you use this dance on a target, your Dancing check against it for the purposes of this Dance gains a cumulative 10% penalty.
Forbidden Dance - Inflict Death. The Dancer loses 1 DC and MDC for the remainder of this battle. This effect is cumulative with subsequent uses, and cannot be removed except by resting for 5 total turns; the turns need not be consecutive. Using Forbidden Dance again resets this rest count to zero turns.
Dance Revolution - Make a Dancing check with a penalty equal to (50 + victim's MDEF). On success, deal 2d20 damage a number of times equal to your current MDC. These strikes need not be against the same target. These strikes are unaffected by both the victim's ARM and MARM and your DC and MDC, and cannot be Dodged, Parried, Shield Blocked, etc.
Section F: White Mage
Affinity: Scholastic
Deficiency: Weapon & Combat
Weapons: Books, Bows, Crossbows, Cudgels, Gloves, and
Staffs.
Armor: Armwear, Hats, and Robes.
Section F1: White Mage
Starting HP: 10
Starting MP: 10
HP Die: 1d6
MP Die: 1d10
DC: every 10 levels
MDC: every 7 levels
| Skills: | |
| White Magic Lore 50% | |
| Healing 40% | |
| One weapon skill 30% | |
| 180 extra points | |
| White Magic Progression | |
| Magic Level | XP Level |
| Level 1 | 1, 1, 1, 4, 7 |
| Level 2 | 9, 12, 15 |
| Level 3 | 17, 20, 23 |
| Level 4 | 25, 28, 31 |
| Level 5 | 33, 36, 39 |
| Level 6 | 41, 44, 47 |
| Level 7 | 49, 52, 55 |
| Level 8 | 57, 60, 63 |
| Level 9 | 65, 68, 71 |
| Level 10 | 73, 76, 79 |
| Any Level | 83, 87, 91, 95, 99 |
Section F2: Healer
Starting HP: 10
HP Die: 1d8
DC: every 10 levels
MDC: every 7 levels
Skills: Healing 50%
Lore (Anatomy) 40% One weapon skill 40% 180 extra points
Wellness
Warmth (Level 1)
Create an immovable campfire. This is in every way like a real campfire, and it will cook and burn food; however, the fire itself will not produce smoke, and the flames will not burn anything living. Lasts for (1d4 + [WIP / 3]) hours.
Anatomize (Level 10)
Select a target and make an Anatomy Lore check at a 50% penalty, plus higher penalties if the target is bizarre or alien.
On success, gain a permanent +5 to DEF against attacks made by creatures of that species as well as an expanded knowledge of their anatomy. This check can be made on three separate conditions for creatures that do not have Aspects: sight, combat, and dissection. For Aspects, the check can be made on sight and upon witnessing or experiencing different attacks made by that Aspect. Different types of successful Anatomize checks on the same species/Aspect stack up to a maximum of +15 DEF against that type of target.
Alchemize (Level 20)
By taking a sip too small to have any real effect, a Healer can determine whether or not a potion is harmful to the drinker, and if not, whether it restores HP or MP.
Dissect (Level 30)
Make an Anatomy Lore check. This check is at a -100% penalty if you have never Anatomized the creature in question, or -50% if you have. On success, you can determine the cause and approximate time of death, as well as harvest organs for later use, such as bones for an Artisan to craft items.
Doctor-Patient Confidentiality (Level 40)
Make a Healing check. On success, your next Health technique is not detectable except by a successful Awareness check, if used on a single target.
Health
You may use a Health techinque on a single target if you so choose, but doing so does not change its effects. These techniques are calculated using your MDC.
Restore (Level 1) - Init-2
Restores (3d6 + WIP) HP to all party members.
Purge (Level 5) - Init-4
Cure Poison, Venom, and any diseases from all party members.
Restore 2 (Level 15) - Init-6
Restores (5d6 + WIP) HP to all party members.
Charge (Level 20) - Init-8
Restores (1d6 + WIP) MP to all party members.
Via Purifico (Level 25) - Init-10
Make a single Healing check at a 15% penalty PER negative status that you wish to remove from among your party members. On a success, remove each of those statuses.
Revive (Level 30) - Init-10
Revives all Dead party members with 10% of their max HP.
Revivify (Level 35) - Init-12
Cures Zombie for all party members, restoring them to 10% HP.
Restore 3 (Level 40) - Init-14
Restores (7d6 + WIP) HP to all party members.
Remedy (Level 50) - Init-16
Cures all negative statuses except Death and Zombie for all party members.
Restore All (Level 55) - Init-18
Restores all HP to all party members. Cannot use Restore All or Revive All for 24 hours. Cannot use Health techniques for 1d6 rounds.
Revive All (Level 60) - Init-20
Revive all Dead allies at full HP. Cannot use Restore All or Revive All for 24 hours. Cannot use Health techniques for 1d6 rounds.
Section F3: Prince/ss
Starting HP: 8
Starting MP: 8
HP Die: 1d8
MP Die: 1d8
DC: every 9 levels
MDC: every 8 levels
Weapons: Unlike other White Mages, Princes and Princesses can wield Swords and Whips, but cannot use Books. Affinities/Deficiencies: Instead of the standard White Mage set, the Prince and Princess have an Affinity for Social skills and Deficiencies in Wilderness and Thievery skills. This means a Prince or Princess must pay a total of quadruple for Thievery skills.
Skills: Etiquette 50%
Negotiation 30%
Leadership 40%
One weapon skill 30% 165 other points
In order to play this class, you must take at least 2 points in the “Status” Advantage.
Auras of Nobility
To use an Aura, succeed a Leadership check. Then, it either costs 1/10 Max MP or cuts next round's Initiative to 1/4. Auras do not affect the user. Advance one level in your aura of choice every 5 levels. Cannot advance the same Aura consecutively.
Aura Types and Effects:
| Aura | Level 1 | Level 2 | Level 3 | Level 4 |
| Courage | Init+3 | +6 | +9 | +12 |
| Resilience | +2DEF/M | +4,+6 | +6,+9 | +8,+15 |
| DEF, | ||||
| +3ARM/ | ||||
| MARM |
| Determin- | +3 final | +5 | +10 OR | +15 AND |
| ation | damage | +1 | +1 | |
| DC/MDC | DC/MDC | |||
| Regality | +1 to All | +3 | +5 | +7 |
| Stats | ||||
| Inspiration | +20% to | +40% | +60% | +80% |
| all Skill | ||||
| Ratings |
Royal Sword
Make a Leadership check to utilize the power of your royal lineage through your weapon. (Weapon damage techniques in this category instead use your weapon skill.)
Restore (Level 1) - Init-2
Each party member gains (3d6 + WIP) HP. This technique is calculated using your MDC.
Purge (Level 6) - Init-4
The entire party is cured of all Poisons and diseases.
Stasis Sword (Level 10) - Init-2
150% weapon damage as light damage. 33% chance to inflict Stop.
Courage (Level 16) - Init-4
Each party member gains (WIP / 2) STR and VIT for (1d6 + [WIP / 3]) rounds.
Restore 2 (Level 20) - Init-6
Each party member gains (5d6 + WIP) HP. This technique is calculated using your MDC.
Revive (Level 26) - Init-10
Each dead party member is revived with 10% of their maximum HP.
Barricade (Level 30) - Init-10
Create a barricade in front of the party. No party members can be harmed until the barricade is destroyed. The barricade has ([Level * 7] + [WIP * 2]) HP and ([WIP / 3] * 2) ARM and MARM.
Charm (Level 36) - 50 MP
The Leadership roll for this technique carries a 40% penalty to the Target. Make a Magic% - 80 - opponent's MDEF roll. If successful, inflict Charm for 1d10 + WIP rounds.
Wonder Blade (Level 40) - See Wonder Blade chart after Royal Sword descriptions for further details.
Revivify (Level 44) - Init-12
Any party members suffering from the Zombie or Dead statuses are cured of them, reviving with 10% of their maximum HP.
Lightning Stab (Level 50) - Init-15
180% weapon damage as lightning damage. 33% chance to inflict Silence.
Restore 3 (Level 55) - Init-17
Each party member gains (7d6 + WIP) HP. This technique is calculated using your MDC.
Holy Explosion (Level 60) - Init-20
200% weapon damage as light damage. 33% chance to inflict Confusion.
Wonder Blade
Wonder Blade bestows positive status conditions on a chosen party member other than the user. Roll 1d6 to determine the amount of conditions, then 1d8 that many times to determine what they are. Repeats are not rerolled, and the effects of this ability replace similar lower-power spells.
| Roll | Name | Effect Description |
| Result | ||
| 1 | Bravery | All combat stats + (WIP /2) for (1d8 + |
| [MAG / 3]) rounds. |
2Restless AGI and SPD + (WIP / 2) for (1d6 + Motion [MAG / 3]) rounds.
| 3 | Barrier | Inflicts Barrier for (1d8 + [MAG / 3]) |
| rounds. | ||
| 4 | M.Barrier | Inflicts M.Barrier for (1d8 + [MAG / |
| 3]) rounds. | ||
| 5 | Regen | Inflicts Regen for (1d8 + [MAG / 3]) |
| rounds. | ||
| 6 | Ruse | Creates 1d10 mirror images. +5 |
| Defense for each image. Missed | ||
| attacks deplete 1 image. Lasts for (1d8 |
+[MAG / 3]) rounds.
7Reflect Inflicts Reflect for (1d8 + [MAG / 3])
| rounds. | ||
| 8 | Grace | Inflicts Salvation for (1d8 + [MAG / |
| 3]) rounds. |
Section G: Black Mage
Affinity: Scholastic
Deficiency: Weapon & Combat
Weapons: Books, Boomerangs, Cudgels, Gloves, Knives,
Staffs, and Whips.
Armor: Armwear, Hats, and Robes.
Section G1: Black Mage
Starting HP: 10
Starting MP: 10
HP Die: 1d6
MP Die: 1d10
DC: every 10 levels
MDC: every 7 levels
| Skills: | |
| Black Magic Lore 50% | |
| One weapon skill 30% | |
| 210 extra points | |
| Black Magic Progression | |
| Magic Level | XP Level |
| Level 1 | 1, 1, 1, 4, 7 |
| Level 2 | 9, 12, 15 |
| Level 3 | 17, 20, 23 |
| Level 4 | 25, 28, 31 |
| Level 5 | 33, 36, 39 |
| Level 6 | 41, 44, 47 |
| Level 7 | 49, 52, 55 |
| Level 8 | 57, 60, 63 |
| Level 9 | 65, 68, 71 |
| Level 10 | 73, 76, 79 |
| Any Level | 83, 87, 91, 95, 99 |
Section G2: Overlord
Starting HP: 8
Starting MP: 8
HP Die: 1d8
MP Die: 1d8
DC: every 9 levels
MDC: every 8 levels
Weapons: Unlike other Black Mage Aspects, Overlords can wield Swords, but cannot use Books. Affinities/Deficiencies: Instead of the standard Black Mage set, Overlords have an Affinity for Social skills and Deficiencies in Wilderness, Artistic, and Crafting skills.
Skills: Intimidation 50% Etiquette 40% Negotiation 30%
One weapon skill 30% 165 extra points
In order to play this class, you must take at least 2 points in the “Status” Advantage.
Auras of Domination
To use an Aura, succeed an Intimidation check (every round, against every enemy). Only enemies against whom you succed the check are affected. Then, it either costs 1/10 Max MP or cuts next round's Initiative to 1/4. Advance one level in your aura of choice every 5 levels. Cannot advance the same Aura consecutively.
Aura Types and Effects:
| Name | Level 1 | Level 2 | Level 3 | Level 4 |
| Hesitation | Init-3 | -6 | -9 | -12 |
| Cowardice | -2 DEF/ | -4,-6 | -6,-9 | -8,-15 |
| MDEF, | ||||
| -3 ARM/ |
| MARM | ||||
| Weakness | -3 final | -5 | -10 OR -1 | -15 AND -1 |
| damage | DC/MDC | DC/MDC | ||
| Fragility | +10% | +20% | +30% | +50% |
| success | ||||
| chance of | ||||
| negative | ||||
| statuses | ||||
| Desperation | -10% to | -25% | -40% | -60% |
| all Skill | ||||
| Ratings |
Oversword
Make an Intimidation check to enforce your will upon the enemy. (Weapon damage techniques in this category instead use your weapon skill.) Choose an element upon character creation; this element infuses many of your Oversword techniques.
[Element] (Level 5) - Init-2
2d6 + MAG chosen-element damage against all enemies. This attack is calculated using your MDC.
Black Sword (Level 10) - Init-4
150% weapon damage. 30% chance to inflict Blind.
Scare (Level 16) - 10 MP
-10% to all skills and -(MAG / 2) to STR and VIT, for (1d6 + (MAG / 3]) rounds. On a critical success, Scare inflicts Cowardly and forces the target to flee the battle if able.
Corrupt (Level 20) - 15 MP
The target loses (MAG / 2) to all base stats for (1d8 + [MAG / 3]) rounds.
Mega [Element] (Level 26) - Init-10
4d6 + MAG chosen-element damage against all enemies. This attack is calculated using your MDC.
Protection From Light (Level 30) - 15 MP
You gain 50% light resistance and get (MAG / 3) to all combat stats when fighting Good characters (GM-defined). Lasts for (1d8 + [MAG / 3]) rounds.
Night Sword (Level 36) - Init-10
125% weapon damage as darkness damage. Regain 50% of damage dealt as MP.
Doom Blade (Level 40) - 50MP
See Doom Blade chart after Oversword descriptions for further details.
Magebane Sword (Level 44) - Init-15
125% weapon damage as MP damage. 33% chance to inflict
Silence.
Giga [Element] (Level 50) - Init-15
6d6 + MAG chosen-element damage against all enemies. This attack is calculated using your MDC. This attack generates an Elemental Field.
Curse (Level 55) - 50 MP
The enemy's base stats are cut by 50% for (1d8 + [MAG / 3]) rounds.
Darkside (Level 65) - Init-20
200% weapon damage as darkness damage. 30% chance to inflict Death on non-undead. User takes 10% of total damage as recoil (your Armor does not apply).
Doom Blade
Doom Blade bestows negative status conditions on an enemy. Roll 1d6 to determine the amount of conditions, then 1d8 that many times to determine what they are. Repeats are not rerolled, and the effects of this ability replace similar lower- power spells (Scare < Curse, Poison < Venom). These statuses last for (1d6 + [MAG / 3]) rounds. The Dispel inflicted by Doom Blade only removes positive status conditions.
| Roll Result | Status Inflicted |
| 1 | Curse |
| 2 | Slow |
| 3 | Blind |
| 4 | Silence |
| 5 | Poison |
| 6 | Venom |
| 7 | Dispel |
| 8 | Doom |
Section G3: Wild Mage
Starting HP: 10
Starting MP: 10 HP Die: 1d6 MP Die: 1d10
DC: every 10 levels MDC: every 7 levels Skills:
Chaos Magic Lore at 50% One weapon skill at 30% 210 points for others
Advantages: A Wild Mage with the Lucky Advantage must also take the Unlucky Disadvantage at the same point value, and vice versa.
No Risk, No Reward
You must roll 1d20 at the beginning of each encounter. This number is your starting Risk. When rolling a d100 for any
check, subtract the Wild Mage's Risk from any values 50 or below, but add the Risk to any values above 50. Do this before adding or subtracting any modifications to the roll. If the roll was a Critical or Epic Success/Failure before applying Risk, do not add Risk. Risk cannot cause a non- Ciritcal, non-Epic roll to become Critical or Epic.
Similarly, if a damage roll is below the median, subtract a tenth of the Risk from the result; add a tenth of the Risk to values above median damage. This bonus is added to your MAG bonus (i.e., before your MDC is applied). If the reduction from an already low roll makes your damage negative, the spell instead does 1 damage (skip MDC multiplication in this case). Various Chaos Magic Spells will change this Risk number. The minimum value of Risk is 0. The maximum value of Risk is 500.
Risky Business
Your critical (but not epic) success/failure range is increased by your Risk.
Of Course I Can! *cough*
Outside of combat, a Wild Mage can call upon his internal chaos to go above and beyond his own abilities. In place of any skill roll, even a skill roll for a skill in which you are untrained, you can roll a flat d100 twice. The first roll becomes the Target, and the second is the Attempt. The maximum value of the Target is capped at your MAG. No other modifiers are allowed for either roll, and if your Attempt beats the Target, you succeed. Critical and Epic Success/Failure work as normal on your Attempt (your Critical Range is not modified by your Risk for this roll). If you fail this roll, you cannot use this ability again for 2d4 hours.
Using this ability, regardless of whether or not it succeeds, temporarily reduces your maximum MP by 10%, which does not return until you have a full night's sleep. Using this ability multiple times consumes 10% of your original maximum MP each time, not your new value; your MP will be restored to its full value when you sleep, regardless of how many times you do this. If your maximum MP is reduced to 0 this way, you cannot use this ability until you sleep and restore it.
If you so choose, you can also force your chaos beyond an event horizon, so to speak, and bring it to order. This allows you to use this ability to cast spells you do not know, in magic schools you cannot access (again, this ability cannot be used during combat). This roll is used in place of the appropriate Magic Lore. If you fail this spellcasting attempt, rather than failing the spell entirely, roll 1d10 on the Wildcasting Chart for the spell. You can only cast a spell of equal or lower level than your highest-level Chaos Magic spell, and you must still pay its MP cost (again, regardless of success or failure).
Wildcasting
Chaos Magic spells do not generate critical hits in the usual manner. When you roll in your critical range for a spell, be it a critical success or a critical failure, roll 1d20 on the Wildcasting Results chart. Epic Successes gain +5 to the result, while Epic Failures subtract 5.
Wildcasting Results:
1:Spell'a'splode: If the spell normally harms an enemy, it instead targets you. If it normally is helpful, it targets a random enemy.
2:Melf's Acid Reflux: You suffer three random negative status effects for 1d4 turns.
3:Tunnel Vision: If casting a single-target spell, reroll this result. Otherwise, your spell only affects one of your targets, chosen randomly.
4:Sluuuuuurp!: The spell fails. Lose additional MP equal to the spell's MP cost.
5:Under the Weather: You suffer a random negative status effect for 1d4 turns.
6:Fizzle: The spell fails.
7:Flub: This spell does the minimum possible damage.
8:Going Halfsies: Halve all numerical effects of the spell (duration, damage/healing, stat increase/decrease).
9:Bottoms up!: You are now drunk. Your spells are at -15 to hit, and your Critical and Epic Failure ranges are doubled. 10-11: The spell casts normally.
12:Cheer up!: You feel lucky, punk. Your spells are at +15 to hit, and your Critical and Epic Success ranges are doubled.
13:Bonus!: The spell casts normally. Cast another spell at least one level lower than the intended spell, for free, instantly.
14:Perfect Cast: This spell's damage is at its maximum possible.
15:Critical Accuracy: Your next Chaos Magic spell gains +50% to hit.
16:Feelin' Fine: You gain a random positive status effect for 1d4 turns.
17:Double The Fun: Double all numerical effects of the spell (duration, damage/healing, stat increase/decrease).
18:House of Mirrors: If casting a multitarget spell, reroll this result. Otherwise, recast the spell at no cost on each valid target, instantly. (Don't target allies with harmful spells, or enemies with helpful ones, with this effect.)
19:Powerhouse: You gain three random positive status effects for 1d4 turns.
20:Triple Trouble: The spell casts normally. Cast two other Chaos Magic spells of the same level at no cost, instantly.
Wildcasting Random Negative Statuses Chart
| 1 | Silence |
| 2 | STR - 10 |
| 3 | Slow |
| 4 | WIP - 10 |
| 5 | Venom |
6 SPD - 10
7 Reflect
8 AGI - 10
9 Stop
10VIT - 10
11Blind
12MAG - 10
13Roll twice on this list (If this result comes up again this turn, reroll it)
14Roll on the Random Positive Status List.
Wildcasting Random Positive Statuses Chart
1 STR + 10
2 Haste
3 WIP + 10
4 Faith
5 SPD + 10
6 Reflect
7 AGI + 10
8 Regen
9 VIT + 10
10Wall
11MAG + 10
12All Base Stats + 10
13Roll twice on this list (If this result comes up again this turn, reroll it)
14Roll on the Random Negative Status List.
| Chaos Magic Progression | |
| Magic Level | XP Level |
| Level 1 | 1, 1, 1, 4, 7 |
| Level 2 | 9, 12, 15 |
| Level 3 | 17, 20, 23 |
| Level 4 | 25, 28, 31 |
| Level 5 | 33, 36, 39 |
| Level 6 | 41, 44, 47 |
| Level 7 | 49, 52, 55 |
| Level 8 | 57, 60, 63 |
| Level 9 | 65, 68, 71 |
| Level 10 | 73, 76, 79 |
| Any Level | 83, 87, 91, 95, 99 |
Section H: Red Mage
Affinity: None
Deficiency: None
Weapons: Axes, Bows, Crossbows, Gloves, Katanas, Knives,
Polearms, Staffs, and Swords.
Armor: Armwear, Hats, Helmets, Mail, Robes, Shields, and
Suits.
| Section H1: Red Mage | |
| Starting HP: 10 | |
| Starting MP: 8 | |
| HP Die: 1d8 | |
| MP Die: 1d8 | |
| DC: every 9 levels | |
| MDC: every 8 levels | |
| Skills: | |
| Red Magic Lore 50% | |
| One weapon skill 40% | |
| 200 extra points | |
| Red Magic Progression | |
| Magic Level | XP Level |
| Level 1 | 1, 1, 1, 4, 7 |
| Level 2 | 9, 12, 15 |
| Level 3 | 17, 20, 23 |
| Level 4 | 25, 28, 31 |
| Level 5 | 33, 36, 39 |
| Level 6 | 41, 44, 47 |
| Level 7 | 49, 52, 55 |
| Level 8 | 57, 60, 63 |
| Any Level | 67, 71, 75, 79, 83 |
Section H2: Rune Knight
Starting HP: 10
Starting MP: 8
HP Die: 1d8
MP Die: 1d8
DC: every 9 levels
MDC: every 8 levels
Skills: Tactics 50%
Red Magic Lore 40% One weapon skill 40% 180 extra points
Runic
All of the Runic abilities operate under the same principle. Runic abilities can be used as your turn, declared at the beginning of the round; if you do, whenever you would be hit by a spell, activate the chosen Runic effect on it. Runic abilities cannot be used on 10th-level spells, or on spells that target your entire party; randomly-targeted spells that land on you and the parts of multiple-hit spells that happen to target you are also fair game for Runic.
HP Runic (Level 1)
Calculate the spell damage as normal, but instead of reducing your HP by that amount, regain 50% of the amount as HP healing.
Runic Rod (Level 10)
All spells that can be targeted (including both helpful and harmful spells cast by either side) must target you. You take half damage from these spells.
MP Runic (Level 20)
Calculate the spell damage as normal, but instead of reducing your HP by that amount, regain 10% of the amount as MP healing.
Runic Charge (Level 30)
Calculate the spell's damage, but don't take it as damage; instead, add half of that value to the damage of your next weapon strike. This bonus damage retains its original element, if any.
Runic Reflex (Level 45)
You have a ([Level / 2] + WIP%)% chance to automatically use HP Runic on any incoming spells. This ability does not trigger if you are already using another Runic ability this turn (except Runic Rod).
Runic Return (Level 55)
The spell is canceled for the moment. You may cast the exact same spell once, at any time, using the same roll result (including both success/failure status for both the cast and any secondary effects, as well as the damage roll) and stats as it was originally cast when you canceled it. If you do not use the spell, you will forget it in (1d8 + [MAG / 3]) hours after taking it.
Runic Reflect (Level 65)
Instead of taking the spell's damage, you deal half that damage to each enemy.
| Red Magic Progression | |
| Magic Level | XP Level |
| Level 1 | 1, 1, 3, 7, 11 |
| Level 2 | 13, 17, 21 |
| Level 3 | 23, 27, 31 |
| Level 4 | 33, 37, 41 |
| Level 5 | 43, 47, 51 |
| Level 6 | 53, 57, 61 |
| Any Level | 66, 71, 76, 81 |
Section H3: Sage
Starting HP: 10
Starting MP: 10
HP Die: 1d6
MP Die: 1d10
DC: every 10 levels
MDC: every 7 levels
Skills:
Magic Lore 40%
Magic Lore 40%
History 30%
Ancient Languages 30%
One weapon skill 30% 130 extra points
Sages can choose two magic lores (Black, White, or Cosmic) and may learn from either as normal. However, they still have only one spell progression chart; they gain no extra “slots” for spells from their versatility.
| Magic Progression | |
| Magic Level | XP Level |
| Level 1 | 1, 1, 1, 4, 7 |
| Level 2 | 9, 12, 15 |
| Level 3 | 17, 20, 23 |
| Level 4 | 25, 28, 31 |
| Level 5 | 33, 36, 39 |
| Level 6 | 41, 44, 47 |
| Level 7 | 49, 52, 55 |
| Level 8 | 57, 60, 63 |
| Level 9 | 65, 68, 71 |
| Level 10 | 73, 76, 79 |
| Any Level | 83, 87, 91, 95, 99 |
Section I: Cosmic Mage
Affinity: Scholastic
Deficiency: Weapon & Combat
Weapons: Books, Boomerangs, Cudgels, Gloves, Knives, and
Staffs.
Armor: Armwear, Hats, and Robes.
Section I1: Cosmic Mage
Starting HP: 10
Starting MP: 10
HP Die: 1d6
MP Die: 1d10
DC: every 10 levels
MDC: every 7 levels
| Skills: | |
| Cosmic Magic Lore 50% | |
| Astronomy Lore 40% | |
| One weapon skill 40% | |
| 180 extra points | |
| Cosmic Magic Progression | |
| Magic Level | XP Level |
| Level 1 | 1, 1, 1, 4, 7 |
| Level 2 | 9, 12, 15 |
| Level 3 | 17, 20, 23 |
| Level 4 | 25, 28, 31 |
| Level 5 | 33, 36, 39 |
| Level 6 | 41, 44, 47 |
| Level 7 | 49, 52, 55 |
| Level 8 | 57, 60, 63 |
| Level 9 | 65, 68, 71 |
| Level 10 | 73, 76, 79 |
| Any Level | 83, 87, 91, 95, 99 |
Section I2: Oracle
Starting HP: 8
Starting MP: 10
HP Die: 1d7
MP Die: 1d9
DC: every 9 levels
MDC: every 8 levels
Skills:
Divination Magic 50% Ancient Languages 40% Acting 30%
Weapon 30% 120 extra points
Tarot
Oracles typically carry on their person a set of mystical fortune-telling cards known as a Tarot deck. In the hands of a trained oracle, these cards can call down fate directly. In gameplay terms, these are used to cast spells, instantly and at no MP cost; however, they are mostly uncontrollable. When using a Tarot card, roll 1d(Level / 2), with the minimum being 1d4 at lower levels and the maximum being 1d14 regardless of level; this determines the Value of the card drawn. After that, roll 1d4 to determine the Suit.
Tarot Roll Tables
| Roll Result | Value |
| 1-10 | same |
| 11 | Page |
| 12 | Knight |
| 13 | King |
| 14 | Ace |
| Roll Result | Suit |
| 1 | Wands |
| 2 | Cups |
| 3 | Swords |
| 4 | Pentacles |
When casting a spell from a Tarot card, keep in mind that potential targets of the spell that would be completely protected from it via immunity or absorption to the element or status in question should be removed from the target selection process entirely. The cards read fate; someone is meant to be stricken. This does not, however, extend to tactical choices such as placing Courage on an ally that has no business using physical attacks. (Exception: Cards that target everyone do not discriminate based on immunity or absorption. These effects occur normally.)
Many Tarot cards are localized, randomly-targeted versions of existing White Magic spells; refer to Chapter 9 for a breakdown of the exact effects if not listed here.
Tarot Card Effects:
Wands (Beneficial)
01: Cast Courage on one random ally.
02: Cast Restless Motion on one random ally. 03: Inflict Barrier on one random ally.
04: Inflict M. Barrier on one random ally. 05: Cast Barricade on one random ally. 06: Cast M. Barricade on one random ally. 07: Inflict Brave on one random ally.
08: Inflict Haste on one random ally.
09:Cast Courage on all allies.
10:Cast Restless Motion on all allies. PG: Inflict Brave on all allies.
KN: Inflict Haste on all allies.
KG: Inflict Wall on one random ally. AC: Cast Bless on all allies.
Cups (Restorative)
01: Restore ([Level / 10]d8 + WP) * MDC HP to self. 02: Restore ([Level / 5]d6 + WP) * MDC HP to self.
03: Restore ([Level / 10]d8 + WP) * MDC HP to all allies. 04: Restore ([Level / 5]d6 + WP) * MDC HP to all allies. 05: Restore (Level / 10)d6 + WP MP to self.
06: Restore (Level / 5)d4 + WP MP to self.
07: Restore (Level / 10)d6 + WP MP to all allies. 08: Restore (Level / 5)d4 + WP MP to all allies.
09:Restore ([Level / 10]d8 + WP) * MDC HP and MP to self.
10:Restore ([Level / 5]d6 + WP) * MDC HP and MP to self. PG: Restore ([Level / 10]d8 + WP) * MDC HP and MP to all allies.
KN: Restore ([Level / 5]d6 + WP) * MDC HP and MP to all allies.
KG: Restore all HP to self AC: Restore all HP to all allies
Swords (Detrimental)
01: Inflict Confuse on one random ally. 02: Inflict Blind on one random ally. 03: Inflict Berserk on one random ally. 04: Inflict Poison on one random ally. 05: Inflict Silence on one random ally. 06: Inflict Charm on one random ally. 07: Inflict Slow on one random ally. 08: Inflict Sleep on one random ally.
09:Inflict Petrify on one random ally.
10:Inflict Stop on one random ally. PG: Inflict Zombie on one random ally. KN: Inflict Venom on one random ally. KG: Inflict Mini on one random ally. AC: Inflict Doom on one random ally.
Pentacles (Damage to All Enemies and Allies)
Note that all elemental damage effects generated by Pentacle cards generate a Field Effect of the same element.
01: Deals 2d6 * MDC earth damage to everyone. 02: Deals 2d6 * MDC wind damage to everyone.
03: Deals 2d6 * MDC water damage to everyone. 04: Deals 2d6 * MDC fire damage to everyone. 05: Deals 2d6 * MDC light damage to everyone.
06: Deals 2d6 * MDC darkness damage to everyone. 07: Deals 4d6 * MDC ice damage to everyone.
08: Deals 4d6 * MDC lightning damage to everyone.
09:Deals 4d6 * MDC poison damage to everyone.
10:Deals 4d6 * MDC earth damage to everyone. PG: Deals 4d6 * MDC wind damage to everyone. KN: Deals 4d6 * MDC water damage to everyone. KG: Cast Dispel on all allies and all enemies.
AC: Cast Roulette.
Prophecy (Level 5)
Spend the turn trying to foresee an important event in the immediate future. 1d3 turns later (roll this now), you may force one accuracy check against you to fail. If you choose not to use it at first, the called dodge will fade 3 turns after the roll it became available. At level 30, you are able to prophesize this way for allies as well. This ability also has other story uses, such as the capability to tell fortunes and such.
Stack (Level 20)
Spend this turn to concentrate on stacking your tarot deck. Choose right now, in order, the VALUE of the next 3 cards on top of the deck. Stack negates the effects of any unused applications of Shuffle.
Shuffle (Level 30)
Spend your turn to concentrate on shuffling your tarot deck. Choose right now, in order, the SUIT of the next 3 cards on top of the deck. Shuffle negates the effects of any unused applications of Stack.
| Divination Magic Progression | |
| Magic Level | XP Level |
| Level 1 | 1, 1, 1, 3, 7, 11 |
| Level 2 | 14, 18, 22 |
| Level 3 | 25, 29, 33 |
| Level 4 | 36, 40, 44 |
| Level 5 | 47, 51, 55 |
| Level 6 | 58, 62, 66 |
| Level 7 | 69, 73, 77 |
| Any Level | 80, 84, 88, 92, 96 |
Section I3: Stargazer
Starting HP: 10
Starting MP: 10
HP Die: 1d6
MP Die: 1d10
DC: every 10 levels
MDC: every 7 levels
Skills:
Cosmic Magic Lore 40%
Divination Magic Lore 40%
One weapon skill 30%
180 extra points
Stargazers split their magic progression as they like between Cosmic and Divination magic. As Divination magic only comes in 7 levels, a Stargazer learning an 8th, 9th, or 10th level spell may instead learn any level of Divination magic.
Cosmic/Divination Magic Progression
| Magic Level | XP Level |
| Level 1 | 1, 1, 1, 4, 7 |
| Level 2 | 9, 12, 15 |
| Level 3 | 17, 20, 23 |
| Level 4 | 25, 28, 31 |
| Level 5 | 33, 36, 39 |
| Level 6 | 41, 44, 47 |
| Level 7 | 49, 52, 55 |
| Level 8 | 57, 60, 63 |
| Level 9 | 65, 68, 71 |
| Level 10 | 73, 76, 79 |
| Any Level | 83, 87, 91, 95, 99 |
Section J: Blue Mage
Affinity: None
Deficiency: None
Weapons: Boomerangs, Gloves, Katanas, Knives, Staffs,
Swords, and Whips.
Armor: Armwear, Hats, Mail, Robes, Shields, and Suits.
Section J1: Blue Mage
Starting HP: 10
Starting MP: 10
HP Die: 1d8
MP Die: 1d8
DC: every 9 levels
MDC: every 8 levels
Skills:
Blue Magic Lore 50% Monster Lore 40% Animal Lore 40% One weapon skill 40% 140 extra points
Blue Mages begin play with 2 Blue Magic spells, chosen by the player and approved by the GM. A Blue Mage can never know more spells than the value of their MAG stat.
