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Magic+
#1
This thread is mainly used for the creatures I've created that are not listed on the spell list so far. There is no guarantee these spells will be official for FFD20 and I've tried to balance most of them. Most of these spells are going to be blue magic since most of the abilities used are monster related. I hope you enjoy the list so far and I'll try to update posts to make sure new spells are known. I will leave the pdfs on this tab from now on.

*Second major update for the PDFs @ 11/26/2017.*
*1.5 update for the PDFs @ 12/26/2017.*
*2.0 update for black, necromancy, & white magic PDFs @ 3/5/2018.*
*2.1 update added in Astromancy, Dark Knight, Holy Knight, Red, Geomancy, Scholar magic PDFs @ 3/6/18*
*2.2 update added in Geomancy & Scholar tabs @ 3/9/18*
*3.0 update major increase for black, Dark Knight, necromancy, Red, and White magic PDFs but nothing for blue or Geomancer @ 9/21/18*
*3.1 update on tabs now show all new spells also added in a few White mage spells I forgot to add in from before, oooops @ 9/22/18*
*3.2 update on a few pdfs @ 10/5/18*
*3.3 update on all magic pdfs @ 11/6/19*


Attached Files
.pdf   Necromancy.pdf (Size: 98.32 KB / Downloads: 21)
.pdf   Blue Magic.pdf (Size: 155.97 KB / Downloads: 19)
.pdf   Black Magic.pdf (Size: 117.16 KB / Downloads: 30)
.pdf   White Magic.pdf (Size: 115.6 KB / Downloads: 34)
.pdf   Chronomancy.pdf (Size: 68.73 KB / Downloads: 7)
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#2
Here is the second group of pdfs.


Attached Files
.pdf   Astromancy.pdf (Size: 105.14 KB / Downloads: 13)
.pdf   Dark Knight Magic.pdf (Size: 87.9 KB / Downloads: 11)
.pdf   Holy Knight Magic.pdf (Size: 90.42 KB / Downloads: 13)
.pdf   Geomancy.pdf (Size: 103.07 KB / Downloads: 9)
.pdf   Avatars.pdf (Size: 301.63 KB / Downloads: 12)
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#3
Last group of pdfs.


Attached Files
.pdf   Red Magic.pdf (Size: 118.07 KB / Downloads: 18)
.pdf   Scholar Magic.pdf (Size: 70.22 KB / Downloads: 17)
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#4
White Magic

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.

Blindja
Enfeebling
Level: Black Mage/White Mage 5
Target: One Creature/two levels (maximum of 10)

This spell functions like Blindga, except it affects one creature per two levels (maximum of 10) within 50 feet of each other.


Bravera
Enhancing
Level: White Mage 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius burst
Duration: 1 round/two level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)


This spell functions like brave, expect the area of effect increases to 20-ft.-radius burst.


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.


Dia IV
Enfeebling/Light
Level: White Mage 4

This spell functions like Dia, expect the penalty increases to -8.


Diaja
Enfeebling/Light
Level: White Mage 7
Target: One creature/two levels (maximum of 8)

This spell functions like Dia IV, except it affects one creature per two levels (maximum of 8) within 40 feet of each other.

Faithra
Enhancing
Level: White Mage 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius burst
Duration: 1 round/two level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)


This spell functions like faith, expect the area of effect increases to 20-ft.-radius burst.


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.


Healaja
Healing
Level: White Mage 4
Casting Time: 1 swift action
Range: Medium (100 ft. + 10 ft/level)
Area: 50-ft.-radius burst
Duartion: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions like Heal, except it heals allies equal to your casting level (maximum 20) plus quadruple your Wisdom modifier.


Hold
Enfeebling
Level: White Mage/Red Mage 2
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One Creature
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes

The target becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the target may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer cannot swim and may drown.


Holdga
Enfeebling
Level: White Mage 7
Target: One or more creatures, within 30 ft. of each other

The spell functions like hold, except as noted above.


Light IV
Light
Level: White Mage 4

This spell functions like Light, expect it deals 7d6 points of holy damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20) and inflicts the Dazzled status effect for 1d10 rounds. A successful Fortitude save prevents the status effect from taking effect.


Lightja
Light
Level: White Mage 9

This spell functions like a Lightra, expect it deals 1d10 points of holy damage per caster level (maximum 20d10) and the area of effect increases to a 50-ft.-radius spread.

