Novice Spells
Blizzard (5 MP)
Target: Single or Group
Type: Elemental (Ice)
Reflectable
High-speed ice particles are launched at the target, dealing (PWR x 3) + 2d6 points of ice damage to a single target, or (PWR x 3) + 2d6 points of ice damage to all enemies.
Eject (15 MP)
Target: Single
Type: Effect
Resistable
The character reverses gravity around one enemy and sends him hurtling skyward. The target and the caster make an opposed Force check; if the caster is successful, the target is caught in the negative gravity zone and thrown a Medium Range into the air and suspended there. The caster may choose to reverse the spell as an Instant action at any time, smashing the target back into the ground when gravity re-establishes itself. Thus, if successful, Eject can cause any targets vulnerable to falling damage (creatures without Flight or Defy Gravity, for example) to lose 50% of their maximum HP upon collision with the ground.
Large creatures, Bosses, Secret Bosses, and Notorious Monsters are immune to the Eject spell. Attempting this spell in an enclosed location may cause Eject to fail as the target merely finds themself thrown toward a low-hanging roof, at the GM’s discretion.
Elemental Spikes (9 MP)
Target: Single
Type: Elemental (Varies)
The character is surrounded by globes of elemental energy. Declare which of six elements the Spikes will be tied to – Earth, Fire, Ice, Water, Wind, or Lightning – when casting this Spell. Anyone striking someone protected by Elemental Spikes will take (RES x 1) points of elemental damage. This damage is not reduced by M.ARM or Shell. Job abilities can be used to increase the damage steps of elemental spells, and Elemental Spikes last until the end of combat.
Enervate (5 MP)
Target: Single
Type: Effect
The character creates a localized pocket of accelerated time around a small nonorganic object, causing it to age hundreds of years in an instant. Some materials disintegrate in seconds. Steel, iron, and certain other metals can rust or become brittle due to ‘prolonged’ exposure to the humid air, and when making a Force check to destroy an object affected by Enervate, the difficulty should be reduced significantly. Enervate deals (PWR x 6) +2d6 points of Non-Elemental damage if used on a Construct enemy.
Fire (5 MP)
Target: Single or Group
Type: Elemental (Fire)
Reflectable
A burning sphere of fire rushes towards a chosen point, exploding on impact. Fire inflicts (PWR x 3) + 2d6 points of Fire damage to the target, or (PWR x 1) + 2d6 points of Fire damage to all enemies.
Hex (8 MP)
Target: Special
Type: Elemental (Shadow)
Resistible
By casting this loathsome spell the mage can induce natural illness or weakness. Normally this spell targets only a single character, but by casting it on a city’s food or water supply it can affect multiple targets. It can cause a healthy individual to become bed-ridden with a hacking cough, or a target already suffering a serious illness to suddenly worsen or even die.
In combat, a Humanoid who fights with Hex suffers various penalties.
In the first round the target is afflicted with Hex, they suffer a -1 penalty to their ACC and AVD scores.
In the second round, this penalty remains and they also have a 25% chance to fall unconscious whenever they make a Slow action.
In the third round and onward, the chance to fall unconscious occurs whenever they make a Standard action as well.
Hex can only be removed with the Healing skill or white magic.
Meteorite (8 MP)
Target: Group
Type: Non-Elemental
Reflectable
The caster tears a small meteorite free from its path across the cosmos, pulling it down to earth where it crashes into all enemies. Meteorite inflicts (PWR x 2) + 2d6 points of Non-Elemental damage to all enemies.
Poison (6 MP)
Target: Single
Type: Status
Reflectable, Resistible
A frothing cloud of sickly violet bubbles pour over the target with suffocating force, dealing (PWR x 1) points of Shadow damage and inflicting them with Poison if they fail their resistance roll.
Polyglot (8 MP)
Target: Self
Type: Status
The caster absorbs the negative energy of the universe, making the next damaging spell they cast deal Shadow damage instead of its normal type.
Quickening (2 MP)
Target: Self
Type: Status
The character speeds up the atoms that compose their body, moving more rapidly than any person should ever be able to. Upon successfully casting this spell, and at the start of each of their subsequent turns, the caster loses 25% of their maximum HP. However, while the spell lasts, the character gains the effects of the Haste status. The character may choose to end the effects of this spell at the end of each of his turns as an instant action.
Sleep (5 MP)
Target: Single
Type: Status
Reflectable, Resistible
Clouds of light mist play around the target as an apparition of the moon appears overhead. If the target doesn’t resist the calming influence of the starlight softly showered over it, it becomes inflicted with the Sleep status ailment.
Although Sleep ends if the target takes damage, this spell remains a powerful method of temporarily taking one foe out of the fight.
Stone (5 MP)
Target: Single or Group
Type: Elemental (Earth)
Reflectable
Several large chunks of earth rise from the ground at the caster’s feet, then hurl themselves at a nearby foe with surprising force. Stone inflicts (PWR x 3) + 2d6 points of Earth damage to the target, or (PWR x 2) + 2d6 points of Earth damage to all enemies.
Thunder (5 MP)
Target: Single or Group
Type: Elemental (Lightning)
Reflectable
A brilliant bolt tears down from the sky, striking its mark with barely-contained energy. Thunder inflicts (PWR x 3) + 2d6 points of Lightning damage to the target, or (DEX x 2) + 2d6 points of Lightning damage to all enemies.
Twilight (2 MP)
Target: Local
Type: Effect
Torches and lanterns wink out, and a strange darkness creeps outwards, reducing the illumination in the area and turning the battlefield into Difficult Terrain. Bright, direct sunlight becomes shadowy and causes a -2 penalty to attack rolls for both enemies and allies alike. If the spell is cast in an environment that is already dark, the area becomes pitch black and all combatants are affected by the negative status effect Blind, which cannot be removed by other spells or items.
The effects of the Twilight spell last for several turns.
Water (5 MP)
Target: Single or Group
Type: Elemental (Water)
Reflectable
Water begins to filter out of the air, forming a solid ball around the target that lifts it off the ground before bursting in a shower of liquid. Water inflicts (PWR x 3) + 2d6 points of Water damage to the target, or (PWR x 1) + 2d6 points of Water damage to all enemies.
Target: Single or Group
Type: Elemental (Ice)
Reflectable
High-speed ice particles are launched at the target, dealing (PWR x 3) + 2d6 points of ice damage to a single target, or (PWR x 3) + 2d6 points of ice damage to all enemies.