Learning
When hit with a Blue Magic spell, make a Blue Magic Lore check. On success, learn that spell if you have room for it. If a spell learnable by a Blue Mage is cast that does not target you, you have a (30 + [Level / 3] + [WIP% / 2] - [MP Cost of Spell / 3])% chance to learn the spell.
Section J2: Morpher
To be added soon!
Section J3: Taoist
Starting HP: 8
Starting MP: 10
HP Die: 1d8
MP Die: 1d8
DC: every 9 levels
MDC: every 8 levels
Skills:
Yinyang Magic Lore 50% Teaching 40%
One weapon skill 40% 170 extra points
Like Blue Mages, Taoists begin play with 2 Yinyang spells, chosen by the player and approved by the GM. Also like a Blue Mage, a Taoist can never know more spells than the value of their MAG stat.
Read Aura
The Taoist can spend a turn concentrating in order to read the aura of the enemy. This allows them to discover the target's remaining MP, elemental weaknesses and resistances, and current status afflictions. If the target is afflicted by a status which the Taoist does not have the Yinyang spell to cause, the Taoist may learn that spell if they have room.
Section K: Caller
Affinity: Scholastic
Deficiency: Weapon & Combat
Weapons: Books, Bows, Boomerangs, Cudgels, Gloves,
Knives, Staffs, and Whips.
Armor: Armwear, Hats, and Robes.
Section K1: Caller
To be added soon!
Section K2: Black Caller
To be added soon!
Section K3: White Caller
To be added soon!
Section L: Artisan
To be added soon!
Section L1: Artisan
To be added soon!
Section L2: Chemist
To be added soon!
Section L3: Engineer
To be added soon!
Section L4: Puppeteer
To be added soon!
CHAPTER 5 - Like A Beautiful Snowflake // Advantages and Disadvantages
Advantages can be bought after character creation, during the process of leveling up, at the cost of 10 Skill Points per point value of Advantage. Disadvantages can also be bought off, but must be accompanied by an in-character reason; work it out with your GM and roleplay it out. When roleplaying the loss of a Disadvantage, the Disadvantage can be removed as soon as the GM decides you've taken the proper measures; you don't need to wait until you gain a new level.
Section A: Advantages
Absolute Direction - 1
You have an absolute sense of direction and cannot get lost except under the influence of malevolent magical effects.
Absolute Time - 1
You have an internal 'clock', and always know what time of day or night it is.
Adroit - 2 to 5
For two points, a chosen d6 weapon type uses AGI instead of STR to determine its damage. For 3 points, a d8 weapon type is affected. For 4, d10. For 5, d12.
Ambidextrous - 1
You do not suffer a penalty on your offhand weapon attacks. You may purchase the Two Weapons skill at the normal 1:1 ratio.
Animal Companion - 1 to 3
1 point gets you a Small animal (squirrels, birds, household pets), 2 a Medium (wolves, chocobos), and 3 a Large animal companion (bears, big cats). These are treated as normal monsters of equal level to the character.
Animal companions are generated with 30 stat points, to spend on the same stats as player characters, but do not get their own Advantages or Disadvantages. The same racial minimum/maximum rules apply; animals have 2-10 in every stat. They have Brawling at 60%, Survival at 60%, and Awareness at 80%. Each time an animal companion gains a level, they get 10 skill points, to use on skills or stats much like a player.
Animal companions' damage is dependent on their size; Small animals use d4s, Mediums use d6s, and Large use d8s. They start at 1d*, and move up a stage every four levels (to 1d*+1, 1d*+2, 1d*+3, 2d*, and so forth). This damage is considered an unarmed attack, using the Brawling skill.
Animal Empathy - 2
Pick a species of animal or monster upon taking this Advantage. You may communicate with that type of creature.
Beauty - 1 to 3
Beauty is not for characters that happen to be good-looking. This advantage covers exceptionally attractive characters,
and should affect NPCs' (and other player characters') reactions to the character. Add +5% for each point in this Advantage when using a skill from the Social Family against a person of the opposite sex (or a homosexual of your gender). 1 point in this means the character is of model- quality beauty. 2 points means the character turns heads everywhere, and a character with Beauty 3 could launch a thousand ships, as the saying goes.
Curve Of Sight - 3
You no longer need a line of sight to hit your intended target. You also ignore cover.
Danger Sense - 1
You know when it's about to hit the fan. You cannot be taken into combat by surprise; you can act even during a normal enemy surprise round.
Eidetic Memory - 1
You remember just about everything you've ever read, seen, or heard. When using any Research, Lore, or History check, add 20% to your Target (except when using Magic Lore to cast spells).
Elemental Affinity (choose an element) - 2 or 4
At two points, deal 10% more damage whenever you use an attack, ability, or spell associated with the chosen element. At 4 points, this bonus increases to 25%.
Elemental Resistance (choose an element) - 1 or 3
At one point, you you have 20% resistance to the chosen element. At 3 points, this resistance is increased to 50%.
Extra Limb - 3
Either through an extra arm of some sort, prehensile hair or a usable tail, or whatever other excuse the GM approves, you have an extra usable limb. This grants you an extra slot for EITHER Arms-slot armor, a shield, or an additional weapon hand; you can switch freely between the two choices outside of battle. If your Extra Limb is not equipped with armor or a shield, you may make normal Attack actions with it in addition to your other action in a turn, at the same initiative. You may only make one attack with any one Extra Limb per round. You may take multiple Extra Limbs with GM approval.
Family Heirloom - 2
You start with an Accessory of choice whose value is less than 5000gp.
Fast Metabolism - 1
You receive 25% more HP healing. Any attack that attempts to inflict Poison on you has a 25% bonus to its success chance.
Foretelling - 3 or 5
At 3 points, the GM can give you foreshadowing visions of the future. At 5 points, you constantly see hints of other
peoples' futures floating around you or them, as appropriate.
Full Moon Heart - 4
You recover MP from all types of healing at 125% of the normal rate (including MP Drain). Sprites taking this advantage gain a total of 150%.
Gift of Tongues - 1
After studying a language with a native speaker or a comprehensive set of books for one month, you gain Skill Rating in that language equal to 30% + your MAG's Boost%.
Goddess's Mark - 4
You recover HP from all types of healing at 125% of the normal rate (including HP Drain).
Hardened - 1 or 2
At one point, you gain 1 extra HP each time you level up. At two points, you gain instead 2 extra HP.
Heightened Senses - 1 or 3
Pick a sense (one of the Five Senses, excluding Touch). You gain an extra 20% added to your Target when using any skill involving that Sense. For 3 points, you may take a heightened sense of the supernatural.
Immortal - 3
You cannot die naturally; you must be killed in order to die. You are immune to all effects of aging, including magically- induced age. You do not require food, water, or air. You can survive extreme climates of all types.
Lucky - 2 or 5
At 2 points, your Critical Range for skills is increased by 5 outside of combat, for Critical Successes only. At 5 points, this works in combat as well.
Mentor - 2
You know somebody who is wise in the ways of your class. If you spend time with your mentor, you can train skills without requiring a level up. (Some GMs allow training this way without the expenditure of Skill Points.)
Multitalented - 1 or 2
Choose a skill family other than Weapon when you take this Advantage. Whenever you spend two Skill Points in a skill from the chosen family, you gain a bonus 1% Skill Rating in that skill. This skill does not affect the Rating gained from class- or race-granted Skill Affinities. At two points, you may choose Weapon..
Natural Weapons - 3
You know how to use part of your body as a weapon. This includes anything from fists to feet to wings to a tail. You may make unarmed attacks with this body part using the Black Belt's unarmed damage table (see Chapter 4, Section A2). If you have the Extra Limb Advantage, you may apply this Advantage to unarmed attacks using that limb.
Night Vision - 1
Your character can see better than many in the dark. Any penalties from being in the dark (but not Blind or in complete darkness) are reduced by half.
Pure Soul - 1 or 2
At one point, you gain 1 extra MP each time you level up. At two points, you gain instead 2 extra MP.
Reputation - 1 or 2
At one point, the people in your chosen area who have heard of you are affected by this Advantage. At 2 points, anyone who has had reason to hear of you, regardless of location, is affected. Add a 10% bonus to the Target on skill checks for skills in the Social family against anyone affected.
Resistance - 2 or 4
At 2 points, any effect that attempts to inflict a negative status condition receives a -10% penalty to its success chance. At 4 points, this rises to a -25% penalty.
Rich - 1
You get 20% more starting money during character creation.
Signature Weapon - 3 or 5
Choose a weapon type. At 3 points, your Critical Range on attacks with weapons of the chosen type is increased by 5, for Critical Successes only. At 5 points, it is instead increased by 10.
Special Training - 1, 4, or 5
At 1 point, you can choose one additional Weapon type your class would normally not have access to. The Weapon type must use STR to calculate damage and may not have a Damage Die higher than that of those the Weapon types your class can normally access. Alternatively, you can use one Armor type not normally available to your class, excluding Shields. At 4 points, the character can instead use Shields. At 5 points, you can use one weapon type not normally available to you, without restriction.
Status - 1 to 5
Roleplay-only. Your character has power within the ruling government. 1 point makes you a knight. 2 points makes you a noble or low-ranked military officer. 3 points makes you a Baron/ess or a medium-ranked military officer. 4 points makes you a Duke/Duchess or a high-ranked military officer. 5 points makes you King/Queen of a small kingdom, or Prince/ss of a large kingdom.
Strong Metabolism - 3
Poison and Venom last half the normal duration on you. Consumable items that produce an HP healing effect give you 125% of their normal effect. It takes twice as much alcohol as normal to get you drunk, and you sober up twice as fast as normal people.
Weapon Aptitude - 1 or 3
Choose a weapon skill. Whenever you spend two Skill Points in the chosen skill, you gain a bonus 1% Skill Rating in that skill. This skill does not affect the Rating gained from class- or race-granted Skill Affinities. At three points, you instead gain 1% bonus Skill Rating for each 1 Skill Point spent. This Advantage also affects Weapon Masteries associated with the chosen weapon.
Section B: Disadvantages
Absent-Minded - 2
Your brain is constantly elsewhere. At any time, the GM can force you to make a Normal-difficulty MAG check to remember your current task, your friends' names, or your own name.
Amnesia - 2
You don't remember your own past. The GM may use this against you. You may also take up to 3 points of extra Disadvantages, chosen by the GM, that you won't know about until they apply.
Body Horror - Variable
This disadvantage encompasses all manner of awful things that don't belong on a normal person. This includes such things as an awful fanged maw in your abdomen, fingers ending in disgusting curls, or horrible abominations taking up residence in your eye sockets. Consult your GM for the exact point value of your “desired” deformity.
Can't Swim - 1
You don't know how to swim. You sink like a rock when you try.
Code of Honor - 1 or 2
At 1 point, you have a personal code of honor that you feel you must follow. At 2 points, if you break this code, you lose your class powers until you make peace with yourself through penance.
Compulsion - 1
You have some kind of compulsion. Drinking, gambling, talking, cleanliness, perfection, lying... pick something. Resisting your compulsion when you have the chance to indulge in it requires a Hard WIP Default roll.
Crippled Arm - 3
One arm is useless or missing. The character cannot use a Shield, the Two Weapons skill, or any two-handed weapon.
Curse - 1 or 3
A specific trigger causes an adverse reaction by, or consequence to, your character. Minor stuff is 1 point, major consequences or extremely common triggers are 3. Talk it over with your GM.
Danger Prone - 1 to 5
For each point in this Disadvantage, you are considered an extra time anytime anyone chooses a random target that could be you for the purposes of a harmful effect. In addition, whenever any effect attempts to inflict a negative status condition on you, it receives a 10% bonus to its chance to do so per point of this Disadvantage.
Defenseless - 3
Your final DEF and MDEF are halved.
Delicate Constitution - 3
Poison and Venom deal 50% more damage to you. Consumable items that produce an HP healing effect give you 75% of their normal healing. It takes half as much alcohol as normal to make you drunk, and you need to sleep a full night in order to sober up.
Devil's Brand - 4
You recover HP from all types of healing at 75% of the normal rate (including HP Drain).
Elemental Weakness - 1 or 3
Choose an element. At 1 point, you have -20% resistance to that element. At 3 points, you instead have -50% resistance.
Flashbacks - 2
Your character has flashbacks to their past. The GM will tell you when you are having a flashback, and it may be triggered by experiencing something related to the particular memory. Once the flashback starts, you cannot make any actions, rolls, or anything else until the GM states that the flashback is over.
Frail - 1 or 2
At one point, you gain 1 less HP each time you level up. At two points, you gain instead 2 less HP. This Disadvantage cannot make you gain a total of less than 1 HP per level.
Fury - 2
Whenever you are below 25% HP, you are inflicted with Berserk until you either rise above 25% HP or die. This Berserk status cannot be canceled or dispelled in any way.
Gullible - 1 or 2
At 1 point, you fail to inherently distrust anybody simply based on past experience with them. At 2 points, you will believe just about anything anybody tells you. Keep this in mind during social situations!
Hearing Impaired - 1 or 2
At 1 point, you require a hearing aid such as an ear trumpet, or are hard of hearing. You cannot detect soft noises or people speaking in low tones or whispers. At 2 points, you are completely deaf.
Honest - 1
You either cannot bring yourself to lie, or are very obvious about it when you try. Keep this in mind during social situations!
Impaired Vision - 1 or 3
At 1 point, you require glasses. If they are ever lost, you count as having the Blind status until you regain them. At 3 points, your character is permanently Blind (as if magically afflicted by the status at all times). However, permanently Blind characters suffer no accuracy penalty in darkness. Characters with this version of this Disadvantage also receive a 50% bonus to Awareness checks not involving sight.
Known Criminal - 1 to 3
The point value of this Disadvantage depends on the severity of the crime and the size of the area in which it is known. Consult your GM. You are wanted for a crime, regardless of whether you actually committed it.
Mute - 3
You are permanently inflicted with Silence. You cannot cast spells, speak, sing, laugh, or generally make any kind of noise with your mouth.
Notoriety - 2
The opposite of Reputation. People have a bad initial reaction to you. Your Target is 10% lower for all Social skills except Intimidation.
Obsession - 2
You are obsessed with something, be it jewelry, revenge, lechery, whatever. You must always attempt to get at the object of your obsession, even against your better judgment.
Pacifist - 1
You will not take offensive action unless your life is in clear danger. You must attempt to talk your way out of any dangerous situation before resorting to combat.
Phobia - 1 or 2
You are terribly afraid of something fairly common. (Weird or uncommon phobias are not worth points.) When the object of your phobia is encountered, you must make a Hard Willpower Default roll. If you succeed, you take a 10% penalty on all skills while you remain near it. If you fail, you run away as fast as you can. At 2 points, the roll automatically fails.
Poor - 1
You begin with 20% less money. You also suffer a 10% penalty to Social skill rolls against any member of the nobility, or other similarly elitist person.
Room For Two - 1 or 2
You hear voices in your head. At 1 point, the voices are either distracting but unfamiliar, or non-antagonistic but unhelpful. At 2 points, you are quite clearly crazy. You might feel you
must respond to the voices, or communicate what the voices are telling you to others. The two-point version's voices are also clearly (to anyone else) not acting in your best interest.
Skill Ineptitude - 1
You must spend double the normal points to raise skills within the chosen Skill Family. Weapon and General skills cannot be chosen for this. Skill groups for which your class already has a Deficiency also cannot be chosen.
Soft Target - 4
Your final ARM and MARM values are halved.
Split Personality - 1 or 3
At 1 point, your personality makes a noticeable change when exposed to a specific trigger. At 3 points, you have a completely alternate personality, and once it is triggered, the GM controls you until it is suppressed. The 3-point version's personality may have completely different stats, skills, or abilities than you - it's up to the GM.
Weapon Inability - 3
You must spend double the normal points to raise Weapon skills. You cannot make critical hits with weapons. You cannot take this Disadvantage if your class has a Deficiency in Weapon skills.
Unlucky - 2 or 5
At 2 points, your Critical Range for skills outside of combat is increased by 5, for Critical Failures only. At 5 points, this works in combat as well.
Young/Old - 2
You lose 1 point each in STR and VIT. For Young, you gain a point each in AGI and SPD; for Old, you gain MAG and WIP. In either case, you are underestimated and pushed aside by characters in more standard age ranges.
CHAPTER 6 - This Is How We Do It // Skills
MULTI-FAMILY SKILLS
If a skill is listed in multiple Families, you may spend points on it as though it is in whichever of those Families is cheapest for you.
DEFAULT STAT ROLLS
When you don't have any points in the proper skill for a skill check but want to attempt it, roll against a target of either the related stat's Boost%, or double the related stat, whichever is higher. (At 17 or higher in the stat, you'll be using double.)
The maximum Target for default skill checks is 95%.
| Attribute Rating | Boost% |
| 1 | 5% |
| 2 | 10% |
| 3 to 5 | 15% |
| 6 to 8 | 20% |
| 9 to 10 | 25% |
| 11 to 13 | 30% |
| 14 to 17 | 32% |
| 18 to 22 | 35% |
| 23 to 28 | 37% |
| 29 to 30 | 40% |
| 31 to 32 | 42% |
| 33 to 34 | 45% |
| 35 to 36 | 47% |
| 37 to 38 | 50% |
| After 38 | 50% +1% per point above 38 |
Boost% cannot exceed 100%, even if a stat is raised past 88. Boost% is added to your Skill Rating along with any difficulty modifiers to determine the Target on a Skill Check for which you have the skill.
CONTESTED SKILLS
When two characters are attempting to outdo each other in some test of skill, or using the same skill for opposite ends, a Skill Contest begins. Both characters make their skill rolls. The one with the lower result-to-Target ratio wins. A failure automatically loses unless the other character fails by more. Critical Success and Failure work similarly - Critical Success means you win unless the other character did it better, and Critical Failure means you lose unless the other character did it worse. A player can only make a Default roll in a skill contest if they have a VERY good excuse. Having a skill entitles the player to a subconscious check if applicable (i.e., hearing a Scholar spout bogus History and knowing he's full of it).
Section A: Sword-chucks! // Weapon Skills
You cannot take a Weapon Skill for a weapon your class cannot use. All weapon attack skill rolls are based on AGI. Archery - Bows and Crossbows.
Axes - One-handed Axes and Two-handed Axes. Books - Books.
Brawling - Untrained bare fists. Cudgels - Cudgels and Hammers. Guns - Pistols and Rifles.
Knives - Daggers and Ninja Blades.
Martial Arts - Required for Unarmed Attacks. See Chapter 7, Combat.
Polearms - Spears and Scythes. Staves - Staffs.
Swords - Swords and Katanas.
Thrown - Boomerangs, throwing axes/knives, tossing small objects.
Whips - Whips
Two Weapon Skill - AGI
Usable in conjunction with any one-handed weapon. This skill allows characters to wield a weapon in each hand. Use the lower of this skill and the appropriate weapon skill. This skill costs double the normal amount, except to classes whose descriptions state otherwise. Black Belts do not need this skill to punch twice.
Weapon Mastery - AGI
You can only use one weapon's Weapon Mastery. You must attach it to the first weapon in which you reach 100% skill (before stat percent boost). Weapon Mastery is affected by class affinities for Weapon, as well as the advantage 'Weapon Affinity' as long as the affinity was chosen for that same weapon. You can only learn a Mastery past the first when the preceding Mastery has been raised to its maximum level of 100%. You cannot learn Weapon Mastery during character creation. When rolling a Weapon Mastery attack, add your Weapon Mastery Rating to your Weapon skill and roll against the opponent's DEF. If you fail, make a normal weapon attack at half your normal weapon skill instead of using your Weapon Mastery.
If you use a Weapon Mastery, you get a number of Mastery Cooldown Counters (MCCs) equal to its level (Uncovered gets 3, for example) regardless of success. You cannot use a Weapon Mastery if you have any MCCs. Remove an MCC whenever you use a physical attack. You may only remove one MCC per round of combat. Remove all MCCs at the end of combat.
All Weapon Masteries factor in the usual bonuses from enhanced weapons, strength, and DC as well as the enemy's Armor, unless stated otherwise.
WM1: FOCUS - Init-3. Make a normal weapon attack, but deal your weapon's maximum dice value. If your weapon is 1d10, for instance, you deal 10 damage.
WM2: ROLL BACK - Init-4. Automatically dodge the next
physical attack that would hit you. Immediately make a normal weapon attack on the triggering enemy.
WM3: UNCOVERED - Init-6. Make a normal weapon attack. The enemy's ARM is not included in the damage calculation.
WM4: PUSH - Init-8. Make a normal weapon attack with a +1 bonus to your DC.
WM5: SLAM - Init-10. Make a normal weapon attack. The enemy loses their next action.
WM6: DIVIDE - Init-11. Choose ([WM6 skill / 30, rounded up] + 2) targets, max 5. Make a normal attack against each. Divide the final weapon damage by the number of targets you attempted to hit and deal that much to each enemy you successfully hit. Apply each enemy's ARM to this damage separately after this split.
WM7: TWICE - Init-13. Make two normal weapon attacks. (If you normally get two attacks, make a total of 4. That's Black Belts, Ninjas, and Dual Wielders.)
WM8: PERFECT - Init-15. Make a normal attack. Double the final damage and ignore the enemy's ARM.
Section B: Let's Get Physical // Physical Skills
Acrobatics - AGI
You can perform standard acrobatic moves. Ask the GM for difficulties on specific feats.
Animal Riding (Air) - AGI
Specific per animal species. Allows you to mount, ride, and dismount flight-capable animals. If mounted on a flying animal, use this skill in place of Flight for Aerial Maneuvers (see the Flight skill).
Animal Riding (Land) - AGI
Specific per animal species. Allows you to mount, ride, and dismount ground-based animals.
Climbing - STR
Climb walls and such. No upward progress is made on a failure. Critical Failure results in a fall. Ask the GM for difficulty modifiers for the specific surface and conditions you are climbing.
Flight - AGI
Only available to characters capable of flight or levitation. You can go airborne for 1d3 + (VIT / 4) rounds. Make a Default Vitality Roll to stay airborne after that. Taking a critical hit while airborne causes you to fall. Roll a Flight check with Maneuvering penalties to perform Aerial Maneuvers.
Aerial Maneuvers:
-10% / Early Bird / +3 init for a physical attack, deal 80% weapon damage.
-30% / Swallowtail / -3 init. You may use your Flying Rating in place of your Dodge Rating until your next action. You are considered to be dodging as described in the Dodge skill until your next action.
-50% / Updraft / Skip your turn; you become invalid for
targeting this round (except by Tornado, etc)
HALF / Falcon Dive / Only useable when falling out of the air. Roll using half of your Flying skill to land properly, and make a normal physical attack at half damage.
-80% / Snatch / Swoop down and grab your victim. Both you and the victim are considered flying, and are both unable to act for 1d6 rounds. Even though you are still airborne you cannot fly around; you are technically levitating.
-40% / Hover / Hold your ground... aerially. Lasts until the beginning of your next action. You are immune to Stun, Immobilize, Slow, Stop, and any other movement-affecting status except for literal physical impediments like Tentacles. You cannot be moved by external forces and you gain +50% wind resistance (up to a maximum of 100%).
Jumping - STR
You may jump 3' horizontally and 1.5' vertically for every 20% total skill in Jumping. Cut the jump distance/height in half if you do not get a running start. Double them if you are a Dragoon.
Running - VIT
You can run at twice normal walking speed for (Total Skill Rating / 10) + 10 rounds. Characters without this skill can run for 10 rounds.
Section C: Everybody Was PnP Fighting // Combat Skills
Disarm - AGI
Make this check with a penalty to the Target equal to the enemy's DEF. If successful, the enemy's weapon is ejected from their hand 1d10 feet in a random direction. If failed, attack normally at half final damage.
Dodge - AGI
This skill takes up your turn in combat. When an enemy attacks you this turn (even before your turn - tell your GM that you are declaring Dodge at the beginning of the round), add one quarter of your Dodge skill to your DEF. Each successive attack against you in a turn lowers your effective Dodge Skill Rating by 10%.
Flair - AGI
Used by Swashbucklers for Capote-based skills. Other classes cannot take this skill.
Jumping - STR
You may jump 3' horizontally and 1.5' vertically for every 20% total skill in Jumping. Cut the jump distance/height in half if you do not get a running start. Double them if you are a Dragoon.
Parry - AGI
If used actively, this skill takes up your turn in combat. You can use this skill even if you are not spending your entire turn Parrying, but if you do, halve your total Parry skill for the action. When an enemy attacks you, and you successfully make a Parry skill roll, roll your weapon damage and subtract
it from the incoming attack's damage. If you Critically Fail, the incoming attack gains an extra +1 DC. Each successive use of Parry or Shield Block in a round applies a -25% penalty to your total rating in both skills until the end of the turn.
Shield Block - AGI
Only usable with a shield equipped. If used actively, this skill takes up your turn in combat. You can use this skill even if you are not spending your entire turn Blocking, but if you do, halve your total Shield Block skill for the action. When an enemy attacks you, and you successfully make a Shield Block skill roll, decrease the incoming attack's damage by half. If you Critically Fail, the incoming attack gains an extra +1 DC. Each successive use of Parry or Shield Block in a round applies a -25% penalty to your total rating in both skills until the end of the turn.
Strategy - MAG
Make a Strategy check each round of combat. Keep track of how many rounds you've used it in a row. When you're ready to blow it, add your choice of 5DEF/5MDEF/10% Weapon Skill/10% Magic Lore Skill per round of success, lasting until the end of the round. Failing a Strategy check resets your round count to 0.
Tactics - MAG
Make a Tactics check after an opponent has used his turn in a round. On a success, judge the approximate level of the enemy's Skills they used that turn.
Section D: Just Think About It // Scholastic Skills
Alchemy - MAG
Used to create potions and other such consumable items. See Chemist class for details.
Area Knowledge - MAG
Recollection of landmarks, paths, locations, important people, government, general political situation, climate, inhabitants (flora and fauna), local cuisine, etc. This skill is basically your familiarity with the area, and is generally not to be used in place of another skill (such as remembering and making a local recipe in place of the Cooking skill).
Healing - MAG
Used to deliver first aid on normal wounds outside of combat, or to double the effect of healing potions. When used for first aid, 1 HP is restored per 10% by which you beat the Target. When used in conjunction with potions, all types of Success simply double either the numerical or durational effect of the potion (but not both); all types of Failure nullify all effects of the potion. Successful use of this skill with potions does stack with a Chemist's potion-doubling ability.
History - MAG
Liberal difficulty modifiers apply. History checks about unfamiliar regions, objects, or persons should be extremely
difficult if not impossible. If attempting to learn a fact about history from books, a library, or talking to survivors, use the Research skill instead.
Language - MAG
The ability to read, write, speak, and understand a language. Racial starting languages come with 200% in this skill, indicating complete fluency. A minimum of 50% in a language is required to read and/or write it. If a language is taken at character creation at a rating of 10% or more, gain an extra 20%. The Common language is given to all characters at 200% except Yeti and Hypello, who have it at 50% at creation.
Lore - MAG
Used for recalling obscure facts. Lore can be taken for multiple classifications, such as Lore (Weapons), Lore (Monsters), or Lore (Minerals). The more obscure the fact, the more difficult the Lore check.
Magic Lore (by school) - MAG
When casting any spell, a successful Magic Lore check must first be made. Also used for learning extra spells when leveling up. If another character casts a spell, and the effects are not immediately apparent, you can make a Magic Lore skill check (with a 25% penalty if you cannot cast the Type of magic it is from) to determine the effects of the spell. A Critical Success on this check gives you the exact name of the spell, while all types of Failure produce nothing.
Research - MAG
Used for gathering information from books or other such inanimate resources. A successful skill check that beats the Target by a large amount should also reduce the time it takes to find the information.
Teaching - MAG
Allows one character to teach another in a skill known by the teacher. Characters can only teach a skill as high as their own Rating in it. Regardless of Affinities, Aptitudes, or any other modifiers, Teaching requires double the normal skill point cost to learn. Teaching cannot be learned from a teacher. Teaching requires time, but has no skill point cost for either party. 8 hours a day, five days a week, for one month grants the pupil one-tenth of the teacher's Rating in the skill. Under normal circumstances, Teaching a skill does not require a roll. Unhelpful circumstances, such as a bad relationship between teacher and pupil, limited time, or missing lessons will require a roll for the skill to be taught effectively. A roll can also be taken by choice. When rolling for the Teaching skill, Critical Success multiplies the skill gain by 1.5, while Epic Success doubles it. Failure nullifies skill gain, Critical Failure removes 5% (if the pupil has the skill at all), and Epic Failure removes 10% from the pupil's knowledge of the skill as well as 5% from the teacher's, as both question their prior learning.
Section E: Talk To Me, Dance With Me // Social Skills
Acting - WIP
This is used for both formal playacting as well as the fine art of being an imposter. When performing a play, the result of the skill check can influence NPC reactions to both the character and the troupe, if any.
Dancing - AGI
The character can dance. This skill is for actually performing a known dance, but can also be used to pick up a new one through another dancer's lead or example. Learning a new type of dance requires either a Research, Lore (Dance), or History check, depending on how you choose to learn it. This other type of check is not necessary when learning a dance associated with your class, such as a Dancer or Battledancer's special abilities.
Etiquette - WIP
Generally used only in roleplay, this skill allows a character to act properly in formal social situations, or to make a point, observation, or other comment without offending someone. Unfamiliar cultures apply a penalty to this skill's checks, and totally alien cultures may make checks of this nature utterly impossible.
Intimidation - WIP
This is used to threaten, glare, or bully someone into acquiescing to your requests or demands. A 5% penalty per level difference applies if the target is higher level than the user. A 20% penalty applies if the target is significantly larger in size or stature than the user.
Leadership - WIP
On a successful check, the results of successful appropriate skill checks can be shared with a party. Also allows for commanding an army.
Negotiation - WIP
In addition to bargaining/haggling and persuasion, this is the go-to skill for outright lying and other types of BS. Negotiation used to haggle with a merchant will always result in a Skill Contest, and most merchants have a minimum Negotiation Rating of 60% before Boost%. Negotiation rolls' difficulties should always be modified in some way by the target's WIP.
Singing - WIP
This skill applies to general knowledge of song as well as the ability to actually sing without breaking glass (unless that's your intention, in which case penalties apply). Successful performances can influence NPC's reactions.
Section F: Roughing It // Wilderness Skills
Animal Handling - WIP
This skill allows a character to tame animals as well as monsters with animal-level intelligence. Penalties apply to
angry, stubborn, exotic, or distrustful animals. Taming requires only a few minutes.
Animal Riding (Air) - AGI
Specific per animal species. Allows the character to mount, ride, and dismount flight-capable animals. If mounted on a flying animal, use this skill in place of Flight for Aerial Maneuvers (see the Flight skill).
Animal Riding (Land) - AGI
Specific per animal species. Allows the character to mount, ride, and dismount ground-based animals.
Animal Training - WIP
The character can train an animal or a monster of animal- level intelligence. Training any new trick or command generally takes approximately 2 weeks. After the first week, make a Training roll; if successful, the animal permanently responds to the command phrase on a successful Training roll. After both weeks of training have passed, make another Training roll. If successful, no further roll is ever necessary to make the animal respond to the command (except under extenuating circumstances).
Area Knowledge - MAG
Recollection of landmarks, paths, locations, important people, government, general political situation, climate, inhabitants (flora and fauna), local cuisine, etc. This skill is basically your familiarity with the area, and is generally not to be used in place of another skill (such as remembering and making a local recipe in place of the Cooking skill).
Climbing - STR
Climb walls and such. No upward progress is made on a failure. Critical Failure results in a fall. Ask the GM for difficulty modifiers for the specific surface and conditions you are climbing.
Survival - MAG
Allows a character to find enough food and shelter to accommodate one person in the wild. To find enough for multiple people, make another check for each person, halving the total Skill Rating each time. If the character making the check performs a successful Leadership check with each of these checks, the Survival Skill Rating is not halved.
Tracking - MAG
Used to follow tracks, trails, or footprints left behind by other beings. Conditional penalties should be used liberally against this skill.
Section G: Gimme What You Got // Thievery Skills All characters that are not in any Thief Aspect must pay double point costs for Thievery Skills.
Climbing - STR
Climb walls and such. No upward progress is made on a failure. Critical Failure results in a fall. Ask the GM for
difficulty modifiers for the specific surface and conditions you are climbing.
Concealment - MAG
Used to hide objects on your person. Large objects apply a penalty. Loose clothes, large or hidden pockets, and very small objects ease the difficulty of this check. If someone is actively searching you, this skill is used in a Skill Contest against the searcher's Awareness skill.
Disguise - MAG
This skill is used to make yourself look like someone or something else. It's generally harder to look like someone of a different race or sex. When attempting to fool people that are well-acquainted with the person you are disguised as, an Acting check is also required.
Escape - AGI
This skill allows you to remove yourself from ropes, handcuffs, and other restraints.
Gambling - MAG
This is used for skill in gambling games, such as card games or some board games, as well as for cheating. Cheating requires a Skill Contest against the opponent, dealer, or security officer. The opponent in the contest may use either Awareness or Gambling. On the user's triumph, the cheating is successful and the user is not found out. When the opponent wins the contest, the cheating is discovered. If both contestants fail, the result of the gamble is left to chance.
Lockpicking - AGI
Used to open locks. Penalties apply for complex, trapped, or rusted/broken locks. Bonuses apply for quality tools or prior experience in opening extremely similar locks.
Pickpocket - AGI
Used to steal from sentient beings. Neither success nor failure means automatically being caught, but a Critical Failure does. On any Pickpocket attempt, the victim may initiate a Skill Contest using their Awareness against the thief's Pickpocket skill. If the victim wins, the thief is caught.
