Note: Residuum benefits on spells only activate for characters with the Aetherial Spellcasting ability.
Novice Spells
Blank Gaze (20 MP)
Target: Single
Type: Status
The target stares into their target’s soul, eliminating magical protection with the power of the Evil Eye. Blank Gaze automatically removes one random beneficial magic effect from an enemy with no resistance roll, and their M.ARM score is reduced to zero until the end of the caster’s next turn.
Residuum: The user of this spell is immune to the Blind status effect and they gain a +2 on opposed rolls against Fiend monsters for the next 4 rounds.
Choco Ball (8 MP)
Target: Single
Type: Non-elemental
Reflectable
A crackling sphere of yellow energy is launched at the target with a single, high-pitched note of kweeeeeeeeeh, inflicting (DEX x 1) + 2d6 points of Non-Elemental damage. One ally of the caster’s choice regains HP equal to the total amount of damage dealt by Choco Ball.
Residuum: The user of this spell is immune to the Stop status effect and they gain a +2 on opposed rolls against Beast monsters for the next 4 rounds.
Flash (20 MP)
Target: Single
Type: Non-elemental
Reflectable, Resistible
The caster creates a sudden explosion of searing phosphorescent light, inflicting the target with the negative status effect Blind with a successful opposed roll.
Residuum: The user of this spell gains +2 AVD for the next 4 rounds.
Frog Song (30 MP)
Target: Single
Type: Status
Resistible
The character hums, sings or ribbits a haunting melody, a song with its roots in the oldest of curses. Frog Song afflicts a Humanoid or Beast listener with the negative status effects Transform and Seal, transmuting them into a harmless green amphibian no more than a few inches tall.
Residuum: The user of this spell is immune to the Seal status effect and they gain a +2 on opposed rolls against Aquan monsters for the next 4 rounds.
Goblin Bomb (5 MP)
Target: Single
Type: Elemental (Fire)
Reflectable
The caster conjures forth a black metallic sphere topped with a lit fuse. It explodes instantly, dealing (PWR x 4) + 2d6 points of M.ARM Fire damage unless the target is either a lesser monster or of a lower level than the caster. In such a situation, the deals an additional 2 steps of damage (or 4 steps if both conditions are met). There is a 25% chance that Goblin Bomb will explode prematurely, dealing damage to the caster of this spell as well as the intended target.
Residuum: The user of this spell takes half damage from lesser monsters and monsters of a lower level than themselves for the next 4 rounds.
Homing Laser (7 MP)
Target: Single
Type: Non-elemental
Reflectable, Resistible
A salvo of searing laser beams arcs out of the caster’s body and blasts the target in a spectacular series of explosions. Homing Laser deals (PWR x 3) + 2d6 Non-Elemental damage and causes the Confusion status with a successful opposed roll if the target has 50% or fewer HP remaining.
Residuum: The user of this spell gains +2 ACC for the next 4 rounds.
Laser Eyes (20 MP)
Target: Single
Type: Non-elemental
Reflectable
Brilliant beams of energy pulse from the caster's eyes, slashing into the target for (PWR x 5) + 2d6 points of Non-Elemental damage. Monsters that have the Unusual Defense ability do not reduce this damage.
Residuum: The user of this spell is immune to the Blind status effect and they gain a +2 on opposed rolls against Construct monsters for the next 4 rounds.
Magic Hammer (1 MP)
Target: Single
Type: Non-elemental
A magical hammer descends upon a foe within Short Range of the caster, reducing their MP by (MND x 1) + 2d6. The caster regains MP equal to the amount of damage dealt.
Residuum: The user of this spell gains an additional 20% M.ARM for the next 4 rounds.
Poison Breath (6 MP)
Target: Single
Type: Status
Resistible
A morass of multicolored toxins is exhaled in a sickly plume. The target is affected by Poison, and the caster gains a +2 bonus on the opposed resist roll to apply this status effect.
Residuum: The user of this spell is immune to the Poison status effect and they gain a +2 on opposed rolls against Dragon monsters for the next 4 rounds.
Pollen (10 MP)
Target: Single
Type: Recovery
A light dust drifts around the group, which is inhaled to leave the target slightly refreshed. Pollen restores (MND x 2) + 2d6 HP and MP to one target, but cannot be used on the caster.
Residuum: The user of this spell is immune to the Sleep status effect and they gain a +2 on opposed rolls against Plant monsters for the next 4 rounds.
Revenge (30 MP)
Target: Single
Type: Non-elemental
A wave of invisible force crashes into the target. For every 2 points of HP the Blue Mage is missing from their maximum health, the target takes 1 point of damage. This is not reduced by M.ARM or Shell.
Residuum: The user of this spell is immune to the Charm status effect and they gain a +2 on opposed rolls against Humanoid monsters for the next 4 rounds.