Eject (15 MP)
Target: Single
Type: Effect
Resistable
The character reverses gravity around one enemy and sends him hurtling skyward. The target and the caster make an opposed Force check; if the caster is successful, the target is caught in the negative gravity zone and thrown a Medium Range into the air and suspended there. The caster may choose to reverse the spell as an Instant action at any time, smashing the target back into the ground when gravity re-establishes itself. Thus, if successful, Eject can cause any targets vulnerable to falling damage (creatures without Flight or Defy Gravity, for example) to lose 50% of their maximum HP upon collision with the ground.
Large creatures, Bosses, Secret Bosses, and Notorious Monsters are immune to the Eject spell. Attempting this spell in an enclosed location may cause Eject to fail as the target merely finds themself thrown toward a low-hanging roof, at the GM’s discretion.
Elemental Spikes (9 MP)
Target: Single
Type: Elemental (Varies)
The character is surrounded by globes of elemental energy. Declare which of six elements the Spikes will be tied to – Earth, Fire, Ice, Water, Wind, or Lightning – when casting this Spell. Anyone striking someone protected by Elemental Spikes will take (RES x 1) points of elemental damage. This damage is not reduced by M.ARM or Shell. Job abilities can be used to increase the damage steps of elemental spells, and Elemental Spikes last until the end of combat.
Enervate (5 MP)
Target: Single
Type: Effect
The character creates a localized pocket of accelerated time around a small nonorganic object, causing it to age hundreds of years in an instant. Some materials disintegrate in seconds. Steel, iron, and certain other metals can rust or become brittle due to ‘prolonged’ exposure to the humid air, and when making a Force check to destroy an object affected by Enervate, the difficulty should be reduced significantly. Enervate deals (PWR x 6) +2d6 points of Non-Elemental damage if used on a Construct enemy.
Fire (5 MP)
Target: Single or Group
Type: Elemental (Fire)
Reflectable
A burning sphere of fire rushes towards a chosen point, exploding on impact. Fire inflicts (PWR x 3) + 2d6 points of Fire damage to the target, or (PWR x 1) + 2d6 points of Fire damage to all enemies.
Hex (8 MP)
Target: Special
Type: Elemental (Shadow)
Resistible
By casting this loathsome spell the mage can induce natural illness or weakness. Normally this spell targets only a single character, but by casting it on a city’s food or water supply it can affect multiple targets. It can cause a healthy individual to become bed-ridden with a hacking cough, or a target already suffering a serious illness to suddenly worsen or even die.
In combat, a Humanoid who fights with Hex suffers various penalties.
In the first round the target is afflicted with Hex, they suffer a -1 penalty to their ACC and AVD scores.
In the second round, this penalty remains and they also have a 25% chance to fall unconscious whenever they make a Slow action.
In the third round and onward, the chance to fall unconscious occurs whenever they make a Standard action as well.
Hex can only be removed with the Healing skill or white magic.
Meteorite (8 MP)
Target: Group
Type: Non-Elemental
Reflectable
The caster tears a small meteorite free from its path across the cosmos, pulling it down to earth where it crashes into all enemies. Meteorite inflicts (PWR x 2) + 2d6 points of Non-Elemental damage to all enemies.
Poison (6 MP)
Target: Single
Type: Status
Reflectable, Resistible
A frothing cloud of sickly violet bubbles pour over the target with suffocating force, dealing (PWR x 1) points of Shadow damage and inflicting them with Poison if they fail their resistance roll.
Polyglot (8 MP)
Target: Self
Type: Status
The caster absorbs the negative energy of the universe, making the next damaging spell they cast deal Shadow damage instead of its normal type.
Quickening (2 MP)
Target: Self
Type: Status
The character speeds up the atoms that compose their body, moving more rapidly than any person should ever be able to. Upon successfully casting this spell, and at the start of each of their subsequent turns, the caster loses 25% of their maximum HP. However, while the spell lasts, the character gains the effects of the Haste status. The character may choose to end the effects of this spell at the end of each of his turns as an instant action.
Sleep (5 MP)
Target: Single
Type: Status
Reflectable, Resistible
Clouds of light mist play around the target as an apparition of the moon appears overhead. If the target doesn’t resist the calming influence of the starlight softly showered over it, it becomes inflicted with the Sleep status ailment.
Although Sleep ends if the target takes damage, this spell remains a powerful method of temporarily taking one foe out of the fight.
Stone (5 MP)
Target: Single or Group
Type: Elemental (Earth)
Reflectable
Several large chunks of earth rise from the ground at the caster’s feet, then hurl themselves at a nearby foe with surprising force. Stone inflicts (PWR x 3) + 2d6 points of Earth damage to the target, or (PWR x 2) + 2d6 points of Earth damage to all enemies.
Thunder (5 MP)
Target: Single or Group
Type: Elemental (Lightning)
Reflectable
A brilliant bolt tears down from the sky, striking its mark with barely-contained energy. Thunder inflicts (PWR x 3) + 2d6 points of Lightning damage to the target, or (DEX x 2) + 2d6 points of Lightning damage to all enemies.
Twilight (2 MP)
Target: Local
Type: Effect
Torches and lanterns wink out, and a strange darkness creeps outwards, reducing the illumination in the area and turning the battlefield into Difficult Terrain. Bright, direct sunlight becomes shadowy and causes a -2 penalty to attack rolls for both enemies and allies alike. If the spell is cast in an environment that is already dark, the area becomes pitch black and all combatants are affected by the negative status effect Blind, which cannot be removed by other spells or items.
The effects of the Twilight spell last for several turns.
Water (5 MP)
Target: Single or Group
Type: Elemental (Water)
Reflectable
Water begins to filter out of the air, forming a solid ball around the target that lifts it off the ground before bursting in a shower of liquid. Water inflicts (PWR x 3) + 2d6 points of Water damage to the target, or (PWR x 1) + 2d6 points of Water damage to all enemies.
Advanced Spells
Aspir (1 MP)
Target: Single
Type: Elemental (Shadow)
Orbs of blinding pink energy form around the target, growing larger and more luminous as they draw magical energies from the target; once full, the orbs return to the caster, transferring the stolen energy upon contact. Aspir destroys (PWR x 1) + 2d6 points of the target’s MP, and the caster regains MP equal to the amount lost by the target.
Bio (35 MP)
Target: Single
Type: Status
Reflectable, Resistible
Virulent green orbs begin to bubble out of the ground, quickly overwhelming the area with a deadly puddle of toxins. Bio inflicts (PWR x 3) + 2d6 points of Non-Elemental damage to the target and inflicts the negative status effect Virus if they fail their resistance roll.
Blizzara (20 MP)
Target: Single or Group
Type: Elemental (Ice)
Reflectable
The air around the target condenses to freezing point in an instant, encasing it in a towering spire of ice. Blizzara inflicts (PWR x 5) + 2d6 points of Ice damage to the target, or (PWR x 3) + 2d6 points of Ice damage to all enemies.