Stealth - AGI
Used to hide and/or move without being noticed. The user always believes this check is successful. The victims can counter this skill with a successful Awareness check, modified by the amount the user succeeded by (this includes a bonus if they failed, and with a failed awareness check, the victim still doesn't catch the user).
Streetwise - WIP
This is mainly used in dealing with the criminal element in an area. This ranges from locating crime bosses, to dealing with local criminals without looking foolish, to obtaining black market goods.
Trap Mastery - MAG
Used to both find and disarm traps. For many traps, a set of thieves' tools are required. Failure to disarm a trap does not automatically spring it unless the roll was failed by more than 50%. Critical Failures also automatically spring the trap.
Section H: Average Joe // General Skills
Awareness - MAG
In addition to detecting stealth or thievery, this skill is used for general perception checks.
Construction - MAG
The character knows how to build things. Penalties apply for rush jobs, unique designs, or obscure/complex additions. Multiple characters using this skill in tandem can ease the difficulty, but more than 2 at a time requires someone in the group to succeed in a Leadership check.
Cooking - MAG
You don't burn water. Knowledge of delicacies and recipes are also covered by this skill.
Piloting - MAG
Specific by vehicle type. Allows the user to drive, navigate, crew, or otherwise be useful in the operation of a vehicle. If a character aided in the building of the vehicle in question or very similar vehicles, add 50% of the character's Construction Skill Rating to the total Skill Rating in Piloting.
Section I: Can We Build It? // Crafting Skills
All characters that are not in any Artisan Aspect must pay double point costs for Crafting Skills.
Alchemy - MAG
Used to create potions and other such consumable items. See Chemist class for details.
Construction - MAG
The character knows how to build things. Penalties apply for rush jobs, unique designs, or obscure/complex additions. Multiple characters using this skill in tandem can ease the difficulty, but more than 2 at a time requires someone in the group to succeed in a Leadership check.
Cooking - MAG
You don't burn water. Knowledge of delicacies and recipes are also covered by this skill.
Dollcraft - MAG
Used by Puppeteers to make dolls, golems, and marionettes.
Invent - MAG
All characters must pay double their normal for this skill. Engineer Aspects, which already pay half for Crafting skills, instead learn this skill at normal price. Allows the character to create new inventions.
Repair - MAG
Allows for the repair of machines, constructs, and objects. Difficulty modifiers apply for rush jobs, fine or detailed work, or complexity of repairs.
Smithing - MAG
This skill is used to create equipment and items. Raw materials to make an item cost half the item's cost at a normal shop. Creating an item requires a time investment determined by the GM. Critical Success creates the next rank up from the intended item, while Epic Success goes two ranks up, all at no extra time or cost. Failure produces an item one rank down (or nothing, if lowest rank). Critical Failures produce nothing. Epic Failure also damages the user's smithing tools.
Section J: You Don't Understand Me // Artistic Skills
Art (Two-Dimensional) - WIP
In addition to skill at painting, drawing, etc., this skill can be used for art appreciation and detection of forgeries.
Art (Three-Dimensional) - WIP
Much like two-dimensional, but for sculpting, modeling, and the like.
Dancing - AGI
The character can dance. This skill is for actually performing a known dance, but can also be used to pick up a new one through another dancer's lead or example. Learning a new type of dance requires either a Research, Lore (Dance), or History check, depending on how you choose to learn it. This other type of check is not necessary when learning a dance associated with your class, such as a Dancer or Battledancer's special abilities..
Musical Instruments - WIP
Allows the character to play normal musical instruments, or use magical instruments to play normal music. This skill is not for using instruments as weapons in any way.
Singing - WIP
This skill applies to general knowledge of song as well as the ability to actually sing without breaking glass (unless that's your intention, in which case penalties apply). Successful performances can influence NPC's reactions.
CHAPTER 7 - A Material World // Equipment & Items
Availability
Not all merchants stock all items or equipment. For any given item you want, the GM must make a roll, with a Target dependent upon the rarity of the item. This roll may be modified for the size of the store, the location, the merchant's reaction to the character, and other such factors. Common items' Target is 100%, with a 25% decrement for each step thereafter (Uncommon, Rare, Very Rare, Artifact). This means that Artifacts will generally have an availability target below 0; in this case, do NOT roll for it. It is unavailable.
For weapons, 1d* is common, 2d* is uncommon, 3d* is rare, unmodified 4d* is very rare, and anything 4d* with a + is Artifact.
For armor, anything below 501gp is common, 501-1500 is uncommon, 1501-5000 is rare, and anything above 5000 that has a price on it is very rare. If no price is listed, it is an Artifact.
For items, anything below 1000gp is common, 1000-2500 is uncommon, and 2500 and up is rare. Anything without a price is an Artifact.
Weapon Materials
Weapon ranks are determined by the material used in their construction. Artifact weapons have their own unique names.
A weapon's name is constructed from its material and weapon type; a starting sword is 1d10, a Wooden Sword, for example.
| Rank | Base Cost | Material/Name |
| 1d* | 30 | Wooden |
| 1d*+1 | 60 | Copper |
| 1d*+2 | 120 | Tin |
| 1d*+3 | 240 | Bronze |
| 2d* | 480 | Iron |
| 2d*+1 | 1060 | Silver |
| 2d*+2 | 1500 | Mythril |
| 2d*+3 | 2120 | Golden |
| 3d* | 4240 | Damascus |
| 3d*+1 | 6360 | Titanium |
| 3d*+2 | 9540 | Adamantine |
| 3d*+3 | 14500 | Orichalcum |
| 4d* | 30000 | Ultima |
Axes, Greatswords, Hammers, Polearms, and Rifles are d12, and other than Hammers, count as two-handed weapons. Crossbows, Katana, Pistols, Scythes, and Swords are d10. Boomerangs, Bows, Claws, Cudgels, Instruments, Staffs, and
Whips are d8.
Gloves, Knives, and unarmed attacks are d6.
Books are d4.
Weapon costs are modified by the die type. All d4 and d6 weapons are at base costs; every die above that (d8, d10, 12) is a further 20% cost increase from the base cost (so d12 weapons are 160% of the base cost).
People that aren't Black Belts always punch for 1d6 damage unarmed. Only Black Belts can do better damage with their fists; refer to Chapter 4, Section A2 for further details.
Rifles, Pistols, Boomerangs, and Bows are ranged weapons; these utilize AGI instead of STR for their basic damage. Whips use your choice of STR or AGI. Instruments use WIP, and Books use your choice of MAG or WIP. Instruments and Books also count as ranged weapons.
Armor Lists
Much like weapons, armor is crafted from a material that determines its effectiveness. The specific defensive capabilities of an armor are also dependent upon the weight and placement of the armor. Each character has a head slot, an arm slot, and a chest slot for armor. Shields can be used in the off-hand if a second weapon is not wielded there, and the character is not wielding a two-handed weapon (anything d12 except Hammers).
Armwear (Bangles)
| Material | Cost | ARM | MARM | DEF | MDEF |
| Wooden | 25 | 1 | 0 | 0 | 0 |
| Copper | 50 | 2 | 1 | 0 | 0 |
| Tin | 100 | 4 | 2 | 0 | 0 |
| Bronze | 200 | 5 | 4 | 5 | 0 |
| Iron | 400 | 7 | 5 | 5 | 0 |
| Silver | 800 | 8 | 7 | 0 | 5 |
| Mythril | 1600 | 11 | 8 | 0 | 5 |
| Golden | 3200 | 12 | 11 | 5 | 5 |
| Damascus | 4000 | 14 | 12 | 0 | 10 |
| Titanium | 4800 | 15 | 14 | 10 | 0 |
| Adamantine | 6400 | 17 | 15 | 10 | 5 |
| Orichalcum | 11000 | 18 | 17 | 5 | 10 |
| Artifact (D) | ---- | 20 | 18 | 10 | 10 |
| Artifact (C) | ---- | 23 | 21 | 15 | 10 |
| Artifact (B) | ---- | 24 | 22 | 10 | 15 |
| Artifact (A) | ---- | 25 | 25 | 15 | 15 |
Gauntlets
| Material | Cost | ARM | MARM | DEF | MDEF |
| Wooden | 25 | 2 | 1 | 0 | 0 |
| Copper | 50 | 3 | 2 | 0 | 0 |
| Tin | 100 | 5 | 3 | 0 | 0 |
| Bronze | 200 | 6 | 5 | 0 | 0 |
| Iron | 400 | 8 | 6 | 0 | 0 |
| Silver | 800 | 9 | 8 | 0 | 0 |
| Mythril | 1600 | 12 | 9 | 0 | 0 |
| Golden | 3200 | 13 | 12 | 0 | 0 |
| Damascus | 4000 | 15 | 13 | 5 | 0 |
| Titanium | 4800 | 16 | 15 | 5 | 0 |
| Adamantine | 6400 | 18 | 16 | 0 | 5 |
| Orichalcum | 11000 | 19 | 18 | 0 | 5 |
| Artifact (D) | ---- | 21 | 19 | 5 | 5 |
| Artifact (C) | ---- | 24 | 22 | 5 | 5 |
| Artifact (B) | ---- | 25 | 23 | 10 | 0 |
| Artifact (A) | ---- | 26 | 26 | 0 | 10 |
| Hats | |||||
| Material | Cost | ARM | MARM | DEF | MDEF |
| Paper | 35 | 2 | 2 | 0 | 0 |
| Patched | 70 | 3 | 3 | 0 | 0 |
| Linen | 140 | 5 | 5 | 0 | 0 |
| Cotton | 280 | 6 | 6 | 0 | 0 |
| Wool | 560 | 7 | 7 | 0 | 5 |
| Feather | 1120 | 8 | 8 | 5 | 0 |
| Brocade | 2240 | 9 | 9 | 5 | 5 |
| Leather | 4480 | 11 | 11 | 5 | 5 |
| Fur | 6720 | 12 | 12 | 10 | 0 |
| Silk | 10080 | 14 | 14 | 0 | 10 |
| Satin | 12240 | 16 | 16 | 10 | 5 |
| Royal | 15120 | 18 | 18 | 5 | 10 |
| Artifact (D) | ---- | 20 | 20 | 10 | 10 |
| Artifact (C) | ---- | 22 | 22 | 15 | 10 |
| Artifact (B) | ---- | 24 | 24 | 10 | 15 |
| Artifact (A) | ---- | 26 | 26 | 15 | 15 |
Helmets
| Material | Cost | ARM | MARM | DEF | MDEF |
| Wooden | 40 | 3 | 1 | 0 | 0 |
| Copper | 80 | 5 | 2 | 0 | 0 |
| Tin | 160 | 7 | 3 | 0 | 0 |
| Bronze | 320 | 9 | 4 | 0 | 0 |
| Iron | 640 | 11 | 5 | 0 | 0 |
| Silver | 950 | 13 | 6 | 0 | 0 |
| Mythril | 1280 | 15 | 7 | 0 | 0 |
| Golden | 2560 | 17 | 8 | 0 | 0 |
| Damascus | 5120 | 19 | 9 | 0 | 0 |
| Titanium | 7680 | 21 | 10 | 0 | 0 |
| Adamantine | 11520 | 23 | 11 | 5 | 0 |
| Orichalcum | 17280 | 25 | 12 | 5 | 0 |
| Artifact (D) | ---- | 26 | 13 | 0 | 5 |
| Artifact (C) | ---- | 27 | 14 | 0 | 5 |
| Artifact (B) | ---- | 30 | 15 | 5 | 5 |
| Artifact (A) | ---- | 32 | 17 | 5 | 5 |
| Material | Cost | ARM | MARM | DEF | MDEF |
| Wooden | 70 | 5 | 3 | 0 | 0 |
| Copper | 140 | 8 | 4 | 0 | 0 |
| Tin | 280 | 11 | 6 | 0 | 0 |
| Bronze | 560 | 14 | 6 | 0 | 0 |
| Iron | 1120 | 16 | 8 | 0 | 0 |
| Silver | 1500 | 16 | 12 | 0 | 0 |
| Mythril | 2240 | 19 | 9 | 0 | 0 |
| Golden | 4480 | 21 | 11 | 0 | 0 |
| Damascus | 8960 | 23 | 12 | 0 | 0 |
| Titanium | 13440 | 26 | 14 | 0 | 0 |
| Adamantine | 20160 | 29 | 15 | 0 | 0 |
| Orichalcum | 30000 | 32 | 17 | 0 | 0 |
| Artifact (D) | ---- | 35 | 19 | 5 | 0 |
| Artifact (C) | ---- | 38 | 21 | 0 | 5 |
| Artifact (B) | ---- | 43 | 23 | 5 | 5 |
| Artifact (A) | ---- | 45 | 25 | 10 | 10 |
Robes
| Material | Cost | ARM | MARM | DEF | MDEF |
| Paper | 60 | 3 | 5 | 0 | 5 |
| Patched | 120 | 4 | 8 | 0 | 5 |
| Linen | 240 | 6 | 11 | 0 | 5 |
| Cotton | 480 | 7 | 14 | 0 | 5 |
| Wool | 960 | 9 | 17 | 0 | 5 |
| Feather | 1920 | 10 | 20 | 0 | 10 |
| Brocade | 3840 | 12 | 23 | 0 | 10 |
| Leather | 7680 | 13 | 26 | 5 | 10 |
| Fur | 11520 | 15 | 29 | 5 | 10 |
| Silk | 17280 | 16 | 32 | 5 | 10 |
| Satin | 25920 | 18 | 35 | 10 | 10 |
| Royal | 33000 | 20 | 38 | 10 | 10 |
| Artifact (D) | ---- | 21 | 41 | 10 | 15 |
| Artifact (C) | ---- | 22 | 42 | 10 | 15 |
| Artifact (B) | ---- | 23 | 43 | 15 | 15 |
| Artifact (A) | ---- | 24 | 45 | 15 | 15 |
| Suits | |||||
| Material | Cost | ARM | MARM | DEF | MDEF |
| Paper | 50 | 4 | 3 | 0 | 0 |
| Patched | 100 | 6 | 5 | 0 | 0 |
| Linen | 200 | 8 | 7 | 0 | 0 |
| Cotton | 400 | 10 | 9 | 0 | 0 |
| Wool | 800 | 12 | 11 | 0 | 0 |
| Feather | 1600 | 14 | 13 | 0 | 5 |
| Brocade | 3200 | 16 | 15 | 5 | 0 |
| Leather | 6400 | 18 | 17 | 5 | 5 |
| Fur | 9600 | 20 | 19 | 5 | 5 |
| Silk | 14400 | 22 | 21 | 10 | 0 |
| Satin | 15800 | 23 | 22 | 0 | 10 |
| Royal | 21600 | 25 | 23 | 10 | 10 |
| Artifact (D) | ---- | 27 | 25 | 10 | 10 |
| Artifact (C) | ---- | 30 | 28 | 15 | 10 |
| Artifact (B) | ---- | 32 | 30 | 10 | 15 |
| Artifact (A) | ---- | 35 | 33 | 15 | 15 |
Shields
| Material | Cost | DEF | MDEF |
| Wooden | 45 | 5 | 2 |
| Copper | 90 | 7 | 4 |
| Tin | 180 | 9 | 6 |
| Bronze | 360 | 11 | 8 |
| Iron | 720 | 13 | 10 |
| Silver | 1440 | 15 | 12 |
| Mythril | 2880 | 17 | 14 |
| Golden | 5760 | 19 | 16 |
| Damascus | 8640 | 21 | 18 |
| Titanium | 12960 | 23 | 20 |
| Adamantine | 19440 | 25 | 22 |
| Orichalcum | 25000 | 28 | 24 |
| Artifact (D) | ---- | 30 | 26 |
| Artifact (C) | ---- | 32 | 28 |
| Artifact (B) | ---- | 34 | 30 |
| Artifact (A) | ---- | 36 | 32 |
Enchantments
More powerful equipment tends to be magical. Weapons and armor past a certain rank will come with Enchantments on them. A single item cannot have more than one of the same type of Enchantment, such as a double-shot of 50% Elemental Resistance. It is the GM's decision when running a game whether to choose Enchantments for the players, let the players choose for themselves, or roll for the results.
Magical Weapons
Weapons come with enchantments by their damage ranking. A dash in the Default Enchantment table indicates the weapon does not come with an Enchantment; double letters means any combination of the two. If players are allowed to choose their own Enchantments, they may freely select an Enchantment of a lower rank in place of any higher enchantment normally carried by the weapon.
| Weapon Rank | Default Enchantments |
| 1d | - |
| 1d+1 | - |
| 1d+2 | - |
| 1d+3 | D |
| 2d | DD |
| 2d+1 | C |
| 2d+2 | CD |
| 2d+3 | CC |
| 3d | B |
| 3d+1 | BD |
| 3d+2 | BC |
| 3d+3 | BB |
| 4d | A |
| 4d+1 | AC |
| 4d+2 | AB |
| 4d+3 | AA |
Weapon Enchantments
RANK D
One Element Affinity 50% (half of all damage with the weapon is treated as being of the chosen element) One base stat + 1
20% chance to cause a minor status (Blind, Sleep, Confuse, Berserk, Slow, Poison, Silence) for 1d6 rounds
Can be used to cast a specific spell (Magic Level 1) Drains 50% of damage dealt as HP
+10% to weapon Skill Rating
RANK C
One base stat + 2
Can be used to cast a specific spell (Magic Level 2-3) Drains 10% of damage dealt as MP
Randomly casts a specific spell when dealing weapon damage (Magic Level 1-3)
+25% to weapon Skill Rating
10% chance to hit twice on normal Attack
RANK B
Elemental Affinity 100% (all damage with the weapon is treated as being of the chosen element)
One base stat + 3
20% chance to cause a major status (Cowardly, Innocent, Stop, Toad, Mini, Charm, Old, Osmosis) for 1d4 rounds Can be used to cast a specific spell (Magic Level 4-6)
Drains 100% of damage dealt as HP +33% to weapon Skill Rating
+10 Critical Range for success on weapon attacks
25% chance to hit twice on normal Attack
RANK A
One base stat + 5
Strikes all enemies on normal Attack
20% chance to cause a status (Doom, Petrify, Zombie) Can be used to cast a specific spell (Magic Level 7-8) Drains 25% of damage dealt as MP
Randomly casts a specific spell when dealing weapon damage (Magic Level 4-6)
+50% to weapon Skill Rating
+20 Critical Range for success on weapon attacks
50% chance to hit twice on normal Attack
Magical Armor
Enchantment ranks on armor is easier than weapons. Common armor is nonmagical. Uncommon armor comes with a D-level enchantment. Rare comes with a C, Very Rare carries a B, and any Artifact-level armor has an A-rank enchantment.
Armor Enchantments
RANK D
One base stat + 1
One element resist 50%, weakness to opposite element 50% DEF + 10
MDEF + 10
-5% chance to be afflicted with all negative status
-25% chance to be afflicted with a specific negative status
RANK C
Stat + 2
One element resist 50%
Critical Shell (at or below 25% HP) Critical Protect (at or below 25% HP) DEF + 20
MDEF + 20
DEF & MDEF + 10 Auto-Regen
-10% chance to be afflicted with all negative status
-50% chance to be afflicted with a specific negative status
RANK B
One base stat + 3
One element resist 100% DEF + 30
MDEF + 30
DEF & MDEF + 20 Auto-Reflect
-20% chance to be afflicted with all negative status
-75% chance to be afflicted with a specific negative status
RANK A
One base stat + 5
One element absorb 25% Auto-Shell
Auto-Protect DEF + 50 MDEF + 50
DEF & MDEF + 30 Resist all elements 50%
-40% chance to be afflicted with all negative status
-100% chance to be afflicted with a specific negative status
Accessories
In addition to weapons and armor, characters can wear one accessory. These have a variety of effects. Their availability is listed as an abbreviation beside their price.
| Status Preventing Accessories | Stat-Boosting Accessories |
| 108 Gems - 10000(R) | Glass Orb - 10000(VR) |
| Prevents Poison, Toad, Venom, and Zombie. | Increases Max MP by 25%. |
| Amulet - 5000(U) | Crystal Orb - Priceless(A) |
| Prevents Blind, Poison, and Zombie. | Increases Max MP by 50%. |
| Fairy Ring - 1500(U) | Silver Stud - 25000(VR) |
| Prevents Blind and Poison. | Cuts MP use by 25%. |
| Jade Armlet - 5000(U) | Gold Stud - Priceless(A) |
| Prevents Petrify and Stop. | Cuts MP use by 50%. |
| Magic Ring - 5000(U) | Strength Belt - 10000(VR) |
| Prevents Berserk and Silence. | Increases Max HP by 25%. |
| Mental Ring - 5000(U) | Muscle Belt - Priceless(A) |
| Prevents Charm and Confusion. | Increases Max HP by 50%. |
| Ribbon - Priceless(A) | Small Mantle - 300(C) |
| Prevents all negative statuses. | DEF + 5, MDEF + 3. |
| Safety Bit - 10000(VR) | Leather Mantle - 800(C) |
| Prevents (instant) Death and Doom. | DEF + 10, MDEF + 6. |
| Star Pendant - 500(U) | Wizard Mantle - 2000(U) |
| Prevents Poison. | DEF + 15, MDEF + 9. |
| Timekeeper - 2500(U) | Elven Mantle - 8000(U) |
| Prevents Slow and Stop. | DEF + 20, MDEF + 12. |
| White Cape - 5000(U) | Vampire Mantle - 15000(VR) |
| Prevents Mini and Toad. | DEF + 25, MDEF + 15. |
| Status-Granting Accessories | Phoenix Mantle - Priceless(A) |
| Angel Ring - Priceless(A) | DEF + 30, MDEF + 20. |
| Casts Reraise on the wearer at the beginning of each battle. | Third Eye - Priceless(A) |
| Cure Ring - 6000(VR) | Doubles character's DEF. |
| Grants Auto-Regen. | Power Wrist - 2500(U) |
| Czarina Ring - 2500(U) | STR + 1. |
| Grants Protect and Shell while the wearer's HP is below 25%. | Hyper Wrist - 7500(R) |
| Feather Boots - 1000(U) | STR + 2. |
| Grants Auto-Float. | Gigas Wrist - Priceless(A) |
| Pod Bracelet - 10000(VR) | STR + 5. |
| Grants Auto-Protect and Auto-Shell. | Defender - 2500(U) |
| Reflect Ring - 10000(VR) | VIT + 1. |
| Grants Auto-Reflect. | Protector - 7500(R) |
| Running Shoes - 7500(R) | VIT + 2. |
| Grants Auto-Haste. | Savior - Priceless(A) |
| VIT + 5. |
Chocobo Feather - 2500(U)
AGI + 1.
Angel Feather - 7500(R)
AGI + 2.
Phoenix Feather - Priceless(A)
AGI + 5.
Silver Earring - 2500(U)
MAG + 1.
Gold Earring - 7500(R)
MAG + 2.
Platinum Earring - Priceless(A)
MAG + 5.
Silver Talisman - 2500(U)
WIP + 1.
Gold Talisman - 7500(R)
WIP + 2.
Platinum Talisman - Priceless(A)
WIP + 5.
Dreamhare Shoes - 2500(U)
SPD + 1.
Hermes Shoes - 7500(R)
SPD + 2.
Rocket Shoes - Priceless(A)
SPD + 5.
Miscellaneous Accessories
Expert Belt - 7500(R)
50% chance to counter incoming physical attacks with an Attack.
Frenzy Band - Priceless(A)
80% chance to counter incoming physical attacks with an Attack.
Coin Toss - 7500(R)
Allows the user to throw money in order to deal damage. Each 1 gp thrown is converted into 3 points of damage; no DC or MDC applies, but neither do Armor or M.Armor. Max thrown gp is Level x 5.
Dragoon Boots - 5000(R)
Grants the Jump ability as if the character were a Dragoon.
Gem Box - Priceless(A)
The wearer can cast 2 spells instead of 1 on an action.
Genji Glove - Priceless(A)
Grants the Dual Wield ability as if the character were a Ninja.
Merit Award - Priceless(A)
Allows the use of any kind of armor.
Offering - Priceless(A)
Allows the user to make 2 Attacks in place of a normal Attack on their turn.
Sniper Shot - 5000(R)
Makes all damaging attacks with ranged weapons automatic Successes. Do not roll them.
Thief Glove - Priceless(A)
The character can use the Steal ability as though they were a Thief whenever the character Attacks.
True Knight - 3500(R)
Grants the Cover ability as though the character were a Knight.
Consumable Items
Restoratives:
| Name | Price | Effect |
| Potion | 50 | Restores 50 HP |
| Antidote | 50 | Cures Poison and Venom |
| Hi-Potion | 150 | Restores 100 HP |
| X-Potion | 1500 | Restores 250 HP |
| Ether | 250 | Restores 30 MP |
| Hi-Ether | 1000 | Restores 75 MP |
| X-Ether | 3500 | Restores 150 MP |
| Elixir | 5000 | Restores all HP and MP |
| Megalixir | ---- | Restores all HP and MP to entire |
| party | ||
| Phoenix Down | 1000 | Cures Death |
| Remedy | 1500 | Cures all negative conditions |
| except Death and Zombie | ||
| Echo Screen | 100 | Cures Silence |
| Soft | 400 | Cures Petrify |
| Eyedrops | 50 | Cures Blind |
| Cornucopia | 250 | Cures Mini |
| Maiden's Kiss | 250 | Cures Toad |
| Tranquilizer | 500 | Cures Berserk |
| Holy Water | 1000 | Cures Zombie |
| Magic Plug | 250 | Cures Osmosis |
| Liquid Courage | 100 | Cures Cowardly |
| Flash Exposure | 100 | Cures Innocent |
| Magical Timepiece | 350 | Cures Slow and Stop |
| Minor Antilaw | 150 | Removes 1 current Law of |
| Level 4 or less. | ||
| Major Antilaw | 1500 | Removes 1 current Law. |
| Supreme Antilaw | ---- | Removes all current Laws. |
CHAPTER 8 - I Challenge You Duel! // Combat
Rounds
Time within combat is broken down into rounds. During each round, each player generally gets 1 turn, sometimes called their “action”. A round, in general, lasts about 15 seconds.
Initiative
At the beginning of each round, each combatant rolls their Initiative. This is determined by rolling 1d10 and adding their raw SPD stat. Initiative ticks down starting at either 40 or the highest total Initiative, whichever is higher. When an initiative number comes up, if a combatant's Initiative matches it, that combatant gets to take their action. Two combatants may not take turns simultaneously; break ties with flat 1d10 rolls, higher wins.
Initiative Penalties
If a combatant uses an action with an Initiative Penalty, they do not actually take their action on their initial Initiative roll. Subtract the penalty from their starting Initiative, and return to the ticking; they get to take their action when the initiative counter gets to them the second time. If their new initiative is less than zero, take note of the amount by which their Initiative is below zero (the “remainder”). They instead act on the next turn, subtracting the remaining Initiative penalty from the new turn's Initiative. If the penalty is higher than your turn's Initiative, roll it over into the next turn as necessary.
Extra Actions
If a combatant's Initiative is higher than 40, they receive an extra action that round. Their first action occurs on their Initiative as normal. If, after Initiative Penalties, their Initiative was still over 40, subtract 40 from that Initiative; they get another action on that Initiative. No more than 2 actions total can be taken this way during a single turn.
Your Turn
Movement
In situations where physical location is a concern, combatants can move up to (SPD / 2) yards per round without sacrificing their action. You may instead run at SPD yards per round, but doing so sacrifices your action.
Attack
A normal physical attack is done by making a roll of your equipped weapon's associated skill, minus the target's DEF. On a success, deal your weapon's damage, plus its associated stat, multiplied by your DC. On a failure, you miss. Critical and Epic Success increase your DC for this attack only; Critical Failures cause you to target yourself with the attack instead. Epic Failures cause you to target a random ally.
Defense
Declare Defense at the beginning of the round. Using Defense sacrifices your action, but causes you to take only 50% of any incoming damage.
Class Power
Utilize a technique granted by your class. Class powers are described in detail in Chapter 4. You may only use class powers at or below your own level.
Cast Spell
Cast a spell you know. The basics of casting a spell are covered under the Magical Attacks heading, but Chapter 9 goes into much greater detail on both magic in general and specific spells.
Item
Using an item uses up both one of the item (if it is consumable) and your action.
Wait
You may sacrifice your action to add 50% of your Initiative this round to your Initiative next round. This cannot be done more than once in a row.
Attack Types
Any attack that is calculated using DC is considered a physical attack. Any attack that is calculated using MDC is considered a magical attack. Attacks that do nothing but inflict status conditions on an enemy are considered magical attacks.
Physical Attacks
To make a physical attack, first make a roll using the associated skill. If no skill is mentioned for the type of attack or the specific attack, use your weapon skill. The Target for this roll has a penalty equal to the victim's DEF stat unless otherwise noted. On a success, the amount of damage done by the attack is the amount stated in the attack, multiplied by your DC, then reduced by an amount equal to the victim's ARM value (unless otherwise noted). On a Critical Success, increase your DC by 1. On an Epic Success, double the final damage. On a normal Failure, the attack has no effect. Critical Failures cause you to target yourself with the attack instead. Epic Failures cause you to target a random ally.
Magical Attacks
Note that this is how magic works outside of combat, as well. If casting a spell, first make a check of your appropriate Magic Lore skill (with a 10% penalty per Magic Level of the spell if applicable, along with the specific spell's Lore Penalty). On any failure, the spell does nothing. On any success, continue as normal. Make a roll of the appropriate skill (if casting a spell or using a skill without a skill listed, use your Magic%) with a penalty equal to the victim's MDEF stat unless otherwise noted, and subtract the spell's Success Penalty (if applicable). On a success, the amount of damage done by the attack is the amount stated in the attack, multiplied by your MDC, then reduced by an amount equal to the victim's MARM value (unless otherwise noted). On a Critical Success, increase your MDC by 1 if the attack deals damage; otherwise multiply the final duration of the effect by 1.5. On an Epic Success, double the final damage if the attack
deals damage; otherwise double the final duration of the effect. On a normal Failure, the attack has no effect. Critical Failures cause you to target yourself with the attack instead. Epic Failures cause you to target a random ally.
If casting a beneficial spell, such as Cure or Haste, or any spell that the victim or target is not trying to resist, the second roll (Magic% vs MDEF) is not necessary.
Spells that deal damage gain a bonus to that damage equal to your MAG unless otherwise noted; this damage is added before MDC is applied. When casting a spell on multiple targets, this bonus damage is applied to each, with the exception of Chaos Magic. When a spell is performing healing instead of damage, use WIP as a bonus for that roll instead. This WIP bonus does not apply to a spell that is being absorbed; the spell has to state that it's for healing. Note that healing and Drain are very different effects.
Drain
HP Drain and MP Drain indicate that a spell heals the caster for the amount of damage dealt; MP Drain is only dealt as MP damage. Drain effects cannot heal the caster over their maximum, and their damage is capped to the amount healed.
Elemental Weakness and Resistance
Characters' base resistance for each element is 0%. Weakness and resistance for an element is treated as a multiplier, applied after M.Armor, toward damage of that element.
Resistances and weaknesses to an element stemming from separate sources will cancel out as much as possible, so a character with, for instance, 70% resistance and 50% weakness has a final result of 20% resistance to the element. 100% resistance to an element provides full immunity to the element, canceling not only the damage, but also any secondary effects of the attack if no other type of damage is involved. Anything over 100% resistance actually absorbs the remaining percent as HP. This type of healing cannot be transformed into damage in any way (such as by the Undead condition), but can be prevented by such things as the Disease condition. Absorbing an attack's element cancels secondary effects just as immunity.
If multiple pieces of equipment grant resistances to the same element, only the two highest resistance percentages of that element are applied (resistances from other sources still stack with these). The maximum resistance possible for any one element is 200%, or absorbing the full damage. Any resistance past this is disregarded (as a final result; if you have 350% and someone casts Debilitate: Fire on you for -100%, you still have 200%).
Note that Poison resistance applies to both Poison-element damage and the Poison status effect, but not the damage dealt by the Poison status effect.
Elemental Fields
Some attacks generate Elemental Fields. These are battle conditions affecting every combatant. If any attack of the same element as the current Field is used, that attack's final damage of that element is increased by 20%. An attack that generates an Elemental Field uses the Field that was in effect before the attack, if any; it does not benefit from the Field it generates. Whenever an attack generates an Elemental Field, it cancels the old Field, if any.
Status Conditions
If no duration is specified for a status condition in the attack that inflicts it, it lasts for 1d6 rounds, except Petrify, which does not wear off on its own.
When applying a status condition that directly counters an existing condition on the target, the preexisting condition is removed, but the new one is not applied; they cancel out.
The following conditions are canceling opposites: Cowardly ↔ Brave
Innocent ↔ Faith
Slow ↔ Haste
Stat Increase ↔ Stat Decrease
Note that Stat Increase and Stat Decrease only cancel when the same stat is being affected; each stat is kept separately for this purpose. The amount of raising and lowering is irrelevant; any increase will negate any decrease and vice- versa.
A higher-number Stat Increase overwrites an existing Stat Increase of the same stat; if a Stat Increase exists, casting an equal or smaller Increase does nothing. Stat Decreases follow this same rule; the only exception to this is the effects of Echoes from Cosmic Mages, which stack with each other into a single effect, but otherwise follow these rules as well.
Negative Conditions
Arcane Seal - The character cannot regain MP.
Berserk - The character spends each action on Attack. Their damage and maximum HP is increased by 25%.
Blind - The character halves the Target for all checks to determine success on offensive actions (not counting secondary effect chances).
Burning - The character takes 2d6 fire damage after each of their actions. Armor and M.Armor do not apply to this damage, but weakness and resistance do. This condition ends if the victim takes water- or ice-element damage. This damage uses the character's own MDC.
Charm - The character is controlled by the enemy who placed this condition on them. If a player is Charmed, the GM controls them. If a player Charms an enemy, the player controls the enemy. A Charmed character is counted as being on the opposite party. This condition ends after battle.
