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Magic+ - Printable Version +- Final Fantasy d20 Forums (https://forums.finalfantasyd20.com) +-- Forum: Final Fantasy d20 Forums (https://forums.finalfantasyd20.com/forumdisplay.php?fid=3) +--- Forum: Community Creations (https://forums.finalfantasyd20.com/forumdisplay.php?fid=6) +---- Forum: Unsorted (https://forums.finalfantasyd20.com/forumdisplay.php?fid=72) +---- Thread: Magic+ (/showthread.php?tid=536) |
RE: Magic+ - Fortheseen - 11-23-2017 Hey hey, I did a major update on the spell list. I've added in all the elemental 4th stage black/white mage spells including all the ja spells. Blue magic has been split into two since I cannot fit anymore on one tab. I've added in five new spells most of the spells are from the gargoyle family: Bloody Eye, Terror Eye, & Triumphant Roar. Tongue is from the Naga family and I decided to increase the level of the spell to increase its base DC by 1. Danse Macabre is another zombie status spell for Pharaohs only. Alright and enjoy! RE: Magic+ - Manly Man - 11-24-2017 So, looking through some of the Blue Magic, I've noticed that you haven't given a duration for the stun effect from mind blast. How long do you think it should last? 1 round? 1d4 rounds? Maybe even 1d6? You're doing... passable single-target damage with it, but not that great for a 5th-level spell (being that there are other Blue Mage spells of the same level that do more damage in a wider area), so I would suggest to either make it be an AoE, or give it a decent stun time (1d6 would be about right, in my opinion). RE: Magic+ - Fortheseen - 11-24-2017 (11-24-2017, 05:57 AM)Manly Man Wrote: So, looking through some of the Blue Magic, I've noticed that you haven't given a duration for the stun effect from mind blast. How long do you think it should last? 1 round? 1d4 rounds? Maybe even 1d6? You're doing... passable single-target damage with it, but not that great for a 5th-level spell (being that there are other Blue Mage spells of the same level that do more damage in a wider area), so I would suggest to either make it be an AoE, or give it a decent stun time (1d6 would be about right, in my opinion). My bad I had it down on the pdf but not for the forums lol... I made the change. I also want to add in the leaf group of spells that are a non-elemental black mage spells for the lower levels. RE: Magic+ - silverwerret - 11-26-2017 The pdfs for white and black magic have not been updated, they are lacking all of the offensive spells for white magic, and all the -aja and (Element) IV spells for black, as well as the leaf family. RE: Magic+ - Fortheseen - 11-26-2017 (11-26-2017, 12:15 AM)silverwerret Wrote: The pdfs for white and black magic have not been updated, they are lacking all of the offensive spells for white magic, and all the -aja and (Element) IV spells for black, as well as the leaf family. My bad I usually update those a couple days after the forums update. I will have them up in a couple minutes. RE: Magic+ - silverwerret - 11-26-2017 No problem, I am actually in the midst of printing off the pdfs i can find, so my group doesn't need to have computers out all the time. Thanks. Also Leaf, the first spell of the tree is down as a Black Mage 4 Spell, I assume it is supposed to be Black Mage 1 RE: Magic+ - Fortheseen - 11-26-2017 (11-26-2017, 04:41 PM)silverwerret Wrote: No problem, I am actually in the midst of printing off the pdfs i can find, so my group doesn't need to have computers out all the time. Thanks. Yes, it is. I must have missed that. I did a quick fix on the pdf the maximum bonus damage was off as well. RE: Magic+ - silverwerret - 11-26-2017 Sorry, looking through it again, didn't notice this last time. Fire IV actually says Five IV. RE: Magic+ - Fortheseen - 11-26-2017 (11-26-2017, 06:19 PM)silverwerret Wrote: Sorry, looking through it again, didn't notice this last time. Fire IV actually says Five IV. Let me know if you see anything off. I do tend to miss minor details sometimes when I write these out. RE: Magic+ - Viladin - 12-20-2017 Taking the majority of the Blue Magic spells and a few White/Black magic spells. Thanks for all your work, ForTheSeen. Will be working tomorrow to grab your monster list. RE: Magic+ - Fortheseen - 12-21-2017 (12-20-2017, 08:59 PM)Viladin Wrote: Taking the majority of the Blue Magic spells and a few White/Black magic spells. Thanks for all your work, ForTheSeen. Will be working tomorrow to grab your monster list. I do not know if I have all my spells are on the pdfs at the moment but a majority of them will be. As for the black and white magic spells those were just there if some people wanted to use them in their adventures or not. Some of them I do