Novice Spells
Aero (5 MP)
Target: Single or Group
Type: Elemental (Wind)
Reflectable
Gale-force winds slam into the target, the first of a very unique set of offensive White Magic spells. Aero inflicts (PWR x 3) + 2d6 points of Wind damage to the target, or (PWR x 1) + 2d6 points of Wind damage to all enemies.
Banish (8 MP)
Target: Single
Type: Elemental (Holy)
Reflectable
Beams of white light radiate from the caster’s outstretched hands, basking the area in a searing white light. Banish inflicts (PWR x 3) + 2d6 points of Holy damage to a target. In addition, casting this spell on an Undead deals an increased 2 steps of damage and removes their Undying ability until the start of that creature’s next turn. This creates a small window of opportunity where, if the normally-immortal corpse is reduced to 0 hit points, it is destroyed utterly and permanently.
Bind (4 MP)
Target: Single
Type: Status
Reflectable, Resistible
The joints of the target bend and lock suddenly, leaving the target unable to move. While definitely uncomfortable, the paralyzing effects of this spell are completely painless and cause no lasting damage. The target is affected by the negative status effect Stop.
Blessing (10 MP)
Target: Special
Type: Status
The caster bestows their own strengths upon another. Casting Blessing causes the character to lose the benefit of one positive status effect they currently possess and instead grant that same status effect to two allies of their choice.
Blessing fails if the status effect in question is granted by an Auto-status, such as Auto-Haste.
Cure (7 MP)
Target: Single or Group
Type: Recovery
Reflectable
Small, glittering particles of light twinkle down upon the target, filling their lungs and bathing their wounds in white. Cure restores (MND x 2) + 2d6 points of HP to any conscious target, or 2d6 points of HP to all conscious allies.
Dia (10 MP)
Target: Single
Type: Elemental (Holy)
Reflectable
Pinpricks of white light circle the target rapidly, continuously blasting away with tiny beams of light before eventually dissipating. Dia inflicts (PWR x 1) points of Holy damage to the target at the end of their turn for the next 4 rounds, and removes magically-granted Invisibility and natural Stealth from the enemy, as it is now dimly outlined with a white glow. Foes who have taken damage from the Dia spell cannot successfully make Stealth rolls or go Invisible until this effect ends.
This damage ignores M.ARM and Dia cannot be recast on the same target until the effects have worn off.
Faith (5 MP)
Target: Single
Type: Effect
Proving once and for all that faith in one’s own abilities is the key to success, the caster’s unwavering belief in their comrades allows them to instill one friend with self-confidence and conviction.
The target of Faith receives an automatic +2 bonus to their next skill check, opposed roll, or attack. You may only have the Faith spell active on one party member at any given time.
Illusion (6 MP)
Target: Local
Type: Effect
The character can create a realistic, moving visual image that others can see. The spell does not make real, solid objects, instead conjuring only magical figments and trickeries. They can move and make noises as long as the caster is within a Short Range of their illusion, and they vanish utterly if the caster ever goes more than a Medium Range away. Illusion cannot create false textures or temperatures, and viewers are under no compulsion to believe the authenticity of what they see; no more than usual, anyway. Illusion cannot be used to change someone’s appearance flawlessly, nor can the spell’s effects occupy more than several meters of space.
Viewers can make a heroic Awareness check to see through the effects of Illusion.
Poisana (3 MP)
Target: Single
Type: Recovery
By concentrating for a moment, the caster is able to neutralize the poisons and venoms within the body. The target is no longer affected by the negative status effect Poison. Although some truly potent poisons are unaffected by this spell, it remains a tried-and-true favorite amongst adventurers everywhere. It’s also great for getting rid of hangovers.
Purify (3 MP)
Target: Single
Type: Recovery
The caster does a quick ritual to purify a single target, removing the Curse status effect from them. This spell may also be used outside of battle to remove negative status effects still lingering on allies after a battle ends.
Rescue (4 MP)
Target: Single
Type: Effect
The caster concentrates on a single ally within Long Range, warping the target from their current location to a space within Short range of the caster.
Ruse (4 MP)
Target: Self
Type: Status
The caster’s outline shimmers and blurs, making it difficult to determine their exact location. The caster of Ruse gains a +2 bonus to AVD for the next 4 rounds of combat.
While the character is at 50% HP or less, the bonus granted by Ruse is increased to +4.
Stoneskin (3 MP)
Target: Single
Type: Effect
The target’s skin hardens as though it were made of dense stone, gaining (MND x 1) + 2d6 points of temporary hit points. While the target has at least 1 temporary hit point from this spell the target is immune to Knockback effects.
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.
Vox (3 MP)
Target: Single
Type: Recovery
Reflectable
There are few things more vulnerable than a mage unable to cast – this simple spell prevents that. The target is no longer affected by the negative status effect Seal and gains an immunity to that status effect for the remainder of combat.
Target: Single or Group
Type: Elemental (Wind)
Reflectable
Gale-force winds slam into the target, the first of a very unique set of offensive White Magic spells. Aero inflicts (PWR x 3) + 2d6 points of Wind damage to the target, or (PWR x 1) + 2d6 points of Wind damage to all enemies.