Drain (25 MP)
Target: Single
Type: Elemental (Shadow)
Blood-red orbs circle the target, growing larger and more livid as they draw out the very essence of the target's life; once full, the orbs return to the caster, releasing their payload of stolen vitality on contact. Drain inflicts (PWR x 3) + 2d6 points of Shadow damage to the target, and the caster regains a number of Hit Points equal to the amount lost by the target.
Drown (30 MP)
Target: Single
Type: Effect
Reflectable, Resistable
A sphere of water surrounds the target, making their movements sluggish for a time. Drown deals (PWR x 1) + 2d6 points of Water damage to the target and applies Speed Break to that target if the opposed roll succeeds.
Fester (25 MP)
Target: Single
Type: Non-Elemental
Reflectable
The caster causes a debilitated character to suffer further, eating away at their very being. Fester inflicts (PWR x 0) + 2d6 points of Non-Elemental damage to the target and increases the duration of negative status effects on the target for one additional round. The damage of this spell is increased by two steps for each negative status effect on the target.
Fira (20 MP)
Target: Single or Group
Type: Elemental (Fire)
Reflectable
A furious explosion tears through the air as a column of incandescent fire erupts under the target. Fira inflicts (PWR x 5) + 2d6 points of Fire damage to the target, or (PWR x 3) + 2d6 points of Fire damage to all enemies.
Gravity (50 MP)
Target: Single
Type: Non-Elemental
Reflectable
The caster launches a dark bubble of energy, wholly enclosing the target before subjecting it to crushing gravitational force from all directions for a significant period of time.
Gravity deals (PWR x 3) points of Non-Elemental damage to the target at the start of each of their rounds for the next 4 rounds.
Furthermore, while Gravity lasts the target finds it difficult to move or be moved. They are Immune to knockback effects and non-Large enemies can never physically move themselves more than a Short Range in a single round (though things like Teleport and Escape spells can bypass this). Creatures suffering from Gravity also lose all benefits from the Flight status effect for the duration of the spell.
Melt (30 MP)
Target: Single
Type: Effect
Reflectable, Resistable
This powerful and unique spell allows the caster to channel white-hot heat into a creature, melting its defenses until the spell ends. Melt deals (PWR x 1) + 2d6 points of Fire damage to the target and applies Armor Break to that target if the opposed roll succeeds.
Quarter (30 MP)
Target: Single
Type: Status
Reflectable
Spheres of black and violet surge out to enclose one opponent, crackling with audible force as the gravity inside the bubbles increases a hundredfold. Quarter reduces a target's HP by 25% of its maximum. This spell does not work on Notorious Monsters, Bosses, or Superbosses.
Quick (40 MP)
Target: Self
Type: Status
A translucent clock encases the caster, creating a pocket of localized time. Quick grants the positive status effect Haste to the caster.
Stona (20 MP)
Target: Single or Group
Type: Elemental (Earth)
Reflectable
Fingers of stone burst forth from the ground, snatching shut around the target in a shower of flying stones and dirt before shattering. Stona inflicts (PWR x 5) + 2d6 points of Earth damage to the target, or (PWR x 3) + 2d6 points of Earth damage to all enemies.
Thundara (20 MP)
Target: Single or Group
Type: Elemental (Lightning)
Reflectable
An electric-blue thunderbolt crashes into the ground, creating a deadly array of ball lightning to encircle the target. Thundara inflicts (PWR x 5) + 2d6 points of Lightning damage to the target, or (PWR x 3) + 2d6 points of Lightning damage to all enemies.
Watera (20 MP)
Target: Single or Group
Type: Elemental (Water)
Reflectable
The ground buckles and cracks as a column of water erupts, violently immersing an enemy before dispersing again. Watera inflicts (PWR x 5) + 2d6 points of Water damage to the target, or (PWR x 3) + 2d6 points of Water damage to all enemies.
Zombie (30 MP)
Target: Single
Type: Status
Reflectable, Resistible
The target is swallowed by a wave of miasmic green smoke – when the haze clears, their eyes are dead and their words are slurred. This spell applies the negative status effect Zombie to the target and inflicts Magic Break until that status effect is removed.
Target: Single
Type: Elemental (Shadow)
Orbs of blinding pink energy form around the target, growing larger and more luminous as they draw magical energies from the target; once full, the orbs return to the caster, transferring the stolen energy upon contact. Aspir destroys (PWR x 1) + 2d6 points of the target’s MP, and the caster regains MP equal to the amount lost by the target.
Bio (35 MP)
Target: Single
Type: Status
Reflectable, Resistible
Virulent green orbs begin to bubble out of the ground, quickly overwhelming the area with a deadly puddle of toxins. Bio inflicts (PWR x 3) + 2d6 points of Non-Elemental damage to the target and inflicts the negative status effect Virus if they fail their resistance roll.
Blizzara (20 MP)
Target: Single or Group
Type: Elemental (Ice)
Reflectable
The air around the target condenses to freezing point in an instant, encasing it in a towering spire of ice. Blizzara inflicts (PWR x 5) + 2d6 points of Ice damage to the target, or (PWR x 3) + 2d6 points of Ice damage to all enemies.
Drain (25 MP)
Target: Single
Type: Elemental (Shadow)
Blood-red orbs circle the target, growing larger and more livid as they draw out the very essence of the target's life; once full, the orbs return to the caster, releasing their payload of stolen vitality on contact. Drain inflicts (PWR x 3) + 2d6 points of Shadow damage to the target, and the caster regains a number of Hit Points equal to the amount lost by the target.
Drown (30 MP)
Target: Single
Type: Effect
Reflectable, Resistable
A sphere of water surrounds the target, making their movements sluggish for a time. Drown deals (PWR x 1) + 2d6 points of Water damage to the target and applies Speed Break to that target if the opposed roll succeeds.
Fester (25 MP)
Target: Single
Type: Non-Elemental
Reflectable
The caster causes a debilitated character to suffer further, eating away at their very being. Fester inflicts (PWR x 0) + 2d6 points of Non-Elemental damage to the target and increases the duration of negative status effects on the target for one additional round. The damage of this spell is increased by two steps for each negative status effect on the target.
Fira (20 MP)
Target: Single or Group
Type: Elemental (Fire)
Reflectable
A furious explosion tears through the air as a column of incandescent fire erupts under the target. Fira inflicts (PWR x 5) + 2d6 points of Fire damage to the target, or (PWR x 3) + 2d6 points of Fire damage to all enemies.
Gravity (50 MP)
Target: Single
Type: Non-Elemental
Reflectable
The caster launches a dark bubble of energy, wholly enclosing the target before subjecting it to crushing gravitational force from all directions for a significant period of time.