Confuse - The character spends each action on Attack. Their target is randomly chosen from among all combatants, including themselves. Any incoming physical damage other than from the Poison or Venom condition will end this condition. This condition ends after battle.
Cowardly - The character gets -1 DC.
Death - The character is dead. Their HP is zero and they cannot take action or roll Initiative until revived. This status cannot be cured by normal means (i.e. Esuna, Remedy), but must be cured with abilities or items that specifically revive dead characters.
Disease - The character cannot regain HP.
Doom - 1d6 rounds after acquiring the Doom status, the character is inflicted with Death. Any character immune or resistant to Death carries the same resistance or immunity to Doom. Killing the combatant that inflicted this condition removes it. This condition ends after battle.
Frozen - The character cannot take action. If attacked with a physical attack, make a d100 roll with a Target of (Level + [STR / 2] + [VIT / 2]). On failure, the character is Shattered. This condition is cured if the character takes any fire- elemental damage.
Innocent - The character gets -1 MDC.
Mini - The character's STR and VIT are 1. Weapons and armor do not grant any bonuses, and magic damage dealt by the character is halved. This condition ends after battle.
Old - All base stats and Skill Ratings are halved.
Osmosis - The character loses 10% of their current MP after each action.
Petrify - The character is turned to stone. They cannot take action, but cannot be healed or harmed. This condition does not wear off on its own and must be dispelled.
Poison - The character loses 10% of their current HP at the end of every round.
Reflect - All spells, both benign and harmful, targeting the character instead target the caster. This condition ends after battle. A spell can only be Reflected once. Spells that target all combatants cannot be Reflected. Certain other spells may not be Reflected (as noted in their descriptions).
Shattered - The character is in many tiny pieces. Shattered combatants are also Dead, but once Shattered, creatures and characters can only be returned to life through spells that cure Dead with 100% HP, such as Lifera, Rebirth, and Pep Up. When a normal-sized or bigger creature shatters, or when an object at least as large as a normal-sized creature shatters, all
nearby combatants take (Caster Level / 20)d6 physical damage. This damage uses whichever of DC or MDC the attack that shattered them was using, but is calculated against the victims' ARM either way. Artifact-level items cannot be Shattered.
Silence - The character cannot cast spells, speak, use a General's Shouts, sing Bard Songs, or use their voice in any other way. This condition ends after battle.
Sleep - The character cannot take action. Any incoming damage other than from the Poison or Venom conditions will end this condition. If targeted by any attack while under this condition, the character's DEF and MDEF do not apply. This condition ends after battle.
Slow - The character's Initiative is halved. This condition ends after battle.
Stat Decrease - Any temporary stat decrease granted by a spell or class ability. This entry is noted here to ensure that any ability that can remove unspecified negative status conditions can remove these as well.
Stop - The character cannot take action. The character is considered “paused” when this condition is inflicted, and when it expires, they resume whatever they were doing before as though nothing had changed. If targeted by any attack while under this condition, the character's DEF and MDEF do not apply. This condition ends after battle.
Stun - The character cannot take action. If targeted by any attack while under this condition, the character's DEF and MDEF do not apply. Characters flying through conscious methods (such as wings) are temporarily grounded by this effect; characters permanently flying or floating are not. Stun wears off after the character affected skips their next turn after it is inflicted.
Toad - Weapons and armor do not grant bonuses. Class powers are unavailable. Items cannot be used. The only magic allowed is the Toad spell (if already known). Toads take maximum possible damage from all attacks. This condition may be cured by being afflicted with the Toad condition a second time.
Venom - The character loses 15% of their maximum HP at the end of every round. This condition erases Poison when applied.
Zombie - The character takes damage instead of gaining HP when affected by healing spells, items, and abilities. HP Drain effects are reversed (a combatant Draining a Zombie loses HP, and the Zombie gains it; if both are Zombies, it acts normally). A Zombie can use HP Drain effects on others and still gain HP as normal. A player character suffering from the Zombie status is also considered temporarily Dead for story purposes, and cannot be revived normally; however, they can
still fight. This condition cannot be cured normally; it must be removed by effects that specifically target it. This condition ends after battle.
Positive Conditions
All positive conditions end after battle ends, regardless of remaining duration, unless they are granted permanently by equipment. The Death status also removes all positive statuses except Reraise.
Auto-<status> - This status is permanently on the character. This is normally granted only by equipment, and cannot be dispelled unless the equipment in question is Broken, removed, or Stolen. (Note that certain phenomena such as anti-magic fields can still negate these effects.)
Barrier - The character takes 50% less damage from physical attacks. This condition erases Protect when applied. This condition immediately ends if a physical attack inflicts a critical hit (the damage from that hit is still reduced).
Blur - The character has +20 DEF.
Brave - The character has +1 DC.
Faith - The character has +1 MDC.
Float - The character is immune to ground-based attacks (especially earth-elemental attacks such as the Quake spell and ground-based Death-inflicting attacks), and has limited levitation (can use Aerial Maneuvers as per the Flight skill at a 30% penalty).
Haste - The character's Initiative is doubled.
Ironize - The character's insides are temporarily turned into iron. The character cannot be harmed or healed. The character cannot move or act. To those who cannot detect magic or otherwise analyze them, the character appears to be simply taking a very effective defensive stance.
M. Barrier - The character takes 50% less damage from magical attacks. This condition erases Shell when applied. This condition immediately ends if a magical attack inflicts a critical hit (the damage from that attack is still reduced).
Protect - The character takes 33% less damage from physical attacks. This reduction is applied after ARM.
Reflect - All spells, both benign and harmful, targeting the character instead target the caster. A spell can only be Reflected once. Spells that target all combatants cannot be Reflected. Certain other spells may not be Reflected (as noted in their descriptions).
Regen - The character gains (3d6 + WIP) HP at the beginning of each round, immediately after Initiative is rolled. This healing uses the character's own MDC.
Reraise - If the character becomes inflicted with Death by any method while they have this status, they are instead immediately restored to 50% of their maximum HP. They do not lose their positive statuses. After this effect happens, this condition is immediately removed.
Salvation - The character is protected from the Doom and Death statuses (though being at 0 or less HP still makes them Dead), as well as X-Zone and any other type of instant death effect.
Shell - The character takes 33% less damage from magical attacks. This reduction is applied after MARM.
Stat Increase - Any temporary stat increase granted by a spell or class ability. This entry is noted here to ensure that any ability that can remove unspecified positive status conditions can remove these as well.
Vanish - The character cannot be targeted or affected by physical attacks. Damaging magical attacks that target the character are automatic Successes (for the damaging portion only). All attempts to inflict statuses, either as the main effect of a spell or ability or as an additional effect of a magical attack, have a bonus of 25 to the Target. If any spell hits the character, Vanish is immediately dispelled; this includes a status-inducing spell that hits but fails the roll to actually inflict the status.
Wall - As both Protect and Shell. Erases both of these conditions when applied.
Ward - The character has +20 MDEF.
| CHAPTER 9 - Some Enchanted Evening // Magic Lists | learn to walk, let alone run! A spell's prerequisites must be | |
| learned before it is available. The ability to cast it through | ||
| The main framework involved in casting a spell within the | alternate means, including both consumables and equipment, | |
| game's mechanics is outlined in the Magical Attacks section | does not work; a mage must know and understand the basic | |
| of Chapter 8, Combat. This chapter details the effects of each | spell(s) to learn an advanced one. | |
| individual spell that a character can learn. | A few other important notes: | |
| With the major exceptions of Summon, Law, and Morph | ||
| Magic, most spells have similar terminology and properties. | All variable bonuses granted to a target (such as “The target | |
| The spell name is underlined. The spell's MP Cost, Targets, | gains [MAG / 3] to their STR”) are calculated using the | |
| Duration, Lore Penalty, and Success Penalty are listed next, | caster's stats at the time of casting. | |
| followed by mechanics and/or other notes. | When a spell affects “combat stats”, it means DEF, MDEF, | |
| MP Cost: Casting spells costs MP. If you do not have the MP | ARM, MARM, and damage (before ARM/MARM). | |
| cost involved in casting a spell, you cannot cast it. After you | ||
| cast a spell, its cost is immediately subtracted from your | When a spell affects “all base stats”, it means STR, VIT, | |
| current MP (barring external factors such as certain | MAG, WIP, AGI, and SPD. | |
| Accessories). | As noted in the Magical Attacks section of the Combat | |
| Targets: | chapter, any spell that attempts to inflict a status receives the | |
| - 'Self' means the spell can only target the person casting it. | victim's MDEF as a direct penalty to the chance. The only |
-'Single' means only one target can be affected by this spell. exceptions are spells that carry a “flat #% chance”, which roll
-'Multiple' means that the spell is normally targeted singly, against that number without taking MDEF into consideration.
| but can be spread across all possible targets; if you choose to | Other modifiers, such as vulnerability and immunity to |
| spread it, its effects are split evenly (in the case of damage, | specific effects, still apply to flat chances. |
| your MDC is applied to each target's damage, and they all | |
| apply their own MARM to their individual incoming | Some spells, especially in Blue Magic, deal damage in |
| damage). | multiple elemental types at once. Unless otherwise noted, |
| - 'All' means the spell always hits all possible targets. | these spells act against the highest resistance among the |
| - 'Unfocused' means it hits both allies and enemies, targeting | elements used. For example, if a spell deals Water/Wind |
| all combatants on both sides, including the caster. | damage and the victim absorbs Water (150% resistance) but |
| is weak to Wind (-50% resistance), the victim absorbs all of | |
| When a spell affects more than one target, if a roll is | the spell's damage. |
| necessary to determine whether or not the spell works (i.e., | |
| any non-beneficial spell, including trying to cast Cure on a | |
| Zombie), roll separately for each target, and only apply the | |
| effects of the spell to those hit. In addition, when dealing | |
| damage to multiple targets with a spell, roll the damage | |
| separately to each victim, and apply that victim's MARM to | |
| their own incoming damage. | |
| Duration: How long the spell lasts. 'Instant' means it happens | |
| immediately and is done. 'Indefinite' means it lasts until it is | |
| either dispelled or otherwise undone. 'Encounter' means it | |
| lasts until the end of battle. | |
| The Lore Penalty of a spell, denoted with a P, is a direct | |
| penalty applied to the Magic Lore skill when checking to see | |
| if the spell was cast properly. | |
| The Success Penalty of a spell, denoted with an S, is a | |
| penalty to the caster's Magic% used to determine if a victim | |
| resists the spell. This penalty is attached to spells that attempt | |
| to inflict negative status conditions, and does not generally | |
| apply to the damaging portion of spells. | |
| Some spells can only be learned by building upon prior | |
| knowledge. After all, you must learn to crawl before you can |
Section A: Here, Have Some Pain // Black Magic
Level 1
Antipathy
MP: 5 / T: Single / D: 1d6 + (MAG / 3) hours / S: -20% This spell targets a location or object. When you cast this
spell, choose either a particular family of monsters, a specific aspect, or good or evil. Whenever any creature or person that meets this criteria approaches the location or object, they have a Magic% chance to feel an overwhelming urge to avoid it (this chance carries the spell's Success Penalty and is affected by the victim's MDEF). Even if this check fails, allowing them to get near, the victim feels very uncomfortable, suffering a -10% penalty to all skills while in the area or holding the object. Divination magic reveals the area/object as magically trapped, but the Detect Trap skill does not, as this 'trap' is magical in nature. This spell can be disbelieved as an illusion, especially by use of spells such as All-Seeing Eye or Mind Shield.
Blizzard
MP: 4 / T: Multiple / D: Instant
4d6 ice damage to a single target, or 2d6 ice damage to all enemies.
Create Element
MP: 3 / D: Instant or 1d6 + (MAG / 3) hours
Summon a small amount of fire, ice, lightning, water, wind, or earth to do a simple task. Sometimes this requires a duration, E.G. summoning a flame to use as a torch; sometimes this can be instant but permanent, like summoning a pile of dirt to bury something or creating drinking water.
Deathwatch
MP: 5 / T: Self / D: 1d6 + (MAG / 3) hours
The caster can instantly determine the relative health of anyone they look at. This works on similar principles as the Scan spell. It will reveal Current-HP-to-Maximum-HP ratio (i.e. they are at 50% Health); it will reveal whether they are undead or a construct; it will allow the caster to disbelieve any spell or ability that allows others to feign death.
Eyes of Flame
MP: 10 / T: Self / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -10%
Your eyes burst into flame for the duration of this spell. In addition to your action, once per turn, you can glare at an opponent. This has a Magic% chance to make the victim lose their next action, as well as apply a -5% penalty to all rolls for 3 rounds afterward. This penalty does not stack with itself. This ability only functions against sentient beings.
Fire
MP: 4 / T: Multiple / D: Instant
4d6 fire damage to a single target, or 2d6 fire damage to all enemies.
Protection: Good
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds
Target gains 50% light resistance, and gains a (MAG / 3) bonus to all combat stats against any creatures that are either good (as determined by the GM) or aligned with the light element.
Telekinesis
MP: 5 / T: Single / D: Instant
Push, pull, lift, or lower the target object up to (MAG / 2) feet. There is a -50% Lore Penalty associated with this spell if the caster is not physically strong enough to move the object alone. If the object is heavy enough that no single normal person could ever move it, this spell automatically fails.
Thunder
MP: 4 / T: Multiple / D: Instant
4d6 lightning damage to a single target, or 2d6 lightning damage to all enemies.
Level 2
Arcane Seal
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -20% Magic% chance to inflict Arcane Seal.
Bio
MP: 8 / T: Multiple / D: Instant / S: -20%
4d6 poison damage to a single target, or 2d6 poison damage to all enemies. Magic% chance to inflict Poison.
Osmose
MP: 1 / T: Single / D: Instant
3d6 MP Drain. Do not apply your MDC to this spell.
Quake
MP: 6 / T: Multiple / D: Instant
5d6 earth damage to a single target, or 3d6 earth damage to all enemies.
Scare
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -10%
Magic% chance to reduce all of the victim's skills by 10%, and reduce the victim's STR and VIT by (MAG / 2). On a critical success, the victim also runs away or is inflicted with Cowardly (GM's choice).
Sleep
MP: 8 / T: Multiple / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -10%, -10% per additional target if targeting multiple Magic% chance to inflict Sleep.
Thick Fog
MP: 10 / D: 1d6 + (MAG / 3) rounds
Everyone within a (MAG / 2) foot radius acts as though Blind, ally and enemy alike. This spell prevents physical
sight, including darkvision, but does not prevent magical sight such as Sixth Sense. This spell makes it much easier to hide or conceal oneself (+20% to related skills and/or Magic % when casting such spells as Vanish). Anyone standing outside of the fog and trying to hit a victim who is within the fog still acts as though Blind for that attack. This spell can be cleared by a wind-based attack.
Water
MP: 6 / T: Multiple / D: Instant
5d6 water damage to a single target, or 3d6 water damage to all enemies.
Level 3
Blind
MP: 12 / T: Multiple / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%, -10% per additional target if targeting multiple Magic% chance to inflict Blind.
Blizzara
MP: 22 / T: Multiple / D: Instant Prerequisite: Blizzard
5d6 ice damage to a single target, or 3d6 ice damage to all enemies. Any enemy damaged by this spell also gets -2 SPD for 1d4 rounds. This counts as a negative status condition.
Dark
MP: 24 / T: Single / D: Instant 5d8 darkness damage.
Fira
MP: 22 / T: Multiple / D: Instant Prerequisite: Fire
5d6 fire damage to a single target, or 3d6 fire damage to all enemies. This spell also ignites flammable objects.
Gust
MP: 12 / T: Self / D: 1d6 + (MAG / 3) rounds Prerequisite: Thick Fog
You generate a blast of air centered upon yourself. This air blows outward to a range of MAG feet. Anything within the radius of the blast when it is first conjured is blown outward; candles are extinguished, etc. Small creatures being pushed this way take 2d6 nonlethal damage (affected by MDC and MARM). Small- and normal-sized creatures cannot enter the radius (and thus cannot attack with melee weapons). Large- sized creatures (and anything bigger) are unaffected. Ranged attacks targeting you or passing through the radius take a -30% penalty to their skill roll to hit.
Nightmare
MP: 20 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -20% Prerequisite: Sleep
Magic% chance to inflict Cowardly. Critical success also inflicts Innocent. If the target of this spell is asleep, this spell automatically succeeds. Sleeping targets are plagued by horrible nightmares, which you can manipulate. An Incubus
or Succubus casting this spell against a target of the opposite gender receives an automatic Success.
Rasp
MP: 25 / T: Single / D: Instant Prerequisite: Osmose
4d6 MP damage.
Tentacles
MP: 25 / T: Single / D: 1d6 + (MAG / 3) rounds
Make a hit check against the victim as though you were making a physical attack. On success, the victim is grappled by conjured tentacles. For the first 1d4 rounds of this spell's duration, the victim cannot act. As long as they remain grappled, they take 2d6 physical damage every turn. This damage is calculated using your DC. The tentacles are immune to damage and cannot be removed by the Esuna spell, but are vulnerable to spells like Dispel.
Thundara
MP: 22 / T: Multiple / D: Instant Prerequisite: Thunder
5d6 lightning damage to a single target, or 3d6 lightning damage to all enemies. This spell also has a 60% chance to ignite flammable objects.
Toad
MP: 12 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%
Magic% chance to inflict Toad.
Level 4
Biora
MP: 32 / T: Multiple / D: Instant / S: -25% Prerequisite: Bio
6d6 poison damage to a single target, or 4d6 poison damage to all enemies. Magic% chance to inflict Poison.
Corrupt
MP: 15 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -40% / P: -20%
Prerequisite: Scare
Magic% chance to reduce all base stats by (MAG / 2). The victim's MDEF is doubled while rolling the success of this effect (but not the spell as a whole).
Debarrier
MP: 25 / T: Single / D: Instant
Eliminates any protective spells affecting the target, including spells like Shell, Barrier, Anti-Doom, and any spells that increase elemental resistance.
Draw Spirit
MP: 20 / T: Single / D: Instant
3d8 non-elemental damage. If this spell kills a victim, you are inflicted with Faith.
Elemental Blade
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Create Element
Imbue a weapon with an element. This changes the weapon's damage to that element, increases its base damage by one die, and carries an additional effect when striking an enemy:
-Fire: flat 30% chance to inflict Burning
-Ice: (50 - victim's VIT)% chance to inflict Freeze -Lightning: flat 30% chance to inflict Stun
-Water: (50 - victim's VIT)% chance to inflict Sleep -Earth: (50 - victim's VIT)% chance to inflict Petrify -Wind: (50 - victim's VIT)% chance to reduce victim's SPD by half for 1d4 rounds
-Light: +50% damage to undead, evil, and dark-elemental enemies
-Dark: +50% damage to holy and light-elemental enemies
Quakera
MP: 28 / T: Multiple / D: Instant Prerequisite: Quake
6d6 earth damage to a single target, or 4d6 earth damage to all enemies.
Redirect Energy
MP: 25 / T: Self / D: 1d8 + (MAG / 3) rounds
Any time you take damage while this spell is in effect, you may “store” that damage, up to a maximum of 20 points per attack (you still take full damage). You can store a maximum of 100 points. Whenever you make a weapon attack while this spell is in effect, you may use any amount of this stored energy in place of the weapon's associated damage stat. When this spell's duration expires, you take damage equal to the amount of stored energy remaining. Your MARM value are ignored for this damage.
Warp
MP: 20 / T: All enemies or allies / D: Instant
Either all enemies or all allies are transported to the last major floor entrance (staircase, door, trapdoor, etc) they came through.
Watera
MP: 28 / T: Multiple / D: Instant Prerequisite: Water
6d6 water damage to a single target, or 4d6 water damage to all enemies.
Level 5
Blizzaga
MP: 52 / T: Multiple / D: Instant Prerequisite: Blizzara
7d6 ice damage to a single target, or 6d6 ice damage to all enemies. Any enemy damaged by this spell also gets -3 SPD for 1d4 rounds. This counts as a negative status condition.
Darkra
MP: 50 / T: All enemies / D: Instant Prerequisite: Dark
6d8 darkness damage to all enemies.
Drain
MP: 20 / T: Single / D: Instant
5d6 HP Drain.
Firaga
MP: 52 / T: Multiple / D: Instant Prerequisite: Fira
7d6 fire damage to a single target, or 6d6 fire damage to all enemies. This spell also ignites flammable objects.
Psychic Pain
MP: 40 / D: 1d8 + (MAG / 3) rounds Prerequisite: Antipathy
Anyone with higher-than-normal magical senses takes 4d6 non-elemental magic damage every round while this spell is active. Check for success (Magic% versus MDEF) against each affected enemy each turn to deal this damage. This spell affects those with the 3-point Heightened Senses Advantage, as well as anyone under the effects of such spells as Telepathy, Empathy, Detect Gate, Lifesense, and any of the “Eye” spells in Divination Magic; characters utilizing any other such mental boosts are also affected, as is any character using any spell like Scan during this spell's duration.
Thundaga
MP: 52 / T: Multiple / D: Instant Prerequisite: Thundara
7d6 lightning damage to a single target, or 6d6 lightning damage to all enemies. This spell also ignites flammable objects.
Shatter
MP: 20 / T: Single / D: Instant / S: -30% / P: -30% Magic% chance to inflict Shatter on any solid object, including glass, Petrified or Frozen enemies, and metallic
objects. Enemies have a ([Level / 2] + [STR / 2] + [VIT / 2]) bonus to their MDEF against this Magic% roll.
Wall of Fire
MP: 30 / D: 1d8 + (MAG / 3) rounds Prerequisite: Fira
Create a barrier of flames twice your height. This barrier can be shaped as either a line in front of you, or a circle around you. Anything touching this barrier or passing through it, including to attack you, takes 4d8 fire damage. If either you or this barrier is hit by any attack that deals ice or water damage, this spell immediately ends.
Wall of Ice
MP: 30 / D: 1d8 + (MAG / 3) rounds Prerequisite: Blizzara
Create a wall of ice twice your height. This wall can be shaped as either a line in front of you, or a circle around you.
The wall absorbs all physical and magical damage directed at the caster. The wall has ([Level * 5] + [MAG * 3]) HP and ([MAG / 3] * 2) ARM and MARM. If the wall absorbs any fire damage, this spell immediately ends.
Wall of Lightning
MP: 30 / D: 1d8 + (MAG / 3) rounds Prerequisite: Thundara
Create a barrier of lightning twice your height. This barrier can be shaped as either a line in front of you, or a circle around you. Anything touching this barrier or passing through it, including to attack you, takes 2d8 lightning damage and is inflicted with Stun. If either you or this barrier is hit by any attack that deals earth damage, this spell immediately ends.
Level 6
Bioga
MP: 64 / T: Multiple / D: Instant / S: -40% Prerequisite: Biora
8d6 poison damage to a single target, or 6d6 poison damage to all enemies. Magic% chance to inflict Venom.
Curse
MP: 50 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -30% Prerequisite: Corrupt
Magic% chance to reduce all base stats by half. After this spell wears off or is removed, the victim's maximum HP and physical damage dealt are increased by 25% for 1d4 rounds. This secondary effect cannot be dispelled.
Death
MP: 60 / T: Single / D: Instant / S: -30% / P: -30% Magic% chance to inflict Dead.
Shapechange
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -30% / P: -30%
Prerequisite: Toad
Magic% chance to change the target into another type of creature. You choose the type; penalties may apply depending on how poorly you know the new creature's biology, size differences, etc. GM determines the exact effects of becoming a new creature.
Stone
MP: 50 / T: Single / D: Indefinite / S: -30% / P: -30% Magic% chance to inflict Petrify.
Quakega
MP: 58 / T: Multiple / D: Instant Prerequisite: Quakera
8d6 earth damage to a single target, or 6d6 earth damage to all enemies.
Waterga
MP: 58 / T: Multiple / D: Instant Prerequisite: Watera
8d6 water damage to a single target, or 6d6 water damage to all enemies.
Level 7
Darkga
MP: 75 / T: All enemies / D: Instant Prerequisite: Darkra
8d8 darkness damage to all enemies.
Debilitate: Fire
MP: 100 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Any 3 among Fire, Fira, Firaga, Eyes of Flame, Wall of Fire
Target loses 100% fire resistance.
Enchanted Blade
MP: 100 / T: Single / D: 1d10 + (MAG / 3) hours Prerequisite: Elemental Blade
This spell is almost identical to Elemental Blade. It carries a longer duration, and gives two additional element choices: -Poison: (50 - victim's VIT)% chance to inflict Venom -Morph: (50 - victim's VIT% chance to inflict Toad; weapon deals non-elemental damage
Luminaire
MP: 77 / T: All enemies / D: Instant Prerequisite: Thundaga
9d6 lightning damage to all enemies. This spell also ignites flammable objects, and has a (20 + [Level / 2] + MAG)% chance to inflict Stun on each enemy.
Siphon
MP: 50 / T: Single / D: Instant
Prerequisite: Osmose and Drain
7d6 HP Drain. 5d6 MP Drain.
Level 8
Break
MP: 100 / T: Single / D: Instant / S: -40% Prerequisite: Quakega and Shatter and Stone
10d6 earth damage. Magic% chance to inflict Petrify. After checking for success on the Petrify effect, immediately duplicate the effects of the Shatter spell, even if the Pertify failed (this spell can still kill creatures such as stone golems).
Debilitate: Ice
MP: 100 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Any 3 among Blizzard, Blizzara, Blizzaga, Wall of Ice
Target loses 100% ice resistance.
Intoxicate
MP: 100 / T: Single / D: Instant / S: -30% Prerequisite: Bioga
10d6 poison damage. Magic% chance to inflict Venom.
Mind Blast
MP: 100 / T: All enemies / D: Instant / S: -40% Prerequisite: Rasp
10d6 non-elemental damage to all enemies. Magic% chance to inflict Confuse on each enemy for 1d6 + (MAG / 3) rounds.
Level 9
Darkmatter
MP: 100 / T: All enemies / D: Instant Prerequisite: Darkga
11d8 darkness damage to all enemies.
Debilitate: Lightning
MP: 100 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Any 3 among Thunder, Thundara, Thundaga, Wall of Lightning
Target loses 100% lightning resistance.
Flare
MP: 100 / T: Single / D: Instant Prerequisite: Firaga
12d6 fire damage. Inflicts Burning.
Freeze
MP: 100 / T: Single / D: Instant / S: -40% Prerequisite: Blizzaga
11d6 ice damage. Magic% chance to inflict Frozen for 1d10 + (MAG / 3) rounds.
Tsunami
MP: 100 / T: All enemies / D: Instant 11d6 water damage to all enemies.
Level 10
Debilitate: Earth
MP: 100 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Any 3 among Quake, Quakera, Quakega, Stone Target loses 100% earth resistance.
Debilitate: Poison
MP: 100 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Bio and Biora and Bioga
Target loses 100% poison resistance.
Debilitate: Water
MP: 100 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Water and Watera and Waterga Target loses 100% water resistance.
Earthquake
MP: 150 / T: Unfocused / D: Instant Prerequisite: Break
12d8 earth damage. Flying, levitating, and floating combatants are unaffected by this spell.
Massacre
MP: 150 / T: All enemies / D: Instant / S: -50% Prerequisite: Death
Magic% chance to inflict Dead.
Merton
MP: 100 / T: Unfocused / D: Instant Prerequisite: Firaga and Wall of Fire 12d6 fire damage. Inflicts Burning.
Nuke
MP: 125 / T: Single / D: Instant Prerequisite: Flare
12d8 non-elemental damage.
Ultima
MP: 150 / T: All enemies / D: Instant Prerequisite: Luminaire
12d8 non-elemental damage to all enemies.
Section B: Go Nuts // Chaos Magic
The MP cost of Chaos Magic spells is identical within each level of magic. When casting a Chaos Magic spell on multiple targets (only when its range is Multiple), your MAG bonus is boosted by 10% for each target beyond the second, then split evenly between them (round down to a minimum of 1 each). Remember to roll damage separately for each target.
Spells that have a randomized amount of Risk can be negative or 0. Remember that Risk has a minimum of 0.
Level 1 - MP: 5
Aid
T: Multiple / D: Instant 1d20 HP healing. Risk - 2.
Blaze
T: Multiple / D: Instant 1d20 fire damage. Risk + 2.
Chill
T: Multiple / D: Instant 1d20 ice damage. Risk - 2.
Gust
T: Multiple / D: Instant 1d20 wind damage. Risk + 2.
Shh!
T: Single / D: 1d4 rounds / S: -10% / P: -10%
Magic% chance to inflict Silence.
Splat!
T: Single / D: 1d4 rounds / S: -10% / P: -10%
Magic% chance to inflict Blind.
Zap
T: Multiple / D: Instant
1d20 lightning damage. Risk + (1d5 - 3).
Level 2 - MP: 9
Bane
T: Multiple / D: Instant
1d28 darkness damage. Risk + 3.
Chance
T: Single / D: Instant
Cast any Level 1 or Level 2 Chaos Magic spell, chosen at random. You pay the MP cost of that spell in addition to this. You do not need to have the resulting spell learned in order to cast it this way. The resulting spell carries its normal Risk.
Crush
T: Multiple / D: Instant 1d28 earth damage. Risk - 3.
Douse
T: Multiple / D: Instant
1d28 water damage. Risk + 3.
Fry
T: Multiple / D: Instant 1d28 light damage. Risk - 3.
Ill
T: Multiple / D: Instant / S: -10%
1d28 poison damage. Magic% chance to inflict Poison. Risk + (1d9 - 5).
Slurp!
T: Single / D: Instant
1d20 MP Drain. Risk + (1d9 - 5).
Squeak!
T: Single / D: 1d5 rounds / S: -15% / P: -15%
Magic% chance to inflict Mini.
Zonk!
T: Single / D: 1d5 rounds / S: -15% / P: -15%
Magic% chance to inflict Sleep.
Level 3 - MP: 16
Argh!
T: Single / D: 1d6 rounds / S: -20% / P: -20%
Magic% chance to inflict Berserk.
Bzz!
T: Single / D: Instant
Prerequisite: Slurp!
1d36 MP damage. Risk + (1d15 - 8).
Clang!
T: Single / D: 1d6 rounds
Inflicts Protect. Risk - 5.
Ding!
T: Single / D: 1d6 rounds
Inflicts Shell. Risk - 5.
Jailbreak
D: Instant
Removes one current Law of Level 4 or below. Risk + (1d15 - 8).
Squip!
T: Single / D: 1d6 rounds / S: -20% / P: -20% Magic% chance to coat the target's hands in grease,
preventing them from holding, equipping, or using anything in their hands, including weapons, shields, and consumable items. This is considered a negative status condition and can be dispelled normally.
Super Aid
T: Multiple / D: Instant Prerequisite: Aid
1d36 HP healing. Risk - 5.
Super Blaze
T: Multiple / D: Instant Prerequisite: Blaze
1d36 fire damage. Risk + 5.
Super Chill
T: Multiple / D: Instant Prerequisite: Chill
1d36 ice damage. Risk - 5.
Super Gust
T: Multiple / D: Instant Prerequisite: Gust
1d36 wind damage. Risk + 5.
Super Zap
T: Multiple / D: Instant Prerequisite: Zap
1d36 lightning damage. Risk + (1d15 - 8).
Voip!
T: Single / D: 1d6 rounds / S: -20% / P: -20%
Magic% chance to inflict Slow.
Level 4 - MP: 27
Bonk!
T: Single / D: 1d7 rounds / S: -25% / P: -25%
Magic% chance to inflict Confuse.
Clong!
T: Single / D: 1d7 rounds
Prerequisite: Clang!
Inflicts Barrier. Risk - 6.
Dong!
T: Single / D: 1d7 rounds
Prerequisite: Ding!
Inflicts M.Barrier. Risk - 6.
Super Bane
T: Multiple / D: Instant Prerequisite: Bane
1d43 darkness damage. Risk + 6.
Super Chance
T: Single / D: Instant
Prerequisite: Chance
Cast any Level 3 or Level 4 Chaos Magic spell, chosen at random. You pay the MP cost of that spell in addition to this. You do not need to have the resulting spell learned in order to cast it this way. The resulting spell carries its normal Risk.
Super Crush
T: Multiple / D: Instant Prerequisite: Crush
1d43 earth damage. Risk - 6.
Super Douse
T: Multiple / D: Instant Prerequisite: Douse
1d43 water damage. Risk + 6.
Super Fry
T: Multiple / D: Instant Prerequisite: Fry
1d43 light damage. Risk - 6.
Super Ill
T: Multiple / D: Instant / S: -10% Prerequisite: Ill
1d43 poison damage. Magic% chance to inflict Poison. Risk + (1d17 - 9).
Vivify
T: Single / D: Instant
Flat 25% chance to cure Dead. The revived character revives with 10% HP.
Zoom!
T: Single / D: 1d7 rounds
Prerequisite: Voip!
Inflicts Haste. Risk + 6.
Level 5 - MP: 42
Clangclong!
T: All allies / D: Indefinite Prerequisite: Clong!
Creates a barricade around the party. Any physical attack that would hit a party member instead hits this barricade. It has (2 * [MAG / 3]) ARM, and can absorb 1d(Level * MAG) damage. When the barricade is destroyed, the remaining damage of the attack that destroyed it continues toward the party member it initially targeted. Risk - 8.
Fwee!
T: Single / D: 1d8 rounds Prerequisite: Super Aid
The target gains 1d36 HP healing every round. This healing uses your WIP for a bonus. Risk + 8.
Hyper Aid
T: Multiple / D: Instant Prerequisite: Super Aid 1d50 HP healing. Risk - 8.
Hyper Blaze
T: Multiple / D: Instant Prerequisite: Super Blaze 1d50 fire damage. Risk + 8.