Medica
Healing/Enhancing
Level: White Mage 3
Casting Time: 1 standard action
Range: personal
Area: 15-ft.-radius burst
Duration: instantaneous, 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As you pray, glimmers of light engulf you and your nearby allies, healing for 1d5 points of damage per caster level (maximum 8d5) and then receive Fast Healing 2 for the duration of the spell.


Medica II
Healing/Enhancing
Level: White Mage 5
Casting Time: 1 standard action
Range: personal
Area: 20-ft.-radius burst
Duration: instantaneous, 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

As you pray, glimmers of light engulf you and your nearby allies, healing for 1d6 points of damage per caster level (maximum 12d6) and then receive Fast Healing 4 for the duration of the spell.


Medica III
Healing/Enhancing
Level: White Mage 7
Casting Time: 1 standard action
Range: personal
Area: 30-ft.-radius burst
Duration: instantaneous, 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)


As you pray, glimmers of light engulf you and your nearby allies, healing for 1d8 points of damage per caster level (maximum 16d8) and then receive Fast Healing 6 for the duration of the spell.

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.

Repose
Enfeebling
Level: White 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 receives the Sleep status effect. The victim falls into a magical slumber, can only be woken with a standard action. This spell also works on undead due to its light magical properties.


Saintly Beam
Light
Level: White Mage 9
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius spread
Duration: Instantaneous; 1d8 rounds
Saving Throw: Fortitude half; see below
Spell Resistance: Yes

Beams of holy energy blast your opponents in a 30-ft.-radius blast. The targets take 1d10 points of holy damage per caster level (maximum 20d10). and is inflicted with the Dazzled status effect for 1d8 rounds. A successful Fortitude save reduces this damage by half and prevents the status effect from taking effect.

Shine
Light
Level: White Mage 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 bright light shines from above, burning the target dealing 1d6 points of holy damage per caster level (maximum 15d6) and inflicting the Dazzled status effect. A successful Reflex save reduces the damage by half and negates the status effect.

Shine II
Light
Level: White Mage 8

This spell functions like Shine, except it deals 1d8 points of holy damage per caster level (maximum 20d8).

Sleepja
Enfeebling
Level: Black Mage/White Mage 5
Target: One Creature/two levels (maximum of 10)

This spell functions like Sleepga, except it affects one creature per two levels (maximum of 10) within 50 feet of each other.

Silenceja
Enfeebling
Level: Black Mage/White Mage 6
Target: One Creature/two levels (maximum of 10)

This spell functions like Silencega, except it affects one creature per two levels (maximum of 10) within 50 feet of each other.

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.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#5
I just added two new blue mage spells called Nausea Powder and Silver Powder from the Funguar Family.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#6
I fixed an issue with some of the text being 'smaller' than the rest for some of the spells and I've also added in two new blue mage spells called Hyper Blaster from the Coeurl Family and Putrid Breath from the Malboro Family.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#7
Alright, there should be four new blue mage spells. One from the Soul Eater(Mu Family) called Macabre and the other three are from the Skeleton Family called Blood Sabre, Horror Cloud, & Malediction. I'm a little unsure if Blood Sabre and Malediction are balanced but if anyone is unsure of the wording from the heal effect. For example say 3 enemies are within the area of effect of Blood Sabre. Let's say one of them makes their Fortitude save. You discredit that one target who made the save from the total damage taken for the heal. Malediction is a stronger version of Blood Sabre.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#8
For Blood Sabre and Malediction, I'd increase them to 9d6 and 12d6 respectively. Even those numbers are low, low, low damage for their level, but that they heal you too is a bonus. The main problem is that, by the time you're able to cast these, a lot of enemies will have really high Fortitude saves, which means that the healing effect (which is what I'm sure is the biggest worry) won't be coming into play anywhere near as often as you might think.
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#9
(04-22-2017, 06:55 PM)Manly Man Wrote: For Blood Sabre and Malediction, I'd increase them to 9d6 and 12d6 respectively. Even those numbers are low, low, low damage for their level, but that they heal you too is a bonus. The main problem is that, by the time you're able to cast these, a lot of enemies will have really high Fortitude saves, which means that the healing effect (which is what I'm sure is the biggest worry) won't be coming into play anywhere near as often as you might think.