Gravity deals (PWR x 3) points of Non-Elemental damage to the target at the start of each of their rounds for the next 4 rounds.
Furthermore, while Gravity lasts the target finds it difficult to move or be moved. They are Immune to knockback effects and non-Large enemies can never physically move themselves more than a Short Range in a single round (though things like Teleport and Escape spells can bypass this). Creatures suffering from Gravity also lose all benefits from the Flight status effect for the duration of the spell.
Melt (30 MP)
Target: Single
Type: Effect
Reflectable, Resistable
This powerful and unique spell allows the caster to channel white-hot heat into a creature, melting its defenses until the spell ends. Melt deals (PWR x 1) + 2d6 points of Fire damage to the target and applies Armor Break to that target if the opposed roll succeeds.
Quarter (30 MP)
Target: Single
Type: Status
Reflectable
Spheres of black and violet surge out to enclose one opponent, crackling with audible force as the gravity inside the bubbles increases a hundredfold. Quarter reduces a target's HP by 25% of its maximum. This spell does not work on Notorious Monsters, Bosses, or Superbosses.
Quick (40 MP)
Target: Self
Type: Status
A translucent clock encases the caster, creating a pocket of localized time. Quick grants the positive status effect Haste to the caster.
Stona (20 MP)
Target: Single or Group
Type: Elemental (Earth)
Reflectable
Fingers of stone burst forth from the ground, snatching shut around the target in a shower of flying stones and dirt before shattering. Stona inflicts (PWR x 5) + 2d6 points of Earth damage to the target, or (PWR x 3) + 2d6 points of Earth damage to all enemies.
Thundara (20 MP)
Target: Single or Group
Type: Elemental (Lightning)
Reflectable
An electric-blue thunderbolt crashes into the ground, creating a deadly array of ball lightning to encircle the target. Thundara inflicts (PWR x 5) + 2d6 points of Lightning damage to the target, or (PWR x 3) + 2d6 points of Lightning damage to all enemies.
Watera (20 MP)
Target: Single or Group
Type: Elemental (Water)
Reflectable
The ground buckles and cracks as a column of water erupts, violently immersing an enemy before dispersing again. Watera inflicts (PWR x 5) + 2d6 points of Water damage to the target, or (PWR x 3) + 2d6 points of Water damage to all enemies.
Zombie (30 MP)
Target: Single
Type: Status
Reflectable, Resistible
The target is swallowed by a wave of miasmic green smoke – when the haze clears, their eyes are dead and their words are slurred. This spell applies the negative status effect Zombie to the target and inflicts Magic Break until that status effect is removed.
Expert Spells
Arise (30 MP)
Target: Single
Type: Effect
This spell is shunned by white mages and many other individuals as one of the darker Black Magic spells. The caster is capable of raising a recently-deceased creature of any size or race as a loyal lesser undead servant of equal level as the caster. The creature does not retain any of their old attributes, skill, abilities or the like except for the Large monster property, if they had it, and instead uses the a default monster stat block found in the end of this book. The monster raised is normally a Skeleton, but level 10+ casters might get a Varuna instead. The undead lacks all free will and memories of their old life, and if not given specific orders, prefer to attempt to use Teamwork Attacks with the caster that raised them.
Creatures without bones (such as Cactuar, flans, and beings composed entirely of magic) cannot be raised with this ability.
Berserk (40 MP)
Target: Single
Type: Status
Reflectable, Resistible
The caster fills their target’s mind with thoughts of hatred and fury, attempting to release the beast within. The target is affected by the negative status effects Berserk. This spell cannot be resisted if the target is already showing signs of anger.
Blizzaga (40 MP)
Target: Group
Type: Elemental (Ice)
Reflectable
Particles of frost and snow accelerate towards the target, rapidly sealing it in layer after layer of solid ice before the entire edifice shatters. Blizzaga inflicts (PWR x 8) + 2d6 points of Ice damage to a single target, or (PWR x 6) + 2d6 points of Ice damage to all enemies.
Comet (60 MP)
Target: Group
Type: Non-Elemental
The caster reaches towards the heavens, pulling cosmic debris from its orbit to crash down in a shower of fire and molten rock. Comet causes 2d6 meteors to damage foes; each strike inflicts (PWR x 1) + 2d6 Non-Elemental damage to all enemies.
Curse (40 MP)
Target: Single
Type: Status
Reflectable, Resistible
A sinister black circle materializes under the target, streaming multi-colored lights and gasses before winking shut. The negative status effect Curse is applied to the target.
Death (100 MP)
Target: Single
Type: Status
Reflectable, Resistible
A decaying, hooded figure emerges from the ground in a cloud of dark smoke, raising a massive scythe to cleave the target’s life force in twain before fading away with a blood-curdling laugh. The target’s HP is reduced to zero. This spell does not work on notorious monsters, bosses, or superbosses.
If the spell is resisted or otherwise has no effect, the target instead suffers (PWR x 8) + 2d6 points of Shadow damage.
Demi (100 MP)
Target: Single
Type: Status
Reflectable, Resistible
An opaque gray sphere encloses the target; seconds later, crushing gravitational forces compress, releasing the target only once the sphere has shrunk to a speck of its former self. Gravity reduces a target's HP by 50%, not modified for ARM or M.ARM. Demi still cannot exceed the normal damage limitation of 999 and this spell does not work on Notorious Monsters, Bosses, or Superbosses.
Firaga (40 MP)
Target: Group
Type: Elemental (Fire)
Reflectable
A colossal sphere of white-hot fire crashes onto the target, sparking a furious explosion that engulfs it in a cloud of ash and cinders. Firaga inflicts (PWR x 8) + 2d6 points of Fire damage to a single target, or (PWR x 6) + 2d6 points of Fire damage to all enemies.
Haste (90 MP)
Target: Single
Type: Status
The world slows for all with the exception of one target – thus making it seem as though they possess incredible speed. The target receives the effects of Haste for the next 4 rounds.
Scourge (100 MP)
Target: Group
Type: Elemental (Shadow)
Reflectable
A long shadow creeps over the ground, darkening the area as wicked spikes of unholy energy burst through to skewer all targets. Scourge inflicts (PWR x 8) + 2d6 points of Shadow damage to all enemies; for each enemy this spell deals damage to, the caster also suffers (PWR x 1) points of Shadow damage that ignores M.ARM.
Sleepaga (40 MP)
Target: Group
Type: Status
Reflectable, Resistible
The air is suddenly filled with a strange fragrance, compelling entire groups of otherwise vicious foes to let their guard down, and rest a moment….
All targets in the enemy Group are affected by the negative status effect Sleep.