Hyper Chill
T: Multiple / D: Instant Prerequisite: Super Chill 1d50 ice damage. Risk - 8.
Hyper Gust
T: Multiple / D: Instant Prerequisite: Super Gust 1d50 wind damage. Risk + 8.
Hyper Zap
T: Multiple / D: Instant
Prerequisite: Super Zap
1d50 lightning damage. Risk + (1d21 - 11).
Munch!
T: Single / D: Instant
Prerequisite: Slurp!
1d36 HP Drain. Risk + 8.
Dingdong!
T: All allies / D: Indefinite Prerequisite: Dong!
Creates a barricade around the party. Any magical attack that would hit a party member instead hits this barricade. It has (2 * [MAG / 3]) MARM, and can absorb 1d(Level * MAG) damage. When the barricade is destroyed, the spell that destroyed it does nothing further. The Veil only stops magical damage; status-inflicting spells still work. A spell that targets all party members only attacks the Veil once, but a spell with
a Target listing of “Multiple” hits the Veil once per party member. Risk - 8.
Whiff
T: Self / D: 1d8 rounds
Create 1d8 mirror images of yourself. For each existing mirror image, you get +5 DEF and MDEF. Whenever an attack misses you, an image is destroyed. Risk - 8.
Level 6 - MP: 56
Boing!
T: Single / D: 1d9 rounds
Inflicts Reflect. Risk + (1d23 - 12).
Hyper Bane
T: Multiple / D: Instant
Prerequisite: Super Bane
1d57 darkness damage. Risk + 9.
Hyper Chance
T: Single / D: Instant Prerequisite: Super Chance
Cast any Level 5 or Level 6 Chaos Magic spell, chosen at random. You pay the MP cost of that spell in addition to this. You do not need to have the resulting spell learned in order to cast it this way. The resulting spell carries its normal Risk.
Hyper Crush
T: Multiple / D: Instant Prerequisite: Super Crush 1d57 earth damage. Risk - 9.
Hyper Douse
T: Multiple / D: Instant Prerequisite: Super Douse 1d57 water damage. Risk + 9.
Hyper Fry
T: Multiple / D: Instant Prerequisite: Super Fry 1d57 light damage. Risk - 9.
Hyper Ill
T: Multiple / D: Instant / S: -10% Prerequisite: Super Ill
1d57 poison damage. Magic% chance to inflict Poison. Risk + (1d23 - 12).
Ribbit!
T: Single / D: 1d9 rounds / S: -30% / P: -30%
Prerequisite: Squeak!
Magic% chance to inflict Toad. Risk + 9.
Level 7 - MP: 75
Dynamo Aid
T: Multiple / D: Instant Prerequisite: Hyper Aid 1d64 HP healing. Risk - 10.
Dynamo Blaze
T: Multiple / D: Instant Prerequisite: Hyper Blaze 1d64 fire damage. Risk + 10.
Dynamo Chill
T: Multiple / D: Instant Prerequisite: Hyper Chill 1d64 ice damage. Risk - 10.
Dynamo Gust
T: Multiple / D: Instant Prerequisite: Hyper Gust 1d64 wind damage. Risk + 10.
Dynamo Zap
T: Multiple / D: Instant
Prerequisite: Hyper Zap
1d64 lightning damage. Risk + (1d27 - 14).
Omnom!
T: Single / D: Instant
Prerequisite: Munch!
1d57 HP Drain. 1d57 MP Drain. Risk - 10.
Level 8 - MP: 89
Dynamo Bane
T: Multiple / D: Instant Prerequisite: Hyper Bane 1d72 dark damage. Risk + 10.
Dynamo Chance
T: Single / D: Instant Prerequisite: Hyper Chance
Cast any Level 7 or Level 8 Chaos Magic spell, chosen at random. You pay the MP cost of that spell in addition to this. You do not need to have the resulting spell learned in order to cast it this way. The resulting spell carries its normal Risk.
Dynamo Crush
T: Multiple / D: Instant Prerequisite: Hyper Crush 1d72 earth damage. Risk - 10.
Dynamo Douse
T: Multiple / D: Instant Prerequisite: Hyper Douse 1d72 water damage. Risk + 10.
Dynamo Fry
T: Multiple / D: Instant Prerequisite: Hyper Fry 1d72 light damage. Risk - 10.
Dynamo Ill
T: Multiple / D: Instant / S: -10% Prerequisite: Hyper Ill
1d72 poison damage. Magic% chance to inflict Poison. Risk + (1d23 - 12).
Kaboom!
T: All enemies / D: Instant / S: -25% Prerequisite: Bonk!
1d80 non-elemental damage. Magic% chance to inflict Confuse on each enemy. Risk + (1d23 - 12).
Level 9 - MP: 100
Max Aid
T: Multiple / D: Instant Prerequisite: Dynamo Aid 1d105 HP healing. Risk - 15.
Max Bane
T: Multiple / D: Instant Prerequisite: Dynamo Bane 1d105 dark damage. Risk + 15.
Max Blaze
T: Multiple / D: Instant Prerequisite: Dynamo Blaze 1d105 fire damage. Risk + 15.
Max Chance
T: Single / D: Instant Prerequisite: Dynamo Chance
Cast any Level 9 Chaos Magic spell, chosen at random. You pay the MP cost of that spell in addition to this. You do not need to have the resulting spell learned in order to cast it this way. The resulting spell carries its normal Risk.
Max Chill
T: Multiple / D: Instant Prerequisite: Dynamo Chill 1d105 ice damage. Risk - 15.
Max Crush
T: Multiple / D: Instant Prerequisite: Dynamo Crush 1d105 earth damage. Risk - 15.
Max Douse
T: Multiple / D: Instant Prerequisite: Dynamo Douse 1d105 water damage. Risk + 15.
Max Fry
T: Multiple / D: Instant Prerequisite: Dynamo Fry 1d105 light damage. Risk - 15.
Max Gust
T: Multiple / D: Instant Prerequisite: Dynamo Gust 1d105 wind damage. Risk + 15.
Max Ill
T: Multiple / D: Instant / S: -10% Prerequisite: Dynamo Ill
1d105 poison damage. Magic% chance to inflict Poison. Risk + (1d51 - 21).
Max Zap
T: Multiple / D: Instant Prerequisite: Dynamo Zap
1d105 fire damage. Risk + (1d51 - 21).
Skree!
T: All enemies / D: Instant / S: -60% / P: -60%
Magic% chance to inflict Dead on each enemy. For each enemy this spell does not kill, you take 1d50 non-elemental damage. This damage is not affected by MDC or MARM. Risk + 15.
Level 10 - MP: 150
Beyond Aid
T: Multiple / D: Instant Prerequisite: Max Aid 1d200 HP healing. Risk - 20.
Beyond Bane
T: Multiple / D: Instant
Prerequisite: Max Bane
1d200 darkness damage. This spell generates a darkness Elemental Field. Risk + 20.
Beyond Blaze
T: Multiple / D: Instant
Prerequisite: Max Blaze
1d200 fire damage. This spell generates a fire Elemental Field. Risk + 20.
Beyond Chance
T: Single / D: Instant Prerequisite: Max Chance
Cast any Level 10 Chaos Magic spell, chosen at random. You pay the MP cost of that spell in addition to this. You do not need to have the resulting spell learned in order to cast it this way. The resulting spell carries its normal Risk.
Beyond Chill
T: Multiple / D: Instant
Prerequisite: Max Chill
1d200 ice damage. This spell generates an ice Elemental Field. Risk - 20.
Beyond Crush
T: Multiple / D: Instant
Prerequisite: Max Crush
1d200 earth damage. This spell generates a earth Elemental Field. Risk - 20.
Beyond Douse
T: Multiple / D: Instant
Prerequisite: Max Douse
1d200 water damage. This spell generates a water Elemental Field. Risk + 20.
Beyond Fry
T: Multiple / D: Instant
Prerequisite: Max Fry
1d200 light damage. This spell generates a light Elemental Field. Risk - 20.
Beyond Gust
T: Multiple / D: Instant
Prerequisite: Max Gust
1d200 wind damage. This spell generates a wind Elemental Field. Risk + 20.
Beyond Ill
T: Multiple / D: Instant / S: -10% Prerequisite: Max Ill
1d200 poison damage. Magic% chance to inflict Poison. This spell generates a darkness Elemental Field. Risk + (1d99 - 50).
Beyond Zap
T: Multiple / D: Instant
Prerequisite: Max Zap
1d200 lightning damage. This spell generates a lightning Elemental Field. Risk + (1d99 - 50).
Kablammo!
T: Unfocused / D: Instant / S: -50% Prerequisite: Kaboom!
1d300 non-elemental damage to each combatant. Magic% chance to inflict Confuse on each combatant. Risk + (1d99 - 50).
Whoa!
T: Unfocused / D: 1d12 rounds
Your internal chaos is projected outward, enveloping the battlefield. While this spell is active, any character that makes a Critical Success or Critical Failure to cast a spell must roll on the Wildcasting Chart as though they were a Wild Mage. In addition, all combatants have a bonus to their Critical Ranges, for both success and failure, equal to your Risk. Any
effect that can remove Elemental Fields also ends this spell. This spell does not change your current Risk.
Section C: King Of All Cosmos // Cosmic Magic
Cosmic Magic contains a subset of spells known as Zodiac Signs, each tied to one of four elements. Casting a Sign has three major effects: dealing damage, repeating existing Echoes, and creating a new Echo. If the Sign spell succeeds, all existing Echoes trigger, in order starting with the most recent, automatically succeeding against the target(s) of the Sign. After that, a new Echo is created for use with the next Sign. If a Sign spell fails, if you cast a Sign for whose element an Echo already exists, or if you spend your turn doing anything other than casting a Sign, all of your Echoes immediately disappear. Echoes normally last 3 rounds after being cast, allowing a Cosmic Mage to cycle through all four elements without breaking the chain. Identical negative statuses caused by Echoes stack if cast on the same target.
Level 1
Bomb
MP: 5 / T: Single / D: Instant 3d6 non-elemental damage.
Fireflies
MP: 5 / D: 1d6 + (MAG / 3) hours
Produces a cloud of dancing firefly lights. These move around as you command, forming into short glowing messages, flitting through trees, etc. When clustered together, these provide enough light to create visibility in darkness, but the light is dim and the clustering prevents any actions such as spelling out words without losing the visibility. These can move as far away as you choose, and will remain without being concentrated upon for the full duration; however, if you are not within eyesight, you cannot tell if someone dispels this spell. The fireflies can be detonated (as a free action) to end the spell, causing 1d6 light damage to all nearby enemies.
Lock
MP: 5 / D: Indefinite
When cast on an object with a lock, the lock closes itself perfectly; bars slide into place, tumblers turn of their own accord. The lock is not magically sealed and can be unlocked through normal means. When cast on an opening without a lock, such as a cave mouth, a magical barrier appears. This barrier must be tied to a command word when the spell is cast. This barrier can be removed by deliberately speaking the command word to it, by dealing 50 damage to it, by killing the caster, or through the use of the Unlock or Magic Unlock spells. The barrier has stats of 0 for DEF, MDEF, ARM, and MARM.
Magnetize
MP: 7 / T: Single / D: 1d6 + (MAG / 3) minutes
The target becomes highly magnetic to metal objects.
Starlight
MP: 10 / T: All enemies / D: Instant / S: -10% / P: -10% Two rounds after casting this spell, stars fall from the sky in
mass quantities. This has a Magic% chance to inflict Blind on any enemy that can see the phenomenon. This also deals 3d6 non-elemental damage to Undead and enemies suffering from the Zombie condition.
Stick
MP: 5 / T: Single / D: 1d6 + (MAG / 3) minutes
Gravity is enhanced around the target's hands. They can stick to anything - climbing a sheet of glass, the weapon in their hands (preventing being Disarmed), etc.
Super Sprint
MP: 4 / T: Single / D: 1d6 + (MAG / 3) rounds
Target gets (MAG / 5) added to SPD. In addition, the target's running speed is tripled.
Unlock
MP: 5 / T: Single / D: Instant / P: -10%
This spell instantly unlocks any normal (key-based) lock and dispels barriers created by the Lock spell. This spell does not work against Magic Lock spells. This spell does not work against puzzle or combination locks.
Level 2
Bend Space
MP: 20 / T: Single / D: 1d6 + (MAG / 3) rounds The target gains the 'Curve of Sight' Advantage.
Blink
MP: 10 / T: Single / D: 1d6 + (MAG / 3) hours Inflicts Blur.
The target appears somewhat hazy. It is hard to focus one's vision upon the target.
Detect Gate
MP: 20 / T: Self / D: 1d6 + (MAG / 3) hours
You can detect spacial or temporal disturbances within 1d6 + (MAG / 3) miles. The only information this spell reveals is the disturbance's general location ("about X miles north of here") and simply that it is a portal or rip, not specifically what kind.
Etherialize
MP: 15 / T: Self / D: 1d6 + (MAG / 3) rounds
You become immaterial. You cannot affect material obects other than your own inventory. You can pass through walls. You cannot attack or cast spells. You cannot be physically attacked, but spells can deal damage to you. Spells cannot affect you in any other way than inflicting damage.
Featherfall
MP: 7 / T: Single / D: 1d6 + (MAG / 3) minutes
Slows the effects of gravity applied on falling speed. The target will float harmlessly off cliffs and other such drops, at
10% of the normal falling speed. This spell can be cast on objects.
Mini
MP: 8 / T: Multiple / D: 1d6 + (MAG / 3) rounds / S: -10% / P: -10%, additional -10% per target if targeting multiple Magic% chance of inflicting Mini.
Mute
MP: 9 / T: Multiple / D: 1d6 + (MAG / 3) rounds / P: -10% per target if targeting multiple
(50 + [Level / 3] + [MAG / 2])% chance to inflict Silence.
Ward
MP: 10 / T: Single / D: 1d6 + (MAG / 3) hours Inflicts Ward.
The target appears slightly hazy around the edges, and becomes difficult to detect magically.
Zodiac: Gemini
MP: 10 / T: Single / D: Instant
3d6 wind damage. This is a Wind Sign.
Echo: (Level / 10)d5 HP healing to a single party member.
Zodiac: Leo
MP: 10 / T: Single / D: Instant
3d6 fire damage. This is a Fire Sign. Echo: (Level / 20)d5 earth damage.
Level 3
Comet
MP: 20 / T: All enemies / D: Instant
5d6 non-elemental damage to all enemies.
Displacement
MP: 20 / T: Self / D: 1d8 + (MAG / 3) hours Prerequisite: Etherialize
You are invisible. A visible image of you appears in the immediate area. You can manipulate objects in the area, and it appears as though your image is the one doing so. Any attacks targeting your image automatically miss, but also terminate your image (and this spell).
Gravity
MP: 20 / T: Single / D: Instant / S: -20% / P: -20% Magic% chance to reduce target's current HP by 25%.
Phase Shift
MP: 20 / T: Self / D: Instant
Instantly move to any unoccupied location within 1d6 + (MAG / 3) yards. If there are solid objects between your current location and the new location, this maximum distance is halved.
Slow
MP: 15 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -10% Magic% chance to inflict the Slow status.
Stonefall
MP: 15 / T: Single / D: Instant Prerequisite: Featherfall
Gravity increases, forcing the target to drop out of the air. This grounds jumping Dragoons, dispels Float and Levitate, and yanks Flying creatures to the ground. If the floating, levitation, or flying is a constantly-active ability, they cannot lift back off the ground during this turn or the next.
X-Ray
MP: 10 / T: Self / D: 1d6 + (MAG / 3) minutes
You gain the ability to see through containers and walls up to (MAG / 3) feet thick.
Zodiac: Cancer
MP: 10 / T: Single / D: Instant
3d6 water damage. This is a Water Sign.
Echo: Target receives -10% air resistance. This counts as a negative status and can be dispelled normally. This effect lasts 3 rounds after the first application; stacking this effect does not increase or otherwise refresh its duration.
Zodiac: Virgo
MP: 10 / T: All enemies / D: Instant
2d6 earth damage to all enemies. This is an Earth Sign. Echo: Target receives -5 DEF. This counts as a negative status and can be dispelled normally. This effect lasts 3 rounds after the first application; stacking this effect does not increase or otherwise refresh its duration.
Level 4
Aurora
MP: 30 / T: All enemies / D: Instant / S: -20% / P: -20% This spell creates a flowing river of stars across the sky or roof. After two rounds, these stars explode brilliantly. This has a Magic% chance to inflict Blind on any enemy that can see the phenomenon. This also deals 6d6 non-elemental damage to Undead and enemies suffering from the Zombie condition.
Bombra
MP: 26 / T: Multiple / D: Instant 6d6 non-elemental damage.
Debarrier
MP: 25 / T: Single / D: Instant
Eliminates any protective spells affecting the target, including spells like Shell, Barrier, Anti-Doom, and any spells that increase elemental resistance.
Delay
MP: 15 / T: Single / D: 1d8 rounds Prerequisite: Slow
The next 3d6 damage of any type that the target would receive is temporarily negated. When the duration of this spell expires, the target takes that damage.
Dive
MP: 20 / T: Single / D: 1d8 + (MAG / 3) hours
The target can breathe underwater and withstand deep-diving water pressure.
Haste
MP: 20 / T: Single / D: 1d8 + (MAG / 3) rounds Inflicts Haste.
Flight
MP: 25 / T: Self / D: 1d8 + (MAG / 3) hours Prerequisite: Super Sprint
You can fly (at double your running speed). You get +10 DEF and MDEF. You can use Cosmic Magic Lore at a -50% penalty in place of the Flight skill to execute Aerial Maneuvers.
Float
MP: 25 / T: All allies / D: 1d8 + (MAG / 3) rounds Inflicts the Float status. Float granted this way does not
change a Geomancer's Terrain to High Places, and does not grant the ability to use Flying Maneuvers.
Unbalance
MP: 25 / T: All enemies / D: Instant / S: -20% / P: -20% Magic% chance to inflict Stun on each enemy. This spell can also knock over statues, etc.
Warp
MP: 20 / T: All enemies or allies / D: Instant
Either all enemies or all allies are transported to the last major floor entrance (staircase, door, trapdoor, etc) they came through.
Level 5
Cometra
MP: 40 / T: Single / D: Instant 8d6 non-elemental damage.
Control Gate
MP: 75 / D: 1d8 + (MAG / 3) hours Prerequisite: Detect Gate
This spell can either stabilize, eliminate, or activate an existing spatial or temporal portal or disturbance. It cannot alter or discover its destination. If stabilizing a disturbance or portal, it remains stabilized for the duration, and its destination and location cannot be changed during this duration. If activating it, the portal becomes usable for transportation/teleportation by anyone; the mage can only lock it out with a separate spell, such as Magic Lock.
Gravira
MP: 40 / T: Single / D: Instant / S: -30% / P: -30% Prerequisite: Gravity
Magic% chance to reduce target's current HP by 50%.
Hold
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -30% / P: -30%
Magic% chance of encircling the target with magical ropes. These ropes can be cut in 2 rounds of careful cutting from outside, or by dealing 50 damage to the afflicted character. The character inside the ropes cannot move or act.
Magic Lock
MP: 25 / D: Indefinite Prerequisite: Lock
When cast on something with a lock, all locks are secured; bars slide into place, locks click closed, etc. These are then secured in place with magic, unable to be unlocked by physical means. When cast on something with no door (i.e. a cavemouth or archway) a magical barrier appears. You must specify a command word when casting this spell this way. The barrier can be removed by speaking the command word, by damaging it for 200 HP, by killing the caster, or by using Magic Unlock. When the magic is dispelled, the lock still remains physically locked as normal.
Magic Unlock
MP: 25 / D: Instant / P: -20% Prerequisite: Unlock
This spell instantly unlocks any normal or magical lock and dispels barriers created by the Lock and Magic Lock spells. This spell works against puzzle and combination locks.
Ruse
MP: 40 / T: Single / D: 1d8 + (MAG / 3) rounds
Create 1d10 mirror images. For each existing mirror image, the target gets +5 DEF. Whenever a physical attack misses the target, an image is destroyed.
Shatter
MP: 20 / T: Single / D: Instant / S: -30% / P: -30% Prerequisite: Unbalance
Magic% chance to inflict Shatter on any solid object, including glass, Petrified or Frozen enemies, and metallic objects. Enemies have a ([Level / 2] + [STR / 2] + [VIT / 2]) bonus to their MDEF against this Magic% roll.
Teleport
MP: 40 / T: Self / D: Instant Prerequisite: Phase Shift
Instantly change your location to any unoccupied space within 1d8 + (MAG / 3) yards. Obstacles between your current and new locations do not hamper this spell in any way.
Zodiac: Libra
MP: 30 / T: Single / D: Instant
5d6 wind damage. This is a Wind Sign.
Echo: (Level / 20)d5 HP healing to each party member.
Zodiac: Sagittarius
MP: 30 / T: Single / D: Instant
5d6 fire damage. This is a Fire Sign. Echo: (Level / 10)d5 fire damage.
Level 6
Exit
MP: 40 / T: Multiple / D: Instant / P: -10% per target if used offensively
Prerequisite: Warp
Teleports the target(s) to the entrance or exit of the current dungeon or structure. You must have seen and walked through this entrance/exit; if you were led in blindfolded, this spell automatically fails. If using this spell to warp enemies, apply the Lore Penalty; otherwise, this is not a harmful spell.
Levitation
MP: 25 / T: Single / D: 1d8 + (MAG / 3) minutes Prerequisite: Float
The target can freely move up and down to a range of 1d8 + (MAG / 3) yards from their starting point (when this spell is cast). Moving more than 1 foot horizontally per turn, or vertically past the height limit, ends the spell. If the target is hostile or non-sentient, the mage controls the target's movement.
Reflect
MP: 40 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: M.Barricade
Inflicts Reflect. (This spell is considered beneficial.)
Shapechange
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -30% / P: -30%
Prerequisite: Mini
Magic% chance to change the target into another type of creature. You choose the type; penalties may apply depending on how poorly you know the new creature's biology, size differences, etc. GM determines the exact effects of becoming a new creature.
Slowga
MP: 40 / T: All enemies / D: 1d6 + (MAG / 3) rounds / S: -30% / P: -30%
Magic% chance to inflict Slow.
Stone
MP: 50 / T: Single / D: Indefinite / S: -30% / P: -30% Magic% chance to inflict Petrify.
Vanish
MP: 50 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Magic Veil
Inflicts Vanish.
Zodiac: Capricorn
MP: 30 / T: All enemies / D: Instant
4d6 earth damage to all enemies. This is an Earth Sign. Echo: Target receives -5 MDEF. This counts as a negative status and can be dispelled normally. This effect lasts 3 rounds after the first application; stacking this effect does not increase or otherwise refresh its duration.
Zodiac: Pisces
MP: 30 / T: Single / D: Instant
5d6 water damage. This is a Water Sign.
Echo: Target receives -10% earth resistance. This counts as a negative status and can be dispelled normally. This effect lasts 3 rounds after the first application; stacking this effect does not increase or otherwise refresh its duration.
Level 7
Bombga
MP: 65 / T: All enemies / D: Instant Prerequisite: Bombra
9d6 non-elemental damage to all enemies.
Cometga
MP: 50 / D: Instant
Prerequisite: Cometra
9d6 non-elemental damage to 1d6 randomly-chosen enemies.
Comet Rush
MP: 50 / T: Self / D: 1d10 + (MAG / 3) hours Prerequisite: Flight
As long as there is at least 50 feet of “runway” (a straight, unobstructed path), you can run at 25 times normal running speed. You gain a (MAG / 5) bonus to SPD. At any time during the duration of this spell, you can utilize it to attack, dealing unarmed damage plus (SPD / 5) bonus dice of damage (the same dice your unarmed attack uses). This attack does not require a “runway”.
Graviga
MP: 66 / T: Single / D: Instant / S: -40% / P: -40% Prerequisite: Gravira
Magic% chance to reduce target's current HP by 75%.
Hastega
MP: 50 / T: All allies / D: 1d6 + (MAG / 3) rounds Prerequisite: Haste
Inflicts Haste.
Return
MP: 50 / D: Instant
In order to cast this spell, you must have had 50 or more current MP at the beginning of the current battle. When you cast Return, time warps, returning everything to the state it was when the battle began, including every combatant's HP, MP, and conditions. After this occurs, you lose 50 MP. The presence of sufficiently powerful enemies can cause this spell to fail, as determined by your GM.
Level 8
Banish
MP: 80 / T: Single / D: Instant / S: -40% Prerequisite: Return
Magic% chance to destroy conjurations and return summons to their original state/plane of existence.
Clone
MP: 75 / T: Self / D: 1d10 + (MAG / 3) hours Prerequisite: Ruse
You makes a magical replica of yourself. It has no will or thoughts of its own; your consciousness is controlling its actions. It can obey commands to perform simple actions and spells (up to Level 4). The clone's stats are identical to yours, except that it only has (MAG)% of the your maximum HP and MP.
Invisibility
MP: 70 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Etherealize and Vanish
Combines the full effects of Etherialize and Vanish.
Moonbeam
MP: 75 / T: All enemies / D: Instant / S: -40% / P: -40% Prerequisite: Aurora
Two rounds after this spell is cast, the area is filled with painfully bright moonlight. This deals 10d6 non-elemental damage, and has a Magic% chance to inflict Blind.
Rewind
MP: 75 / D: Instant
Prerequisite: Hastega and Slowga and Return
Time warps, returning everything to the state it was at the beginning of the last round of combat, right before the person with the highest Initiative acted.
Stop
MP: 60 / T: Single / D: 1d10 + (MAG / 3) rounds / S: -40% Prerequisite: Slowga
Magic% chance to inflict Stop.
Zodiac: Aquarius
MP: 60 / T: Single / D: Instant
7d6 wind damage. This is a Wind Sign.
Echo: (Level / 20)d5 HP healing to each party member. Each party member is cured of 1 random negative condition.
Zodiac: Aries
MP: 60 / T: Single / D: Instant
7d6 fire damage. This is a Fire Sign. Echo: (Level / 10)d5 wind damage.
Level 9
Aging
MP: 70 / T: Single / D: 1d10 + (MAG / 3) rounds / S: -50% / P: -50%
Magic% chance to inflict Old.
Meteor
MP: 100 / T: All enemies / D: Instant Prerequisite: Cometga
11d6 non-elemental damage to all enemies.
Sink
MP: 50 / T: Single / D: 1d4 + (MAG / 3) rounds Prerequisite: Stone
The ground/floor beneath the target softens and gives way beneath them, regardless of what material it is made of (unless that material is magic-resistant, in which case this spell fails). When the duration of this spell ends, the materials re-hardens around the target, potentially suffocating them.
Vacuum
MP: 100 / T: Self / D: 1d10 + (MAG / 3) rounds
An invisible field, (MAG / 3) feet wide, surrounds you. Magic items and spells do not function within this field. Equipment within this field functions as if it had no enchantments. Summoned creatures and incorporeal undead stop existing if they enter this field, but reappear in the same location if the field moves away, expires, or is dispelled. This field does not revoke the life or existence of magic-imbued creatures such as elementals or golems (unless they are Summoned). This field cannot dispel spells with a defined area and duration, such as a Barricade or Wall of Fire.
X-Zone
MP: 100 / T: All enemies / D: Instant / S: -50% / P: -50% Magic% chance to suck each enemy into another dimension.
Zodiac: Scorpio
MP: 60 / T: Single / D: Instant
7d6 water damage. This is a Water Sign.
Echo: Target receives -10% fire resistance. This counts as a negative status and can be dispelled normally. This effect lasts 3 rounds after the first application; stacking this effect does not increase or otherwise refresh its duration.
Zodiac: Taurus
MP: 60 / T: All enemies / D: Instant
6d6 earth damage to all enemies. This is an Earth Sign. Echo: Target receives -5 ARM and MARM. This counts as a negative status and can be dispelled normally. This effect lasts 3 rounds after the first application; stacking this effect does not increase or otherwise refresh its duration.
Level 10
Black Hole
MP: 150 / T: All enemies / D: Instant / S: -50% Prerequisite: Graviga and X-Zone
Magic% chance to suck each enemy into another dimension. Enemies that remain after this dimensional transfer attempt are left with only 10% of their current HP.
Bombja
MP: 120 / T: All enemies / D: Instant
13d6 non-elemental damage to all enemies.
Create Gate
MP: 250 / D: 1d10 + (MAG / 3) days / P: -80% Prerequisite: Control Gate
Create a spatial or temporal disturbance, opening a portal to another location or time. While creating a gate is relatively easy, accurately fixing its destination is very difficult. This gate remains open and usable to anyone until either the duration expires or the caster decides to close it.
Future Self
MP: 250 / T: Self / D: Instant Prerequisite: Clone
You pull yourself out of the time stream from two rounds in the future. There are, in effect, now two of you, each with identical stats, inventory, etc. Your Future Self counts as a separate target; he will be erased when this spell is over. Unlike the Clone spell, your Future Self can do anything you are capable of doing. Your Future Self acts immediately upon being summoned. During the next round, both you and your Future Self act on the same Initiative. At the end of that round, you both disappear (effects on you do not tick down their duration, etc). Anything your Future Self brought along from the future is erased when he disappears. Two rounds later, the original you reappears. This spell can have numerous strange and/or harmful effects, as dictated by your GM; messing with the time stream in such a direct manner is tricky!
Galaxy Stop
MP: 120 / T: All enemies / D: 1d10 + (MAG / 3) rounds / S: -50%
Prerequisite: Stop
Magic% chance to inflict Stop.
Quick
MP: 200 / T: Self / D: Instant Prerequisite: Hastega
Instantly take two more turns immediately after casting this spell. This spell cannot be cast during either of those turns.
Zodiac: Ophiucus
MP: 150 / T: Single / D: Instant Prerequisite: All 12 Previous Zodiac Spells
3d8 fire damage. 3d8 water damage. 3d8 earth damage. 3d8 wind damage. 3d8 lightning damage. 3d8 ice damage. Your
MDC is split between these effects, as is the target's MARM. After casting this spell, all of your current Echoes trigger, but this spell generates no new Echoes, and all of your current Echoes end afterward.
Section D: I Can See... Everything! // Divination Magic
Level 1
Distant Eye
MP: 2 / T: Self / D: 1d6 + (MAG / 3) rounds
You can 'throw' your vision to any point you can clearly see. You can magically see as though your eyes were positioned at that point. This allows such feats as peeking down from a tall tower without climbing it, and is useful for scouting and cartography. You can only 'throw' your vision once through this spell; to change your anchor point, you must end it and cast it again.
Evil Eye
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -20% Magic% chance to reduce the victim's STR and VIT by (MAG / 2), and all of their skills by 10%. On critical success, the victim also attempts to escape the battle.
Legend Lore MP: 7 / D: Instant
If you have any clues or educated ideas about the topic, you can magically divine information about a local legend, myth, or fairytale.
Scrying Eye
MP: 5 / T: Single / D: 1d6 + (MAG / 3) hours
This spell requires you to have a personal item or piece from your target, including a lock of hair or an important heirloom, or to have met your target in person. If the target is within 1d6 + (MAG / 3) miles of you, you can detect their general location and use Divination Lore in place of Tracking to find, follow, or catch them. If the target is magically sensitive, they will be able to tell that there is some kind of spell around them, and can dispel it if they possess such a skill.
Third Eye
MP: 3 / T: Single / D: Instant
You can detect the target's Level, current/maximum HP and MP, and resistances. This spell can also be used to detect the presence of magical auras, but not to identify them.
Level 2
Cautious Eye
MP: 12 / T: Self / D: 1d6 + (MAG / 3) rounds
All traps in the area, magical or otherwise, become readily apparent to you (and only you).
Clairvoyance
MP: 10 / T: Self / D: 1d6 + (MAG / 3) rounds
You can see the contents of chests and other such containers,
and can see through walls up to (MAG / 3) feet thick.
Hypnotizing Eye
MP: 8 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -10% Magic% chance to inflict Sleep.
Personal History
MP: 15 / T: Single / D: 1d6 + (MAG / 3) hours
This spell requires you to have a personal item or piece from your target, including a lock of hair or an important heirloom, or that the target is nearby. While this spell lasts, you can browse through your target's past at any speed you want, from either first-person or over-the-shoulder perspective. An unwilling nearby target can choose to resist this spell; if so, roll Magic% against their MDEF. The target gets a bonus to their MDEF equal to their WIP for this roll.
Searching Eye
MP: 10 / T: Single / D: 1d6 + (MAG / 3) hours
This spell requires you to be familiar with the target object, or to have a piece of it at hand. If the target object is within 1d6 + (MAG / 3) miles of you, you can detect its general location and use Divination Lore in place of Tracking to find it. This spell cannot target sentient objects.
Level 3
Empathy
MP: 15 / T: Single / D: 1d8 + (MAG / 3) hours
(35 + [Level / 3] + WIP)% chance of forming an unnoticed mental link with the target. You can read their emotions quite plainly - love, jealousy, etc. After level 40, you may also use this mental link to change the target's emotions subtly (such as from jealousy to hatred, or from infatuation to anxiety).
Fog of Mystery
MP: 20 / T: Single / D: 1d6 + (MAG / 3) days
The target gains a flat 95% chance to resist any attempts to magically glean information from it, including spells such as Scan, Personal History, and Searching Eye. This spell can target a person or an object.
Levitation
MP: 25 / T: Single / D: 1d8 + (MAG / 3) minutes Prerequisite: Float
The target can freely move up and down to a range of 1d8 + (MAG / 3) yards from their starting point (when this spell is cast). Moving more than 1 foot horizontally per turn, or vertically past the height limit, ends the spell. If the target is hostile or non-sentient, the mage controls the target's movement.
Phase Shift
MP: 20 / T: Self / D: Instant
Instantly move to any unoccupied location within 1d6 + (MAG / 3) yards. If there are solid objects between your current location and the new location, this maximum distance is halved.