see balancing issues with and others kind of pointless at a certain level but I thought I might as well. I'm pretty sure my monster pdf is up to date. I usually have a date on when I last updated them. Also thanks for updating them and try to keep some of your older monsters you have somewhere so I can update those as well. RE: Magic+ - Fortheseen - 12-26-2017 Time Magic(Chronomancy) Gravija Enfeebling/Dark Level: Time Mage 9 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: one creature/2 levels (maximum of 10) Duration: instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes This spell functions like graviga, expect it affects one creature per two levels (maximum of 10) within 50 feet of each other. Hasteja Chronomancy/Enhancing Level: Astrologian/Time Mage 9 Area: 30-ft.-radius burst This spell functions like Haste, except it affects an enhanced version of the Haste status effect. The subjects receives a +2 bonus on Attack rolls, +2 bonus on Reflex saves, +60 foot movement, and an extra attack if the subject uses a full-attack option. Slowja Chronomancy/Enfeebling Level: Astrologian/Time Mage 9 Area: 30-ft.-radius burst This spell functions like Slow, except it affects an enhanced version of the Slow status effect. The victims suffer a -2 penalty on Attack rolls, -2 penalty on Reflex saves, moves at quarter movement, and can only take 1 standard action a round. RE: Magic+ - Fortheseen - 12-26-2017 Death Magic(Necromancy) Absorb-CHR Dark/Enfeebling Level: Nercomancer 3/Dark Knight 2 Casting Time: 1 standard action Range: touch Target: creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you absorb the charisma from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily charisma damage. If the save fails, the caster gains that much charisma. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down. Absorb-CON Dark/Enfeebling Level: Nercomancer 3/Dark Knight 2 Casting Time: 1 standard action Range: touch Target: creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you absorb the constitution from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily constitution damage. If the save fails, the caster gains that much constitution. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down. Absorb-DEX Dark/Enfeebling Level: Nercomancer 3/Dark Knight 2 Casting Time: 1 standard action Range: touch Target: creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you absorb the dexterity from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily dexterity damage. If the save fails, the caster gains that much dexterity. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down. Absorb-INT Dark/Enfeebling Level: Nercomancer 3/Dark Knight 2 Casting Time: 1 standard action Range: touch Target: creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you absorb the intelligence from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily intelligence damage. If the save fails, the caster gains that much intelligence. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down. Absorb-STR Dark/Enfeebling Level: Nercomancer 3/Dark Knight 2 Casting Time: 1 standard action Range: touch Target: creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you absorb the strength from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily strength damage. If the save fails, the caster gains that much strength. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down. Absorb-WIS Dark/Enfeebling Level: Nercomancer 3/Dark Knight 2 Casting Time: 1 standard action Range: touch Target: creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you absorb the wisdom from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily wisdom damage. If the save fails, the caster gains that much wisdom. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down. Abyss Dark Level: Black Mage/Necromancer 6 Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: One Creature Duration: Instantaneous Saving Throw: Reflex half; see text Spell Resistance: Yes A whirl of shadowy plague surrounds the targeted creature, creeping away at their life force dealing 1d6 points of dark damage per caster level (maximum 15d6) and inflicting the Dimmed status effect. A successful Reflex save reduces the damage by half and negates the status effect. Abyss II Dark Level: Black Mage/Necromancer 8 This spell functions like Abyss, except it deals 1d8 points of dark damage per caster level (maximum 20d8). Bioga Enfeebling Level: Black Mage/Necromancer 7 Target: One creature/two levels (maximum of 8) This spell functions like Bio, except it deals 3d4 + casting modifier (Intelligence or Charisma) points of non-elemental damage per round and it affects one creature per two levels (maximum of 8) within 40 feet of