Banish (8 MP)
Target: Single
Type: Elemental (Holy)
Reflectable
Beams of white light radiate from the caster’s outstretched hands, basking the area in a searing white light. Banish inflicts (PWR x 3) + 2d6 points of Holy damage to a target. In addition, casting this spell on an Undead deals an increased 2 steps of damage and removes their Undying ability until the start of that creature’s next turn. This creates a small window of opportunity where, if the normally-immortal corpse is reduced to 0 hit points, it is destroyed utterly and permanently.
Bind (4 MP)
Target: Single
Type: Status
Reflectable, Resistible
The joints of the target bend and lock suddenly, leaving the target unable to move. While definitely uncomfortable, the paralyzing effects of this spell are completely painless and cause no lasting damage. The target is affected by the negative status effect Stop.
Blessing (10 MP)
Target: Special
Type: Status
The caster bestows their own strengths upon another. Casting Blessing causes the character to lose the benefit of one positive status effect they currently possess and instead grant that same status effect to two allies of their choice.
Blessing fails if the status effect in question is granted by an Auto-status, such as Auto-Haste.
Cure (7 MP)
Target: Single or Group
Type: Recovery
Reflectable
Small, glittering particles of light twinkle down upon the target, filling their lungs and bathing their wounds in white. Cure restores (MND x 2) + 2d6 points of HP to any conscious target, or 2d6 points of HP to all conscious allies.
Dia (10 MP)
Target: Single
Type: Elemental (Holy)
Reflectable
Pinpricks of white light circle the target rapidly, continuously blasting away with tiny beams of light before eventually dissipating. Dia inflicts (PWR x 1) points of Holy damage to the target at the end of their turn for the next 4 rounds, and removes magically-granted Invisibility and natural Stealth from the enemy, as it is now dimly outlined with a white glow. Foes who have taken damage from the Dia spell cannot successfully make Stealth rolls or go Invisible until this effect ends.
This damage ignores M.ARM and Dia cannot be recast on the same target until the effects have worn off.
Faith (5 MP)
Target: Single
Type: Effect
Proving once and for all that faith in one’s own abilities is the key to success, the caster’s unwavering belief in their comrades allows them to instill one friend with self-confidence and conviction.
The target of Faith receives an automatic +2 bonus to their next skill check, opposed roll, or attack. You may only have the Faith spell active on one party member at any given time.
Illusion (6 MP)
Target: Local
Type: Effect
The character can create a realistic, moving visual image that others can see. The spell does not make real, solid objects, instead conjuring only magical figments and trickeries. They can move and make noises as long as the caster is within a Short Range of their illusion, and they vanish utterly if the caster ever goes more than a Medium Range away. Illusion cannot create false textures or temperatures, and viewers are under no compulsion to believe the authenticity of what they see; no more than usual, anyway. Illusion cannot be used to change someone’s appearance flawlessly, nor can the spell’s effects occupy more than several meters of space.
Viewers can make a heroic Awareness check to see through the effects of Illusion.
Poisana (3 MP)
Target: Single
Type: Recovery
By concentrating for a moment, the caster is able to neutralize the poisons and venoms within the body. The target is no longer affected by the negative status effect Poison. Although some truly potent poisons are unaffected by this spell, it remains a tried-and-true favorite amongst adventurers everywhere. It’s also great for getting rid of hangovers.
Purify (3 MP)
Target: Single
Type: Recovery
The caster does a quick ritual to purify a single target, removing the Curse status effect from them. This spell may also be used outside of battle to remove negative status effects still lingering on allies after a battle ends.
Rescue (4 MP)
Target: Single
Type: Effect
The caster concentrates on a single ally within Long Range, warping the target from their current location to a space within Short range of the caster.
Ruse (4 MP)
Target: Self
Type: Status
The caster’s outline shimmers and blurs, making it difficult to determine their exact location. The caster of Ruse gains a +2 bonus to AVD for the next 4 rounds of combat.
While the character is at 50% HP or less, the bonus granted by Ruse is increased to +4.
Stoneskin (3 MP)
Target: Single
Type: Effect
The target’s skin hardens as though it were made of dense stone, gaining (MND x 1) + 2d6 points of temporary hit points. While the target has at least 1 temporary hit point from this spell the target is immune to Knockback effects.
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.
Vox (3 MP)
Target: Single
Type: Recovery
Reflectable
There are few things more vulnerable than a mage unable to cast – this simple spell prevents that. The target is no longer affected by the negative status effect Seal and gains an immunity to that status effect for the remainder of combat.
Advanced Spells
Aerora (30 MP)
Target: Single or Group
Type: Elemental (Wind)
Reflectable
A tempest storm throws foes around, buffeting their bodies with nonlethal force. Aerora inflicts (PWR x 5) + 2d6 points of Wind damage to one target, or (PWR x 3) + 2d6 points of Wind damage to all enemies.
Consecrate (10 MP)
Target: Local
Type: Effect
Consecrated ground, blessed with holy energy, naturally repels monsters and other hostile individuals for short periods of time. Though some foes are unaffected by Consecrate, lesser enemies will find it difficult to pass onto the sacred ground, and it will become possible for a party to rest there undisturbed until the spell ceases with little fear of random monster attacks in the night.
The effects of this spell last until the caster leaves the consecrated ground, and do not repel Notorious Monsters, Bosses, or creatures with a resistance (or better) to Holy.
Cura (30 MP)
Target: Single or Party
Type: Recovery
Reflectable
Droplets of astral light seem to fall from the skies, mending injuries and closing wounds instantly. Cura restores (MND x 5) + 2d6 points of HP to any conscious target, or (MND x 2) + 2d6 points of HP to all conscious allies.