Psyche
MP: 1 / T: Single / D: Instant
4d6 MP Drain.
Spirit Eye
MP: 20 / T: Self / D: 1d8 + (MAG / 3) minutes
You can see and communicate with the souls of the recently departed. An Oracle using this spell can allow one of these souls to partially possess them, and speak through them.
Level 4
Blurry Eye
MP: 40 / T: Self / D: 1d8 + (MAG / 3) rounds
Create 1d10 mirror images. For each existing mirror image, you get +5 DEF. Whenever a physical attack misses you, an image is destroyed.
Ghost Eye
MP: 40 / T: Single / D: 1d8 + (MAG / 3) rounds Magic% chance to tap into the target's sensory system,
allowing you to share, but not influence, everything the target experiences. You cannot read the target's thoughts; you only share their vision, taste, etc.
Mind Shield
MP: 30 / T: Single / D: 1d10 + (MAG / 3) rounds
Fully protects the target from all mental effects (Charm, Confuse, Mind Blast, Telepathy, etc). This can be Dispelled but is also cancelled by Debarrier.
Sixth Sense
MP: 30 / T: Self / D: 1d8 + (MAG / 3) rounds
Instantly sense every living creature within (1d10 + [MAG / 3]) feet. This spell is blocked only by a solid wall at least (Level / 10) feet thick; the caster can detect invisible creatures but does not reveal them.
Temporal Eye
MP: 20 / T: Self / D: 1d6 + (MAG / 3) hours
You can detect any major irregularities in space and time within 1d6 + (MAG / 3) miles. This allows you to detect the existence of gates, portals, etc., and their location(s), but not any further details about them.
Level 5
All-Seeing Eye
MP: 40 / T: Single / D: Instant
This spell immediately cures Berserk, Confuse, Charm, and any other such mental effects. It can also be used to dispel suspected illusions, free a target from hallucinations or nightmares, and reveal Vanished or otherwise invisible enemies to everyone.
Divine Eye
MP: 40 / T: Self / D: 1d10 + (MAG / 3) rounds
This allows you to perform divinations of a complex nature,
such as attempting to glimpse the future rather than inferring it from tarot cards and ominous feelings, or searching for information without any real leads. This often leads to having multiple seemingly-random visions; this also gives out much more grave predictions than a mere Prophecy. Oracles are more skilled at this than Stargazers.
Magic Eye
MP: 30 / T: Self / D: 1d10 + (MAG / 3) rounds
While this spell is active, you may determine the (MAG / 5) most powerful spells or magical abilities any target is capable of using, simply by looking at them. You can discern this information from as many targets as you wish while this spell lasts.
Psychic Pain
MP: 40 / D: 1d8 + (MAG / 3) rounds
Anyone with higher-than-normal magical senses takes 4d6 non-elemental magic damage every round while this spell is active. Check for success (Magic% versus MDEF) against each affected enemy each turn to deal this damage. This spell affects those with the 3-point Heightened Senses Advantage, as well as anyone under the effects of such spells as Telepathy, Empathy, Detect Gate, Lifesense, and any of the “Eye” spells in Divination Magic; characters utilizing any other such mental boosts are also affected, as is any character using any spell like Scan during this spell's duration.
Telepathy
MP: 40 / T: Multiple / D: 1d8 + (MAG / 3) rounds
Magic% chance to create a psychic link with the target. This can be used to read the target's thoughts. If the target is not sufficiently magically sensitive to detect a subtle enchantment, and this is the first time telepathy has been used on them, this is an automatic success. A target can also choose not to resist, making this an automatic success against them. This spell can also be used to project your thoughts into the brains of others, "talking" silently in their heads, but forming a telepathic link with multiple people adds a -10% Lore Penalty for every active link. You may choose to be a 'beacon' for anyone linked to you, relaying messages (to allow a party to be fully telepathically linked to each other).
Level 6
Astral Projection
MP: 50 / T: Self / D: 1d10 + (MAG / 3) rounds
This may be cast in the same way as Distant Eye, but you actually form an ethereal body for the duration. This can also be cast on any location that is not in eyesight so long as you have a link to it - for example, appearing as a projection in front of someone you are tracking with the use of Scrying Eye. In Astralform, you are considered Etherealized, but may still use the abilities Third Eye, Cautious Eye, Clairvoyance, Telepathy, and Sixth Sense. If your Astralform takes any magical damage, it is dealt entirely as MP damage. Your Astralform cannot take physical damage. Your physical body stays in its original location in a sleeplike trance, and you will
awaken (and automatically end this spell) if it is directly damaged, or if your MP falls to 0.
Foreshadow
MP: 50 / T: Single / D: Instant / S: -30% / P: -30%
Magic% chance to inflict Doom. Unlike the normal version, a Doom condition inflicted by Foreshadow cannot be removed by killing the caster if it was cast by an Oracle (Stargazers do not count).
Siphon
MP: 50 / T: Single / D: Instant
Prerequisite: Psyche
7d6 HP Drain. 5d6 MP Drain.
Level 7
Aging
MP: 70 / T: Single / D: 1d10 + (MAG / 3) rounds / S: -50% / P: -50%
Magic% chance to inflict Old.
Future Self
MP: 250 / T: Self / D: Instant
Prerequisite: Temporal Eye
You pull yourself out of the time stream from two rounds in the future. There are, in effect, now two of you, each with identical stats, inventory, etc. Your Future Self counts as a separate target; he will be erased when this spell is over. Unlike the Clone spell, your Future Self can do anything you are capable of doing. Your Future Self acts immediately upon being summoned. During the next round, both you and your Future Self act on the same Initiative. At the end of that round, you both disappear (effects on you do not tick down their duration, etc). Anything your Future Self brought along from the future is erased when he disappears. Two rounds later, the original you reappears. This spell can have numerous strange and/or harmful effects, as dictated by your GM; messing with the time stream in such a direct manner is tricky!
Mind Blast
MP: 100 / T: All enemies / D: Instant / S: -40% / P: -40% 9d6 non-elemental damage to all enemies. Magic% chance to inflict Confuse on each enemy for 1d6 + (MAG / 3) rounds.
Teleport
MP: 40 / T: Self / D: Instant Prerequisite: Phase Shift
Instantly change your location to any unoccupied space within 1d8 + (MAG / 3) yards. Obstacles between your current and new locations do not hamper this spell in any way.
Section E: Master Of Puppets // Manipulation Magic
To be added soon!
Section F: Ninja Ninja Ninja Ninja Ninja // Ninja Magic
Level 1
Deathwatch
MP: 5 / T: Self / D: 1d6 + (MAG / 3) hours
The caster can instantly determine the relative health of anyone they look at. This works on similar principles as the Scan spell. It will reveal Current-HP-to-Maximum-HP ratio (i.e. they are at 50% Health); it will reveal whether they are undead or a construct; it will allow the caster to disbelieve any spell or ability that allows others to feign death.
Disguise
MP: 10 / T: Single / D: 1d6 + (MAG / 3) minutes
The target can appear as any class, race, or gender they wish and it is extremely convincing. They pick up mannerisms from the chosen race (such as extending the 'sssss' sound in speech when disguised as a Bangaa) but it does not impart any knowledge of their racial tongue (resulting in a Bangaa who cannot speak Rasshasa). Appearing as a different race incurs a Lore Penalty of -30%. Appearing as a different gender incurs a Lore Penalty of -20%.
Lock
MP: 5 / D: Indefinite
When cast on an object with a lock, the lock closes itself perfectly; bars slide into place, tumblers turn of their own accord. The lock is not magically sealed and can be unlocked through normal means. When cast on an opening without a lock, such as a cave mouth, a magical barrier appears. This barrier must be tied to a command word when the spell is cast. This barrier can be removed by deliberately speaking the command word to it, by dealing 50 damage to it, by killing the caster, or through the use of the Unlock or Magic Unlock spells. The barrier has stats of 0 for DEF, MDEF, ARM, and MARM.
Pin
MP: 3 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -10% / P: -10%
Magic% chance to pin the target to the ground or wall with magical spikes, pins, or your choice of small pointy implements. These deal no damage, and usually pin the target via their clothing. Pinned characters cannot move or act, but the pins can be removed by another character spending a turn to pull them out.
Stick
MP: 5 / T: Single / D: 1d6 + (MAG / 3) minutes
Gravity is enhanced around the target's hands. They can stick to anything - climbing a sheet of glass, the weapon in their hands (preventing being Disarmed), etc.
Super Sprint
MP: 4 / T: Single / D: 1d6 + (MAG / 3) rounds
Target gets (MAG / 5) added to SPD. In addition, the target's running speed is tripled.
Telekinesis
MP: 5 / T: Single / D: Instant
Push, pull, lift, or lower the target object up to (MAG / 2) feet. There is a -50% Lore Penalty associated with this spell if the caster is not physically strong enough to move the object alone. If the object is heavy enough that no single normal person could ever move it, this spell automatically fails.
Unlock
MP: 5 / T: Single / D: Instant / P: -10%
This spell instantly unlocks any normal (key-based) lock and dispels barriers created by the Lock spell. This spell does not work against Magic Lock spells. This spell does not work against puzzle or combination locks.
Level 2
Detect Traps
MP: 12 / D: 1d6 + (MAG / 3) rounds
Traps instantly become visible within (MAG / 2) feet. Using this spell adds MAG% to the Trap Lore skill for purposes of Disarming.
Etherialize
MP: 15 / T: Self / D: 1d6 + (MAG / 3) rounds
You become immaterial. You cannot affect material obects other than your own inventory. You can pass through walls. You cannot attack or cast spells. You cannot be physically attacked, but spells can deal damage to you. Spells cannot affect you in any other way than inflicting damage.
Featherfall
MP: 7 / T: Single / D: 1d6 + (MAG / 3) minutes
Slows the effects of gravity applied on falling speed. The target will float harmlessly off cliffs and other such drops, at 1/10th the normal falling speed. This spell can be cast on objects.
Fire Veil
MP: 8 / T: Single / D: Instant
3d7 fire damage. Flat 25% chance to inflict Burning.
Image
MP: 10 / T: Self / D: 1d6 + (MAG / 3) rounds
You creates two mirror images of yourself nearby. These images cannot deal damage, but will take physical attacks in your place. Each image can take one attack for you before disappearing. The images cannot take magical attacks for you.
Puzzle Page
MP: 12 / D: Indefinite
Encodes a single page of written text. It appears as garbled gibberish until magically dispelled or detected by divination magic.
Thunder Veil
MP: 8 / T: Single / D: Instant
3d7 lightning damage. Flat 25% chance to inflict Stun.
Tongues
MP: 10 / T: Self / D: 1d6 + (MAG/3) hours
You can speak and understand one chosen language. You cannot read or write it. You gain fluency (100% skill), and others who knows you are not a native speaker might notice that your fluency is too natural and perfect. This spell also allows you to speak clearly in situations where sounds would normally be garbled but not drowned out (i.e., underwater). When cast through an item, this spell also cures Mute.
Water Veil
MP: 8 / T: Single / D: Instant
3d7 water damage. Flat 25% chance to inflict Slow.
Level 3
Choking Gas
MP: 18 / D: Indefinite
Sets a trap on either an existing block of text or a freshly- drawn rune. When the text is read without dispelling this magic, or if the rune is examined carefully or read, the reader is inflicted with Silence and Blind.
Fog of Mystery
MP: 25 / D: 1d6 + (MAG / 3) days
This spell can be cast on any non-intelligent item. While this spell lasts, the item has a flat 95% chance to resist any attempts to magically glean any information from or about it. This includes such spells as Scan, Legend Lore, Personal History, and Locate Object.
Monster Box
MP: 30 / D: Indefinite
Enchant any openable container-like object, such as a box, book, chest, or bag. The object grows fangs and will attempt to attack anyone who tries to open it, including the caster. Doors cannot be enchanted this way. This spell does not make boxes ambulatory (unless they are designed with ornamental claw-feet or other such useful frills). This spell is mainly for storyline purposes, but if it becomes necessary to attack a Monster Box, it is considered to be the same level as the caster, with HP equal to triple the caster's level, and 0 DEF, MDEF, ARM, and MARM. A Monster Box deals unarmed damage as though it were a Black Belt (see Chapter 4, Section A2) if it manages to bite someone.
Phase Shift
MP: 20 / T: Self / D: Instant
Instantly move to any unoccupied location within 1d6 + (MAG / 3) yards. If there are solid objects between your current location and the new location, this maximum distance is halved.
Thick Fog
MP: 10 / D: 1d6 + (MAG / 3) rounds
Everyone within a (MAG / 2) foot radius acts as though Blind, ally and enemy alike. This spell prevents physical sight, including darkvision, but does not prevent magical sight such as Sixth Sense. This spell makes it much easier to hide or conceal oneself (+20% to related skills and/or Magic % when casting such spells as Vanish). Anyone standing outside of the fog and trying to hit a victim who is within the fog still acts as though Blind for that attack. This spell can be cleared by a wind-based attack.
True Flight
MP: 25 / D: Instant
This spell allows you to unerringly throw your weapon at an enemy perfectly. Make a physical attack; this attack is an automatic normal success. This attack can change trajectory mid-flight, and therefore cannot be interrupted by obstacles between you and the target; there is also a (50 + [Level / 3] + [MAG / 2])% chance that it will ignore all magical protection upon the target.
Warp
MP: 20 / T: All enemies or allies / D: Instant
Either all enemies or all allies are transported to the last major floor entrance (staircase, door, trapdoor, etc) they came through.
X-Ray
MP: 10 / T: Self / D: 1d6 + (MAG / 3) minutes
You gain the ability to see through containers and walls up to (MAG / 3) feet thick.
Level 4
Dive
MP: 20 / T: Single / D: 1d8 + (MAG / 3) hours
The target can breathe underwater and withstand deep-diving water pressure.
Exit
MP: 40 / T: Multiple / D: Instant / P: -10% per target if used offensively
Prerequisite: Warp
Teleports the target(s) to the entrance or exit of the current dungeon or structure. You must have seen and walked through this entrance/exit; if you were led in blindfolded, this spell automatically fails. If using this spell to warp enemies, apply the Lore Penalty; otherwise, this is not a harmful spell.
Fira Veil
MP: 24 / T: Multiple / D: Instant
5d7 fire damage to a single target, or 3d7 fire damage to all enemies. Flat 20% chance to inflict Burning.
Flight
MP: 25 / T: Self / D: 1d8 + (MAG / 3) hours Prerequisite: Super Sprint
You can fly (at double your running speed). You get +10 DEF and MDEF. You can use Cosmic Magic Lore at a -50% penalty in place of the Flight skill to execute Aerial Maneuvers.
Levitation
MP: 25 / T: Single / D: 1d8 + (MAG / 3) minutes
The target can freely move up and down to a range of 1d8 + (MAG / 3) yards from their starting point (when this spell is cast). Moving more than 1 foot horizontally per turn, or vertically past the height limit, ends the spell. If the target is hostile or non-sentient, the ninja controls the target's movement.
Origami Jutsu
MP: 40 / D: 1d6 + (MAG / 3) minutes Prerequisite: Monster Box
This spell requires preconstructed animals made out of folded paper; these can be made using the Art (Three-Dimensional) skill, but do not have to be made by the caster himself. This spell animates one such paper construct, acting as a minion with 1 HP, high DEF and MDEF, 0 ARM and MARM, and half the caster's level. The construct can follow one simple command chosen at casting, such as 'attack'; it deals unarmed damage as a Black Belt (see Chapter 4, Section A2). Any spells targeting this construct that would attempt to dispel it automatically succeed.
Serpent Sigil
MP: 40 / D: Indefinite Prerequisite: Choking Gas
Sets a trap on either an existing block of text or a freshly- drawn rune. When the text is read without dispelling this magic, or if the rune is examined carefully or read, the reader is inflicted with Ironize and Stop.
Sixth Sense
MP: 30 / T: Self / D: 1d8 + (MAG / 3) rounds
Instantly sense every living creature within (1d10 + [MAG / 3]) feet. This spell is blocked only by a solid wall at least (Level / 10) feet thick; the caster can detect invisible creatures but does not reveal them.
Thundara Veil
MP: 24 / T: Multiple / D: Instant
5d7 lightning damage to a single target, or 3d7 lightning damage to all enemies. Flat 20% chance to inflict Stun.
Watera Veil
MP: 24 / T: Multiple / D: Instant
5d7 water damage to a single target, or 3d7 water damage to all enemies. Flat 20% chance to inflict Slow.
Level 5
False Documents
MP: 35 / D: 1d8 + (MAG / 3) minutes
This creates a set of official documents of any nature in the caster's hands. A passport, a warrant of arrest, a peace treaty, etc. These are perfect and indistinguishable from actual existing documents, because the enchantment causes the viewer to see "what they want to see" to an extent. However, this can also be problematic - a ninja showing a false passport to a gate guard may be arrested if that kingdom does not, in fact, actually issue passports. These can be detected by any form of Scan, Peep, or many Divination spells. These can be protected with Fog of Mystery. These cannot be enchanted with Serpent Sigil, Puzzle Page, or any other such enchantments. This spell can be used on existing documents to make them appear as something different (changing the text on a book page for example).
Magic Lock
MP: 25 / D: Indefinite Prerequisite: Lock
When cast on something with a lock, all locks are secured; bars slide into place, locks click closed, etc. These are then secured in place with magic, unable to be unlocked by physical means. When cast on something with no door (i.e. a cavemouth or archway) a magical barrier appears. You must specify a command word when casting this spell this way. The barrier can be removed by speaking the command word, by damaging it for 200 HP, by killing the caster, or by using Magic Unlock. When the magic is dispelled, the lock still remains physically locked as normal.
Magic Unlock
MP: 25 / D: Instant / P: -20% Prerequisite: Unlock
This spell instantly unlocks any normal or magical lock and dispels barriers created by the Lock and Magic Lock spells. This spell works against puzzle and combination locks.
Nightvision
MP: 25 / T: Self / D: 1d8 + (MAG / 3) hours
You can see in even complete darkness as though it was a perfectly clear sunny day. This spell does not cure the Blind condition, and is overshadowed by it if you are affected by both.
Ruse
MP: 40 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Image
Create 1d10 mirror images. For each existing mirror image, the target gets +5 DEF. Whenever a physical attack misses the target, an image is destroyed.
Teleport
MP: 40 / T: Self / D: Instant Prerequisite: Phase Shift
Instantly change your location to any unoccupied space within 1d8 + (MAG / 3) yards. Obstacles between your current and new locations do not hamper this spell in any way.
Level 6
Disruptor
MP: 60 / T: All enemies / D: 1d10 + (MAG / 3) rounds / S: -30% / P: -30%
Magic% chance to inflict Confuse. If any enemies are flying, floating, or levitating, Magic% chance to knock them out of the air and inflict Stun (one check for both effects).
Firaga Veil
MP: 52 / T: All enemies / D: Instant
7d7 fire damage to all enemies. Flat 50% chance to inflict Burning.
Mind Shield
MP: 30 / T: Single / D: 1d10 + (MAG / 3) rounds
Fully protects the target from all mental effects (Charm, Confuse, Mind Blast, Telepathy, etc). This can be Dispelled but is also cancelled by Debarrier.
Rune Trap
MP: 15 / D: 1d10 + (MAG / 3) days
Choose another spell you know. Set up a magically invisible symbol trap nearby to trigger that spell. The trigger is a simple cantrip. It must be a physical description (race, class, and/or gender, but no proper name or demeanors - "A paladin" and "A hypello" are okay; "Maria" and "Anyone who is my enemy" are not okay), and/or a simple action ("opening this book," "walking into the room," "speaking out loud") but not a complex action ("opening this book to page #121", "speaking the word ___ out loud"). When the condition is met, the spell triggers, targeting whoever activated the trap.
Thundaga Veil
MP: 52 / T: All enemies / D: Instant
7d7 lightning damage to all enemies. Flat 50% chance to inflict Stun.
Vanish
MP: 50 / T: Single / D: 1d8 + (MAG / 3) rounds Inflicts Vanish.
Waterga Veil
MP: 52 / T: All enemies / D: Instant
7d7 water damage to all enemies. Flat 50% chance to inflict Slow.
Section G: A Little Of Everything // Red Magic
Level 1
Aero
MP: 5 / T: Single / D: Instant 3d6 wind damage.
A sharp gust of air.
Antidote
MP: 3 / T: Single / D: Instant
Cures the Poison condition.
Blizzard
MP: 4 / T: Multiple / D: Instant
4d6 ice damage to a single target, or 2d6 ice damage to all enemies.
Create Element
MP: 3 / D: Instant or 1d6 + (MAG / 3) hours
Summon a small amount of fire, ice, lightning, water, wind, or earth to do a simple task. Sometimes this requires a duration, E.G. summoning a flame to use as a torch; sometimes this can be instant but permanent, like summoning a pile of dirt to bury something or creating drinking water.
Cure
MP: 5 / T: Multiple / D: Instant
3d6 HP healing to a single target, or 2d6 each to all.
Fire
MP: 4 / T: Multiple / D: Instant
4d6 fire damage to a single target, or 2d6 fire damage to all enemies.
Lock
MP: 5 / D: Indefinite
When cast on an object with a lock, the lock closes itself perfectly; bars slide into place, tumblers turn of their own accord. The lock is not magically sealed and can be unlocked through normal means. When cast on an opening without a lock, such as a cave mouth, a magical barrier appears. This barrier must be tied to a command word when the spell is cast. This barrier can be removed by deliberately speaking the command word to it, by dealing 50 damage to it, by killing the caster, or through the use of the Unlock or Magic Unlock spells. The barrier has stats of 0 for DEF, MDEF, ARM, and MARM.
Thunder
MP: 4 / T: Multiple / D: Instant
4d6 lightning damage to a single target, or 2d6 lightning damage to all enemies.
Scan
MP: 3 / T: Single / D: Instant
Caster instantly knows target's current and maximum HP and MP, Level, and Weaknesses.
Super Sprint
MP: 4 / T: Single / D: 1d6 + (MAG / 3) rounds
Target gets (MAG / 5) added to SPD. In addition, the target's running speed is tripled.
Unlock
MP: 5 / T: Single / D: Instant / P: -10%
This spell instantly unlocks any normal (key-based) lock and dispels barriers created by the Lock spell. This spell does not work against Magic Lock spells. This spell does not work against puzzle or combination locks.
Level 2
Bio
MP: 8 / T: Multiple / D: Instant / S: -20%
4d6 poison damage to a single target, or 2d6 poison damage to all enemies. Magic% chance to inflict Poison.
Blink
MP: 10 / T: Single / D: 1d6 + (MAG / 3) hours Inflicts Blur.
The target appears somewhat hazy. It is hard to focus one's vision upon the target.
Etherialize
MP: 15 / T: Self / D: 1d6 + (MAG / 3) rounds
You become immaterial. You cannot affect material obects other than your own inventory. You can pass through walls. You cannot attack or cast spells. You cannot be physically attacked, but spells can deal damage to you. Spells cannot affect you in any other way than inflicting damage.
Featherfall
MP: 7 / T: Single / D: 1d6 + (MAG / 3) minutes
Slows the effects of gravity applied on falling speed. The target will float harmlessly off cliffs and other such drops, at 1/10th the normal falling speed. This spell can be cast on objects.
Mini
MP: 8 / T: Multiple / D: 1d6 + (MAG / 3) rounds / S: -10% / P: -10%, additional -10% per target if targeting multiple Magic% chance of inflicting Mini.
Mute
MP: 9 / T: Multiple / D: 1d6 + (MAG / 3) rounds / P: -10% per target if targeting multiple
(50 + [Level / 3] + [MAG / 2])% chance to inflict Silence.
Osmose
MP: 1 / T: Single / D: Instant
3d6 MP Drain. Do not apply your MDC to this spell.
Quake
MP: 6 / T: Multiple / D: Instant
5d6 earth damage to a single target, or 3d6 earth damage to all enemies.
Sleep
MP: 8 / T: Multiple / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -10%, -10% per additional target if targeting multiple Magic% chance to inflict Sleep.
Ward
MP: 10 / T: Single / D: 1d6 + (MAG / 3) hours Inflicts Ward.
The target appears slightly hazy around the edges, and becomes difficult to detect magically.
Water
MP: 6 / T: Multiple / D: Instant
5d6 water damage to a single target, or 3d6 water damage to all enemies.
Level 3
Aera
MP: 25 / T Multiple / D: Instant Prerequisite: Aero
5d6 wind damage to a single target, or 3d6 each to all enemies.
Blind
MP: 12 / T: Multiple / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%, -10% per additional target if targeting multiple Magic% chance to inflict Blind.
Blizzara
MP: 22 / T: Multiple / D: Instant Prerequisite: Blizzard
5d6 ice damage to a single target, or 3d6 ice damage to all enemies. Any enemy damaged by this spell also gets -2 SPD for 1d4 rounds. This counts as a negative status condition.
Cura
MP: 24 / T: Multiple / D: Instant Prerequisite: Cure
5d6 HP healing to a single target, or 3d6 each to all allies. This spell can heal light flesh wounds, as well as fractured (not broken) bones.
Fira
MP: 22 / T: Multiple / D: Instant Prerequisite: Fire
5d6 fire damage to a single target, or 3d6 fire damage to all enemies. This spell also ignites flammable objects.
Protect
MP: 15 / T: Single / D: 1d6 + (MAG / 3) rounds Inflicts Protect.
Rasp
MP: 25 / T: Single / D: Instant Prerequisite: Osmose
4d6 MP damage.
Shell
MP: 15 / T: Single / D: 1d6 + (MAG / 3) rounds Inflicts Shell.
Slow
MP: 15 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -10% Magic% chance to inflict the Slow status.
Soften
MP: 10 / T: Single / D: Instant or 3 rounds
Cures Petrify and Ironize. If cast on any construct or non- equipped object made of anything harder than flesh, halves that object's ARM value for 3 rounds. If used in such a way, this is considered a negative status condition; otherwise it is a curative spell. In order to be affected, the GM must deem the target to be mostly or entirely comprised of a suitably hard substance.
Stonefall
MP: 15 / T: Single / D: Instant Prerequisite: Featherfall
Gravity increases, forcing the target to drop out of the air. This grounds jumping Dragoons, dispels Float and Levitate, and yanks Flying creatures to the ground. If the floating, levitation, or flying is a constantly-active ability, they cannot lift back off the ground during this turn or the next.
Thundara
MP: 22 / T: Multiple / D: Instant Prerequisite: Thunder
5d6 lightning damage to a single target, or 3d6 lightning damage to all enemies. This spell also has a 60% chance to ignite flammable objects.
Toad
MP: 12 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%
Magic% chance to inflict Toad.
X-Ray
MP: 10 / T: Self / D: 1d6 + (MAG / 3) minutes
You gain the ability to see through containers and walls up to (MAG / 3) feet thick.
Level 4
Barrier
MP: 25 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Protect
Inflicts Barrier.
Biora
MP: 32 / T: Multiple / D: Instant / S: -25% Prerequisite: Bio
6d6 poison damage to a single target, or 4d6 poison damage to all enemies. Magic% chance to inflict Poison.
Debarrier
MP: 25 / T: Single / D: Instant
Eliminates any protective spells affecting the target, including spells like Shell, Barrier, Anti-Doom, and any spells that increase elemental resistance.
Dive
MP: 20 / T: Single / D: 1d8 + (MAG / 3) hours
The target can breathe underwater and withstand deep-diving water pressure.
Elemental Blade
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Create Element
Imbue a weapon with an element. This changes the weapon's damage to that element, increases its base damage by one die, and carries an additional effect when striking an enemy:
-Fire: Flat 30% chance to inflict Burning
-Ice: (50 - victim's VIT)% chance to inflict Freeze -Lightning: Flat 30% chance to inflict Stun
-Water: (50 - victim's VIT)% chance to inflict Sleep -Earth: (50 - victim's VIT)% chance to inflict Petrify -Wind: (50 - victim's VIT)% chance to reduce victim's SPD by half for 1d4 rounds
-Light: +50% damage to undead, evil, and dark-elemental enemies
-Dark: +50% damage to holy and light-elemental enemies
Flight
MP: 25 / T: Self / D: 1d8 + (MAG / 3) hours Prerequisite: Super Sprint
You can fly (at double your running speed). You get +10 DEF and MDEF. You can use Cosmic Magic Lore at a -50% penalty in place of the Flight skill to execute Aerial Maneuvers.
Haste
MP: 20 / T: Single / D: 1d8 + (MAG / 3) rounds Inflicts Haste.
Life
MP: 34 / T: Single / D: Instant
Cures Dead. The revived character returns with 10% HP.
M.Barrier
MP: 25 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Shell
Inflicts M.Barrier.
Muddle
MP: 25 / T: Multiple / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%, additional -10% per target if targeting multiple Magic% chance to inflict Confuse.
Quakera
MP: 28 / T: Multiple / D: Instant Prerequisite: Quake
6d6 earth damage to a single target, or 4d6 earth damage to
all enemies.
Redirect Energy
MP: 25 / T: Self / D: 1d8 + (MAG / 3) rounds
Any time you take damage while this spell is in effect, you may “store” that damage, up to a maximum of 20 points per attack (you still take full damage). You can store a maximum of 100 points. Whenever you make a weapon attack while this spell is in effect, you may use any amount of this stored energy in place of the weapon's associated damage stat. When this spell's duration expires, you take damage equal to the amount of stored energy remaining. Your MARM value are ignored for this damage.
Warp
MP: 20 / T: All enemies or allies / D: Instant
Either all enemies or all allies are transported to the last major floor entrance (staircase, door, trapdoor, etc) they came through.
Watera
MP: 28 / T: Multiple / D: Instant Prerequisite: Water
6d6 water damage to a single target, or 4d6 water damage to all enemies.
Level 5
Aeroga
MP: 55 / T: Multiple / D: Instant
7d6 wind damage to a single target, or 5d6 each to all enemies.
Barricade
MP: 35 / T: All allies / D: Indefinite Prerequisite: Barrier
Creates a Barricade around the party. Any physical attack that would hit a party member instead hits this Barricade. It has (2 * [MAG / 3]) ARM, and can absorb ([Level * 7] + [MAG * 2]) damage. When the Barricade is destroyed, the remaining damage of the attack that destroyed it continues toward the party member it initially targeted.
Blizzaga
MP: 52 / T: Multiple / D: Instant Prerequisite: Blizzara
7d6 ice damage to a single target, or 6d6 ice damage to all enemies. Any enemy damaged by this spell also gets -3 SPD for 1d4 rounds. This counts as a negative status condition.
Drain
MP: 20 / T: Single / D: Instant
5d6 HP Drain.
Firaga
MP: 52 / T: Multiple / D: Instant Prerequisite: Fira
7d6 fire damage to a single target, or 6d6 fire damage to all
enemies. This spell also ignites flammable objects.
Hold
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -30% / P: -30%
Magic% chance of encircling the target with magical ropes. These ropes can be cut in 2 rounds of careful cutting from outside, or by dealing 50 damage to the afflicted character. The character inside the ropes cannot move or act.
M.Barricade
MP: 35 / T: All allies / D: Indefinite Prerequisite: M.Barrier
Creates a Magic Barricade around the party. Any magical attack that would hit a party member instead hits this Barricade. It has (2 * [MAG / 3]) MARM, and can absorb ([Level * 7] + [MAG * 2]) damage. When the Barricade is destroyed, the spell that destroyed it does nothing further. M.Barricade only stops magical damage; status-inflicting spells still work. A spell that targets all party members only attacks the Barricade once, but a spell with a Target listing of “Multiple” hits the barricade once per party member.
Regen
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Cura
Inflicts Regen. When calculating healing gained from Regen inflicted this way, use the caster's WIP score.
Revitalize
MP: 15 / T: Single / D: Instant
Cures the Zombie condition.
Ruse
MP: 40 / T: Single / D: 1d8 + (MAG / 3) rounds
Create 1d10 mirror images. For each existing mirror image, the target gets +5 DEF. Whenever a physical attack misses the target, an image is destroyed.
Thundaga
MP: 52 / T: Multiple / D: Instant Prerequisite: Thundara
7d6 lightning damage to a single target, or 6d6 lightning damage to all enemies. This spell also ignites flammable objects.
Wall of Fire
MP: 30 / D: 1d8 + (MAG / 3) rounds Prerequisite: Fira
Create a barrier of flames twice your height. This barrier can be shaped as either a line in front of you, or a circle around you. Anything touching this barrier or passing through it, including to attack you, takes 4d8 fire damage. If either you or this barrier is hit by any attack that deals ice or water damage, this spell immediately ends.
Wall of Ice
MP: 30 / D: 1d8 + (MAG / 3) rounds Prerequisite: Blizzara
Create a wall of ice twice your height. This wall can be shaped as either a line in front of you, or a circle around you. The wall absorbs all physical and magical damage directed at the caster. The wall has ([Level * 5] + [MAG * 3]) HP and ([MAG / 3] * 2) ARM and MARM. If the wall absorbs any fire damage, this spell immediately ends.
Wall of Lightning
MP: 30 / D: 1d8 + (MAG / 3) rounds Prerequisite: Thundara
Create a barrier of lightning twice your height. This barrier can be shaped as either a line in front of you, or a circle around you. Anything touching this barrier or passing through it, including to attack you, takes 2d8 lightning damage and is inflicted with Stun. If either you or this barrier is hit by any attack that deals earth damage, this spell immediately ends.
Level 6
Berserk
MP: 25 / T: Single / D: Indefinite / S: -30% / P: -30% Prerequisite: Muddle
Magic% chance to inflict Berserk.
Bioga
MP: 64 / T: Multiple / D: Instant / S: -40% Prerequisite: Biora
8d6 poison damage to a single target, or 6d6 poison damage to all enemies. Magic% chance to inflict Venom.