Sandspin (30 MP)
Target: Self
Type: Elemental (Earth)
Resistable
The caster expels a cloud of sand from their body, buffeting all enemies that get too close. For the next 4 rounds a creature that attacks the caster while within Short range of them takes (PWR x 1) + 2d6 points of Earth damage and may become inflicted with the negative status effect Blind.
Residuum: The user of this spell gains an additional 20% ARM for the next 4 rounds.
Seed Cannon (8 MP)
Target: Single
Type: Elemental (Earth)
Reflectable
The caster tenses up before firing a heavy seed pod, pummeling the target. Seed Cannon inflicts (PWR x 4) + 2d6 points of Earth damage.
Residuum: The user of this spell is immune to the Transform status effect and they gain a +2 on opposed rolls against Plant monsters for the next 4 rounds.
Self-Destruct (1 MP)
Target: Single
Type: Non-elemental
The caster instantly converts their life force into explosive energy, creating a cataclysmic blast that rips through the enemy for a number of points of M.ARM Fire damage equal to 50% of the caster’s current Hit Points. After damage has been resolved, the Caster is automatically reduced to 0 HP and cannot be revived until combat ends.
Residuum: The user of this spell creates a Fire elemental field when using this spell. This elemental field lasts for the next 4 rounds.
Web Armor (10 MP)
Target: Self
Type: Status
Strands of thin, translucent material wrap themselves around the caster's arms and legs, giving the caster Protect and Stop for as many rounds as the caster chooses to keep the spell active. If the Stop status effect is removed or the target is Immune to Stop, Protect also fades.
Residuum: The user of this spell is immune to knockback and they gain a +2 on opposed rolls against Insect monsters for the next 4 rounds.
Target: Single
Type: Status
The target stares into their target’s soul, eliminating magical protection with the power of the Evil Eye. Blank Gaze automatically removes one random beneficial magic effect from an enemy with no resistance roll, and their M.ARM score is reduced to zero until the end of the caster’s next turn.
Residuum: The user of this spell is immune to the Blind status effect and they gain a +2 on opposed rolls against Fiend monsters for the next 4 rounds.
Choco Ball (8 MP)
Target: Single
Type: Non-elemental
Reflectable
A crackling sphere of yellow energy is launched at the target with a single, high-pitched note of kweeeeeeeeeh, inflicting (DEX x 1) + 2d6 points of Non-Elemental damage. One ally of the caster’s choice regains HP equal to the total amount of damage dealt by Choco Ball.
Residuum: The user of this spell is immune to the Stop status effect and they gain a +2 on opposed rolls against Beast monsters for the next 4 rounds.
Flash (20 MP)
Target: Single
Type: Non-elemental
Reflectable, Resistible
The caster creates a sudden explosion of searing phosphorescent light, inflicting the target with the negative status effect Blind with a successful opposed roll.
Residuum: The user of this spell gains +2 AVD for the next 4 rounds.
Frog Song (30 MP)
Target: Single
Type: Status
Resistible
The character hums, sings or ribbits a haunting melody, a song with its roots in the oldest of curses. Frog Song afflicts a Humanoid or Beast listener with the negative status effects Transform and Seal, transmuting them into a harmless green amphibian no more than a few inches tall.
Residuum: The user of this spell is immune to the Seal status effect and they gain a +2 on opposed rolls against Aquan monsters for the next 4 rounds.
Goblin Bomb (5 MP)
Target: Single
Type: Elemental (Fire)
Reflectable
The caster conjures forth a black metallic sphere topped with a lit fuse. It explodes instantly, dealing (PWR x 4) + 2d6 points of M.ARM Fire damage unless the target is either a lesser monster or of a lower level than the caster. In such a situation, the deals an additional 2 steps of damage (or 4 steps if both conditions are met). There is a 25% chance that Goblin Bomb will explode prematurely, dealing damage to the caster of this spell as well as the intended target.
Residuum: The user of this spell takes half damage from lesser monsters and monsters of a lower level than themselves for the next 4 rounds.
Homing Laser (7 MP)
Target: Single
Type: Non-elemental
Reflectable, Resistible
A salvo of searing laser beams arcs out of the caster’s body and blasts the target in a spectacular series of explosions. Homing Laser deals (PWR x 3) + 2d6 Non-Elemental damage and causes the Confusion status with a successful opposed roll if the target has 50% or fewer HP remaining.
Residuum: The user of this spell gains +2 ACC for the next 4 rounds.
Laser Eyes (20 MP)
Target: Single
Type: Non-elemental
Reflectable
Brilliant beams of energy pulse from the caster's eyes, slashing into the target for (PWR x 5) + 2d6 points of Non-Elemental damage. Monsters that have the Unusual Defense ability do not reduce this damage.
Residuum: The user of this spell is immune to the Blind status effect and they gain a +2 on opposed rolls against Construct monsters for the next 4 rounds.