Escape (10 MP)
Target: Party
Type: Effect
Acting as a short-range teleport, this spell allows the party to exit dungeons with convenient swiftness. The spell returns all party members to the last safe location on or near the surface.
This spell also doubles as a way to safely flee dangerous combat, as casting will instantly end combat and return the likely-wounded characters to the nearest safe resting location.
Helios (15 MP)
Target: Single
Type: Status
The target of the spell is surrounded by shimmering orbs of light that absorb the impact of attacks made against them. For the next 4 rounds their ARM and M.ARM are increased by an amount equal to the MND score of the one who cast this spell.
Invisible (30 MP)
Target: Single
Type: Status
Invisible makes an ally translucent, nearly impossible to target with melee attacks and granting them the status of the same name. The target gains a +4 bonus to Stealth skill checks, their AVD score, and checks to Run Away in combat. The effects of Invisible last until the character sustains any damage, uses a job ability, casts a spell, or combat ends.
Life (30 MP)
Target: Single
Type: Recovery
A smiling cherubim descends from the heavens and basks an unconscious ally in a golden glow – no matter how close to their demise the target may have been, they find themselves whisked safely from the brink of death.
This spell may only be cast on Short Range allies with 0 HP or less, and it returns them to 1 HP.
Nul (5 MP)
Target: Single
Type: Status
A small elemental mote surrounds the target of this spell, making them immune to the next attack made against them of that particular element. This elemental mote can be either Fire, Thunder, Ice, Water, Earth, or Wind and lasts until the end of combat or it is activated.
Protect (40 MP)
Target: Single
Type: Status
A barricade of blue light explodes into existence in front of an ally, gleaming brightly. Protect bestows the effects of the positive status Protect on one target. All physical damage they take (after ARM is calculated) is halved. This effect lasts for 4 rounds.
Seal (30 MP)
Target: Single
Type: Status
Reflectable, Resistible
Near-invisible bands of force clasp around the target’s limbs and mouth, making it impossible to use abilities or spells. The target is affected with the negative status effect Seal.
Shell (40 MP)
Target: Single
Type: Status
A semi-translucent, multifaceted sphere of pale light encases an ally, protecting them from the brunt of hostile magical attacks. Shell bestows the effects of the positive status Shell on one target. All magical damage they take (after M.ARM is calculated) is halved. This effect lasts for 4 rounds.
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.
Synastry (20 MP)
Target: Single
Type: Status
An aethereal bond forms between the caster of this spell and its target. Whenever the caster uses a healing spell on a single target that isn’t the target of this spell, the target of this spell heals half the total amount of healing done. Synastry lasts for 4 rounds.
Temper (15 MP)
Target: Single
Type: Status
Temper empowers an ally’s attacks with barely-contained magic. Runes appear down the length of their weapon, and dull metal and wood equipment begins to shimmer with a celestial light. The target of this spell deals an additional damage step with all physical attacks for the next 4 rounds of combat.
Wall (20 MP)
Target: Single
Type: Effect
The user of this spell is capable of forming a shimmering barrier of magical force, strong enough to deflect and absorb most projectile attacks. All attacks made against the target of a Wall spell from a Medium Range or Long Range away are negated. Short Range attacks are unaffected, and the spell ends if the Walled character is ever the target of a Critical Hit or Limit Break, regardless of distance. This spell is not a status effect and cannot be removed with Dispel or similar methods.
Target: Single or Group
Type: Elemental (Wind)
Reflectable
A tempest storm throws foes around, buffeting their bodies with nonlethal force. Aerora inflicts (PWR x 5) + 2d6 points of Wind damage to one target, or (PWR x 3) + 2d6 points of Wind damage to all enemies.
Consecrate (10 MP)
Target: Local
Type: Effect
Consecrated ground, blessed with holy energy, naturally repels monsters and other hostile individuals for short periods of time. Though some foes are unaffected by Consecrate, lesser enemies will find it difficult to pass onto the sacred ground, and it will become possible for a party to rest there undisturbed until the spell ceases with little fear of random monster attacks in the night.
The effects of this spell last until the caster leaves the consecrated ground, and do not repel Notorious Monsters, Bosses, or creatures with a resistance (or better) to Holy.
Cura (30 MP)
Target: Single or Party
Type: Recovery
Reflectable
Droplets of astral light seem to fall from the skies, mending injuries and closing wounds instantly. Cura restores (MND x 5) + 2d6 points of HP to any conscious target, or (MND x 2) + 2d6 points of HP to all conscious allies.
Escape (10 MP)
Target: Party
Type: Effect
Acting as a short-range teleport, this spell allows the party to exit dungeons with convenient swiftness. The spell returns all party members to the last safe location on or near the surface.
This spell also doubles as a way to safely flee dangerous combat, as casting will instantly end combat and return the likely-wounded characters to the nearest safe resting location.
Helios (15 MP)
Target: Single
Type: Status
The target of the spell is surrounded by shimmering orbs of light that absorb the impact of attacks made against them. For the next 4 rounds their ARM and M.ARM are increased by an amount equal to the MND score of the one who cast this spell.