each other. Bioja Enfeebling Level: Black Mage/Necromancer 9 Target: One creature/two levels (maximum of 10) This spell functions like Bio, except it deals 4d4 + casting modifier (Intelligence or Charisma) points of non-elemental damage per round and it affects one creature per two levels (maximum of 10) within 50 feet of each other. Dark IV Dark Level: Black Mage/Necromancer 4 This spell functions like Dark, expect it deals 7d6 points of shadow damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Dimmed status effect for 1d10 rounds. A successful Fortitude save prevents the status effect from taking effect. Darkja Dark Level: Black Mage 9 This spell functions like Darkra, expect it deals 1d10 points of shadow damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.
Drainga Enfeebling/Dark Level: Black Mage/Necromancer 9 Range: 30 ft. Area: Creatures within a 30-ft.-radius spread centered on you This spell functions like Drainra, expect it area of effect is increased to a 30-ft.-radius spread and it deals 1d6 points of shadow damage per two caster levels (maximum of 12d6). If the save fails, the caster gains that many in hit points. Drainra Enfeebling/Dark Level: Black Mage/Necromancer 7 Casting Time: 1 standard action Range: 15 ft. Area: Creatures within a 15-ft.-radius spread centered on you Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You siphon life from all nearby enemies within 15-ft.-radius spread. All creatures must make a Fortitude save or take 1d6 points of shadow damage per two caster levels (maximum of 9d6). If the save fails, the caster gains that many in hit points. Dread Spikes Enhancing/Dark Level: Dark Knight 2/Necromancer 4 Casting Time: 1 standard action Range: Touch Target: Creature touched Duartion: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A dark, eerie aura covers the subject touched by this spell. Anytime creatures attacking with natural weapons, unarmed strikes, or handheld weapons successfully strike the Dread Spikes wielder take 1d4 points of shadow damage and the Dread Spikes wielder is healed by that much. Dread Spikes II Enhancing/Dark Level: Dark Knight 4/Necromancer 6 This spell functions like Dread Spikes, except it deals 3d4 points of shadow damage and the Dread Spikes wielder is healed by that much instead. Dread Spikes III Enhancing/Dark Level: Necromancer 8 This spell functions like Dread Spikes, except it deals 5d4 points of shadow damage and the Dread Spikes wielder is healed by that much instead. Infectja Enfeebling Level: Black Mage/Necromancer 7 Target: One Creature/two levels (maximum of 10) This spell functions like Infectga, expect it affects one creature per two levels (maximum of 10) within 50 feet of each other. Miasma Enfeebling Level: Necromancer/Scholar 3 Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Target: one creature Duration: 1 round/level (D) Saving Throw: Fortitude negates – see text Spell Resistance: Yes You engulf the target in a purple dark mist. The target takes 3d6 points of shadow damage + your casting modifier + 1 point per caster level (maximum +12) and inflicts the Poison status effect. The target takes 1d6 points of non-elemental damage + your casting modifier per round from the poison. A successful Fortitude save prevents the status effect from taking effect and halves the damage taken. Miasma II Enfeebling Level: Necromancer/Scholar 5 Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Target: one creature Duration: 1 round/level (D) Saving Throw: Fortitude negates – see text Spell Resistance: Yes You engulf the target in a purple dark mist. The target takes 6d6 points of shadow damage + your casting modifier + 1 point per caster level (maximum +15) and inflicts the Poison status effect. The target takes 2d4 points of non-elemental damage + your casting modifier per round from the poison. A successful Fortitude save prevents the status effect from taking effect and halves the damage taken. Miasma III Enfeebling Level: Necromancer 7 Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels) Target: one creature Duration: 1 round/level (D) Saving Throw: Fortitude negates – see text Spell Resistance: Yes You engulf the target in a purple dark mist. The target takes 10d6 points of shadow damage + your casting modifier + 1 point per caster level (maximum +20) and inflicts the Poison status effect. The target takes 2d6 points of non-elemental damage + your casting modifier per round from the poison. A successful Fortitude save prevents the status effect from taking effect and halves the damage taken. Poisonja Enfeebling Level: Black Mage/Necromancer 5 Target: One Creature/two levels (maximum of 10) This spell functions like Poisonga, expect it affects one creature