Magic Hammer (1 MP)
Target: Single
Type: Non-elemental
A magical hammer descends upon a foe within Short Range of the caster, reducing their MP by (MND x 1) + 2d6. The caster regains MP equal to the amount of damage dealt.
Residuum: The user of this spell gains an additional 20% M.ARM for the next 4 rounds.
Poison Breath (6 MP)
Target: Single
Type: Status
Resistible
A morass of multicolored toxins is exhaled in a sickly plume. The target is affected by Poison, and the caster gains a +2 bonus on the opposed resist roll to apply this status effect.
Residuum: The user of this spell is immune to the Poison status effect and they gain a +2 on opposed rolls against Dragon monsters for the next 4 rounds.
Pollen (10 MP)
Target: Single
Type: Recovery
A light dust drifts around the group, which is inhaled to leave the target slightly refreshed. Pollen restores (MND x 2) + 2d6 HP and MP to one target, but cannot be used on the caster.
Residuum: The user of this spell is immune to the Sleep status effect and they gain a +2 on opposed rolls against Plant monsters for the next 4 rounds.
Revenge (30 MP)
Target: Single
Type: Non-elemental
A wave of invisible force crashes into the target. For every 2 points of HP the Blue Mage is missing from their maximum health, the target takes 1 point of damage. This is not reduced by M.ARM or Shell.
Residuum: The user of this spell is immune to the Charm status effect and they gain a +2 on opposed rolls against Humanoid monsters for the next 4 rounds.
Sandspin (30 MP)
Target: Self
Type: Elemental (Earth)
Resistable
The caster expels a cloud of sand from their body, buffeting all enemies that get too close. For the next 4 rounds a creature that attacks the caster while within Short range of them takes (PWR x 1) + 2d6 points of Earth damage and may become inflicted with the negative status effect Blind.
Residuum: The user of this spell gains an additional 20% ARM for the next 4 rounds.
Seed Cannon (8 MP)
Target: Single
Type: Elemental (Earth)
Reflectable
The caster tenses up before firing a heavy seed pod, pummeling the target. Seed Cannon inflicts (PWR x 4) + 2d6 points of Earth damage.
Residuum: The user of this spell is immune to the Transform status effect and they gain a +2 on opposed rolls against Plant monsters for the next 4 rounds.
Self-Destruct (1 MP)
Target: Single
Type: Non-elemental
The caster instantly converts their life force into explosive energy, creating a cataclysmic blast that rips through the enemy for a number of points of M.ARM Fire damage equal to 50% of the caster’s current Hit Points. After damage has been resolved, the Caster is automatically reduced to 0 HP and cannot be revived until combat ends.
Residuum: The user of this spell creates a Fire elemental field when using this spell. This elemental field lasts for the next 4 rounds.
Web Armor (10 MP)
Target: Self
Type: Status
Strands of thin, translucent material wrap themselves around the caster's arms and legs, giving the caster Protect and Stop for as many rounds as the caster chooses to keep the spell active. If the Stop status effect is removed or the target is Immune to Stop, Protect also fades.
Residuum: The user of this spell is immune to knockback and they gain a +2 on opposed rolls against Insect monsters for the next 4 rounds.
Expert Spells
1,000 Needles (100 MP)
Target: Single
Type: Non-elemental
Reflectable
One thousand stinging cactus thorns are shot from the caster’s body, turning one unfortunate target into a panicking pincushion. Roll 2d6 when this spell is cast; on any result other than a critical success, 1,000 Needles inflicts 100 Non-Elemental points of damage to the target; Shell, Unusual Defense, and M. ARM and ARM have no effect on this damage. If the attack roll results in a critical success instead (a roll of 12 on the 2d6), 1000 damage is inflicted instead of the normal 100. This spell cannot reduce a target lower than 1 HP and may break the standard damage cap per round of 999.
Residuum: Creatures who attack the caster with attacks made at Short range take damage equal to the caster’s PWR. This damage cannot be reduced in any way and this feature lasts for 4 rounds.
Amplification (50 MP)
Target: Self
Type: Status
For the next 4 rounds the caster’s magic is amplified by absorbing the ambient energy flowing around them. The caster has a +4 bonus to inflicting status effects on creatures for the duration and damage dealt by spells the caster uses is increased by an additional two steps.
Residuum: The user of this spell is immune to the Magic Break status effect and they gain a +2 on opposed rolls against Arcana monsters for the next 4 rounds.
Angel’s Snack (80 MP)
Target: Group
Type: Effect
Divine light emanates from the pockets of the character, making a single item enough for many at once. A single consumable or food item in the character’s inventory targets all allies as though it had the Party Effect property.
Residuum: The caster gains resistance to the Holy element for the next 4 rounds.
Aqua Rake (50 MP)
Target: Single
Type: Elemental (Water) and Elemental (Wind)
Reflectable
The caster releases a blast of hurricane force wind that engulfs their a foe as it carries with it a barrage of water bubbles that explode upon touching anything, damaging one enemy for (PWR x 4) + 2d6 Water damage and (PWR x 4) + 2d6 Wind damage.