Invisible (30 MP)
Target: Single
Type: Status
Invisible makes an ally translucent, nearly impossible to target with melee attacks and granting them the status of the same name. The target gains a +4 bonus to Stealth skill checks, their AVD score, and checks to Run Away in combat. The effects of Invisible last until the character sustains any damage, uses a job ability, casts a spell, or combat ends.
Life (30 MP)
Target: Single
Type: Recovery
A smiling cherubim descends from the heavens and basks an unconscious ally in a golden glow – no matter how close to their demise the target may have been, they find themselves whisked safely from the brink of death.
This spell may only be cast on Short Range allies with 0 HP or less, and it returns them to 1 HP.
Nul (5 MP)
Target: Single
Type: Status
A small elemental mote surrounds the target of this spell, making them immune to the next attack made against them of that particular element. This elemental mote can be either Fire, Thunder, Ice, Water, Earth, or Wind and lasts until the end of combat or it is activated.
Protect (40 MP)
Target: Single
Type: Status
A barricade of blue light explodes into existence in front of an ally, gleaming brightly. Protect bestows the effects of the positive status Protect on one target. All physical damage they take (after ARM is calculated) is halved. This effect lasts for 4 rounds.
Seal (30 MP)
Target: Single
Type: Status
Reflectable, Resistible
Near-invisible bands of force clasp around the target’s limbs and mouth, making it impossible to use abilities or spells. The target is affected with the negative status effect Seal.
Shell (40 MP)
Target: Single
Type: Status
A semi-translucent, multifaceted sphere of pale light encases an ally, protecting them from the brunt of hostile magical attacks. Shell bestows the effects of the positive status Shell on one target. All magical damage they take (after M.ARM is calculated) is halved. This effect lasts for 4 rounds.
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.
Synastry (20 MP)
Target: Single
Type: Status
An aethereal bond forms between the caster of this spell and its target. Whenever the caster uses a healing spell on a single target that isn’t the target of this spell, the target of this spell heals half the total amount of healing done. Synastry lasts for 4 rounds.
Temper (15 MP)
Target: Single
Type: Status
Temper empowers an ally’s attacks with barely-contained magic. Runes appear down the length of their weapon, and dull metal and wood equipment begins to shimmer with a celestial light. The target of this spell deals an additional damage step with all physical attacks for the next 4 rounds of combat.
Wall (20 MP)
Target: Single
Type: Effect
The user of this spell is capable of forming a shimmering barrier of magical force, strong enough to deflect and absorb most projectile attacks. All attacks made against the target of a Wall spell from a Medium Range or Long Range away are negated. Short Range attacks are unaffected, and the spell ends if the Walled character is ever the target of a Critical Hit or Limit Break, regardless of distance. This spell is not a status effect and cannot be removed with Dispel or similar methods.
Expert Spells
Addle (30 MP)
Target: Single
Type: Status
Reflectable, Resistible
Addle affects both the body and mind of an enemy in order to cause them to react slower to attacks. Upon casting Addle, one target is struck with both Speed Break and Magic Break.
Advanced Illusion (30 MP)
Target: Local
Type: Effect
This spell is similar to the regular Illusion spell, but with the following changes. First, the caster needs not be anywhere near the spell for it to function, and the spell now also includes thermal, and olfactory trickeries as well – other than being nonsolid and incapable of causing damage, the illusion it is completely lifelike in every way. Viewers can make a supreme Awareness check to realize that the image is abnormal, unless the Advanced Illusion has been cast around an individual, in which case opposed rolls are more appropriate.
Aeroga (60 MP)
Target: Group
Type: Elemental (Wind)
Reflectable
A hurricane-like blast of air is launched from the outstretched hands of the caster, quickly turning into a cyclone that sweeps through the area. Aeroga inflicts (PWR x 8) + 2d6 points of Wind damage to a single target, or (PWR x 6) + 2d6 points of Wind damage to all enemies.
Brave (30 MP)
Target: Party
Type: Status
The caster fills their allies’ hearts with supernatural hope, rendering them Immune to the negative status effect Fear until combat ends.
Confuse (30 MP)
Target: Single
Type: Status
Reflectable, Resistible
This spell allows the caster to blur the mental line between friend and foe – a single target is afflicted with the Confuse status.
Curaga (60 MP)
Target: Single or Party
Type: Recovery
Reflectable
Twelve pearls of softly-glowing silver light enclose allies in twinned hexagons, restoring (MND x 8) + 2d6 points of HP to any conscious target, or (MND x 5) + 2d6 points of HP to all conscious allies.
Disable (70 MP)
Target: Single
Type: Status
Reflectable, Resistible
The target is encased in a bubble of turquoise light, preventing the target from participating in combat for one round. The target is affected by the negative status effect Stun for one round.
Esuna (10 MP)
Target: Single
Type: Recovery
A standard spell in almost every advanced healer’s repertoire, Esuna uses sacred energy to fully cleanse the target of all negative status effects, with the exception of Unconsciousness and the countdown caused by the ‘Doomsday’ and ‘Lv.? Doom’ spells. Particularly powerful magical effects, such as eons-long Petrification, or bloodline curses are also beyond the powers of this spell.
Reflect (40 MP)
Target: Single
Type: Status
Reflectable, Heroic Resist (17)
A shower of green light splashes over the target, solidifying into layer after layer of shimmering magical protection. This powerful spell creates an anti-magic barrier around a target and grants them the effects of Reflect until combat ends.