I was worried that the heal from the damage would be too strong so I made it lower than the normal damage for that spell level also if someone makes the Fortitude save they do not get that bonus heal from them. You do have a point there. I've been looking over some monsters around that level and most do high Fortitude saves making this spell seem pretty useless on healing affects. I'll make the damage changes online and leave it as it on my folder until the Bestiary goes up on the website also thank you in advance.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#10
Happy to help!
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#11
Alright, finally finish the spells for the chocobo family, omg that took awhile to do.... The following blue mage spells have been added Choco Barrier, Choco Esuna, Choco Flame, Choco Guard, Choco Halo, Choco Ice, Choco Life, Choco Recharge, Choco Thunder, Choco Trishot, & Choco Water.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#12
I got two new blue mage spells: Pumpkin Head(Hedgehog Pie Family) and Roulette(Hecteye Family) also both of these spells come with helpful charts for those you do not want to do the math or my text was confusing lol...
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#13
Three new blue mage spells: Frog Song, Pond Chorus, and Snowstorm. The first two are frog status affecting spells learned from the toad family. Snowstorm is used by the stronger versions of the chimera family. I'll fix the small text letter later soooo tired at the moment.
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#14
Also, hooray, you've hit a hundred posts!
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#15
Thank ya, I should have more incoming in a couple days or so. Tongue
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#16
Hey there spell casters, I've added in 7 white mage spells and 13(14ish) blue mage spells this time around. I noticed there weren't any status removal spells and I assumed so due to Esuna removing most of them. I main reason I put them in here is due to the fact they're lower level than Esuna so for any lower level casters who don't want to wait til 4th level caster to learn Esuna could use these instead. The only one I feel might be a little unbalanced is Fearna but I based it off a spell similar to it.
I added in 3 new range touch attack spells from the Bee family, Blind Needles, Death Needles, and Poison Needles. For those who love their dex stat mages.
I added in Electrocute with a random chance to do a 1st to 3rd level thunder spell from Zaghnol.
There is now an aoe stone status effect spell from the Doomstone Family called Stone Breath.
I now have a create who can use Mighty Guard III so you blue mages can learn it now from the Chrome Giant. Tongue
The rest of the blue mage spells come from the Pixie Family. The list of spells are Angel Whisper(Reraise basically), Autumn Breeze(Self heal), Black Wind(shadow dmg aoe), Lethe Arrow(range touch attack with Amnesia), Springe Breeze(aoe sleep), Summer Breeze(Esuna or Regen), Winter Breeze(aoe dispel), & Zephyr Arrow(range touch attack with knock back).
Since Amnesia is a new status effect and I'm also not sure if everyone is okay with it at the moment. I will leave it open for now. Amnesia prohibits the use of all class abilities. You can still cast spells and attack like normal.

Alright enjoy the new spells and tell me how they go! XD
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#17
For the Amnesia status effect, would it get rid of everything that isn't spellcasting? Because that seems pretty harsh, and this is coming from a guy who thinks that stun+stagger in a 30 ft. radius is good as a 5th-level spell. It would be more fair, I think, if it put a lock on all active abilities, but not passive ones, i.e. a Holy Knight wouldn't be able to use Smite Evil or their Holy Sword Techs, but they would still get their bonuses from Holy Grace and First Into Battle (even if they can't expend uses of Lay On Hands to act in a surprise round), or a Sword Saint would lose the use of their Sword Skills, but things like Clad in Steel or First Blood would still be in effect.
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#18
From what I'm reading it just prevents the execution of Job abilities. I think any action that requires an action speed that is class related besides your normal attacks, feats, and spell casting. I think this prevents limits breaks, trick bonues from multiple classes, and any pool related abilities are a few examples. I believe you keep your actives going like abilities that let you keep you CHA bonus to all your saves, your WIS bonus to defense, DEX bonus to your range dmg are some examples I can think of.
I could up the level on this ability by one. The closest status effect to this was silence in a way. Tongue
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#19
(07-31-2017, 01:21 PM)Manly Man Wrote: For the Amnesia status effect, would it get rid of everything that isn't spellcasting? Because that seems pretty harsh, and this is coming from a guy who thinks that stun+stagger in a 30 ft. radius is good as a 5th-level spell. It would be more fair, I think, if it put a lock on all active abilities, but not passive ones, i.e. a Holy Knight wouldn't be able to use Smite Evil or their Holy Sword Techs, but they would still get their bonuses from Holy Grace and First Into Battle (even if they can't expend uses of Lay On Hands to act in a surprise round), or a Sword Saint would lose the use of their Sword Skills, but things like Clad in Steel or First Blood would still be in effect.

I think I will talk to Viladin about it. I'm not sure if I can add in a status effect without making sure the community knows about it. I did put it on the news thing but I'm not sure if he saw it. I'll make adjustment according to what he thinks and others.