Residuum: The caster gains resistance to the Water element for the next 4 rounds.
Condemned (50 MP)
Target: Single
Type: Non-elemental
Reflectable
A cackling red skull appears over the target before slowly fading away. The foe receives the effects of the negative status effect Curse. This spell cannot be resisted.
Residuum: The user of this spell is immune to the Curse status effect and they gain a +2 on opposed rolls against Undead monsters for the next 4 rounds.
Degenerator (150 MP)
Target: Single
Type: Effect
Reflectable, Resistible
The caster emits a single burst of black energy that all but rips the life energy out of its target. Each time the target casts a spell they lose 25% of their maximum MP, and each time they make a physical attack they lose 25% of their maximum HP. The effects of this dreadful spell last for the next 4 rounds.
Residuum: The user of this spell is immune to the Zombie status effect and they gain a +2 on opposed rolls against Undead monsters for the next 4 rounds.
Drill Shot (40 MP)
Target: Single
Type: Non-elemental
The caster of Drill Shot may immediately make a weapon attack as an Instant action, which ignores ARM, Protect, and any other statuses that would reduce the physical damage dealt, and can target opponents up to a Medium Range away. Drill Shot is usable once per round.
Residuum: The user of this spell is immune to the Armor Break status effect and they gain a +2 on opposed rolls against Construct monsters for the next 4 rounds.
Electrocute (100 MP)
Target: Single
Type: Elemental (Lightning)
Reflectable
The caster hovers in mid-air, acting as a living conduit as green bolts of electrical energy blast through the air to devastating effect. For the next 4 rounds one target of the caster’s choice is struck for (PWR x 6) + 2d6 Lightning damage. This spell ends early if the caster casts another spell during the 4 rounds it continues.
Residuum: The caster gains resistance to the Lightning element for the next 4 rounds.
Flamethrower (50 MP)
Target: Single
Type: Elemental (Fire)
Reflectable
The caster releases a blistering stream of fire from their mouth or fingers, scorching their intended target for (PWR x 8) + 2d6 Fire damage.
Residuum: The caster gains resistance to the Fire element for the next 4 rounds.
Lv.? Doom (30 MP)
Target: Single
Type: Status
Reflectable
Ghostly, fog-colored skulls materialize above the enemy, letting out a haunting laugh before fading out. When this spell is cast, roll 1d6. Lv.? Doom only affects targets whose Level is a multiple of the number you rolled, though rolling a 1 therefore means that any target may be affected.
There is no initial effect – however, in 3 rounds, the HP of a target affected by Lv.? Doom is reduced to zero, regardless of current Hit Points, ARM, or M.ARM. If the target is immune to instant death, in 3 rounds they suffer (PWR x 8) + 2d6 points of Shadow damage instead.
Residuum: The user of this spell is immune to instant death spells and attacks for the next 4 rounds.
Magnetite Cloud (40 MP)
Target: Local
Type: Effect
By forming a magnetic photon field, the caster is able to restrict the movement of anyone relying on burdensome metal armor or protection. When Magnetite Cloud is used the current area becomes Difficult Terrain, causing all enemies primarily made of metal, individuals who are using Heavy Armor, or armor composed of magnetic metals (such as iron and steel, but not, say, Adamantite) to make a resistance roll against the caster’s force check. Any target who fails is inflicted with the negative status effect Stop.
In addition, all magnetic objects in the area are sent crashing to the ground, including weapons made of metal, causing all within the area to lose weapons as though they were hit by the Disarm maneuver. Which materials and opponents are magnetic is ultimately up to the GM.
Residuum: The user of this spell is immune to the Speed Break status effect for the next 4 rounds.
Off-Guard (70 MP)
Target: Single
Type: Status
Resistible
Tiny threads of magical energy unravel all barriers currently active on the target, inflicting Armor Break. In addition, all magical defenses the target has gained from spells are immediately dispelled, including Elemental Spikes, Stoneskin, Protect, Shell, Wall, Nul, Vanish, Invisibility, Sandspin, Barrier, Reflect, Force Field, Wall Change, and Ruse.
Residuum: The user of this spell is immune to the Power Break status effect and they gain a +2 on opposed rolls against Amorph monsters for the next 4 rounds.
Sheep Song (100 MP)
Target: Local
Type: Status
Resistible
The caster sings a lullaby that makes all creatures nearby drowsy, inflicting both Sleep and Slow to all enemies and allies except for the caster.
Residuum: The user of this spell is immune to the Berserk status effect and they gain a +2 on opposed rolls against Beast monsters for the next 4 rounds.