Exit
MP: 40 / T: Multiple / D: Instant / P: -10% per target if used offensively
Prerequisite: Warp
Teleports the target(s) to the entrance or exit of the current dungeon or structure. You must have seen and walked through this entrance/exit; if you were led in blindfolded, this spell automatically fails. If using this spell to warp enemies, apply the Lore Penalty; otherwise, this is not a harmful spell.
Float
MP: 25 / T: All allies / D: 1d8 + (MAG / 3) rounds Inflicts the Float status. Float granted this way does not
change a Geomancer's Terrain to High Places, and does not grant the ability to use Flying Maneuvers.
Quakega
MP: 58 / T: Multiple / D: Instant Prerequisite: Quakera
8d6 earth damage to a single target, or 6d6 earth damage to all enemies.
Reflect
MP: 40 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: M.Barricade
Inflicts Reflect. (This spell is considered beneficial.)
Shapechange
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -30% / P: -30%
Prerequisite: Mini and Toad
Magic% chance to change the target into another type of creature. You choose the type; penalties may apply depending on how poorly you know the new creature's biology, size differences, etc. GM determines the exact effects of becoming a new creature.
Vanish
MP: 50 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Magic Veil
Inflicts Vanish.
Waterga
MP: 58 / T: Multiple / D: Instant Prerequisite: Watera
8d6 water damage to a single target, or 6d6 water damage to all enemies.
Level 7
Comet Rush
MP: 50 / T: Self / D: 1d10 + (MAG / 3) hours Prerequisite: Flight
As long as there is at least 50 feet of “runway” (a straight, unobstructed path), you can run at 25 times normal running speed. You gain a (MAG / 5) bonus to SPD. At any time during the duration of this spell, you can utilize it to attack, dealing unarmed damage plus (SPD / 5) bonus dice of damage (the same dice your unarmed attack uses). This attack does not require a “runway”.
Curaga
MP: 64 / T: Multiple / D: Instant Prerequisite: Cura
9d6 HP healing to a single target, or 7d6 each to all allies. This spell is capable of healing most flesh wounds as well as mending broken bones.
Dispel
MP: 30 / T: Single / D: Instant / S: -20% if used offensively Removes all conditions on the target. If the target has any positive conditions, this spell is considered offensive. When used offensively, this spell has a Magic% chance of working; if this check (against their MDEF and using the Success Penalty as normal) fails, so does this spell.
Enchanted Blade
MP: 100 / T: Single / D: 1d10 + (MAG / 3) hours Prerequisite: Elemental Blade
This spell is almost identical to Elemental Blade. It carries a longer duration, and gives two additional element choices: -Poison: (50 - victim's VIT)% chance to inflict Venom -Morph: (50 - victim's VIT% chance to inflict Toad; weapon deals non-elemental damage
Esuna
MP: 30 / T: Single / D: Instant Prerequisite: Antidote and Soften
Removes all negative status conditions (except Doom, Zombie, Cowardly, and Innocent).
Siphon
MP: 50 / T: Single / D: Instant
Prerequisite: Osmose and Drain
7d6 HP Drain. 5d6 MP Drain.
Level 8
Clone
MP: 75 / T: Self / D: 1d10 + (MAG / 3) hours Prerequisite: Ruse
You makes a magical replica of yourself. It has no will or thoughts of its own; your consciousness is controlling its actions. It can obey commands to perform simple actions and spells (up to Level 4). The clone's stats are identical to yours, except that it only has (MAG)% of the your maximum HP and MP.
Invisibility
MP: 70 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Etherealize and Vanish
Combines the full effects of Etherialize and Vanish.
Mind Blast
MP: 100 / T: All enemies / D: Instant / S: -40% Prerequisite: Rasp
10d6 non-elemental damage to all enemies. Magic% chance to inflict Confuse on each enemy for 1d6 + (MAG / 3) rounds.
Stop
MP: 60 / T: Single / D: 1d10 + (MAG / 3) rounds / S: -40% Prerequisite: Slow
Magic% chance to inflict Stop.
Section H: By The Power Of... // Sword Magic
Durations on Sword Magic refer to the amount of time the spell stays on the sword. Status conditions inflicted by Sword Magic spells last 1d6 rounds unless otherwise noted.
Level 1
Aero Sword
MP: 5 / D: 1d6 + (MAG / 3) rounds
2d6 wind damage on contact. The weapon can be thrown, and will return of its own accord, allowing it to be used as a ranged attack using your normal weapon skill.
Blind Sword
MP: 5 / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -10% Magic% chance to inflict Blind on contact. A sword enchanted this way becomes very dark in color, and is slightly easier to hide.
Blizzard Sword
MP: 5 / D: 1d6 + (MAG / 3) rounds
2d6 ice damage on contact. 20% chance to reduce the victim's SPD by 1 for 1d4 rounds.
Fire Sword
MP: 5 / D: 1d6 + (MAG / 3) rounds
2d6 fire damage on contact. Flat 10% chance to inflict Burning.
Sleep Sword
MP: 5 / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -10% Magic% chance to inflict Sleep on contact. A sword enchanted this way glows a faint, soothing purple.
Thunder Sword
MP: 5 / D: 1d6 + (MAG / 3) rounds
2d6 lightning damage on contact. Flat 10% chance to inflict Stun.
Level 2
Bio Sword
MP: 9 / D: 1d6 + (MAG / 3) rounds / S: -10%
2d6 poison damage on contact. Magic% chance to inflict Poison. A sword enchanted this way glows a faint, sickly green color.
Mini Sword
MP: 9 / D: 1d6 + (MAG / 3) rounds / S: -10% / P: -10% Magic% chance to inflict Mini on contact. A sword enchanted this way glows slightly orange, and seems slightly smaller than its actual size unless one looks at it very carefully.
Mute Sword
MP: 9 / D: 1d6 + (MAG / 3) rounds / S: -10% / P: -10% Magic% chance to inflict Silence on contact. A sword enchanted this way gains a slight grey tint, and makes no noise when being swung, sheathed, or drawn.
Slow Sword
MP: 12 / D: 1d8 + (MAG / 3) rounds / S: -10% / P: -10% Magic% chance to inflict Slow on contact. A sword enchanted this way appears to leave faint afterimages when swung, as it is faintly warping time around it.
Toad Sword
MP: 12 / D: 1d6 + (MAG / 3) rounds / S: -10% / P: -10% Magic% chance to inflict Toad on contact. A sword enchanted this way glows green, and may make a faint 'ribbit' noise when swung.
Quake Sword
MP: 9 / D: 1d6 + (MAG / 3) rounds
2d6 earth damage on contact. 20% chance to reduce the victim's AGI by 2 for 1d4 rounds.
Level 3
Aera Sword
MP: 20 / D: 1d6 + (MAG / 3) rounds Prerequisite: Aero Sword
3d6 wind damage on contact. The weapon can be thrown, and will return of its own accord, allowing it to be used as a ranged attack using your normal weapon skill. The sword can hit the same enemy again on the return throw, but does not activate this extra wind damage on that strike.
Barrier Sword
MP: 20 / D: 1d8 + (MAG / 3) rounds
All physical damage taken by the caster is reduced by half. Sheathing, dropping, unequipping, or otherwise not holding the sword ends this spell. A sword enchanted this way glows a soft grey.
Blizzara Sword
MP: 20 / D: 1d6 + (MAG / 3) rounds Prerequisite: Blizzard Sword
3d6 ice damage on contact. 20% chance to reduce the victim's SPD by 3 for 1d4 rounds.
Dark Sword
MP: 25 / D: 1d6 + (MAG / 3) rounds
3d6 darkness damage on contact. 20% chance to reduce the victim's MAG by 2 for 1d4 rounds.
Fira Sword
MP: 20 / D: 1d6 + (MAG / 3) rounds Prerequisite: Fire Sword
3d6 fire damage on contact. Flat 12% chance to inflict Burning.
Light Sword
MP: 25 / D: 1d6 + (MAG / 3) rounds
3d6 light damage on contact. 10% chance to instantly destroy undead enemies and enemies suffering from the Zombie condition.
Rasp Sword
MP: 20 / D: 1d8 + (MAG / 3) rounds
2d6 MP damage on contact. A sword enchanted this way glows a strange purplish-pink, and feels distinctly wrong to creatures whose life-force consists of magical power.
Thundara Sword
MP: 20 / D: 1d6 + (MAG / 3) rounds Prerequisite: Thunder Sword
3d6 lightning damage on contact. Flat 12% chance to inflict Stun.
Level 4
Biora Sword
MP: 25 / D: 1d6 + (MAG / 3) rounds / S: -10% Prerequisite: Bio Sword
3d6 poison damage on contact. Magic% chance to inflict Poison. A sword enchanted this way glows a sickly green color.
Debarrier Sword
MP: 25 / D: 1d8 + (MAG / 3) rounds
Eliminates magical protection on contact before dealing damage, including Protect, Shell, Barrier, M.Barrier, Barricade, M.Barricade, and Mega Barricade. The weapon deals half normal damage if the victim was protected by any of these when you attacked them. A sword enchanted this way emits a soft black aura.
Haste Sword
MP: 20 / D: 1d6 + (MAG / 3) rounds
Your initiative rolls are doubled when using this weapon. Sheathing, dropping, unequipping, or otherwise not holding the sword ends this spell. A sword enchanted this way cannot be seen by most normal people when swung, as it is moving too fast for their eyes to catch.
M.Barrier Sword
MP: 25 / D: 1d8 + (MAG / 3) rounds
All magical damage taken by the caster is reduced by half. Sheathing, dropping, unequipping, or otherwise not holding the sword ends this spell. A sword enchanted this way glows a shifting rainbow of colors.
Muddle Sword
MP: 27 / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20% Magic% chance to inflict Confuse on contact. A sword enchanted this way is surrounded by a misty yellow fog.
Quakera Sword
MP: 25 / D: 1d6 + (MAG / 3) rounds Prerequisite: Quake Sword
3d6 earth damage on contact. 20% chance to reduce the victim's AGI by 4 for 1d4 rounds.
Level 5
Aeroga Sword
MP: 35 / D: 1d8 + (MAG / 3) rounds Prerequisite: Aera Sword
4d6 wind damage on contact. The weapon can be thrown, and will return of its own accord, allowing it to be used as a ranged attack using your normal weapon skill. The sword can hit the same enemy again on the return throw or another nearby enemy, but does not activate this extra wind damage on that strike.
Blizzaga Sword
MP: 35 / D: 1d8 + (MAG / 3) rounds Prerequisite: Blizzara Sword
4d6 ice damage on contact. 20% chance to reduce the victim's SPD by 5 for 1d4 rounds.
Chaos Sword
MP: 100 / D: 1d8 + (MAG / 3) rounds
When attacking with the weapon, each hit that would normally trigger a Sword Magic enchantment has a ([Level / 3] + MAG)% chance to temporarily invoke a Sword Magic spell you already know that inflicts additional elemental damage (Bio Sword, Quakera Sword, etc., but not Blind Sword, Barrier Sword, Drain Sword, etc.). The chosen spell's level can be a maximum of the level of your highest-known Sword Magic spell, minus 1 (if your most powerful spell is Level 7, you may only invoke Level 6 spells with this effect).
Darkra Sword
MP: 45 / D: 1d8 + (MAG / 3) rounds Prerequisite: Dark Sword
4d6 darkness damage on contact. 20% chance to reduce the victim's MAG by 4 for 1d4 rounds.
Dispel Sword
MP: 35 / D: 1d8 + (MAG / 3) rounds / S: -30% Prerequisite: Debarrier Sword
Magic% chance to remove all status conditions on contact. A sword enchanted this way glows a bright silver.
Drain Sword
MP: 35 / D: 1d6 + (MAG / 3) rounds
The weapon deals half damage, but deals it in the form of HP Drain. This means that your maximum damage is equal to (your maximum HP - your current HP), and can be 0.
Firaga Sword
MP: 35 / D: 1d8 + (MAG / 3) rounds Prerequisite: Fira Sword
4d6 fire damage on contact. Flat 15% chance to inflict Burning.
Lightra Sword
MP: 45 / D: 1d8 + (MAG / 3) rounds Prerequisite: Light Sword
4d6 light damage on contact. 20% chance to instantly destroy
undead enemies and enemies suffering from the Zombie condition.
Thundaga Sword
MP: 35 / D: 1d8 + (MAG / 3) rounds Prerequisite: Thundara Sword
4d6 lightning damage on contact. Flat 15% chance to inflict Stun.
Level 6
Berserk Sword
MP: 35 / D: 1d8 + (MAG / 3) rounds / S: -20% / P: -20% Prerequisite: Muddle Sword
Magic% chance to inflict Berserk on contact. A sword enchanted this way glows an angry red.
Bioga Sword
MP: 40 / D: 1d8 + (MAG / 3) rounds / S: -10% Prerequisite: Biora Sword
4d6 poison damage on contact. Magic% chance to inflict Venom. A sword enchanted this way glows a bright, sickening green color.
Osmose Sword
MP: 35 / D: 1d6 + (MAG / 3) rounds Prerequisite: Rasp Sword
The weapon deals half damage, but deals it in the form of MP Drain. This means that your maximum damage is equal to (your maximum MP - your current MP), and can be 0. A weapon enchanted this way cannot harm those without an MP pool.
Quakega Sword
MP: 40 / D: 1d8 + (MAG / 3) rounds Prerequisite: Quakera Sword
4d6 earth damage on contact. 20% chance to reduce the victim's AGI by 6 for 1d4 rounds.
Shatter Sword
MP: 35 / D: 1d8 + (MAG / 3) rounds / S: -20% / P: -20% When striking a solid object, including glass, Petrified or Frozen enemies, and metallic objects, there is a Magic% chance to inflict Shattered. Enemies have a ([Level / 2] + [STR / 2] + [VIT / 2])% bonus to their MDEF against this Magic% roll. A sword enchanted this way generates a constant high-pitched hum, like a tuning fork.
Stone Sword
MP: 50 / D: 1d8 + (MAG / 3) rounds / S: -30% / P: -30% Magic% chance to inflict Petrify on contact. A sword enchanted this way takes on the appearance of a single solid stone.
Level 7
Aging Sword
MP: 55 / D: 1d10 + (MAG / 3) rounds / S: -30% / P: -30% Magic% chance to inflict Old on contact. A sword enchanted this way temporarily appears to be an ancient relic.
Darkga Sword
MP: 65 / D: 1d10 + (MAG / 3) rounds Prerequisite: Darkra Sword
5d6 darkness damage on contact. 20% chance to reduce the victim's MAG by 6 for 1d4 rounds.
Doom Sword
MP: 65 / D: 1d10 + (MAG / 3) rounds / S: -30% / P: -30% Prerequisite: Dispel Sword
Magic% chance to inflict Dead on contact. A sword enchanted this way generates a sickly, evil aura.
Keen Sword
MP: 60 / D: 1d10 + (MAG / 3) rounds
The weapon deals an extra die of base damage, and your Critical Range with this weapon is increased by 10. Enemies' ARM values are halved against the weapon. A sword enchanted this way appears unnaturally sharp, enough to cut even the air.
Lightga Sword
MP: 65 / D: 1d10 + (MAG / 3) rounds Prerequisite: Lightra Sword
5d6 light damage on contact. 30% chance to instantly destroy undead enemies and enemies suffering from the Zombie condition.
Stop Sword
MP: 75 / D: 1d10 + (MAG / 3) rounds / S: -30% / P: -30% Prerequisite: Slow Sword
Magic% chance to inflict Stop on contact. A sword enchanted this way leaves large, shimmering afterimages when swung, which linger for several seconds before disappearing.
Wall Sword
MP: 60 / D: 1d10 + (MAG / 3) rounds Prerequisite: Barrier Sword and M.Barrier Sword
All damage taken by the caster is reduced by half. You are inflicted with Reflect for the duration of this spell. Sheathing, dropping, unequipping, or otherwise not holding the sword ends this spell. A sword enchanted this way takes on a shiny, crystalline appearance.
Level 8
Break Sword
MP: 75 / D: 1d10 + (MAG / 3) rounds / S: -40% Prerequisite: Quakega Sword and Shatter Sword and Stone Sword
5d6 earth damage on contact. Magic% chance to inflict Petrify. After attempting to inflict Petrify, Magic% chance to
inflict Shattered, as the Shatter Sword effect. The weapon can be plunged into the ground to produce an earthquake, dealing 10d6 earth damage to all enemies. This attack is calculated using your MDC against the victims' MARM. This attack does nothing to enemies that are flying, floating, or levitating. Using this attack ends this spell. A sword enchanted this way appears to be made of a pulsing, rocky ore.
Control Blade
MP: 75 / T: Single / D: 1d10 + (MAG / 3) rounds / S: -30% Prerequisite: Keen Sword
Magic% chance to disarm the victim on contact. If successful, you may control the weapon telekinetically, and can make physical attacks with it (both normal and Weapon Mastery, if you have weapon skill in that weapon type). If you choose to do so, you cannot make any actions aside from attacking with that weapon, or else you lose control of that weapon. When you lose control of a weapon, either through this spell ending or through taking another action, the weapon falls to the ground, and cannot be controlled through this spell until someone picks it back up.
Flare Sword
MP: 75 / D: 1d10 + (MAG / 3) rounds Prerequisite: Firaga Sword
5d6 non-elemental damage on contact. The weapon can be raised into the air to produce an explosion, dealing 10d6 non- elemental damage to all enemies. This attack is calculated using your MDC against the victims' MARM. Using this attack ends this spell. A sword enchanted this way appears to be coated in an orange liquid that continually bubbles and pops.
Freeze Sword
MP: 75 / D: 1d10 + (MAG / 3) rounds / S: -40% Prerequisite: Blizzaga Sword
5d6 ice damage on contact. Magic% chance to inflict Frozen on contact. The weapon can be pointed toward the enemies to produce a snowstorm, dealing 10d6 ice damage to all enemies. This attack is calculated using your MDC against the victims' MARM. Using this attack ends this spell. A sword enchanted this way glows a bright blue and is very cold to the touch, even to the Spellblade wielding it.
Vampire Sword
MP: 70 / D: 1d10 + (MAG / 3) rounds Prerequisite: Drain Sword and Osmose Sword
The weapon deals half of its damage as HP Drain and the other half as MP Drain. Each half is capped separately by your remaining HP/MP. A weapon enchanted this way drips fresh blood from any edges or tips.
Whirlwind Sword
MP: 75 / D: 1d10 + (MAG / 3) rounds / S: -40% Prerequisite: Aeroga Sword and Muddle Sword
5d6 wind damage on contact. Magic% chance to inflict Confuse on contact. A sword enchanted this way is surrounded by small, whipping gusts.
Section I: A Light In The Darkness // White Magic
Level 1
Aero
MP: 5 / T: Single / D: Instant 3d6 wind damage.
A sharp gust of air.
Antidote
MP: 3 / T: Single / D: Instant Cures the Poison condition. Cure
MP: 5 / T: Multiple / D: Instant
3d6 HP healing to a single target, or 2d6 each to all.
Lifesense
MP: 10 / T: Self / D: 1d6 + (MAG / 3) hours
You can see the aura of living creatures. Any creature who is hiding in the area will be betrayed by the aura of life surrounding them. This does not, however, penetrate magical cloaking such as Vanish and Fog of Mystery. Simply looking at a living being allows you to tell that they are alive, and what negative statuses (if any) they are suffering.
Lock
MP: 5 / D: Indefinite
When cast on an object with a lock, the lock closes itself perfectly; bars slide into place, tumblers turn of their own accord. The lock is not magically sealed and can be unlocked through normal means. When cast on an opening without a lock, such as a cave mouth, a magical barrier appears. This barrier must be tied to a command word when the spell is cast. This barrier can be removed by deliberately speaking the command word to it, by dealing 50 damage to it, by killing the caster, or through the use of the Unlock or Magic Unlock spells. The barrier has stats of 0 for DEF, MDEF, ARM, and MARM.
Protection: Evil
MP: 10 / T: Single / D: 1d6 + (MAG / 3) hours
Target gains 50% darkness resistance, and gains a (MAG / 3) bonus to all combat stats against any creatures that are either evil (as determined by the GM) or aligned with the darkness element.
Protection: Fire
MP: 10 / T: Single / D: 1d6 + (MAG / 3) hours Target gains 50% fire resistance.
Scan
MP: 3 / T: Single / D: Instant
Caster instantly knows target's current and maximum HP and MP, Level, and Weaknesses.
Unlock
MP: 5 / T: Single / D: Instant / P: -10%
This spell instantly unlocks any normal (key-based) lock and
dispels barriers created by the Lock spell. This spell does not work against Magic Lock spells. This spell does not work against puzzle or combination locks.
Level 2
Blink
MP: 10 / T: Single / D: 1d6 + (MAG / 3) hours Inflicts Blur.
The target appears somewhat hazy. It is hard to focus one's vision upon the target.
Courage
MP: 8 / T: Single / D: 1d6 + (MAG / 3) rounds
Target gets (MAG / 2) added to STR and VIT. Immediately upon casting, this spell also cures Cowardly as well as any fear-based effects.
Etherialize
MP: 15 / T: Self / D: 1d6 + (MAG / 3) rounds
You become immaterial. You cannot affect material obects other than your own inventory. You can pass through walls. You cannot attack or cast spells. You cannot be physically attacked, but spells can deal damage to you. Spells cannot affect you in any other way than inflicting damage.
Mercy
MP: 10 / T: Self / D: Instant
You instantly know the general location of anyone in the area who is critically wounded and/or in a life-threatening situation. This works only in a general directional sense. This spell also allows you to momentarily use White Magic Lore in place of Tracking to determine how to find the injured or threatened person.
Mini
MP: 8 / T: Multiple / D: 1d6 + (MAG / 3) rounds / S: -10% / P: -10%, additional -10% per target if targeting multiple Magic% chance of inflicting Mini.
Mute
MP: 9 / T: Multiple / D: 1d6 + (MAG / 3) rounds / P: -10% per target if targeting multiple
(50 + [Level / 3] + [MAG / 2])% chance to inflict Silence.
Protection: Ice
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds Target gains 50% ice resistance.
Tongues
MP: 10 / T: Self / D: 1d6 + (MAG/3) hours
You can speak and understand one chosen language. You cannot read or write it. You gain fluency (100% skill), and others who knows you are not a native speaker might notice that your fluency is too natural and perfect. This spell also allows you to speak clearly in situations where sounds would normally be garbled but not drowned out (i.e., underwater). When cast through an item, this spell also cures Mute.
Ward
MP: 10 / T: Single / D: 1d6 + (MAG / 3) hours Inflicts Ward.
The target appears slightly hazy around the edges, and becomes difficult to detect magically.
Level 3
Aera
MP: 25 / T Multiple / D: Instant Prerequisite: Aero
5d6 wind damage to a single target, or 3d6 each to all enemies.
Cura
MP: 24 / T: Multiple / D: Instant Prerequisite: Cure
5d6 HP healing to a single target, or 3d6 each to all allies. This spell can heal light flesh wounds, as well as fractured (not broken) bones.
Fortitude
MP: 20 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Courage
Grants 1d8 HP of both current and maximum HP to the target. This is considered a positive status effect. When this spell wears off or is dispelled, the target's current HP is reduced by the same amount as the initial gain in maximum HP. This cannot reduce a character below 1 HP. The effect upon current HP generated by this spell is not healing, and cannot be affected by effects that alter healing, including the Zombie status.
Light
MP: 25 / T: Single / D: Instant 4d8 light damage.
Limber
MP: 13 / T: Single / D: 1d6 + (MAG / 3) rounds Target gets (MAG / 2) added to SPD and AGI.
Protect
MP: 15 / T: Single / D: 1d6 + (MAG / 3) rounds Inflicts Protect.
Protection: Lightning
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds Target gains 50% lightning resistance.
Shell
MP: 15 / T: Single / D: 1d6 + (MAG / 3) rounds Inflicts Shell.
Slow
MP: 15 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -10% Magic% chance to inflict the Slow status.
Soften
MP: 10 / T: Single / D: Instant or 3 rounds
Cures Petrify and Ironize. If cast on any construct or non- equipped object made of anything harder than flesh, halves that object's ARM value for 3 rounds. If used in such a way, this is considered a negative status condition; otherwise it is a curative spell. In order to be affected, the GM must deem the target to be mostly or entirely comprised of a suitably hard substance.
Spirit Sense
MP: 20 / T: Self / D: 1d8 + (MAG / 3) minutes
You can see and communicate with the souls of the recently departed. (How recently is recently? GM discretion.)
Level 4
Anti-Fire
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Protection: Fire
Target gains 100% fire resistance.
Barrier
MP: 25 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Protect
Inflicts Barrier.
Bravery
MP: 22 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Courage
Target gets (MAG / 2) added to combat stats. Immediately upon casting, this spell also cures Cowardly as well as any fear-based effects.
Haste
MP: 20 / T: Single / D: 1d8 + (MAG / 3) rounds Inflicts Haste.
Hold
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -30% / P: -30%
Magic% chance of encircling the target with magical ropes. These ropes can be cut in 2 rounds of careful cutting from outside, or by dealing 50 damage to the afflicted character. The character inside the ropes cannot move or act.
Life
MP: 34 / T: Single / D: Instant
Cures Dead. The revived character returns with 10% HP.
M.Barrier
MP: 25 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Shell
Inflicts M.Barrier.
Muddle
MP: 25 / T: Multiple / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%, additional -10% per target if targeting multiple Magic% chance to inflict Confuse.
Protection: Doom
MP: 25 / T: Single / D: 1d8 + (MAG / 3) rounds
If the recipient is targeted by Doom, X-Zone, or any effect that attempts to inflict Dead other than being at 0 HP, that effect has its chance to succeed reduced by half (apply this multiplier to its roll after applying MDEF). This counts as a positive status condition.
Protection: Poison
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds Target gains 50% poison resistance.
Protection: Wind
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds Target gains 50% wind resistance.
Level 5
Aeroga
MP: 55 / T: Multiple / D: Instant
7d6 wind damage to a single target, or 5d6 each to all enemies.
Anti-Ice
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Protection: Ice
Target gains 100% ice resistance.
Barricade
MP: 35 / T: All allies / D: Indefinite Prerequisite: Barrier
Creates a Barricade around the party. Any physical attack that would hit a party member instead hits this Barricade. It has (2 * [MAG / 3]) ARM, and can absorb ([Level * 7] + [MAG * 2]) damage. When the Barricade is destroyed, the remaining damage of the attack that destroyed it continues toward the party member it initially targeted.
Lightra
MP: 50 / T: All enemies / D: Instant Prerequisite: Light
6d8 light damage to all enemies.
M.Barricade
MP: 35 / T: All allies / D: Indefinite Prerequisite: M.Barrier
Creates a Magic Barricade around the party. Any magical attack that would hit a party member instead hits this Barricade. It has (2 * [MAG / 3]) MARM, and can absorb ([Level * 7] + [MAG * 2]) damage. When the Barricade is destroyed, the spell that destroyed it does nothing further. M.Barricade only stops magical damage; status-inflicting spells still work. A spell that targets all party members only
attacks the Barricade once, but a spell with a Target listing of “Multiple” hits the barricade once per party member.
Magic Lock
MP: 25 / D: Indefinite Prerequisite: Lock
When cast on something with a lock, all locks are secured; bars slide into place, locks click closed, etc. These are then secured in place with magic, unable to be unlocked by physical means. When cast on something with no door (i.e. a cavemouth or archway) a magical barrier appears. You must specify a command word when casting this spell this way. The barrier can be removed by speaking the command word, by damaging it for 200 HP, by killing the caster, or by using Magic Unlock. When the magic is dispelled, the lock still remains physically locked as normal.
Magic Unlock
MP: 25 / D: Instant / P: -20% Prerequisite: Unlock
This spell instantly unlocks any normal or magical lock and dispels barriers created by the Lock and Magic Lock spells. This spell works against puzzle and combination locks.
Magic Veil
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds
When cast, the user must specify a species of monster, aspect of a class, or good or evil. The target object or person cannot be seen by this species/aspect/alignment with the naked eye, but is not shielded from divination and scanning magic.
Protection: Earth
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds Target gains 50% earth resistance.
Protection: Water
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds Target gains 50% water resistance.
Regen
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Cura
Inflicts Regen. When calculating healing gained from Regen inflicted this way, use the caster's WIP score.
Revitalize
MP: 15 / T: Single / D: Instant
Cures the Zombie condition.
Ruse
MP: 40 / T: Single / D: 1d8 + (MAG / 3) rounds
Create 1d10 mirror images. For each existing mirror image, the target gets +5 DEF. Whenever a physical attack misses the target, an image is destroyed.
Level 6
Anti-Lightning
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Protection: Lightning
Target gains 100% lightning resistance.
Berserk
MP: 25 / T: Single / D: Indefinite / S: -30% / P: -30% Prerequisite: Muddle
Magic% chance to inflict Berserk.
Bless
MP: 50 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Bravery
Target gains (MAG / 2) to STR, VIT, AGI, MAG, WIP, and SPD. If this spell wears off during battle because its duration has reached 0, the target deals 25% less damage (both physical and magical) for 1d4 rounds. This secondary effect cannot be dispelled early, but wears off after battle.
Exit
MP: 40 / T: Multiple / D: Instant / P: -10% per target if used offensively
Teleports the target(s) to the entrance or exit of the current dungeon or structure. You must have seen and walked through this entrance/exit; if you were led in blindfolded, this spell automatically fails. If using this spell to warp enemies, apply the Lore Penalty; otherwise, this is not a harmful spell.
Float
MP: 25 / T: All allies / D: 1d8 + (MAG / 3) rounds Inflicts the Float status. Float granted this way does not
change a Geomancer's Terrain to High Places, and does not grant the ability to use Flying Maneuvers.
Reflect
MP: 40 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: M.Barricade
Inflicts Reflect. (This spell is considered beneficial.)
Vanish
MP: 50 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Magic Veil
Inflicts Vanish.
Level 7
Anti-Poison
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Protection: Poison
Target gains 100% poison resistance.
Anti-Wind
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Protection: Wind
Target gains 100% wind resistance.
Aural Gaze
MP: 30 / T: Single / D: Instant
Prerequisite: Scan and Lifesense
The caster immediately knows the target's highest-level spell or magic ability.
Curaga
MP: 64 / T: Multiple / D: Instant Prerequisite: Cura
9d6 HP healing to a single target, or 7d6 each to all allies. This spell is capable of healing most flesh wounds as well as mending broken bones.
Dispel
MP: 30 / T: Single / D: Instant / S: -20% if used offensively Removes all conditions on the target. If the target has any positive conditions, this spell is considered offensive. When used offensively, this spell has a Magic% chance of working; if this check (against their MDEF and using the Success Penalty as normal) fails, so does this spell.
Esuna
MP: 30 / T: Single / D: Instant Prerequisite: Antidote and Soften
Removes all negative status conditions (except Doom, Zombie, Cowardly, and Innocent).
Extension
MP: 50 / T: Single / D: Instant
All conditions on the target have their remaining duration increased by (MAG / 5). This can place them above their initial 'maximum'. This spell does not affect conditions generated by any Level 10 spells.
Ironize
MP: 50 / T: Single / D: 3 rounds
Inflicts Ironize.
Lightga
MP: 75 / T: All enemies / D: Instant 8d8 light damage to all enemies.
Level 8
Absorb: Fire
MP: 70 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Anti-Fire
Target gains 150% fire resistance.
Absorb: Ice
MP: 70 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Anti-Ice
Target gains 150% ice resistance.
Absorb: Lightning
MP: 70 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Anti-Lightning
Target gains 150% lightning resistance.
Anti-Earth
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Protection: Earth
Target gains 100% earth resistance.
Anti-Water
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Prerequisite: Protection: Water
Target gains 100% water resistance.
Charm
MP: 50 / T: Single / D: 1d10 + (MAG / 3) rounds / S: -80% / P: -40%
Prerequisite: Berserk and Muddle Magic% chance to inflict Charm.
Clone
MP: 75 / T: Self / D: 1d10 + (MAG / 3) hours Prerequisite: Ruse
You makes a magical replica of yourself. It has no will or thoughts of its own; your consciousness is controlling its actions. It can obey commands to perform simple actions and spells (up to Level 4). The clone's stats are identical to yours, except that it only has (MAG)% of the your maximum HP and MP.
Invisibility
MP: 70 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Etherealize and Vanish
Combines the full effects of Etherialize and Vanish.
Lifera
MP: 75 / T: Single / D: Instant Prerequisite: Life
Cures Dead. The revived character returns with 100% HP.
Reconstruct
MP: 50 / T: Single / D: Instant Prerequisite: Curaga
6d6 HP healing. This healing bypasses the healing-reversal of characters suffering from the Zombie condition. This spell can also be used to repair Damaged (but not Broken) equipment, as well as damaged (but, again, not destroyed) objects.
Wall
MP: 60 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Ironize and Reflect
Inflicts Wall and Reflect.
Level 9
Absorb: Earth
MP: 70 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Anti-Earth
Target gains 150% earth resistance.
Absorb: Poison
MP: 70 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Anti-Poison
Target gains 150% poison resistance.
Absorb: Water
MP: 70 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Anti-Water
Target gains 150% water resistance.
Astra
MP: 120 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Esuna
Prevents the target from being inflicted with negative status conditions. Does not remove previously existing conditions upon casting.
Curaja
MP: 99 / T: Single / D: Instant Prerequisite: Curaga
Restores all HP to target. Can heal all flesh wounds and many internal injuries, but cannot reattach/regrow lost limbs, etc.
Exorcism
MP: 75 / T: Single / D: Instant / S: -50% Prerequisite: Spirit Sense
Magic% chance to inflict Dead on one Undead target (including a target suffering from the Zombie condition). This spell can also be used to allow lost or lingering souls to pass on peacefully, as well as to remove darkness from a willing target (such as a Curse).