*I made a couple balancing updates, I'm changing Lethe Arrow to 1d2 rounds of amnesia and is now 5th level spell. I also made an update to Meltdown and got rid of the Con dmg effect but increased the dmg per round slightly to counter balance it. Let me know how the changes went and I will post a pdf per mage group with all the most recent spells in a few days. Please enjoy!*
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#20
[color=#ffffff]Blue Magic Part II[/color]

[color=#ffffff]Seed Cannon[/color]
[color=#ffffff]Non-elemental[/color]
[color=#ffffff]Level: Blue Mage 2[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Target: One creature[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: None[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Grat, Ragora, or Sandragora[/color]


[color=#ffffff]The caster emulates a grat shooting seeds out of its mouth towards a target within 30 feet. The caster must make a ranged touch attack, and if it hits, the target takes 2d8 piercing damage.[/color]

[color=#ffffff]Silver Powder[/color]
[color=#ffffff]Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 3[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 15 ft.[/color]
[color=#ffffff]Area: Cone-shaped burst[/color]
[color=#ffffff]Duration: 1d4 rounds[/color]
[color=#ffffff]Saving Throw: See below[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Exoray[/color]


[color=#ffffff]The caster emulate the silver dust created by an exoray. All creatures within the cone are effect by the following status effects for 1d4 rounds each: Blind (Fortitude save), Silence (Fortitude save), & Poison (Fortitude save).[/color]

Snowpit
Enfeebling
Level: Blue Mage 2
Casting Time: 1 standard action
Range: 15 ft.-radius-burst
Area radius-burst
Duration: 1d6 rounds
Saving Throw: Reflex half
Spell Resistance: Yes
Learned From: Manooba

The caster emulates an manooba to cause a hole to engulf all targets within 15 ft. from the primary target. The targets in the area of effect of this spell receives the Frozen status effect.

[color=#ffffff]Snowstorm[/color]
[color=#ffffff]Elemental(Ice)[/color]
[color=#ffffff]Level: Blue Mage 6[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Area: 30-ft. Line[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Reflex half; see text[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Chimera Brain & Gorgimera[/color]

[color=#ffffff]The caster emulates a Chimera Brain by breathing out a shredding flurry of icy slivers hitting all creatures within the 30-ft. Line. Creatures in the area of effect take 14d6 points of ice damage and are inflicted with Frozen status for 1d4 rounds. A successful Reflex save reduces the damage by half and negates the status effect.[/color]

[color=#ffffff]Spring Breeze[/color]
[color=#ffffff]Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 3[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Area: Creatures within a 30-ft.-radius centered on you[/color]
[color=#ffffff]Duration: 1d6[/color]
[color=#ffffff]Saving Throw: Will negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Seelie[/color]


[color=#ffffff]The caster can emulate a blueish yellow sleepy breeze from a seelie that surrounds himself and all those creatures within 30-ft.-radius. Creatures within the area of effect must make a Will save or be inflicted with Sleep status effect for 1d6 rounds.[/color]


[color=#ffffff]Stone Breath[/color]
[color=#ffffff]Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 6[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Area: Cone-shaped burst[/color]
[color=#ffffff]Duration: Permanent[/color]
[color=#ffffff]Saving Throw: Fortitude negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Demonolith, Dolmen, & Tomb[/color]


[color=#ffffff]The caster can emulate a dry gray breath of a Demonolith upon creatures in a 30-ft.-cone. Creatures within the area of effect are inflicted with Petrify status effect. This is permanent until cured.[/color]


[color=#ffffff]Summer Breeze[/color]
[color=#ffffff]Healing/Enhancing[/color]
[color=#ffffff]Level: Blue Mage 4[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Target: Self[/color]
[color=#ffffff]Duration: Instantaneous or 1 round/2 levels (D)[/color]
[color=#ffffff]Saving Throw: Will negates (harmless)[/color]
[color=#ffffff]Spell Resistance: Yes (harmless)[/color]
[color=#ffffff]Learned From: Sidhe[/color]


[color=#ffffff]The caster can emulate a yellowish orange healing breeze from a sidhe that surrounds herself. The healing breeze functions like Esuna expect if it fails the caster receives Fast Healing 5 for the duration.[/color]

[color=#ffffff]Sweet Breath[/color]
[color=#ffffff]Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 4[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 15 ft.[/color]
[color=#ffffff]Area: 15-ft. Cone-shaped burst[/color]
[color=#ffffff]Duration: Instantaneous/1d4 rounds[/color]
[color=#ffffff]Saving Throw: Will negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Quacho Queen[/color]