Thrust Kick (80 MP)
Target: Single
Type: Non-elemental
Resistible
The caster launches into an athletic flying kick, surrounded by a faint nimbus of energy as they slam into their target with a sound barrier-breaking crash. Thrust Kick deals (PWR x 5) + 2d6 points of physical damage – then, the caster and the target make an opposed Force check. If the caster is successful, the target is knocked back a Medium Range – directly upwards. In addition to effectively removing the target from combat for one round as if the target was afflicted by Stun, characters that are not immune to falling damage (from the Defy Gravity ability or Flight, for example) lose 50% of their maximum HP upon colliding with the ground again on the following turn. Large creatures, Bosses, Secret Bosses, and Notorious Monsters are immune to Thrust Kick’s secondary effect. Attempting this spell in an enclosed location causes the secondary effect to fail as the target merely finds themself thrown toward a low-hanging roof, at the GM’s discretion.
Residuum: The user of this spell is immune to the Slow status effect and they gain a +2 on opposed rolls against Humanoid monsters for the next 4 rounds.
Ultrawaves (60 MP)
Target: Single
Type: Non-elemental
Purple waves of ultrasonic energy ripple from the caster’s body, inflicting (PWR x 6) + 2d6 Non-Elemental damage. Then make an opposed roll to see if the enemy is also Confused. The caster may choose to also be afflicted by Confuse to gain a +4 bonus to this roll.
Residuum: The user of this spell is immune to the Confuse status effect and they gain a +2 on opposed rolls against Aerial monsters for the next 4 rounds.
Target: Single
Type: Non-elemental
Reflectable
One thousand stinging cactus thorns are shot from the caster’s body, turning one unfortunate target into a panicking pincushion. Roll 2d6 when this spell is cast; on any result other than a critical success, 1,000 Needles inflicts 100 Non-Elemental points of damage to the target; Shell, Unusual Defense, and M. ARM and ARM have no effect on this damage. If the attack roll results in a critical success instead (a roll of 12 on the 2d6), 1000 damage is inflicted instead of the normal 100. This spell cannot reduce a target lower than 1 HP and may break the standard damage cap per round of 999.
Residuum: Creatures who attack the caster with attacks made at Short range take damage equal to the caster’s PWR. This damage cannot be reduced in any way and this feature lasts for 4 rounds.
Amplification (50 MP)
Target: Self
Type: Status
For the next 4 rounds the caster’s magic is amplified by absorbing the ambient energy flowing around them. The caster has a +4 bonus to inflicting status effects on creatures for the duration and damage dealt by spells the caster uses is increased by an additional two steps.
Residuum: The user of this spell is immune to the Magic Break status effect and they gain a +2 on opposed rolls against Arcana monsters for the next 4 rounds.
Angel’s Snack (80 MP)
Target: Group
Type: Effect
Divine light emanates from the pockets of the character, making a single item enough for many at once. A single consumable or food item in the character’s inventory targets all allies as though it had the Party Effect property.
Residuum: The caster gains resistance to the Holy element for the next 4 rounds.
Aqua Rake (50 MP)
Target: Single
Type: Elemental (Water) and Elemental (Wind)
Reflectable
The caster releases a blast of hurricane force wind that engulfs their a foe as it carries with it a barrage of water bubbles that explode upon touching anything, damaging one enemy for (PWR x 4) + 2d6 Water damage and (PWR x 4) + 2d6 Wind damage.
Residuum: The caster gains resistance to the Water element for the next 4 rounds.
Condemned (50 MP)
Target: Single
Type: Non-elemental
Reflectable
A cackling red skull appears over the target before slowly fading away. The foe receives the effects of the negative status effect Curse. This spell cannot be resisted.
Residuum: The user of this spell is immune to the Curse status effect and they gain a +2 on opposed rolls against Undead monsters for the next 4 rounds.
Degenerator (150 MP)
Target: Single
Type: Effect
Reflectable, Resistible
The caster emits a single burst of black energy that all but rips the life energy out of its target. Each time the target casts a spell they lose 25% of their maximum MP, and each time they make a physical attack they lose 25% of their maximum HP. The effects of this dreadful spell last for the next 4 rounds.
Residuum: The user of this spell is immune to the Zombie status effect and they gain a +2 on opposed rolls against Undead monsters for the next 4 rounds.
Drill Shot (40 MP)
Target: Single
Type: Non-elemental
The caster of Drill Shot may immediately make a weapon attack as an Instant action, which ignores ARM, Protect, and any other statuses that would reduce the physical damage dealt, and can target opponents up to a Medium Range away. Drill Shot is usable once per round.
Residuum: The user of this spell is immune to the Armor Break status effect and they gain a +2 on opposed rolls against Construct monsters for the next 4 rounds.
Electrocute (100 MP)
Target: Single
Type: Elemental (Lightning)
Reflectable
The caster hovers in mid-air, acting as a living conduit as green bolts of electrical energy blast through the air to devastating effect. For the next 4 rounds one target of the caster’s choice is struck for (PWR x 6) + 2d6 Lightning damage. This spell ends early if the caster casts another spell during the 4 rounds it continues.