Lifega
MP: 90 / T: Single / D: Encounter
Inflicts Reraise.
Mega Barricade
MP: 100 / T: All allies / D: Indefinite Prerequisite: Barricade and M.Barricade and Wall
Combines Barricade and M.Barricade. This Barricade has ([Level + MAG] * 2) ARM and MARM, as well as ([9 * Level] + [2 * MAG]) HP.
Tornado
MP: 100 / T: Unfocused / D: Instant / S: -100% Prerequisite: Aeroga
11d6 wind damage to all combatants. Magic% chance to inflict Muddle. This spell's Success Penalty only applies to this Muddle status check.
Level 10
Anti-Doom
MP: 50 / T: Single / D: 1d10 + (MAG / 3) rounds Prerequisite: Protection: Doom
Inflicts Salvation.
Intercession
MP: 150 / T: Single / D: Instant
Prerequisite: Curaja and Esuna
The target is immediately restored to a full state of health. This includes restoring all HP, regenerating lost limbs, curing diseases, and removing all negative status conditions.
Miracle
MP: 100
Casting this spell allows you to immediately cast any White Magic Spell, Level 8 or below, that you do not actually know. The cost of this spell is used in place of the cost of the spell being replicated (in other words, you only pay that 100 MP).
Pearl
MP: 100 / T: Multiple / D: Instant Prerequisite: Lightga
11d8 light damage to a single target, or 11d2 light damage to a number of randomly chosen enemies equal to MDC. If casting this spell as a multi-target attack, it does not gain a multiplier from your MDC, but instead ignores MARM. When choosing random targets for this spell, the same enemy can be chosen multiple times.
Shield
MP: 180 / T: Single / D: 1d4 + (MAG / 3) rounds Prerequisite: Mega Barricade
The target is immune to all forms of damage. This is considered a positive status condition and can be dispelled normally.
Soulbind
MP: 100 / T: Single / D: Indefinite Prerequisite: Exorcism
Allows you to trap a recently-departed soul within a target object. The object can be anything you can physically carry and touch, and you must be touching it to bind the soul within it. Bound souls cannot be resurrected, even with the Rebirth spell, until released or Exorcised. The souls are as active and aware as they were before the soulbinding, and can communicate with whomever is holding the object to which they are bound. This spell can be used on Etherealized targets as though it were the Hold spell.
Rebirth
MP: 150 / T: All allies / D: Instant Prerequisite: Lifega
Cures Dead. The revived characters return with 50% HP. This spell can revive characters whose bodies have been broken or dismantled (i.e., Shatter), but not those whose bodies have been completely destroyed, or removed from your current plane of existence (i.e., X-Zone).
CHAPTER 10 - Now It Gets Complicated // Nonstandard and Advanced Magic
The spells in this chapter are not only more particular to specific classes, but also structured and sometimes cast differently. They are generally not learned in the same way as 'normal' spells, though in the cases of Blue Magic and Yinyang Magic, many of the effects are similar.
For Blue Magic and Yinyang Magic, all of the notes in Chapter 9 still apply.
Section A: Anything You Can Do // Blue Magic
Blue Magic does not have spell levels. Blue Magic is either learned through being hit with it as a Blue Mage, or becoming a monster as a Morpher. Many standard monsters should also use these attacks on a regular basis, both for ease of reference on the GM's part, and to allow any Blue Mages in the group to gain new spells.
Blue Magic spells with 0 MP cost are exclusive to monsters unless otherwise noted, and cannot be learned by a Blue Mage. These spells are listed here for reference with Morphers and for monster creation. Any Blue Magic spells that deal a percent of unarmed damage work as though using a physical attack rather than a spell, including skill rolls. Again, these are mostly for Morphers and monsters.
100 Needles
MP: 60 / T: Single / D: Instant
100 damage. This damage is not affected by your MDC or the victim's MARM. Modifiers like Shell also do not apply; if this spell works at all, it does a guaranteed 100 damage to the victim, no more, no less.
Acid
MP: 20 / T: Single / D: Instant / S: -40%
Magic% chance to inflict a random one of the following negative conditions: Arcane Seal, Berserk, Blind, Charm, Confuse, Cowardly, Disease, Innocent, Poison, Silence, Slow.
Angel Whisper
MP: 150 / T: Single / D: Instant
Restores all HP. Removes all status conditions, both positive and negative, including Zombie and Dead (revives at 100% HP).
Aqua Breath
MP: 45 / T: Single / D: Instant 8d6 Wind/Water damage.
Archer's Bane
MP: 0 / T: Self / D: 1d6 + (MAG / 3) rounds +20 DEF against projectile attacks.
Beta
MP: 45 / T: All enemies / D: Instant 8d6 fire damage to all enemies.
Black Shock
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -40% / P: -40%
Reduces the victim's level and all base stats by 50%. (The level reduction does not recalculate the victim's stats in any extra way; this is for the purpose of calculations involving their level, such as a [Level / 3]% chance of something, or determining level in comparison to yours.)
Bloodsuck
MP: 10 / T: Single / D: Instant
Deals 20% of the victim's maximum HP as HP Drain.
Burrow
MP: 0 / T: Self / D: Instant
Disappear from battle, becoming untargetable. You continue rolling initiative, but cannot act except to spend your turn reappearing.
Choco Ball
MP: 0 / T: Single / D: Instant
150% unarmed damage. (50 + [Level / 3] + [MAG / 2])% chance to inflict Confuse.
Choco Barrier
MP: 0 / T: Self / D: 1d4 + (MAG / 3) rounds
Inflicts Protect and Shell.
Choco Cure
MP: 0 / T: All allies except self / D: Instant 2d6 HP healing.
Choco Charge
MP: 0 / T: Single / D: Instant
Restores 2d6 MP.
Choco Esuna
MP: 0 / T: Single / D: Instant
As the White Magic spell Esuna. Anything that specifically mentions Esuna works the same way with this spell as it would with Esuna.
Choco Meteor
MP: 0 / T: All enemies / D: Instant
6d6 physical damage to all enemies. This spell is still calculated using your MDC, but against the victims' ARM.
Choco Tackle
MP: 0 / T: Single / D: Instant
Make a physical attack with +50 to hit.
Cat Scratch
MP: 0 / T: Single / D: Instant
150% weapon damage. (50 + [Level / 3] + [MAG / 2])%
chance to inflict Venom.
Darkmist
MP: 10 / T: Single / D: Instant 5d6 poison damage.
Death Claw
MP: 50 / T: Single / D: Instant / S: -30% / P: -60% Magic% chance to reduce the target to 1 HP.
Death Force
MP: 20 / T: Single / D: 1d8 + (MAG / 3) rounds Inflicts Salvation.
Death Sentence
MP: 35 / T: Single / D: Instant / P: -60%
(20 + [Level / 2] + MAG)% chance to inflict Doom.
Dragon Force
MP: 20 / T: Single / D: 1d8 + (MAG / 3) rounds
Choose fire, ice, or lightning when casting this spell. The target gains 100% resistance to that element. If cast by a Morpher, the element must be the same as the element of your current dragon form.
Evil Gaze
MP: 0 / T: Single / D: Instant / S: -30%
150% unarmed damage as darkness damage. This attack is calculated using your MDC against the victim's MARM. This damage is treated as magical damage. Magic% chance to inflict Cowardly and Confuse. (This is a single check - the target gets both or none. Immunity to one does not stop the other on success.)
Exploder
MP: 1 / T: All enemies / D: Instant
Deal your current HP in damage to each enemy. This damage is not affected by your MDC or the victims' MARM. After dealing this damage, this spell kills the user. Immunity to instant death does not protect the user from dying when this spell.
Flamethrower
MP: 10 / T: Single / D: Instant 5d6 fire damage.
Fangs
MP: 0 / T: Single / D: Instant
125% unarmed damage. (50 + [Level / 3] + [MAG / 2])% chance to inflict Poison.
Fey Slap
MP: 0 / T: Single / D: Instant
100% unarmed damage. This damage uses MAG instead of STR for its damage bonus. Reduces victim's SPD by 2 for 1d6 + (MAG / 3) rounds.
Firebreath
MP: 45 / T: All enemies / D: Instant
6d6 fire damage to all enemies. Flat 25% chance to inflict Burning on each enemy.
Forcefield
MP: 30 / D: 1d8 + (MAG / 3) rounds Roll 1d7 to determine an element:
1 - Fire
2 - Ice
3 - Lightning
4 - Water
5 - Earth
6 - Wind
7 - Poison
All damage of that element is nullified. Any effect that ends Elemental Fields (except the creation of new Elemental Fields) will end this spell.
Frog Song
MP: 15 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -20% / P: -20%
Magic% chance to inflict Sleep and Toad. (This is a single check - the target gets both or none. Immunity to one does not stop the other on success.)
Goblin Punch
MP: 1 / T: Single / D: Instant
100% weapon damage. This attack ignores the victim's ARM.
Grand Train
MP: 125 / T: All enemies / D: Instant 12d6 light damage to all enemies.
Icebreath
MP: 45 / T: All enemies / D: Instant
6d6 ice damage to all enemies. Flat 25% chance to inflict Frozen on each enemy.
Ice Needles
MP: 10 / T: Single / D: Instant 5d6 ice damage.
Laser
MP: 33 / T: Single / D: Instant / S: -30% / P: -30% Magic% chance to reduce the victim's current HP by 50%.
Magic Anvil
MP: 0 / T: Single / D: Instant
150% unarmed damage as MP damage.
Magic Breath
MP: 90 / T: All enemies / D: Instant
10d6 fire/ice/lightning damage to all enemies.
Magic Hammer
MP: 3 / T: Single / D: Instant
10% of the victim's maximum MP is dealt as MP Drain. This
damage does not use your MDC, a bonus stat, or the victim's MARM.
Matra Magic
MP: 16 / T: All enemies / D: Instant
5d6 physical damage to all enemies. This spell is still calculated using your MDC against the victims' MARM.
Mighty Guard
MP: 80 / T: All allies / D: 1d4 + (MAG / 3) rounds Inflicts Barrier, M.Barrier, and Haste.
Night
MP: 60 / T: Unfocused / D: 1d6 + (MAG / 3) rounds / S: -40%
Magic% chance to inflict Sleep on all combatants.
Pep Up
MP: 1 / T: Single / D: Instant
Cures Dead. The revived character returns with 100% HP. Afterward, this spell kills the user. Immunity to instant death does not protect the user from dying when this spell.
Quasar
MP: 85 / T: All enemies / D: Instant
10d6 physical damage to all enemies. This spell is still calculated using your MDC against the victims' MARM.
Roar
MP: 0 / T: Unfocused / D: Instant / S: -20%
Magic% chance to remove all status conditions, both positive and negative, from all combatants.
Razor Claw
MP: 0 / T: Single / D: Instant
100 weapon damage. Your Critical Range is doubled for this attack.
Reflect Render
MP: 1 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -10% / P: -10%
Magic% chance to remove the Reflect and Wall conditions, and inflict one of the following negative conditions: Arcane Seal, Berserk, Blind, Charm, Confuse, Cowardly, Disease, Innocent, Poison, Silence, Slow. (This is a single check - on a success, the victim loses Reflect and Wall and is inflicted with one of the possible statuses.) This spell cannot be reflected. If the victim does not have either the Reflect or Wall condition, this spell automatically fails.
Return Fire
MP: 0 / T: Self / D: 1d6 + (MAG / 3) rounds
When attacked with a projectile, you have a (50 + [Level / 3] + [MAG / 2])% chance of turning the projectile back on the attacker. On a success, calculate the attack using the attacker's stats as normal, but with the attacker as both the target and the attacker.
Rime
MP: 45 / T: All enemies / D: Instant 8d6 ice damage to all enemies.
Rippler
MP: 65 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -35% / P: -35%
Magic% chance to swap all of your positive and negative conditions for all of the victim's. When this spell ends, any of those conditions that have not yet expired immediately do so.
Roulette
MP: 40 / T: Single / D: Instant
Inflicts Dead. This spell's target is chosen randomly from among all allies and enemies.
Saliva
MP: 0 / T: Single / D: 1d6 rounds
0% weapon damage. The victim's earth resistance is counted as a bonus to DEF to determine success on this attack. On success, after the duration of this attack expires,the victim is inflicted with Petrify. If the victim's earth resistance is above 100% or if this attack fails, the victim is instead inflicted with Slow.
Sandstorm
MP: 0 / T: All enemies / D: Instant / S: -30%
100% unarmed damage as earth damage to all enemies. Magic% chance to inflict Blind on each enemy.
Screech
MP: 0 / T: Single / D: 1d6 + (MAG / 3) rounds
(50 + [Level / 3] + [MAG / 2])% chance to inflict Confuse.
Shadow Flare
MP: 100 / T: All enemies / D: Instant 11d6 darkness damage to all enemies.
Small Melody
MP: 15 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -10% / P: -10%
Magic% chance to inflict Mini and Sleep. (This is a single check - the target gets both or none. Immunity to one does not stop the other on success.)
Sour Mouth
MP: 45 / T: Single / D: 1d8 + (MAG / 3) rounds / S: -20% / P: -20%
Magic% chance to inflict Blind, Confuse, Mini, Poison, Silence, Sleep, and Toad. (Roll separately for each status.)
Spinning Punch
MP: 0 / T: All enemies / D: Instant
100% unarmed damage to all enemies. This attack automatically deals the maximum damage possible for its damage roll on success.
Stone Breath
MP: 0 / T: Single / D: Instant
100% unarmed damage as earth damage. (50 + [Level / 3] + [MAG / 2])% chance to inflict Petrify.
Thunderbolt
MP: 10 / T: Single / D: Instant 5d6 lightning damage.
Thunderbreath
MP: 45 / T: All enemies / D: Instant
6d6 lightning damage to all enemies. Flat 25% chance to inflict Stun on each enemy.
Toxicbreath
MP: 45 / T: All enemies / D: Instant
6d6 poison damage to all enemies. Flat 25% chance to inflict Poison on each enemy.
Trine
MP: 45 / T: All enemies / D: Instant 8d6 lightning damage to all enemies.
White Wind
MP: 45 / T: All allies / D: Instant
HP healing to all allies equal to your current HP. This amount does not use your MDC or a bonus stat.
Section B: Judge, Jury, And Executioner // Law Magic
Law Magic comes in four major varieties: Laws, Consequences, Red Cards, and Green Cards. The workings of Laws and Consequences have been covered in the Chapter 4, Section B5. All four of these must be learned using spell slots from your Law Magic progression.
Red Cards can only be used on characters with at least one Yellow Card. Green Cards can only be used on characters with zero Yellow Cards. Red Cards and Green Cards can have either Initiative costs or MP costs. Red Cards require a magical attack roll, using Law Magic Lore.
Negative conditions inflicted by Consequences last 1d6 + (WIP / 3) rounds.
Level 1
Protection: (Element)
An Inquisitor can choose to learn any of the Protection: (Element) spells from White and Black Magic, including Protection: Good and Protection: Evil, in place of a level 1 spell.
Law: Ban Absorption
A character receiving healing through having more than 100% resistance to an element is forbidden. Note that the character receiving the healing is considered the lawbreaker here, not the character making the elemental attack.
Law: Ban (Weapon)
Choose a type of weapon when you Enact this Law. Any weapon that any character can have a skill in is a valid choice, including Ribbon. Any attack made with that weapon type is forbidden.
Consequence: Corporal Punishment MP: 2
Make a physical attack against the lawbreaker. This attack is an automatic success.
Consequence: Blind Justice
MP: 6
Inflicts Blind.
Consequence: Clapped In Irons MP: 5
Victim receives -10% to all skills. Reduce victim's STR and VIT by (MAG / 2).
Red Card: Penance Init-2
3d6 + WIP damage of your chosen element per Yellow Card on the victim. Remove all Yellow Cards from the victim. This spell is calculated using your MDC against the victim's MARM. This is considered a magical attack.
Level 2
Law: Ban Damaging (Combatant)
Choose any combatant in the battle when you Enact this Law. Dealing any damage to that character is forbidden. Dealing 0 damage, healing the character, and attacking the character but healing them through an elemental absorption are not violations. Attempting to heal the character and damaging them because of the Zombie condition is also forbidden.
Law: Ban Inaction
Spending a turn without acting is forbidden. If you are unable to act during the turn, you are still breaking the Law.
Law: Ban (Status Condition)
Choose any status condition when you Enact this Law. Inflicting that status on any combatant is forbidden. The combatant being inflicted is not violating this Law (unless that combatant was inflicting it on himself, obviously).
Consequence: Fire-ing Squad MP: 10
4d6 damage of your choice of element among fire, ice, and lightning. This is mechanically identical to casting a damaging Black Magic spell, including bonus damage from MAG, MDC, and MARM, but with the usual stipulation of an automatic success for being a Consequence.
Consequence: Anger Management Session
MP: 8
Inflicts Berserk.
Consequence: One Night In The Pokey
MP: 6
Inflicts Sleep.
Red Card: Spellbind Init-4
All conditions on the victim add an extra 1d4 + 1 rounds to their remaining duration. Removes 1 Yellow Card from the victim.
Green Card: Pro Bono Init-6
You pay the MP cost of the next spell the target casts. If you do not have enough, you pay all of your remaining MP, and the target pays the remainder.
Level 3
Law: Ban Maneuvers
Tactical maneuvers are forbidden. This includes skills such as Acrobatics, Flying (and Flying Maneuvers), Disarm, and Tactics. Disputes as to whether a given action is a tactical maneuver are left to GM discretion.
Law: Ban Defensive Skills
Any skill that is used defensively, including Dodge, Shield Block, and Parry, is forbidden.
Law: Ban Targeting (Combatant)
Choose any combatant in the battle when you Enact this Law. Any attacks that target that combatant are forbidden, including attacks that target all enemies, or all allies. Unfocused spells are not violations.
Consequence: Lethal Injection
MP: 4
Inflicts Poison.
Consequence: Censorship
MP: 9
Inflicts Silence.
Consequence: Community Service MP: 10
4d6 MP damage. This is mechanically equivalent to the Black Magic spell Rasp, including bonus damage from MAG, MDC, and MARM, but with the usual stipulation of an automatic success for being a Consequence.
Consequence: Speeding Ticket
MP: 12
Inflicts Slow.
Consequence: Water Boarding MP: 16
5d6 damage of your choice of element among wind, water, and earth. This is mechanically identical to casting a damaging Black Magic spell, including bonus damage from
MAG, MDC, and MARM, but with the usual stipulation of an automatic success for being a Consequence.
Red Card: Ball and Chain Init-8
The victim always acts last in the turn, regardless of initiative roll. If the victim attempts to use an attack with an initiative penalty, they still have their full initiative roll; they simply act last. This effect lasts 1d4 + (WIP / 3) rounds. Removes 1 Yellow Card from the victim.
Red Card: Wage Garnishment MP: 8
Magic% chance to inflict Arcane Seal. This is mechanically equivalent to casting the Yinyang Magic spell Seal, including duration and penalties.
Level 4
Law: Ban Damaging By Discrimination
When you Enact this Law, choose any race or Aspect. Dealing damage to any combatant of the chosen race/Aspect is forbidden. Dealing 0 damage, healing the combatant, and attacking the combatant but healing them through an elemental absorption are not violations. Attempting to heal the combatant and damaging them because of the Zombie condition is also forbidden.
Law: Ban (Element)
When you Enact this Law, choose an element (fire, ice, lightning, water, earth, wind, light, dark, poison). Dealing damage of that element is forbidden. This includes multi- element spells such as Magic Breath; if any damage from one of these spells is dealt, it counts as all of them. Dealing 0 damage, healing the combatant, and attacking the combatant but healing them through an elemental absorption are not violations.
Law: Ban (School) Magic
When you Enact this Law, choose a school of magic other than Law (Black, Blue, Chaos, Cosmic, Manipulation, Morph, Ninja, Red, Summon, Sword, White, Yinyang). Casting a spell from the chosen school is forbidden. Many spells exist in multiple schools; casting one of these is only a violation if the Magic Lore skill used to cast it is the one forbidden by this Law.
Law: Ban Targeting Self
Any ability that affects the user is forbidden. This includes spells with a target range of Self, single-target spells cast upon the caster, using Items on yourself, and abilities that target all allies. Attacking yourself while Confused is also forbidden. Unfocused spells are not a violation.
Consequence: Impound MP: 15
Inflicts Damaged on a random piece of equipment worn by the victim.
Consequence: Bio-logical Warfare MP: 18
5d6 damage of either your chosen element, or poison. This is mechanically identical to casting a damaging Black Magic spell, including bonus damage from MAG, MDC, and MARM, but with the usual stipulation of an automatic success for being a Consequence.
Red Card: Prohibition Init-12
Choose one current Law. The victim cannot intentionally break that Law for the next 1d4 + (WIP / 3) rounds. If the victim would break the law by accident or through the control of another during this time, the victim instead takes no action.
Red Card: Disease Init-10
Magic% chance to inflict Disease. Removes 1 Yellow Card from the victim regardless of success or failure.
Green Card: Immediate Action Init-15
The target takes another action. This does not count toward the target's maximum actions per turn.
Level 5
Anti-(Element)
An Inquisitor can choose to learn any of the Anti-(Element) spells from White Magic in place of a level 5 spell. This includes Anti-Doom. In addition, an Inquisitor can take Anti- Light or Anti-Dark here, which are mechanically equivalent to the other spells except for the obvious elemental substitution. These spells still carry their prerequisites of the corresponding Protection: (Element) spells.
Law: Ban Targeting By Discrimination
When you Enact this Law, choose any race or Aspect. Any attacks that target any combatant of the chosen race or Aspect are forbidden, including attacks that target all enemies, or all allies. Unfocused spells are not violations.
Law: Ban Critical Success
Critical and Epic Successes are forbidden.
Law: Ban Critical Failure
Critical and Epic Failures are forbidden.
Law: Ban (Skill Category)
When you Enact this Law, choose a Skill Family other than Combat. Any skill rolls from that family are forbidden. Skills that exist in multiple families count as all of them for the purposes of this Law.
Law: Ban Ranged Attacks
Any physical attack that is not a melee attack is forbidden. This includes all attacks made with any kind of gun, bow, or thrown weapon, as well as ranged physical attacks such as
Blade Beam and Drowning Wave.
Consequence: Restraining Order MP: 20
Reduce all of the victim's base stats by (MAG / 2).
Consequence: Freeze, Dirtbag
MP: 24
Inflicts Stop.
Consequence: Fira-ing Squad MP: 24
5d6 damage of your choice of element among fire, ice, and lightning. This is mechanically identical to casting a damaging Black Magic spell, including bonus damage from MAG, MDC, and MARM, but with the usual stipulation of an automatic success for being a Consequence.
Red Card: Confiscation
Deals 20% of the victim's maximum HP as HP Drain. Removes 1 Yellow Card from the victim.
Green Card: Diplomatic Resistance MP: 40
Target gains 50% resistance to all elements for 1d4 rounds.
Level 6
Law: Ban Ganging Up
Targeting any combatant that has already been targeted this round is forbidden. This includes, both for precondition and lawbreaking, any enemies or allies that have been targeted by abilities that affect all allies or all enemies. Unfocused spells are not forbidden and do not count toward a target having been targeted.
Law: Ban Positive Status Conditions
Inflicting any positive status condition is forbidden.
Law: Ban Negative Status Conditions
Inflicting any negative status condition is forbidden.
Law: Ban Copycat
Performing any action with an identical name as another action performed during this round or the previous round is forbidden. Normal physical attacks all have the same name (“Attack”). If you cannot act, your action is named Wait. An action spent using an Item carries the name of that Item (i.e., using different consumables is fine; the second combatant to use a Potion too quickly is breaking the Law). Using a piece of equipment to cast a spell is considered the same as casting the spell for the purposes of this Law.
Consequence: Deportation MP: 40
The victim is teleported away. This is mechanically identical to the Cosmic Magic spell Exit.
Consequence: Watera Boarding MP: 30
6d6 damage of your choice of element among wind, water, and earth. This is mechanically identical to casting a damaging Black Magic spell, including bonus damage from MAG, MDC, and MARM, but with the usual stipulation of an automatic success for being a Consequence.
Consequence: Doing Hard Time
MP: 24
Inflicts Petrify.
Red Card: Guilty By Association Init-18
Immediately apply any one known Consequence to all enemies, but only pay its MP cost once. Removes 1 Yellow Card from any one enemy.
Green Card: Acquittal MP: 20
Remove all negative status conditions from the target. This is mechanically identical to the White Magic spell Esuna, and is subject to any rules that would affect Esuna.
Green Card: Privacy Act MP: 30
This is mechanically identical to casting the Cosmic Magic spell Mind Shield on the target.
Level 7
Debilitate: (Element)
An Inquisitor can choose to learn any of the Debilitate (Element) spells from Black Magic except Debilitate: Poison in place of a level 7 spell. In addition, an Inquisitor can take Debilitate: Wind here, which is mechanically equivalent to the other spells except for the obvious elemental substitution.
Law: Ban Healing
Restoring either HP or MP is forbidden. Healing from the Regen condition, restoration through Drain attacks, elemental absorption healing, and the MP restoration involved with the expiration of Contempt of Court! Are all violations. The combatant casting the spell is the one breaking the law, except in cases of Regen, where the character being healed is considered to be healing themselves.
Law: Ban Dispel
Removing status conditions is forbidden. Conditions that wear off due to reaching the end of their duration are not violations.
Law: Ban Inflict
Inflicting status conditions is forbidden.
Consequence: Graveyard Shift
MP: 30
Inflicts Zombie.
Consequence: Potent Lethal Injection
MP: 32
Inflicts Venom.
Consequence: Biora-logical Warfare MP: 40
6d6 damage of either your chosen element, or poison. This is mechanically identical to casting a damaging Black Magic spell, including bonus damage from MAG, MDC, and MARM, but with the usual stipulation of an automatic success for being a Consequence.
Green Card: Plea Bargain
MP: 50
Inflicts Barrier and M.Barrier.
Level 8
Debilitate: (Element)
An Inquisitor can choose to learn Debilitate: Poison, Debilitate: Light, or Debilitate: Dark in place of a level 8 spell. Debilitate: Poison is mechanically identical to the Black Magic spell of the same name. Debilitate: Light and Debilitate Dark are mechanically identical to Debilitate: Poison except for the obvious elemental substitution.
Absorb: (Element)
An Inquisitor can choose to learn any of the Absorb: (Element) spells from White Magic in place of a level 8 spell. In addition, an Inquisitor can take Absorb: Wind, Absorb: Light, or Absorb: Dark here, which are mechanically equivalent to the other spells except for the obvious elemental substitution. These spells still carry their prerequisites of the corresponding Anti-(Element) spells.
Law: Ban Missing
Failure on any roll is forbidden.
Law: Ban Multiple Targets
Any ability that targets all enemies or all allies is forbidden. Unfocused spells are also a violation.
Law: Ban MP Consumption
Losing MP is forbidden. This includes both taking MP damage and casting any spell with an MP cost.
Consequence: Toadying Up
MP: 24
Inflicts Toad.
Consequence: Death Row
MP: 30
Inflicts Doom.
Consequence: Firaga-ing Squad MP: 56
6d6 damage of your choice of element among fire, ice, and lightning. This is mechanically identical to casting a
damaging Black Magic spell, including bonus damage from MAG, MDC, and MARM, but with the usual stipulation of an automatic success for being a Consequence.
Green Card: Stay of Execution
MP: 50
Inflicts Reraise.
Level 9
Law: Ban Direct Damage
Dealing damage is forbidden. Damage dealt by status conditions and environmental effects is not a violation.
Law: Ban Hoarding
Actions that do not use MP are forbidden.
Consequence: Bioga-logical Warfare MP: 55
7d6 damage of either your chosen element, or poison. This is mechanically identical to casting a damaging Black Magic spell, including bonus damage from MAG, MDC, and MARM, but with the usual stipulation of an automatic success for being a Consequence.
Consequence: Waterga Boarding MP: 62
7d6 damage of your choice of element among wind, water, and earth. This is mechanically identical to casting a damaging Black Magic spell, including bonus damage from MAG, MDC, and MARM, but with the usual stipulation of an automatic success for being a Consequence.
Red Card: Solitary Confinement Init-20
All combatants with Yellow Cards are removed from the battlefield temporarily. All conditions still act on the removed combatants, including losing duration and inflicting ongoing damage, but they cannot be affected by anyone on the battlefield. Removed combatants are not subject to any current Laws. Remove a Yellow Card from each removed combatant each turn. If a removed combatant has no Yellow Cards remaining, that combatant returns to the battlefield. Anything sufficiently powerful can resist this ability, as determined by a GM, but if all remaining enemies are removed this way, the battle is over and the removed enemies are destroyed.
Green Card: Diplomatic Immunity MP: 75
Target gains 100% resistance to all elements for 1d4 rounds.
Section C: The Beast Within // Morph Magic
To be added soon!
Section D: Bahamut, I Choose You! // Summon Magic
To be added soon!
Section E: Boogie Woogie Feng Shui // Yin Yang Magic
Yinyang Magic, like Blue Magic, has no levels. These spells are mainly learned through the Taoist's Read Aura ability.
Amphibiate
MP: 30 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -30% / P: -30%
Magic% chance to inflict Toad.
Agony of Unlife
MP: 30 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -30% / P: -30%
Magic% chance to inflict Zombie.
Aura
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Inflicts Regen.
Bane
MP: 60 / T: Single / D: 1d4 + (MAG / 3) rounds / S: -50% / P: -50%
Magic% chance to inflict 1d4 random negative status conditions from among those possible to inflict via Yinyang Magic (including the Curse spell).
Blessing
MP: 50 / T: Single / D: 1d4 + (MAG / 3) rounds Target gets a (MAG / 2) bonus to all base stats.
Blind Rage
MP: 25 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -30% / P: -30%
Magic% chance to inflict Berserk.
Boon
MP: 65 / T: Single / D: 1d4 + (MAG / 3) rounds
Inflicts 1d4 random positive status conditions from among those possible to inflict via Yinyang Magic (including the Blessing spell).
Bounce
MP: 40 / T: Single / D: 1d8 + (MAG / 3) rounds Inflicts Reflect.
Confusion Song
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%
Magic% chance to inflict Confuse.
Curse
MP: 45 / T: Single / D: 1d4 + (MAG / 3) rounds / S: -40% / P: -40%
Magic% chance to reduce all of the victim's base stats by
(MAG / 2).
Debilitate
MP: 50 / T: Single / D: 1d4 + (MAG / 3) rounds / S: -20% / P: -20%
Magic% chance to reduce a random elemental resistance of the victim by 50%.
Dispel Magic
MP: 50 / T: Single / D: Instant / S: -30% / P: -30% Magic% chance to remove all positive status conditions on the victim.
Divine Grace
MP: 40 / T: Single / D: 1d6 + (MAG / 3) rounds Inflicts Salvation.
Eyeblight
MP: 5 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -10% / P: -10%
Magic% chance to inflict Blind.
Fortress
MP: 30 / T: Single / D: 1d6 + (MAG / 3) rounds Inflicts Wall.
Foxbird
MP: 25 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -30% / P: -30%
Magic% chance to inflict Cowardly.
Inspire
MP: 30 / T: Single / D: 1d8 + (MAG / 3)
Inflicts Brave.
Life Drain
MP: 20 / T: Single / D: Instant / S: -25% / P: -25% (MAG / 3)% of the victim's maximum HP is dealt as HP
Drain. This damage does not use your MDC, a bonus stat, or the victim's MARM.
Love Song
MP: 50 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -30% / P: -30%
Magic% chance to inflict Charm.
Metal Guard
MP: 50 / T: Single / D: 1d4
Inflicts Ironize.
Minimize
MP: 7 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -10% / P: -10%
Magic% chance to inflict Mini.
Narcolepsy
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -25% / P: -25%
Magic% chance to inflict Sleep.
Paralyze
MP: 50 / T: Single / D: 1d4 + (MAG / 3) rounds / S: -40% / P: -40%
Magic% chance to inflict Stop.
Petrify
MP: 60 / T: Single / D: Indefinite / S: -50% / P: -50% Magic% chance to inflict Petrify.
Pray Faith
MP: 30 / T: Single / D: 1d8 + (MAG / 3) rounds Inflicts Faith.
Protection
MP: 15 / T: Single / D: 1d8 + (MAG / 3) rounds Inflicts Protect.
Reave Faith
MP: 25 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -30% / P: -30%
Magic% chance to inflict Innocent.
Reave Future
MP: 35 / T: Single / D: Instant / S: -60% / P: -60% Magic% chance to inflict Doom.
Reave Health
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%
Magic% chance to inflict Poison.
Reave Life
MP: 80 / T: Single / D: Instant / S: -70% / P: -70% Magic% chance to inflict Dead.
Reave Spirit
MP: 10 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%
Magic% chance to inflict Osmosis.
Rippler
MP: 65 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -35% / P: -35%
Magic% chance to swap all of your positive and negative conditions for all of the victim's. When this spell ends, any of those conditions that have not yet expired immediately do so.
Seal
MP: 20 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%
Magic% chance to inflict Arcane Seal.
Sicken
MP: 20 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%
Magic% chance to inflict Disease.
Silent Song
MP: 15 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%
Magic% chance to inflict Silence.
Speedy Song
MP: 20 / T: Single / D: 1d8 + (MAG / 3) rounds Inflicts Haste.
Spell Absorb
MP: 2 / T: Single / D: Instant / S: -25% / P: -25%
(MAG / 3)% of the victim's maximum MP is dealt as MP Drain. This damage does not use your MDC, a bonus stat, or the victim's MARM.
Torpid Song
MP: 15 / T: Single / D: 1d6 + (MAG / 3) rounds / S: -20% / P: -20%
Magic% chance to inflict Slow.
Veil
MP: 15 / T: Single / D: 1d8 + (MAG / 3) rounds Inflicts Shell.