Regen (50 MP)
Target: Single
Type: Recovery
Wounds mend, injuries knit, and bones re-set extremely rapidly with this powerful spell. The target receives the positive status effect Regen, recovering 10% of their max hit points at the end of each of their turns. This spell has no effect on Unconscious targets.
Restore (100 MP)
Target: Single
Type: Recovery
Reflectable
A pillar of faint holy energy illuminates the ground around the fallen friend, helping them to return to their feet as if carried aloft by invisible hands. One unconscious target recovers (MND x 4) + 2d6 points of HP and may battle alongside their companions once more.
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.
Teleport (100 MP)
Target: Party
Type: Effect
Much like Escape, Teleport can take the entire party great distances in the blink of an eye.
This is subject to a few important restrictions.
First, the party cannot be in combat when this spell is cast. Second, the location can be anywhere in the world, so long as the caster has been there within the last several months and is familiar with the location.
Third, the spell will fail if the location is extremely dangerous, such as submerged under lava or overrun by monsters.
Finally, Teleport can only transport the party to geographical locations, never to an object or person.
Tetragrammaton (40 MP)
Target: Single
Type: Recovery
The caster creates a quick burst of life magic with this spell and instills it into a single ally, restoring (MND x 3) + 2d6 HP to that target. Tetragrammaton can be cast a single time per round at any time as an Instant action (even when it’s not the player’s turn).
Transform (10 MP)
Target: Single
Type: Status
Reflectable, Resistible
The caster of Transform can physically alter the appearance of her enemies or allies, temporarily forcing them into bodies unfamiliar to them. It might help the party Thief sneak past the palace guards by transforming them into a nimble squirrel, or shrink down even the most colossal of creatures to the size of an enraged pig. A single target is either cured of, or afflicted with, the Transform status.
Target: Single
Type: Status
Reflectable, Resistible
Addle affects both the body and mind of an enemy in order to cause them to react slower to attacks. Upon casting Addle, one target is struck with both Speed Break and Magic Break.
Advanced Illusion (30 MP)
Target: Local
Type: Effect
This spell is similar to the regular Illusion spell, but with the following changes. First, the caster needs not be anywhere near the spell for it to function, and the spell now also includes thermal, and olfactory trickeries as well – other than being nonsolid and incapable of causing damage, the illusion it is completely lifelike in every way. Viewers can make a supreme Awareness check to realize that the image is abnormal, unless the Advanced Illusion has been cast around an individual, in which case opposed rolls are more appropriate.
Aeroga (60 MP)
Target: Group
Type: Elemental (Wind)
Reflectable
A hurricane-like blast of air is launched from the outstretched hands of the caster, quickly turning into a cyclone that sweeps through the area. Aeroga inflicts (PWR x 8) + 2d6 points of Wind damage to a single target, or (PWR x 6) + 2d6 points of Wind damage to all enemies.
Brave (30 MP)
Target: Party
Type: Status
The caster fills their allies’ hearts with supernatural hope, rendering them Immune to the negative status effect Fear until combat ends.
Confuse (30 MP)
Target: Single
Type: Status
Reflectable, Resistible
This spell allows the caster to blur the mental line between friend and foe – a single target is afflicted with the Confuse status.
Curaga (60 MP)
Target: Single or Party
Type: Recovery
Reflectable
Twelve pearls of softly-glowing silver light enclose allies in twinned hexagons, restoring (MND x 8) + 2d6 points of HP to any conscious target, or (MND x 5) + 2d6 points of HP to all conscious allies.
Disable (70 MP)
Target: Single
Type: Status
Reflectable, Resistible
The target is encased in a bubble of turquoise light, preventing the target from participating in combat for one round. The target is affected by the negative status effect Stun for one round.
Esuna (10 MP)
Target: Single
Type: Recovery
A standard spell in almost every advanced healer’s repertoire, Esuna uses sacred energy to fully cleanse the target of all negative status effects, with the exception of Unconsciousness and the countdown caused by the ‘Doomsday’ and ‘Lv.? Doom’ spells. Particularly powerful magical effects, such as eons-long Petrification, or bloodline curses are also beyond the powers of this spell.
Reflect (40 MP)
Target: Single
Type: Status
Reflectable, Heroic Resist (17)
A shower of green light splashes over the target, solidifying into layer after layer of shimmering magical protection. This powerful spell creates an anti-magic barrier around a target and grants them the effects of Reflect until combat ends.
Regen (50 MP)
Target: Single
Type: Recovery
Wounds mend, injuries knit, and bones re-set extremely rapidly with this powerful spell. The target receives the positive status effect Regen, recovering 10% of their max hit points at the end of each of their turns. This spell has no effect on Unconscious targets.
Restore (100 MP)
Target: Single
Type: Recovery
Reflectable
A pillar of faint holy energy illuminates the ground around the fallen friend, helping them to return to their feet as if carried aloft by invisible hands. One unconscious target recovers (MND x 4) + 2d6 points of HP and may battle alongside their companions once more.
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.
Teleport (100 MP)
Target: Party
Type: Effect
Much like Escape, Teleport can take the entire party great distances in the blink of an eye.
This is subject to a few important restrictions.
First, the party cannot be in combat when this spell is cast. Second, the location can be anywhere in the world, so long as the caster has been there within the last several months and is familiar with the location.
Third, the spell will fail if the location is extremely dangerous, such as submerged under lava or overrun by monsters.