Residuum: The caster gains resistance to the Lightning element for the next 4 rounds.
Flamethrower (50 MP)
Target: Single
Type: Elemental (Fire)
Reflectable
The caster releases a blistering stream of fire from their mouth or fingers, scorching their intended target for (PWR x 8) + 2d6 Fire damage.
Residuum: The caster gains resistance to the Fire element for the next 4 rounds.
Lv.? Doom (30 MP)
Target: Single
Type: Status
Reflectable
Ghostly, fog-colored skulls materialize above the enemy, letting out a haunting laugh before fading out. When this spell is cast, roll 1d6. Lv.? Doom only affects targets whose Level is a multiple of the number you rolled, though rolling a 1 therefore means that any target may be affected.
There is no initial effect – however, in 3 rounds, the HP of a target affected by Lv.? Doom is reduced to zero, regardless of current Hit Points, ARM, or M.ARM. If the target is immune to instant death, in 3 rounds they suffer (PWR x 8) + 2d6 points of Shadow damage instead.
Residuum: The user of this spell is immune to instant death spells and attacks for the next 4 rounds.
Magnetite Cloud (40 MP)
Target: Local
Type: Effect
By forming a magnetic photon field, the caster is able to restrict the movement of anyone relying on burdensome metal armor or protection. When Magnetite Cloud is used the current area becomes Difficult Terrain, causing all enemies primarily made of metal, individuals who are using Heavy Armor, or armor composed of magnetic metals (such as iron and steel, but not, say, Adamantite) to make a resistance roll against the caster’s force check. Any target who fails is inflicted with the negative status effect Stop.
In addition, all magnetic objects in the area are sent crashing to the ground, including weapons made of metal, causing all within the area to lose weapons as though they were hit by the Disarm maneuver. Which materials and opponents are magnetic is ultimately up to the GM.
Residuum: The user of this spell is immune to the Speed Break status effect for the next 4 rounds.
Off-Guard (70 MP)
Target: Single
Type: Status
Resistible
Tiny threads of magical energy unravel all barriers currently active on the target, inflicting Armor Break. In addition, all magical defenses the target has gained from spells are immediately dispelled, including Elemental Spikes, Stoneskin, Protect, Shell, Wall, Nul, Vanish, Invisibility, Sandspin, Barrier, Reflect, Force Field, Wall Change, and Ruse.
Residuum: The user of this spell is immune to the Power Break status effect and they gain a +2 on opposed rolls against Amorph monsters for the next 4 rounds.
Sheep Song (100 MP)
Target: Local
Type: Status
Resistible
The caster sings a lullaby that makes all creatures nearby drowsy, inflicting both Sleep and Slow to all enemies and allies except for the caster.
Residuum: The user of this spell is immune to the Berserk status effect and they gain a +2 on opposed rolls against Beast monsters for the next 4 rounds.
Thrust Kick (80 MP)
Target: Single
Type: Non-elemental
Resistible
The caster launches into an athletic flying kick, surrounded by a faint nimbus of energy as they slam into their target with a sound barrier-breaking crash. Thrust Kick deals (PWR x 5) + 2d6 points of physical damage – then, the caster and the target make an opposed Force check. If the caster is successful, the target is knocked back a Medium Range – directly upwards. In addition to effectively removing the target from combat for one round as if the target was afflicted by Stun, characters that are not immune to falling damage (from the Defy Gravity ability or Flight, for example) lose 50% of their maximum HP upon colliding with the ground again on the following turn. Large creatures, Bosses, Secret Bosses, and Notorious Monsters are immune to Thrust Kick’s secondary effect. Attempting this spell in an enclosed location causes the secondary effect to fail as the target merely finds themself thrown toward a low-hanging roof, at the GM’s discretion.
Residuum: The user of this spell is immune to the Slow status effect and they gain a +2 on opposed rolls against Humanoid monsters for the next 4 rounds.
Ultrawaves (60 MP)
Target: Single
Type: Non-elemental
Purple waves of ultrasonic energy ripple from the caster’s body, inflicting (PWR x 6) + 2d6 Non-Elemental damage. Then make an opposed roll to see if the enemy is also Confused. The caster may choose to also be afflicted by Confuse to gain a +4 bonus to this roll.
Residuum: The user of this spell is immune to the Confuse status effect and they gain a +2 on opposed rolls against Aerial monsters for the next 4 rounds.
Ancient Spells
Bad Breath (200 MP)
Target: Single
Type: Status
The caster causes massive illness to a single target, attempting to inflict them with Virus, Blind, Zombie, Stop, Confuse, and Seal all at once.
Residuum: For the next 4 rounds creatures within Short range of the caster must make a successful opposed Force roll before attacking the caster. If their opposed roll fails, their action is wasted.