per two levels (maximum of 10) within 50 feet of each other and the targets take 2d6 points of non-elemental damage + your caster modifier (Intelligence or Charisma) per round. Rasp Enfeebling/Dark Level: Black Mage/Necromancer 6 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Spell Resistance: Yes You draw MP from your victim and release it outward. The target must make a Fortitude save or lose 1d6 points of MP per two caster levels (maximum of 8d6). Wound Enfeebling/Non-Elemental Level: Black Mage/Necromancer 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1d6 rounds Saving Throw: Fortitude partial Spell Resistance: Yes A deep gash spontaneously bursts from your opponent's flesh, dealing 2d6 non-elemental damage. Creatures who fail the saving throw take 1d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage. Woundra Enfeebling/Non-Elemental Level: Black Mage/Necromancer 4 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 10 ft. radius Duration: 2d6 rounds Saving Throw: Fortitude partial Spell Resistance: Yes Your opponents' skin and muscle split all over, as though being cut into by a storm of invisible knives, dealing 5d6 non-elemental damage. Creatures who fail the saving throw take 2d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage. Woundga Enfeebling/Non-Elemental Level: Black Mage/Necromancer 6 Range: Medium (100 ft. + 10 ft./level) Target: 20 ft. radius Duration: 3d6 rounds Your enemies' flesh violently ruptures and begins spurting blood, dealing 8d6 non-elemental damage. Creatures who fail the saving throw take 3d4 bleed damage per round for the duration of the spell or until they receive magical healing. Success negates the bleed damage. RE: Magic+ - Fortheseen - 12-26-2017 I finally updated all the ja spells. Most of them are now 9th level with an increased radius. I also added in Manlyman's spells from his list and Timtheenchanter's flare related spells from FFXI and want to thank them for their help with setting some of these spells. I will need to update all the flare related spells again once I know the times for the status effects. This is the list of spells added in this time: Comet series, Curaja, Cure IV, Deprotect series, Deshell series, Dia IV, Diaja, Drain series, Dread spikes series, Flare related spells(Burst, Flood, Glacier, Quake, Tornado), Hasteja, Healaja, Imperil series, Ruin, Slowja, Wall series, & Wound series. Let me know if I missed something and please enjoy. I plan on doing an group of spells for Geomancer next update from FFXI. RE: Magic+ - Ashbury137 - 12-27-2017 (12-26-2017, 10:02 PM)Fortheseen Wrote: Death Magic(Necromancy) The wording for this spell is a bit weird. You use "subject" for both the target of the spell and (I assume) for the creature making the attack against the target. I would suggest maybe saying "The subject takes... and the attacking creature is..." Just a friendly suggestion. RE: Magic+ - Fortheseen - 12-27-2017 (12-27-2017, 12:19 AM)Ashbury137 Wrote:(12-26-2017, 10:02 PM)Fortheseen Wrote: Death Magic(Necromancy) It reads fine to me but I do see your point that could be confusing. I was using subject in the sense it could be used on an enemy as well as an ally. I do not know why you would want to put it on an enemy but it is an choice. I will reword it. RE: Magic+ - Manly Man - 12-27-2017 You're welcome for making the spells, and thanks for featuring them here. I still need to make the -ra and -ga versions of Ruin, and I should probably do the I-IV thing for it; spells in XIII scale on their own, so there was no real need for getting upgrades to them. What I'm thinking is to add onto the -ra and -ga stuff that the enemy needs to make a save or be knocked prone, seeing as when you got nailed by Ruinga (they only had Ruin and Ruinga in-game) it had a tendency to throw you into the air, as did it with enemies, particularly those who were staggered. Yeah, Leaf is there for non-elemental damage as well, but there should probably be a few ways to distinguish it from Ruin. I'm thinking that Ruin II-IV should maybe offer a free bull rush attempt, with your casting modifier instead of Strength? RE: Magic+ - Fortheseen - 12-28-2017 If your using a bull rush I would suggest using the example from Battering Blast a level 3 Black Mage spell. Maybe add in a multiple shot spell for Ruin II-IV. That spells kind of reminds me of magic missile in a way. You could add an higher chance to be prone if the target is in the air or staggered. I was thinking of adding a status effect for Leaf but I was unsure of which one. RE: Magic+ - Fortheseen - 03-06-2018 Astromancy Aquaveil Enhancing Level: Astrologian/Red Mage/White Mage 2 Casting Time: 1 standard action Range: personal Target: you Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell helps prevent interruption while being struck and increases your concentration by tripling your casting modifier during the duration. Blindna Healing Level: Astrologian/White Mage/Red Mage/Holy Knight 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) Blindna cures blindness Status Effect, whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they're damaged. Blindna counters and dispels blindness. Cleanse Healing Level: Astrologian/White Mage/Red Mage/Holy Knight 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) Cleanse can cure all diseases from which a subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date. Cross Healing Level: Astrologian/White Mage/Red Mage/Holy Knight 3 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Cross can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target. Success means that the curse is removed. Cross does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it. Cross counters and dispels bestow curse. Curaja Healing Level: Astrologian/White Mage 9 This spell functions like Cura, except it heals 1d10 points of damage per caster level (maximum 20d10) and the area of effect increases to 50-ft.-radius burst. Cure IV Healing Level: Astrologian/White Mage 4 This spell functions like Cure, except it heals 7d6 points of damage + your casting modifier (Wisdom or Charisma) + 1 point per caster level (maximum +20). Dazega Enfeebling Level: Astrologian/Black Mage/Time Mage/White Mage 6 Target: One or more creatures, within 50 ft. of each other The spell functions like dazera, except as noted above. Deprotect Enfeebling Level: Astrologian/White Mage/Red Mage 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One Creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes
The target of this spell has their physical resistance reduced. The target gains a -2 deflection bonus to Armor Class for the duration of the spell. Deprotect counters and dispels Protect. Deprotect II Enfeebling Level: Astrologian/White Mage/Red Mage 3 This spell functions like deprotect, expect the target gains a -4 deflection bonus to Armor Class for the duration of the spell. Deprotect III Enfeebling Level: Astrologian/White Mage/Red Mage 5 This spell functions like deprotect, expect the target gains a -6 deflection bonus to Armor Class for the duration of the spell. Deprotect IV Enfeebling Level: Astrologian/White Mage 7 This spell functions like deprotect, expect the target gains a -8 deflection bonus to Armor Class for the duration of the spell. Deprotect V Enfeebling Level: Astrologian/White Mage 9 This spell functions like deprotect, expect the target gains a -10 deflection bonus to Armor Class for the duration of the spell. Deprotectra Enfeebling Level: Astrologian/White Mage 3 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes
Enemies within the area of effect have their physical resistance reduced. The targets gain a -2 deflection bonus to Armor Class for the duration of the spell. Deprotectra counters and dispels Protectra. Deprotectra II Enfeebling Level: Astrologian/White Mage 5 This spell functions like deprotectra, expect the targets gain a -4 deflection bonus to Armor Class for the duration of the spell. Deprotectra III Enfeebling Level: Astrologian/White Mage 7 This spell functions like deprotectra, expect the targets gain a -6 deflection bonus to Armor Class for the duration of the spell. Deprotectra IV Enfeebling Level: Astrologian/White Mage 9 This spell functions like deprotectra, expect the targets gain a -8 deflection bonus to Armor Class for the duration of the spell. Deshell Enfeebling Level: Astrologian/White Mage/Red Mage 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One Creature Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes
The target of this spell has their magical resistance reduced. The target gains a -2 resistance bonus to Saving Throws versus spells for the duration of the spell. Deshell counters and dispels Shell. Deshell II Enfeebling Level: Astrologian/White Mage/Red Mage 3 This spell functions like deshell, expect the target gains a -4 resistance bonus to Saving Throws versus spells for the duration of the spell. Deshell III Enfeebling Level: Astrologian/White Mage/Red Mage 5 This spell functions like deshell, expect the target gains a -6 resistance bonus to Saving Throws versus spells for the duration of the spell. Deshell IV Enfeebling Level: Astrologian/White Mage 7 This spell functions like deshell, expect the target gains a -8 resistance bonus to Saving Throws versus spells for the duration of the spell. Deshell V Enfeebling Level: Astrologian/White Mage 9 This spell functions like deshell, expect the target gains a -10 resistance bonus to Saving Throws versus spells for the duration of the spell. Deshellra Enfeebling Level: Astrologian/White Mage 3 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst Duration: 1 round/level (D) Saving Throw: Will negates Spell Resistance: Yes