Finally, Teleport can only transport the party to geographical locations, never to an object or person.
Tetragrammaton (40 MP)
Target: Single
Type: Recovery
The caster creates a quick burst of life magic with this spell and instills it into a single ally, restoring (MND x 3) + 2d6 HP to that target. Tetragrammaton can be cast a single time per round at any time as an Instant action (even when it’s not the player’s turn).
Transform (10 MP)
Target: Single
Type: Status
Reflectable, Resistible
The caster of Transform can physically alter the appearance of her enemies or allies, temporarily forcing them into bodies unfamiliar to them. It might help the party Thief sneak past the palace guards by transforming them into a nimble squirrel, or shrink down even the most colossal of creatures to the size of an enraged pig. A single target is either cured of, or afflicted with, the Transform status.
Superior Spells
Armistice (70 MP)
Target: Single
Type: Effect
Resistible
With little more than a touch, even the most wicked of venom-dripping blades and twisted armaments of evil become utterly harmless, forcefully infused with enough white magic that they could serve as a child’s toy. The weapon sparkles with snowy light, its bladed edges dull until they’re rounded, and even seems to emanate a peaceful aura. Casting this spell on a target grants all of their stored and equipped weapons the Therapeutic property and cause such weapons to deal damage as though they were Tier 1 instead. This lasts 4 rounds.
Aura (150 MP)
Target: Single
Type: Recovery
Spheres of white light surround and imbue the target, filling them with strength and granting the ability to stand against even the most powerful of fiends. The target receives the positive status effect Aura, recovering 20% of their max hit points at the end of each of their turns. This spell has no effect on Unconscious targets.
Auto-Life (130 MP)
Target: Single
Type: Recovery
White magic teaches not only to mend wounds, but also to begin the healing process even before the injuries are inflicted. The target receives the positive status effect Auto-Life, returning them to 1 HP Instantly as soon as a spell or effect would reduce them to 0 or less.
If Auto-Life is cast on an Undead or Zombied foe, they are immediately reduced to 0 HP instead of the usual effect with a successful resistance check (though creatures immune to death are immune to this).
Barrier (100 MP)
Target: Group
Type: Effect
A stronger version of the Wall spell, evoking the magic of Barrier creates an impenetrable shield of light around the user and all allies.
Barrier negates all damage and effects from all Medium Range and Long Range attacks against the party. A Critical Hit or Limit Break will end a Barrier spell before damage is calculated, but the spell is not a status effect and cannot be Dispelled or removed with similar methods.
Curaja (150 MP)
Target: Group
Type: Recovery
Reflectable
The most powerful of the standard curative spells, invoking this magic surrounds the group with globes of sapphire iridescence that mend even the most grievous of wounds. Curaja restores (MND x 8) + 2d6 points of HP to all conscious allies.
Diaga (80 MP)
Target: Group
Type: Elemental (Holy)
Reflectable
Thousands of iridescent sparks launch into the enemy group like enraged fireflies, leaving behind a shimmering silver glow. Diaga inflicts (PWR x 4) points of Holy damage to all enemies at the end of their turn for the next 4 rounds, and removes magically-granted Invisibility and natural Stealth from the enemy, as it is now dimly outlined with a white glow. Foes who have taken damage from the Diaga spell cannot successfully make Stealth rolls or go Invisible until this effect ends. This damage ignores M.ARM and Diaga cannot be re-cast on the same targets until the effects have worn off.
Dispel (80 MP)
Target: Single
Type: Status
Resistable
A shimmering blue mist engulfs the target, its power tearing away beneficial enchantments in an instant. With a successful opposed roll, Dispel removes all the following effects from a single target; Aura, Protect, Shell, Haste, Auto-Life, Reflect, Invisible, Regen, and Flight.
Flight (60 MP)
Target: Group
Type: Status
Resistible
Gravity frees its grip upon the caster and their allies, allowing them to drift freely. All allies receive the ability to fly until the game session ends. Targets with Flight can are immune to falling damage, Earth damage, and short-ranged weapons suffer a -4 penalty to hit them (in addition to the obvious movement bonuses a soaring character would obtain).
Lifega (150 MP)
Target: Group
Type: Recovery
A full chorus of cherubim descend from the heavens to revive all allies from the brink of death.
All allies with 0 HP or less immediately return them to 1 HP.
Mystify (100 MP)
Target: Single
Type: Status
Reflectable, Resistible
The caster uses its understanding of life itself against a foe, mystifying its senses. Make an opposed roll against your target. Success means the target is inflicted with either Charm, Confuse, Fear, or Berserk. Before choosing which status effect to apply the target learns which of them the target is immune to.
Nul All (30 MP)
Target: Single
Type: Status
A rainbow-colored elemental mote surrounds the target of this spell, flashing and ever-changing in color. While active, the target is immune to the next attack made against them that deals Fire, Thunder, Ice, Water, Earth, or Wind damage. This mote lasts until the end of combat or until it is activated.
Protectra (200 MP)
Target: Group
Type: Status
Barricades of blue light bestow the effects of the positive status Protect on all allies, causing all physical damage they take (after ARM is calculated) to be halved. This effect lasts for 4 rounds.
Shellra (200 MP)
Target: Group
Type: Status
A large dome of light protects all allies from magical damage, inflicting each of them with the effects of the positive status Shell. All magical damage they take (after M.ARM is calculated) is halved. This effect lasts for 4 rounds.