Slow (100 MP)
Target: Single
Type: Status
Reflectable, Resistible
With a metaphysical shove the target is pushed outside of the normal flow of time, their movements becoming predictable and sluggish.
The target is afflicted with the negative status effect Slow.
Stonaga (40 MP)
Target: Group
Type: Elemental (Earth)
Reflectable
An enormous stalagmite rips through the ground beneath the feet of the foes, impaling them on razor-sharp blades of rock. Stonaga inflicts (PWR x 8) + 2d6 points of Earth damage to a single target, or (PWR x 6) + 2d6 points of Earth damage to all enemies.
Thundaga (40 MP)
Target: Group
Type: Elemental (Lightning)
Reflectable
A deafening peal of thunder rolls across the battlefield as lightning bolt after lightning bolt crashes to earth, trapping all targets in a sizzling sphere of electrical energy before dissipating again. Thundaga inflicts (PWR x 8) + 2d6 points of Lightning damage to a single target or (PWR x 6) + 2d6 points of Lightning damage to all enemies.
Wateraga (40 MP)
Target: Group
Type: Elemental (Water)
Reflectable
Winding streams of airborne water race towards enemies, quickly enclosing them in an immense liquid dome before dissolving into a foaming tidal wave. Wateraga inflicts (PWR x 8) + 2d6 points of Water damage to a single target, or (PWR x 6) + 2d6 points of Water damage to all enemies.
Target: Single
Type: Effect
This spell is shunned by white mages and many other individuals as one of the darker Black Magic spells. The caster is capable of raising a recently-deceased creature of any size or race as a loyal lesser undead servant of equal level as the caster. The creature does not retain any of their old attributes, skill, abilities or the like except for the Large monster property, if they had it, and instead uses the a default monster stat block found in the end of this book. The monster raised is normally a Skeleton, but level 10+ casters might get a Varuna instead. The undead lacks all free will and memories of their old life, and if not given specific orders, prefer to attempt to use Teamwork Attacks with the caster that raised them.
Creatures without bones (such as Cactuar, flans, and beings composed entirely of magic) cannot be raised with this ability.
Berserk (40 MP)
Target: Single
Type: Status
Reflectable, Resistible
The caster fills their target’s mind with thoughts of hatred and fury, attempting to release the beast within. The target is affected by the negative status effects Berserk. This spell cannot be resisted if the target is already showing signs of anger.
Blizzaga (40 MP)
Target: Group
Type: Elemental (Ice)
Reflectable
Particles of frost and snow accelerate towards the target, rapidly sealing it in layer after layer of solid ice before the entire edifice shatters. Blizzaga inflicts (PWR x 8) + 2d6 points of Ice damage to a single target, or (PWR x 6) + 2d6 points of Ice damage to all enemies.
Comet (60 MP)
Target: Group
Type: Non-Elemental
The caster reaches towards the heavens, pulling cosmic debris from its orbit to crash down in a shower of fire and molten rock. Comet causes 2d6 meteors to damage foes; each strike inflicts (PWR x 1) + 2d6 Non-Elemental damage to all enemies.
Curse (40 MP)
Target: Single
Type: Status
Reflectable, Resistible
A sinister black circle materializes under the target, streaming multi-colored lights and gasses before winking shut. The negative status effect Curse is applied to the target.
Death (100 MP)
Target: Single
Type: Status
Reflectable, Resistible
A decaying, hooded figure emerges from the ground in a cloud of dark smoke, raising a massive scythe to cleave the target’s life force in twain before fading away with a blood-curdling laugh. The target’s HP is reduced to zero. This spell does not work on notorious monsters, bosses, or superbosses.
If the spell is resisted or otherwise has no effect, the target instead suffers (PWR x 8) + 2d6 points of Shadow damage.
Demi (100 MP)
Target: Single
Type: Status
Reflectable, Resistible
An opaque gray sphere encloses the target; seconds later, crushing gravitational forces compress, releasing the target only once the sphere has shrunk to a speck of its former self. Gravity reduces a target's HP by 50%, not modified for ARM or M.ARM. Demi still cannot exceed the normal damage limitation of 999 and this spell does not work on Notorious Monsters, Bosses, or Superbosses.
Firaga (40 MP)
Target: Group
Type: Elemental (Fire)
Reflectable
A colossal sphere of white-hot fire crashes onto the target, sparking a furious explosion that engulfs it in a cloud of ash and cinders. Firaga inflicts (PWR x 8) + 2d6 points of Fire damage to a single target, or (PWR x 6) + 2d6 points of Fire damage to all enemies.
Haste (90 MP)
Target: Single
Type: Status
The world slows for all with the exception of one target – thus making it seem as though they possess incredible speed. The target receives the effects of Haste for the next 4 rounds.
Scourge (100 MP)
Target: Group
Type: Elemental (Shadow)
Reflectable
A long shadow creeps over the ground, darkening the area as wicked spikes of unholy energy burst through to skewer all targets. Scourge inflicts (PWR x 8) + 2d6 points of Shadow damage to all enemies; for each enemy this spell deals damage to, the caster also suffers (PWR x 1) points of Shadow damage that ignores M.ARM.
Sleepaga (40 MP)
Target: Group
Type: Status
Reflectable, Resistible
The air is suddenly filled with a strange fragrance, compelling entire groups of otherwise vicious foes to let their guard down, and rest a moment….
All targets in the enemy Group are affected by the negative status effect Sleep.
Slow (100 MP)
Target: Single
Type: Status
Reflectable, Resistible
With a metaphysical shove the target is pushed outside of the normal flow of time, their movements becoming predictable and sluggish.
The target is afflicted with the negative status effect Slow.
Stonaga (40 MP)
Target: Group
Type: Elemental (Earth)
Reflectable
An enormous stalagmite rips through the ground beneath the feet of the foes, impaling them on razor-sharp blades of rock. Stonaga inflicts (PWR x 8) + 2d6 points of Earth damage to a single target, or (PWR x 6) + 2d6 points of Earth damage to all enemies.
Thundaga (40 MP)
Target: Group
Type: Elemental (Lightning)
Reflectable
A deafening peal of thunder rolls across the battlefield as lightning bolt after lightning bolt crashes to earth, trapping all targets in a sizzling sphere of electrical energy before dissipating again. Thundaga inflicts (PWR x 8) + 2d6 points of Lightning damage to a single target or (PWR x 6) + 2d6 points of Lightning damage to all enemies.
Wateraga (40 MP)
Target: Group
Type: Elemental (Water)
Reflectable
Winding streams of airborne water race towards enemies, quickly enclosing them in an immense liquid dome before dissolving into a foaming tidal wave. Wateraga inflicts (PWR x 8) + 2d6 points of Water damage to a single target, or (PWR x 6) + 2d6 points of Water damage to all enemies.