Enemies within the area of effect have their magical resistance reduced. The targets gain a -2 resistance bonus to Saving Throws versus spells for the duration of the spell. Deshellra counters and dispels Shellra. Deshellra II Enfeebling Level: Astrologian/White Mage 5 This spell functions like deshellra, expect the targets gain a -4 resistance bonus to Saving Throws versus spells for the duration of the spell. Deshellra III Enfeebling Level: Astrologian/White Mage 7 This spell functions like deshellra, expect the targets gain a -6 resistance bonus to Saving Throws versus spells for the duration of the spell. Deshellra IV Enfeebling Level: Astrologian/White Mage 9 This spell functions like deshellra, expect the targets gain a -8 resistance bonus to Saving Throws versus spells for the duration of the spell. Fearna Healing Level: Astrologian/White Mage/Red Mage 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You remove any fear effect in the creature. You must make a caster level check (1d20 + caster level) against the DC of the fear affecting the target. Fearna counters and dispels Fear. Hasteja Chronomancy/Enhancing Level: Astrologian/Time Mage 9 Area: 30-ft.-radius burst This spell functions like Haste, except it affects an enhanced version of the Haste status effect. The subjects receives a +2 bonus on Attack rolls, +2 bonus on Reflex saves, +60 foot movement, and an extra attack if the subject uses a full-attack option. Panacea Healing Level: Astrologian/White Mage/Red Mage/Holy Knight 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You detoxify any poison or sap status effects in the creature. You must make a caster level check (1d20 + caster level) against the DC of each poison affecting the target. Success means that the poison is neutralized. A cured creature suffers no additional effects from the poison and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporarily ability damage, or effects that don't go away on their own. Paralyna Healing Level: Astrologian/White Mage/Red Mage/Holy Knight 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You can free ally from the effects of temporary paralysis or related magic, including spells and effects that cause a creature to gain the staggered condition. The paralysis is negated but this spell does not restore ability score reduced by penalties, damage, or drain. Slowja Chronomancy/Enfeebling Level: Astrologian/Time Mage 9 Area: 30-ft.-radius burst This spell functions like Slow, except it affects an enhanced version of the Slow status effect. The victims suffer a -2 penalty on Attack rolls, -2 penalty on Reflex saves, moves at quarter movement, and can only take 1 standard action a round. Stona Healing Level: Astrologian/White Mage/Red Mage 4 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One petrified creature Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored. This does not restore damage sustained while petrified. Viruna Healing Level: Astrologian/White Mage/Red Mage/Holy Knight 1 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 10 minutes/level; see text Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) You quell feelings of illness and nausea in the target, removing the affects of nausea and sickness from the target. It also gives a +4 morale bonus on saving throws against disease, nausea, and sickness effects. If the subject is already under the influence of a disease effect when receiving the spell, that effect is suppressed for the duration of the spell. Vox Healing Level: Astrologian/White Mage/Red Mage/Holy Knight 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One petrified creature Duration: Instantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This spell removes the Silence Status Effect. You must make a caster level check (1d20 + caster level) against the DC of the silence effect. Vox counters and dispels Silence. Wall Enhancing Level: Astrologian/White Mage 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject of this spell is protected by a shield that helps against magical attacks and deflect physical attacks. The target gets +2 resistance bonus to Saving Throws versus spells and +2 deflection bonus to Armor Class for the duration of the spell. Wall II Enhancing Level: Astrologian/White Mage 4 The spell functions like Wall, except the target gets +4 resistance bonus to Saving Throws versus spells and +4 deflection bonus to Armor Class for the duration of the spell. Wall III Enhancing Level: Astrologian/White Mage 6 The spell functions like Wall, except the target gets +6 resistance bonus to Saving Throws versus spells and +6 deflection bonus to Armor Class for the duration of the spell. Wall IV Enhancing Level: Astrologian/White Mage 8 The spell functions like Wall, except the target gets +8 resistance bonus to Saving Throws versus spells and +8 deflection bonus to Armor Class for the duration of the spell. Wallra Enhancing Level: Astrologian/White Mage 4 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius burst Duration: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Allies within the area of effect are protected by a shield that helps against magical attacks and deflect physical attacks. The target gets +2 resistance bonus to Saving Throws versus spells and +2 deflection bonus to Armor Class for the duration of the spell. Wallra II Enhancing Level: Astrologian/White Mage 6 This spell functions like Wallra, except the targets gets +4 resistance bonus to Saving Throws versus spells and +4 deflection bonus to Armor Class for the duration of the spell. Wallra III Enhancing Level: Astrologian/White Mage 8 This spell functions like Wallra, except the targets gets +6 resistance bonus to Saving Throws versus spells and +6 deflection bonus to Armor Class for the duration of the spell. RE: Magic+ - Fortheseen - 03-06-2018 Dark Knight Magic Absorb-CHR Dark/Enfeebling Level: Nercomancer 3/Dark Knight 2 Casting Time: 1 standard action Range: touch Target: creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you absorb the charisma from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily charisma damage. If the save fails, the caster gains that much charisma. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down. Absorb-CON Dark/Enfeebling Level: Nercomancer 3/Dark Knight 2 Casting Time: 1 standard action Range: touch Target: creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you absorb the constitution from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily constitution damage. If the save fails, the caster gains that much constitution. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down. Absorb-DEX Dark/Enfeebling Level: Nercomancer 3/Dark Knight 2 Casting Time: 1 standard action Range: touch Target: creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you absorb the dexterity from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily dexterity damage. If the save fails, the caster gains that much dexterity. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down. Absorb-INT Dark/Enfeebling Level: Nercomancer 3/Dark Knight 2 Casting Time: 1 standard action Range: touch Target: creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you absorb the intelligence from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily intelligence damage. If the save fails, the caster gains that much intelligence. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down. Absorb-STR Dark/Enfeebling Level: Nercomancer 3/Dark Knight 2 Casting Time: 1 standard action Range: touch Target: creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you absorb the strength from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily strength damage. If the save fails, the caster gains that much strength. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down. Absorb-WIS Dark/Enfeebling Level: Nercomancer 3/Dark Knight 2 Casting Time: 1 standard action Range: touch Target: creature touched Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes With but a touch, you absorb the wisdom from your victim and increase your own. The target must make a Fortitude save or take 1d4 points of temporarily wisdom damage. If the save fails, the caster gains that much wisdom. This spell stats do not stack with itself and cannot drain more than the maximum amount per target but however can be used multiple times to try to gain the maximum stat boost and lower multiple targets stats down. Dread Spikes Enhancing/Dark Level: Dark Knight 2/Necromancer 4 Casting Time: 1 standard action Range: Touch Target: Creature touched Duartion: 1 round/level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A dark, eerie aura covers the subject touched by this spell. Anytime creatures attacking with natural weapons, unarmed strikes, or handheld weapons successfully strike the Dread Spikes wielder take 1d4 points of shadow damage and the Dread Spikes wielder is healed by that much. Dread Spikes II Enhancing/Dark Level: Dark Knight 4/Necromancer 6 This spell functions like Dread Spikes, except it deals 3d4 points of shadow damage and the Dread Spikes wielder is healed by that much instead. Enbio Enfeebling/Enhancing Level: Red Mage 3/Dark Knight 2 Casting Time: 1 