Force Field (80 MP)
Target: Single
Type: Effect
The caster is enveloped by a prismatic glow, creating a rapidly expanding field which summons a flash of white light to engulf them. Force Field bestows an Immunity to random elements. This spell lasts until the end of combat and may be cast multiple times on the same target(s). Roll to determine the immunities:
Mighty Guard (100 MP)
Target: Single
Type: Status
Brilliant green globes of energy form around a single ally, fading into thin air a second later. Mighty Guard adds the Status Conditions Haste, Flight, Protect, and Shell to one target.
Residuum: The user of this spell may choose to Cover the ally they cast this spell on as though the caster had the Paladin’s innate ability. This lasts 4 rounds.
Roulette (150 MP)
Target: Local
Type: Effect
All natural light suddenly ceases as a single spotlight begins to spin across the battlefield, drawing in tighter and tighter circles around the combatants until it stops on a single target, defeating it instantly. In order to determine the 'lucky winner' of this grisly fate, all active combatants should make a 2d6 roll once Roulette is cast. The lowest rolling combatant is immediately killed, regardless of their current HP score. This ability works on all Notorious Monsters and Bosses, even if they are normally immune to instant death-inducing attacks. The random outcome of Roulette cannot be altered by any means, though death caused in this way can be avoided by the usual destiny expenditure. Superbosses however are still immune to this effect.
Residuum: For the next 4 rounds the caster of this spell may roll 2d6 when they are attacked, using their 2d6 roll in place of the attacker’s 2d6 for purposes of dealing damage and calculating if an attack hits. They choose whether to use their own roll or the roll of the attacker after both sets of dice show their values.
Shadow Flare (250 MP)
Target: Single
Type: Elemental (Shadow)
Reflectable, Resistable
A pitch-black flame erupts and surrounds a single target, burning them for (PWR x 30) + 2d6 points of Shadow damage. If the target fails their opposed roll they continue burning, taking (PWR x 10) + 2d6 points of Shadow damage for the next 4 rounds.
Residuum: The user of this spell is immune to the Fear status effect and all Shadow element damage for the next 4 rounds.
Stone Breath (150 MP)
Target: Single
Type: Elemental (Earth)
Reflectable, Resistible
The caster exhales a cloud of creeping gray vapors that slowly drift to settle over the target. Stone Breath deals (RES x 20) + 2d6 points of Earth damage. If the target fails their resistance roll they also suffer the negative status effect Petrify, with no maximum duration. Targets turned to stone in this fashion may remain statues for eons.
Residuum: The user of this spell is immune to the Petrify status effect and all Earth element damage for the next 4 rounds.
Supernova (200 MP)
Target: Single
Type: Non-elemental
Reflectable
Pure white light floods the area, turning all combatants into stark black shadows; a second later, multiple swarms of dark particles homes in on the spell’s target, blasting them for (PWR x 10) + 2d6 points of non-elemental damage, (RES x 10) + 2d6 points of non-elemental damage, (DEX x 10) + 2d6 points of non-elemental damage, and (MND x 10) + 2d6 points of non-elemental damage. If any of these result in a roll of 12 on the 2d6, that part of the spell deals double damage. Supernova can be cast at a Long Range.
Residuum: The user of this spell is immune to the Stun status effect for the next 4 rounds. While they have this immunity any non-elemental damage they would take is halved.
Trine (150 MP)
Target: Special
Type: Non-Elemental
Three quicksilver spheres spiral out from the caster, launching out in rapid succession and dealing a flat (PWR x 15) points of Non-Elemental M.ARM damage to the target. Then, these same orbs solidify and expand into the shape of cruel spikes before boomeranging back to the caster, passing through either the same target or a second enemy of the caster’s choice, dealing (PWR x 15) points of ARM damage on the return trip.
Residuum: The user of this spell gains resistance to Fire, Ice, and Lightning element damage for the next 4 rounds.
Wall Change (50 MP)
Target: Single
Type: Effect
A shimmering globe of energy encloses the target, cycling through a series of colors and hues before vanishing. Wall Change makes the target Resistant to all elements with the exception of one; roll 1d6
to determine which one. The combatant is Weak to the chosen element. Roll again every round. This effect lasts until the end of the current combat, or until the target is unconscious.
White Wind (100 MP)
Target: Single
Type: Recovery
A dazzling constellation of pearls hovers around the caster, radiating waves of bright light to restore (Caster’s Current HP) HP to one ally of their choice. If combined with the Blue Mage ability ‘Diffusion, the 25% HP is subtracted before the caster and all allies recover health.
Residuum: The user of this spell gains the Flight status effect and becomes immune to all Wind element damage for the next 4 rounds.
Target: Single
Type: Status
The caster causes massive illness to a single target, attempting to inflict them with Virus, Blind, Zombie, Stop, Confuse, and Seal all at once.
Residuum: For the next 4 rounds creatures within Short range of the caster must make a successful opposed Force roll before attacking the caster. If their opposed roll fails, their action is wasted.