[color=#ffffff]The caster emulates blowing a sweet smelling breath from a quacho queen to all creatures within the 15 foot cone must make a Will save or be inflicted with Sleep status for 1d6+1 rounds.[/color]


[color=#ffffff]Tail Fling[/color]
[color=#ffffff]Elemental (Earth)[/color]
[color=#ffffff]Level: Blue Mage 1[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: None[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Mu[/color]


[color=#ffffff]The caster emulates a mu while flinging their hand towards a target within 30 feet. The caster must make a ranged touch attack, and if it hits, the target takes 1d6+5 points of earth damage.[/color]


Terror Eye
Chronomancy/Enfeebling
Level: Blue Mage 9
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 round/2 levels (D)
Saving Throw: Will Negates
Spell Resistance: Yes
Learned From: Fora


The caster emulates a fora striking fear in their opponents. Creatures in the area of effect receive the Stop status effect. This is considered a fear effect. The victims are unable to move and act (are helpless) for the duration of the spell or until cured.


Tongue
Enfeebling
Level: Blue Mage 3
Casting Time: 1 standard action
Range: Touch
Duration: Instantaneous/1d8+4 rounds
Saving Throw: Will Negates
Spell Resistance: Yes
Learned From: Mahanaga, Naga, Nagarani, & Water Naga


The caster emulates a naga licking a foe. The caster must make a melee touch attack, and if it hits, the target must make a Will save or be inflicted with Sleep Status effect.


Triumphant Roar
Enhancing
Level: Blue Mage 3
Casting Time: 1 standard action
Target: Personal
Duration: 1 round/level (D)
Saving Throw: Will Negates (harmless)
Spell Resistance: Yes (harmless)
Learned From: Belphegor & Fora


The caster emulates a belphegor releasing a raging fierce roar boosting their personal power. The caster boost their Attack rolls by +6 for the duration.


[color=#ffffff]Water Gun[/color]
[color=#ffffff]Enfeebling/Elemental (Water)[/color]
[color=#ffffff]Level: Blue Mage 1[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Fortitude partial[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Sahagin, Sahagin Chief, or Sahagin Prince[/color]


[color=#ffffff]The caster emulates a sahagin spitting a water projectile out of it mouth towards a target within 30 feet. The caster must make a ranged touch attack, and if it hits, the target takes 1d6+2 points of water damage and must make a Fortitude save or be inflicted with Drenched Status effect.[/color]


[color=#ffffff]Wind Slash[/color]
[color=#ffffff]Elemental (Wind)[/color]
[color=#ffffff]Level: Blue Mage 8[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 60 ft.[/color]
[color=#ffffff]Area: Cone-shaped burst[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Reflex half[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Green Dragon[/color]


[color=#ffffff]The caster emulates a Green Dragon's ability to cause the wind front of itself to slice all those in a 60-ft.-cone. Creatures within the area of effect take 15d6 points of wind damage, Reflex save for half damage.[/color]

[color=#ffffff]Winter Breeze[/color]
[color=#ffffff]Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 5[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Area: Creatures within a 30-ft.-radius centered on you[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: None[/color]
[color=#ffffff]Spell Resistance: None[/color]
[color=#ffffff]Learned From: Unseelie[/color]


[color=#ffffff]The caster can emulate a blueish white breeze of magical energies of an unseelie within a 30-ft.-radius. This spell functions like Greater Dispel expect it only applies the area dispel to all creature within the are of effect.[/color]


[color=#ffffff]Zephyr Arrow[/color]
[color=#ffffff]Elemental (Wind)[/color]
[color=#ffffff]Level: Blue Mage 2[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 60 ft.[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Fortitude negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Majority of the Pixie Family[/color]


[color=#ffffff]The caster emulates shooting out a green arrow from their fingertip like a Pixie towards the opponent. The caster must make a range touch attack, and if it hits, the target takes 3d6 points of wind damage and must make a Fortitude save or be knocked back 10 feet.[/color]

[color=#ffffff]Zombie Breath[/color]
[color=#ffffff]Dark/Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 7[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Area: Cone-shaped burst[/color]
[color=#ffffff]Duration: 1 round/level (D)[/color]
[color=#ffffff]Saving Throw: Fortitude negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Tot Aevis[/color]


[color=#ffffff]The caster emulates the nasty foul breath of a tot aevis. This spell inflicts the zombie status effect on all living creatures within the area if they fail their Fortitude save. This status effects causes the targets 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.[/color]
Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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