Superior Spells
Black Hole (200 MP)
Target: Group
Type: Status
Resistible
A spinning vortex of gravitational energy forms above the battlefield, crackling as it begins to direct crushing pressure on all enemies. If unresisted, Black Hole reduces all foes to 25% of their maximum HP, not modified for ARM or M.ARM. Black Hole fails if this would reduce a target’s health by more than 999 points regardless if the caster has Break Damage Limit. This has no effect on notorious monsters, bosses, or superbosses.
Break (150 MP)
Target: Single
Type: Elemental (Earth)
Reflectable, Resistible
The ground beneath the target explodes in a seismic nightmare of dust, soil and rocky spires. The target takes (PWR x 10) + 2d6 points of Earth damage. Then, if the spell was not resisted, the negative status effect Petrify is applied to the target – and finally, there’s a 50% chance that the violent shaking will have shattered the now-stone combatant, reducing the target to 0 HP instantly if they are not Immune to Petrify. Notorious monsters, bosses, and superbosses are immune to the HP reduction.
Doomsday (80 MP)
Target: Group
Type: Status
The sky darkens and black clouds roil above, and silently-screaming faces protrude from the sky like boils on creation.
There is no initial effect – however, in three rounds, the HP of all affected enemies is reduced to zero, regardless of current Hit Points, ARM, or M.ARM. If the spell is resisted or ineffective due to the target being a Boss or similar, in three rounds the targets instead suffer (PWR x 8) + 2d6 points of Shadow damage.
Flare (100 MP)
Target: Single
Type: Non-elemental
Reflectable
Globes of pure magical energy blast into the target in a relentless stream, setting off one chaotic explosion after another before rushing out again. Flare inflicts (PWR x 12) + 2d6 points of Non-Elemental damage to a single enemy.
Flare can be cast at a Long Range.
Freeze (80 MP)
Target: Single
Type: Elemental (Ice)
Reflectable
Chilly vapors float over the battlefield as fragments of blue ice cascade down on the target, forming a jagged, glacial prison to imprison it entirely. Freeze inflicts (PWR x 10) + 2d6 points of Ice damage to a single enemy and automatically inflicts the Stop status with no opposed roll if the target suffers damage.
Gravija (100 MP)
Target: Group
Type: Non-Elemental
Reflectable
The caster releases a black sphere of pure gravitational energy, causing thousands of tons of force to press upon and pulverize their enemies. Gravija deals (PWR x 5) points of Non-Elemental damage to each enemy target at the start of each of their rounds for the next 4 rounds. Furthermore, while Gravija lasts enemies find it difficult to move or be moved. They are Immune to knockback effects and non-Large creatures can never physically move themselves more than a Short Range in a single round (though things like Teleport and Escape spells can bypass this). Creatures suffering from Gravija also lose all benefits from the Flight status effect for the duration of the spell.
Hastaga (150 MP)
Target: Party
Type: Status
A glowing red clock materializes below the caster’s allies, hands spinning at normal speed but increasing by the second before it fades in a flash, bestowing the Status Condition Haste on all allies until the end of combat.
Malediction (150 MP)
Target: Local
Type: Status
Malediction inflicts a terrible curse over all living things in a vast area, such as a town. Spend one point of Destiny and choose one status effect upon casting this spell - Charm, Petrify, Sleep, Stop, Stun and Zombie are all popular choices – and designate one area on the world within a Long Range to suffer the effects of this wicked magick. All harmless inhabitants of that area are immediately affected by your chosen status effect with no opposed resistance roll, and the status effect has no fixed duration – it can last up to decades.
The effects of Malediction can only be broken in one of three ways; First, any individual suffering from its effects may break free from the status by spending a point of Destiny, though this is rarely a solution for innocent villagers. Secondly, the caster of Malediction can reverse its effects at any time, or finally, the death of the caster lifts the spell.
Nuke (80 MP)
Target: Single
Type: Elemental (Fire)
Reflectable
Fueled by the caster’s desperation, spheres of flame are hurled towards the target – the foe is engulfed in an ever-growing explosion with the heat and fury of a newborn star. Nuke inflicts (PWR x 10) + 2d6 points of Fire damage to a single enemy.
Nuke’s damage is increased by four steps if the caster has 50% or less of their maximum MP.
Quake (80 MP)
Target: Local
Type: Elemental (Earth)
A violent tremor tears through the length of the battlefield, breaking up the ground into shuddering, crumbling fragments and yawning crevasses. Quake inflicts (PWR x 14) + 2d6 points of Earth damage to all enemies and allies (excluding the caster of the spell).
Rasp (Special)
Target: Single
Type: Elemental (Shadow)
Inexorably drawn by the lure of magical power, translucent spheres of violet energy spiral in towards the target, sapping the target’s energies before rushing away. The target’s MP is reduced by the same amount used to cast the spell.
Stop (150 MP)
Target: Single
Type: Status
Reflectable, Resistible
The character’s target is removed from the flow of time completely, making them unaware of everything around them and unable to act for a time. The target is afflicted with the negative status effect Stun for 4 rounds. While stunned in this way they cannot be rendered unconscious until the status effect wears off.
Thunderstorm (150 MP)
Target: Group
Type: Elemental
Reflectable
The skies churn with black clouds before a torrent of rain drenches all combatants, gust-caught leaves signaling the arrival of a dangerous storm. Thunderstorm deals (PWR x 10) + 2d6 points of Lightning or Water damage, whichever is more effective, to all enemies. Using Thunderstorm transforms the current area into an Elemental Field – either Lightning or Water, of the caster’s choice – and any Elemental (Lightning) or Elemental (Water) spell may be cast as a Standard action instead of a Slow action as long as the elemental field persists.
Virus (70 MP)
Target: Group
Type: Status
Resistable
The caster infects all enemies with a sinister disease, filling their bloodstreams with a living, deadly bacteria. Enemies afflicted with this plague are inflicted with the Virus status effect. In addition, they are unable to recover their HP or MP scores or receive healing of any kind while this status persists, whether from limit breaks, attacks, abilities, spells or items.
X-Zone (60 MP)
Target: Single, Special
Type: Effect
The fabric of reality splits open in a flash of white light, revealing the alien stars beyond for brief instant. Otherworldly creatures such as Espers are forced back to their own reality by the casting of this spell.
The target of X-Zone – who must be an Esper or a being from the Farplane or Void - is instantly reduced to 0 hit points and removed from the current combat. Effects that the target may possess – such as Auto-Life or Indestructible – will not allow the Esper or creature to remain in combat after X-Zone is used, or summoned again in the same game session.