Tornado (70 MP)
Target: Group
Type: Elemental (Wind)
Reflectable
A maelstrom of hurricane-force winds touch down, convalescing into a vortex of localized destruction. While some magic is notable for collateral damage, Tornado is surprising and unique in this fashion. Despite the massive injuries it can cause to foes, the windstorm doesn’t even uproot a single blade of grass or concern a single creature other than its intended targets. Tornado inflicts (PWR x 10) + 2d6 points of Wind damage to all foes.
Vanish (100 MP)
Target: Group
Type: Status
Vanish turns the entire party completely translucent, allowing them to move without detection and become nearly impossible to strike in combat. All party members gain the effects of Invisible, increasing their AVD, Stealth, and checks to Run Away in combat by +4. As per usual invisibility, the effects wear off if the character sustains any damage, uses a job ability, or combat ends.
Target: Single
Type: Effect
Resistible
With little more than a touch, even the most wicked of venom-dripping blades and twisted armaments of evil become utterly harmless, forcefully infused with enough white magic that they could serve as a child’s toy. The weapon sparkles with snowy light, its bladed edges dull until they’re rounded, and even seems to emanate a peaceful aura. Casting this spell on a target grants all of their stored and equipped weapons the Therapeutic property and cause such weapons to deal damage as though they were Tier 1 instead. This lasts 4 rounds.
Aura (150 MP)
Target: Single
Type: Recovery
Spheres of white light surround and imbue the target, filling them with strength and granting the ability to stand against even the most powerful of fiends. The target receives the positive status effect Aura, recovering 20% of their max hit points at the end of each of their turns. This spell has no effect on Unconscious targets.
Auto-Life (130 MP)
Target: Single
Type: Recovery
White magic teaches not only to mend wounds, but also to begin the healing process even before the injuries are inflicted. The target receives the positive status effect Auto-Life, returning them to 1 HP Instantly as soon as a spell or effect would reduce them to 0 or less.
If Auto-Life is cast on an Undead or Zombied foe, they are immediately reduced to 0 HP instead of the usual effect with a successful resistance check (though creatures immune to death are immune to this).
Barrier (100 MP)
Target: Group
Type: Effect
A stronger version of the Wall spell, evoking the magic of Barrier creates an impenetrable shield of light around the user and all allies.
Barrier negates all damage and effects from all Medium Range and Long Range attacks against the party. A Critical Hit or Limit Break will end a Barrier spell before damage is calculated, but the spell is not a status effect and cannot be Dispelled or removed with similar methods.
Curaja (150 MP)
Target: Group
Type: Recovery
Reflectable
The most powerful of the standard curative spells, invoking this magic surrounds the group with globes of sapphire iridescence that mend even the most grievous of wounds. Curaja restores (MND x 8) + 2d6 points of HP to all conscious allies.
Diaga (80 MP)
Target: Group
Type: Elemental (Holy)
Reflectable
Thousands of iridescent sparks launch into the enemy group like enraged fireflies, leaving behind a shimmering silver glow. Diaga inflicts (PWR x 4) points of Holy damage to all enemies at the end of their turn for the next 4 rounds, and removes magically-granted Invisibility and natural Stealth from the enemy, as it is now dimly outlined with a white glow. Foes who have taken damage from the Diaga spell cannot successfully make Stealth rolls or go Invisible until this effect ends. This damage ignores M.ARM and Diaga cannot be re-cast on the same targets until the effects have worn off.
Dispel (80 MP)
Target: Single
Type: Status
Resistable
A shimmering blue mist engulfs the target, its power tearing away beneficial enchantments in an instant. With a successful opposed roll, Dispel removes all the following effects from a single target; Aura, Protect, Shell, Haste, Auto-Life, Reflect, Invisible, Regen, and Flight.
Flight (60 MP)
Target: Group
Type: Status
Resistible
Gravity frees its grip upon the caster and their allies, allowing them to drift freely. All allies receive the ability to fly until the game session ends. Targets with Flight can are immune to falling damage, Earth damage, and short-ranged weapons suffer a -4 penalty to hit them (in addition to the obvious movement bonuses a soaring character would obtain).
Lifega (150 MP)
Target: Group
Type: Recovery
A full chorus of cherubim descend from the heavens to revive all allies from the brink of death.
All allies with 0 HP or less immediately return them to 1 HP.
Mystify (100 MP)
Target: Single
Type: Status
Reflectable, Resistible
The caster uses its understanding of life itself against a foe, mystifying its senses. Make an opposed roll against your target. Success means the target is inflicted with either Charm, Confuse, Fear, or Berserk. Before choosing which status effect to apply the target learns which of them the target is immune to.
Nul All (30 MP)
Target: Single
Type: Status
A rainbow-colored elemental mote surrounds the target of this spell, flashing and ever-changing in color. While active, the target is immune to the next attack made against them that deals Fire, Thunder, Ice, Water, Earth, or Wind damage. This mote lasts until the end of combat or until it is activated.
Protectra (200 MP)
Target: Group
Type: Status
Barricades of blue light bestow the effects of the positive status Protect on all allies, causing all physical damage they take (after ARM is calculated) to be halved. This effect lasts for 4 rounds.