Force Field (80 MP)
Target: Single
Type: Effect
The caster is enveloped by a prismatic glow, creating a rapidly expanding field which summons a flash of white light to engulf them. Force Field bestows an Immunity to random elements. This spell lasts until the end of combat and may be cast multiple times on the same target(s). Roll to determine the immunities:
- 1-Earth and Fire
- 2-Water and Wind
- 3-Ice and Lightning
- 4-Shadow
- 5-Holy
- 6-Target's Choice
Mighty Guard (100 MP)
Target: Single
Type: Status
Brilliant green globes of energy form around a single ally, fading into thin air a second later. Mighty Guard adds the Status Conditions Haste, Flight, Protect, and Shell to one target.
Residuum: The user of this spell may choose to Cover the ally they cast this spell on as though the caster had the Paladin’s innate ability. This lasts 4 rounds.
Roulette (150 MP)
Target: Local
Type: Effect
All natural light suddenly ceases as a single spotlight begins to spin across the battlefield, drawing in tighter and tighter circles around the combatants until it stops on a single target, defeating it instantly. In order to determine the 'lucky winner' of this grisly fate, all active combatants should make a 2d6 roll once Roulette is cast. The lowest rolling combatant is immediately killed, regardless of their current HP score. This ability works on all Notorious Monsters and Bosses, even if they are normally immune to instant death-inducing attacks. The random outcome of Roulette cannot be altered by any means, though death caused in this way can be avoided by the usual destiny expenditure. Superbosses however are still immune to this effect.
Residuum: For the next 4 rounds the caster of this spell may roll 2d6 when they are attacked, using their 2d6 roll in place of the attacker’s 2d6 for purposes of dealing damage and calculating if an attack hits. They choose whether to use their own roll or the roll of the attacker after both sets of dice show their values.
Shadow Flare (250 MP)
Target: Single
Type: Elemental (Shadow)
Reflectable, Resistable
A pitch-black flame erupts and surrounds a single target, burning them for (PWR x 30) + 2d6 points of Shadow damage. If the target fails their opposed roll they continue burning, taking (PWR x 10) + 2d6 points of Shadow damage for the next 4 rounds.
Residuum: The user of this spell is immune to the Fear status effect and all Shadow element damage for the next 4 rounds.
Stone Breath (150 MP)
Target: Single
Type: Elemental (Earth)
Reflectable, Resistible
The caster exhales a cloud of creeping gray vapors that slowly drift to settle over the target. Stone Breath deals (RES x 20) + 2d6 points of Earth damage. If the target fails their resistance roll they also suffer the negative status effect Petrify, with no maximum duration. Targets turned to stone in this fashion may remain statues for eons.
Residuum: The user of this spell is immune to the Petrify status effect and all Earth element damage for the next 4 rounds.
Supernova (200 MP)
Target: Single
Type: Non-elemental
Reflectable
Pure white light floods the area, turning all combatants into stark black shadows; a second later, multiple swarms of dark particles homes in on the spell’s target, blasting them for (PWR x 10) + 2d6 points of non-elemental damage, (RES x 10) + 2d6 points of non-elemental damage, (DEX x 10) + 2d6 points of non-elemental damage, and (MND x 10) + 2d6 points of non-elemental damage. If any of these result in a roll of 12 on the 2d6, that part of the spell deals double damage. Supernova can be cast at a Long Range.
Residuum: The user of this spell is immune to the Stun status effect for the next 4 rounds. While they have this immunity any non-elemental damage they would take is halved.
Trine (150 MP)
Target: Special
Type: Non-Elemental
Three quicksilver spheres spiral out from the caster, launching out in rapid succession and dealing a flat (PWR x 15) points of Non-Elemental M.ARM damage to the target. Then, these same orbs solidify and expand into the shape of cruel spikes before boomeranging back to the caster, passing through either the same target or a second enemy of the caster’s choice, dealing (PWR x 15) points of ARM damage on the return trip.
Residuum: The user of this spell gains resistance to Fire, Ice, and Lightning element damage for the next 4 rounds.
Wall Change (50 MP)
Target: Single
Type: Effect
A shimmering globe of energy encloses the target, cycling through a series of colors and hues before vanishing. Wall Change makes the target Resistant to all elements with the exception of one; roll 1d6
to determine which one. The combatant is Weak to the chosen element. Roll again every round. This effect lasts until the end of the current combat, or until the target is unconscious.
- 1-Earth
- 2-Fire
- 3-Water
- 4-Wind
- 5-Ice
- 6-Lightning
White Wind (100 MP)
Target: Single
Type: Recovery
A dazzling constellation of pearls hovers around the caster, radiating waves of bright light to restore (Caster’s Current HP) HP to one ally of their choice. If combined with the Blue Mage ability ‘Diffusion, the 25% HP is subtracted before the caster and all allies recover health.
Residuum: The user of this spell gains the Flight status effect and becomes immune to all Wind element damage for the next 4 rounds.