X-Zone can be cast at a Long Range and has no effect against bosses or superbosses
Target: Group
Type: Status
Resistible
A spinning vortex of gravitational energy forms above the battlefield, crackling as it begins to direct crushing pressure on all enemies. If unresisted, Black Hole reduces all foes to 25% of their maximum HP, not modified for ARM or M.ARM. Black Hole fails if this would reduce a target’s health by more than 999 points regardless if the caster has Break Damage Limit. This has no effect on notorious monsters, bosses, or superbosses.
Break (150 MP)
Target: Single
Type: Elemental (Earth)
Reflectable, Resistible
The ground beneath the target explodes in a seismic nightmare of dust, soil and rocky spires. The target takes (PWR x 10) + 2d6 points of Earth damage. Then, if the spell was not resisted, the negative status effect Petrify is applied to the target – and finally, there’s a 50% chance that the violent shaking will have shattered the now-stone combatant, reducing the target to 0 HP instantly if they are not Immune to Petrify. Notorious monsters, bosses, and superbosses are immune to the HP reduction.
Doomsday (80 MP)
Target: Group
Type: Status
The sky darkens and black clouds roil above, and silently-screaming faces protrude from the sky like boils on creation.
There is no initial effect – however, in three rounds, the HP of all affected enemies is reduced to zero, regardless of current Hit Points, ARM, or M.ARM. If the spell is resisted or ineffective due to the target being a Boss or similar, in three rounds the targets instead suffer (PWR x 8) + 2d6 points of Shadow damage.
Flare (100 MP)
Target: Single
Type: Non-elemental
Reflectable
Globes of pure magical energy blast into the target in a relentless stream, setting off one chaotic explosion after another before rushing out again. Flare inflicts (PWR x 12) + 2d6 points of Non-Elemental damage to a single enemy.
Flare can be cast at a Long Range.
Freeze (80 MP)
Target: Single
Type: Elemental (Ice)
Reflectable
Chilly vapors float over the battlefield as fragments of blue ice cascade down on the target, forming a jagged, glacial prison to imprison it entirely. Freeze inflicts (PWR x 10) + 2d6 points of Ice damage to a single enemy and automatically inflicts the Stop status with no opposed roll if the target suffers damage.
Gravija (100 MP)
Target: Group
Type: Non-Elemental
Reflectable
The caster releases a black sphere of pure gravitational energy, causing thousands of tons of force to press upon and pulverize their enemies. Gravija deals (PWR x 5) points of Non-Elemental damage to each enemy target at the start of each of their rounds for the next 4 rounds. Furthermore, while Gravija lasts enemies find it difficult to move or be moved. They are Immune to knockback effects and non-Large creatures can never physically move themselves more than a Short Range in a single round (though things like Teleport and Escape spells can bypass this). Creatures suffering from Gravija also lose all benefits from the Flight status effect for the duration of the spell.
Hastaga (150 MP)
Target: Party
Type: Status
A glowing red clock materializes below the caster’s allies, hands spinning at normal speed but increasing by the second before it fades in a flash, bestowing the Status Condition Haste on all allies until the end of combat.
Malediction (150 MP)
Target: Local
Type: Status
Malediction inflicts a terrible curse over all living things in a vast area, such as a town. Spend one point of Destiny and choose one status effect upon casting this spell - Charm, Petrify, Sleep, Stop, Stun and Zombie are all popular choices – and designate one area on the world within a Long Range to suffer the effects of this wicked magick. All harmless inhabitants of that area are immediately affected by your chosen status effect with no opposed resistance roll, and the status effect has no fixed duration – it can last up to decades.
The effects of Malediction can only be broken in one of three ways; First, any individual suffering from its effects may break free from the status by spending a point of Destiny, though this is rarely a solution for innocent villagers. Secondly, the caster of Malediction can reverse its effects at any time, or finally, the death of the caster lifts the spell.
Nuke (80 MP)
Target: Single
Type: Elemental (Fire)
Reflectable
Fueled by the caster’s desperation, spheres of flame are hurled towards the target – the foe is engulfed in an ever-growing explosion with the heat and fury of a newborn star. Nuke inflicts (PWR x 10) + 2d6 points of Fire damage to a single enemy.
Nuke’s damage is increased by four steps if the caster has 50% or less of their maximum MP.
Quake (80 MP)
Target: Local
Type: Elemental (Earth)
A violent tremor tears through the length of the battlefield, breaking up the ground into shuddering, crumbling fragments and yawning crevasses. Quake inflicts (PWR x 14) + 2d6 points of Earth damage to all enemies and allies (excluding the caster of the spell).
Rasp (Special)
Target: Single
Type: Elemental (Shadow)
Inexorably drawn by the lure of magical power, translucent spheres of violet energy spiral in towards the target, sapping the target’s energies before rushing away. The target’s MP is reduced by the same amount used to cast the spell.
Stop (150 MP)
Target: Single
Type: Status
Reflectable, Resistible
The character’s target is removed from the flow of time completely, making them unaware of everything around them and unable to act for a time. The target is afflicted with the negative status effect Stun for 4 rounds. While stunned in this way they cannot be rendered unconscious until the status effect wears off.
Thunderstorm (150 MP)
Target: Group
Type: Elemental
Reflectable
The skies churn with black clouds before a torrent of rain drenches all combatants, gust-caught leaves signaling the arrival of a dangerous storm. Thunderstorm deals (PWR x 10) + 2d6 points of Lightning or Water damage, whichever is more effective, to all enemies. Using Thunderstorm transforms the current area into an Elemental Field – either Lightning or Water, of the caster’s choice – and any Elemental (Lightning) or Elemental (Water) spell may be cast as a Standard action instead of a Slow action as long as the elemental field persists.
Virus (70 MP)
Target: Group
Type: Status
Resistable
The caster infects all enemies with a sinister disease, filling their bloodstreams with a living, deadly bacteria. Enemies afflicted with this plague are inflicted with the Virus status effect. In addition, they are unable to recover their HP or MP scores or receive healing of any kind while this status persists, whether from limit breaks, attacks, abilities, spells or items.
X-Zone (60 MP)
Target: Single, Special
Type: Effect
The fabric of reality splits open in a flash of white light, revealing the alien stars beyond for brief instant. Otherworldly creatures such as Espers are forced back to their own reality by the casting of this spell.
The target of X-Zone – who must be an Esper or a being from the Farplane or Void - is instantly reduced to 0 hit points and removed from the current combat. Effects that the target may possess – such as Auto-Life or Indestructible – will not allow the Esper or creature to remain in combat after X-Zone is used, or summoned again in the same game session.