Shellra (200 MP)
Target: Group
Type: Status
A large dome of light protects all allies from magical damage, inflicting each of them with the effects of the positive status Shell. All magical damage they take (after M.ARM is calculated) is halved. This effect lasts for 4 rounds.
Tornado (70 MP)
Target: Group
Type: Elemental (Wind)
Reflectable
A maelstrom of hurricane-force winds touch down, convalescing into a vortex of localized destruction. While some magic is notable for collateral damage, Tornado is surprising and unique in this fashion. Despite the massive injuries it can cause to foes, the windstorm doesn’t even uproot a single blade of grass or concern a single creature other than its intended targets. Tornado inflicts (PWR x 10) + 2d6 points of Wind damage to all foes.
Vanish (100 MP)
Target: Group
Type: Status
Vanish turns the entire party completely translucent, allowing them to move without detection and become nearly impossible to strike in combat. All party members gain the effects of Invisible, increasing their AVD, Stealth, and checks to Run Away in combat by +4. As per usual invisibility, the effects wear off if the character sustains any damage, uses a job ability, or combat ends.
Ancient Spells
Dispelga (150 MP)
Target: Group
Type: Status
Resistable
An enhanced version of dispel, a spell caster can use this to instantly make enemies feel vulnerable. Dispel removes all of the following effects from all enemies at once with successful opposed rolls; Aura, Protect, Shell, Haste, Auto-Life, Reflect, Invisible, Regen, and Flight.
Divination (150 MP)
Target: Single
Type: Status
Resistable (Special)
The caster of this spell directly influences future events, making the target’s next roll of 2d6 the numbers the spell caster wants them to be. If a target is unwilling they may make an opposed roll or spend a point of Destiny to ignore this effect.
Full-Life (300 MP)
Target: Party
Type: Recovery
All living allies – even characters with 0 or less HP - are returned to maximum health upon the casting of this spell. Though Full-Life does not remove detrimental status effects, it is nonetheless one of the most powerful spells in any healer’s arsenal.
Holy (150 MP)
Target: Single
Type: Elemental (Holy)
Reflectable
Spheres of white energy descend from the heavens before spinning around the foe quickly. These pearls of light encapsulate the target in light, humming slowly and musically. Then the heavens part and a brilliant blast of energy sears into them, burning their retinas with pure Holy energy and evaporating sinful flesh and bone.
Holy deals (MND x 30) + 2d6 points of Holy damage to a single foe.
Lux (300 MP)
Target: Group
Type: Status
Reflectable
Lux combines three of the most powerful White Magic spells, granting all allies the positive status effects Aura, Protect, and Shell. These statuses last for the next 4 rounds.
Warp (180 MP)
Target: Self
Type: Effect
The caster has attained the pinnacle of using their teleportation magic defensively, and can now choose to exist wherever they choose to be at any given time. They are little more than a blur on the battlefield, phasing in and out of reality as they will.
Whenever the caster is targeted by an attack but before accuracy/damage is rolled, the character may opt to expend 25% of their maximum MP to negate any damage or effects they would take from the assault. This does not prevent Group magic from harming their allies – the caster is simply not there.
Furthermore, while Warp persists the caster is immune to any damage or effects caused by Difficult Terrain and can choose to ignore knockback effects.
The effects of Warp end after 4 rounds.
Target: Group
Type: Status
Resistable
An enhanced version of dispel, a spell caster can use this to instantly make enemies feel vulnerable. Dispel removes all of the following effects from all enemies at once with successful opposed rolls; Aura, Protect, Shell, Haste, Auto-Life, Reflect, Invisible, Regen, and Flight.
Divination (150 MP)
Target: Single
Type: Status
Resistable (Special)
The caster of this spell directly influences future events, making the target’s next roll of 2d6 the numbers the spell caster wants them to be. If a target is unwilling they may make an opposed roll or spend a point of Destiny to ignore this effect.
Full-Life (300 MP)
Target: Party
Type: Recovery
All living allies – even characters with 0 or less HP - are returned to maximum health upon the casting of this spell. Though Full-Life does not remove detrimental status effects, it is nonetheless one of the most powerful spells in any healer’s arsenal.
Holy (150 MP)
Target: Single
Type: Elemental (Holy)
Reflectable
Spheres of white energy descend from the heavens before spinning around the foe quickly. These pearls of light encapsulate the target in light, humming slowly and musically. Then the heavens part and a brilliant blast of energy sears into them, burning their retinas with pure Holy energy and evaporating sinful flesh and bone.
Holy deals (MND x 30) + 2d6 points of Holy damage to a single foe.
Lux (300 MP)
Target: Group
Type: Status
Reflectable
Lux combines three of the most powerful White Magic spells, granting all allies the positive status effects Aura, Protect, and Shell. These statuses last for the next 4 rounds.
Warp (180 MP)
Target: Self
Type: Effect
The caster has attained the pinnacle of using their teleportation magic defensively, and can now choose to exist wherever they choose to be at any given time. They are little more than a blur on the battlefield, phasing in and out of reality as they will.
Whenever the caster is targeted by an attack but before accuracy/damage is rolled, the character may opt to expend 25% of their maximum MP to negate any damage or effects they would take from the assault. This does not prevent Group magic from harming their allies – the caster is simply not there.
Furthermore, while Warp persists the caster is immune to any damage or effects caused by Difficult Terrain and can choose to ignore knockback effects.
The effects of Warp end after 4 rounds.