swift action Range: Personal Target: Weapon touched Duration: 1 round/level or until discharged; 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: No Upon casting this spell, this spell infuses the weapon touched with the Sap status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Sap against the target of the attack. The victim suffers the effects of the status effect for the duration of the spell or until cured. The target takes 2d4 points of non-elemental damage + your casting modifier per round. The weapon loses this property if its wielder drops it or otherwise loses contact with it. Endrain Dark/Enfeebling/Enhancing Level: Dark Knight 3 Casting Time: 1 swift action Range: Personal Target: Weapon touched Duration: 1 round/level or until discharged; 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: No Upon casting this spell, this spell infuses the weapon touched with the blood elemental energy. The next time this weapon strikes a creature, it discharges the blood elemental energy. The spell deals an extra 1 point of shadow damage per 2 levels(to a max of +15) + double your Charisma modifier against the target of the attack. If the save fails, the caster gains that many in hit points. The weapon loses this property if its wielder drops it or otherwise loses contact with it. Enfear Enfeebling/Enhancing Level: Dark Knight 1 Casting Time: 1 swift action Range: Personal Target: Weapon touched Duration: 1 round/level or until discharged; 1d4 rounds or 1 round (D); see text Saving Throw: Will partial Spell Resistance: No Upon casting this spell, this spell infuses the weapon touched with the Fear status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the frightening affect against the target of the attack. The victim suffers the effects of the status effect for the duration of the spell or until cured. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. If the subject succeeds on a Will save, it is shaken for 1 round. The weapon loses this property if its wielder drops it or otherwise loses contact with it. Eninfect Enfeebling/Enhancing Level: Dark Knight 2 Casting Time: 1 swift action Range: Personal Target: Weapon touched Duration: 1 round/level or until discharged; 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: No Upon casting this spell, this spell infuses the weapon touched with the Disease status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Disease against the target of the attack. The victim is unable to be healed for the duration of the spell or until cured. The weapon loses this property if its wielder drops it or otherwise loses contact with it. Enpoison Enfeebling/Enhancing Level: Red Mage 2/Dark Knight 1 Casting Time: 1 swift action Range: Personal Target: Weapon touched Duration: 1 round/level or until discharged; 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: No Upon casting this spell, this spell infuses the weapon touched with the Poison status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Poison against the target of the attack. The victim suffers the effects of the status effect for the duration of the spell or until cured. The target takes 1d6 points of non-elemental damage + your casting modifier per round. The weapon loses this property if its wielder drops it or otherwise loses contact with it. Ensyphon Dark/Enfeebling/Enhancing Level: Dark Knight 4 Casting Time: 1 swift action Range: Personal Target: Weapon touched Duration: 1 round/level or until discharged; 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: No Upon casting this spell, this spell infuses the weapon touched with the mana elemental energy. The next time this weapon strikes a creature, it discharges the mana elemental energy. The spell deals an extra 1 point of shadow damage per 3 levels(to a max of +10) + double your Charisma modifier against the target of the attack. If the save fails, the caster gains that many in MP. The weapon loses this property if its wielder drops it or otherwise loses contact with it. Enzombie Dark/Enfeebling/Enhancing Level: Dark Knight 4 Casting Time: 1 swift action Range: Personal Target: Weapon touched Duration: 1 round/level or until discharged; 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: No Upon casting this spell, this spell infuses the weapon touched with the Zombie status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Zombie against the target of the attack. This status effect causes the target to have their type changed to [Undead], but without any of the benefits of that type. Those inflicted are now damaged by healing spells and effects, but immune to death spells and effects. The weapon loses this property if its wielder drops it or otherwise loses contact with it. |