X-Zone can be cast at a Long Range and has no effect against bosses or superbosses
Ancient Spells
Meltdown (250 MP)
Target: Group
Type: Elemental (Fire)
A high-speed stream of heat and energy assails all enemies, immersing them in furious, bone-searing temperatures. Meltdown inflicts (PWR x 18) + 2d6 points of Fire or non-elemental damage (whichever is more effective) to an entire Group, and is unaffected by M.ARM, Reflect, and Shell.
Meteo (200 MP)
Target: Group
Type: Non-Elemental
Reflectable
With a single motion, the caster splits the skies above the battlefield to reveal the stars and planets beyond – and a single fiery meteor hurtling towards the battlefield below, crashing down in a shower of rock and flame. Meteo deals (PWR x 25) + 2d6 points of Non-Elemental damage to all enemies.
Scathe (150 MP)
Target: Single
Type: Elemental (Shadow)
Reflectable
An agglomeration of shadowy energy flashes into existence above the battlefield, gathering into the shape of an enormous spike before beginning its descent to earth. Scathe crackles with malevolent energy as it crashes down, inflicting (PWR x 30) + 2d6 points of Shadow damage to one enemy.
Slowaga (240 MP)
Target: Group
Type: Status
Reflectable, Resistible
A giant, hazy silver clock appears over the battlefield, spinning lazily as it slows down by the second. Slowaga afflicts all foes with the negative status effect Slow.
Ultima (Special rules)
Target: Group
Type: Non-elemental
An eerie calm falls over the battlefield as the sky grows dark, shading the combatants in blue and black. Only one sound breaks the silence; a single note, gaining in pitch as a dome of purest blue energy forms in the sky above the caster, growing outwards in an unstoppable, destructive rush that engulfs the area whole. The caster becomes a conduit for the power of Ultima, the catastrophic spell radiating outwards from them. The sound reaches ear-splitting frequencies, and all of existence within the sphere begins to implode on itself. Every molecule, every atom within the reach of Ultima detonates at the speed of light, before Ultima finally flickers out of existence and leaves the shattered landscape still once more. This is a spell spoken of in hushed whispers. It is a power capable of destroying continents, of shattering stars. It is not to be used lightly.
The casting of Ultima requires the character using it to have maximum MP, all of which is spent upon casting this spell.
It also requests the expenditure of 3 additional points of Destiny – though this is not strictly REQUIRED, choosing not to pay the 3 Destiny for this spell will cause it to become a Local instead of Group spell, and thus deal damage not only to the enemy group, but also to the caster, all allies, and every creature and structure for hundreds of miles.
Ultima deals (PWR x 50) + 2d6 points of Non-Elemental damage to all foes. Heat beyond description rips through living entities, disintegrating flesh and bone instantly. Death caused in this way is painless and instantaneous.
If used as a Local spell, the damage is dealt to all structures, terrain, and living creatures in a 500-mile radius. This is damage enough to destroy entire cities, and leave the ground barren and lifeless for decades, if not centuries, to follow. The devastation caused by an uncontrolled Ultima is unrivaled and globally feared.
Xenoglossy (150 MP)
Target: Single
Type: Non-Elemental
All of the negative energy in the target is condensed into a single point before erupting, converting afflictions into raw power. Xenoglossy deals (PWR x 20) + 2d6 points of Non-Elemental damage to a single target. This damage is increased by five steps for each negative status effect on the target. After Xenoglossy is used the target is cured of every negative status effect that was afflicting them.
Target: Group
Type: Elemental (Fire)
A high-speed stream of heat and energy assails all enemies, immersing them in furious, bone-searing temperatures. Meltdown inflicts (PWR x 18) + 2d6 points of Fire or non-elemental damage (whichever is more effective) to an entire Group, and is unaffected by M.ARM, Reflect, and Shell.
Meteo (200 MP)
Target: Group
Type: Non-Elemental
Reflectable
With a single motion, the caster splits the skies above the battlefield to reveal the stars and planets beyond – and a single fiery meteor hurtling towards the battlefield below, crashing down in a shower of rock and flame. Meteo deals (PWR x 25) + 2d6 points of Non-Elemental damage to all enemies.
Scathe (150 MP)
Target: Single
Type: Elemental (Shadow)
Reflectable
An agglomeration of shadowy energy flashes into existence above the battlefield, gathering into the shape of an enormous spike before beginning its descent to earth. Scathe crackles with malevolent energy as it crashes down, inflicting (PWR x 30) + 2d6 points of Shadow damage to one enemy.
Slowaga (240 MP)
Target: Group
Type: Status
Reflectable, Resistible
A giant, hazy silver clock appears over the battlefield, spinning lazily as it slows down by the second. Slowaga afflicts all foes with the negative status effect Slow.
Ultima (Special rules)
Target: Group
Type: Non-elemental
An eerie calm falls over the battlefield as the sky grows dark, shading the combatants in blue and black. Only one sound breaks the silence; a single note, gaining in pitch as a dome of purest blue energy forms in the sky above the caster, growing outwards in an unstoppable, destructive rush that engulfs the area whole. The caster becomes a conduit for the power of Ultima, the catastrophic spell radiating outwards from them. The sound reaches ear-splitting frequencies, and all of existence within the sphere begins to implode on itself. Every molecule, every atom within the reach of Ultima detonates at the speed of light, before Ultima finally flickers out of existence and leaves the shattered landscape still once more. This is a spell spoken of in hushed whispers. It is a power capable of destroying continents, of shattering stars. It is not to be used lightly.
The casting of Ultima requires the character using it to have maximum MP, all of which is spent upon casting this spell.
It also requests the expenditure of 3 additional points of Destiny – though this is not strictly REQUIRED, choosing not to pay the 3 Destiny for this spell will cause it to become a Local instead of Group spell, and thus deal damage not only to the enemy group, but also to the caster, all allies, and every creature and structure for hundreds of miles.
Ultima deals (PWR x 50) + 2d6 points of Non-Elemental damage to all foes. Heat beyond description rips through living entities, disintegrating flesh and bone instantly. Death caused in this way is painless and instantaneous.
If used as a Local spell, the damage is dealt to all structures, terrain, and living creatures in a 500-mile radius. This is damage enough to destroy entire cities, and leave the ground barren and lifeless for decades, if not centuries, to follow. The devastation caused by an uncontrolled Ultima is unrivaled and globally feared.
Xenoglossy (150 MP)
Target: Single
Type: Non-Elemental
All of the negative energy in the target is condensed into a single point before erupting, converting afflictions into raw power. Xenoglossy deals (PWR x 20) + 2d6 points of Non-Elemental damage to a single target. This damage is increased by five steps for each negative status effect on the target. After Xenoglossy is used the target is cured of every negative status effect that was afflicting them.