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Magic+
#41
Holy Knight Magic

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.


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.

Flash
Enfeebling
Level: Holy Knight 1
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes

You compel an enemy to come and fight you. On its turn, the target moves its speed towards you, avoiding any other dangers along its path (including any movement that would provoke attacks of opportunity). The target may do nothing but move on its turn. If the target ends its move adjacent to you, you can make an attack of opportunity against the target.


Intervention
Enhancing
Level: Holy Knight 2
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature
Duration: 1 round
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.


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.


Phalanx
Enhancing
Level: Holy Knight 2/Red Mage 3
Casting Time: 1 standard action
Range: personal
Target: you
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Light surrounds you by reducing any physical damage you take. For the duration of the spell, the target receives Damage Reduction 5/magic.


Phalanx II
Enhancing
Level: Holy Knight 3/Red Mage 4
Casting Time: 1 standard action
Range: personal
Target: you
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Light surrounds you by reducing any physical damage you take. For the duration of the spell, the target receives Damage Reduction 10/cold iron.


Phalanx III
Enhancing
Level: Holy Knight 4/Red Mage 6
Casting Time: 1 standard action
Range: personal
Target: you
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Light surrounds you by reducing any physical damage you take. For the duration of the spell, the target receives Damage Reduction 15/adamantine.


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.
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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#42
Red 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.


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.


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.


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.


Enberserk
Enfeebling/Enhancing
Level: Red Mage 6
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the Berserk status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Berserk against the target of the attack. The target will attack all enemies until there are no more, and then turn onto friends until he makes the Will save or is cured of his condition. While also berserking, the subject cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a materia), or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. The subject can make an additional Will save check when there are no enemies to attack. The weapon loses this property if its wielder drops it or otherwise loses contact with it.


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.


Enblind
Enfeebling/Enhancing
Level: Red Mage 1
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the Blind status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Blind 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 weapon loses this property if its wielder drops it or otherwise loses contact with it.


Enbreak
Enfeebling/Enhancing
Level: Red Mage 4
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; Permanent
Saving Throw: Fortitude negates
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the Petrify status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Petrify against the target of the attack. The victim is turned into a stone statue of itself. This is permanent until cured. The weapon loses this property if its wielder drops it or otherwise loses contact with it.


Enconfuse
Enfeebling/Enhancing
Level: Red Mage 6
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the Confuse status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Confuse against the target of the attack. The victim will randomly attack the nearest person until 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.


Endisable
Enfeebling/Enhancing
Level: Red Mage 4
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the Disable status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Disable against the target of the attack. The victim is unable to move and act (but can defend herself) 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.


Enfrog
Enfeebling/Enhancing
Level: Red Mage 4
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/2 levels (D)
Saving Throw: Fortitude negates
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the Frog status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Frog against the target of the attack. The victim is polymorphed into a frog temporarily, unable to cast spells or attack, but can defend herself 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.


Enimmobilize
Enfeebling/Enhancing
Level: Red Mage 3
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the Immobilize status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Immobilize against the target of the attack. The victim is unable to move 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.


Enmini
Enfeebling/Enhancing
Level: Red Mage 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 Mini status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Mini against the target of the attack. The victim is shrunk to 10% of its size for the duration of the spell or until cured. All physical attacks from the target that hit deal only 1 damage. 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.


Ensilence
Enfeebling/Enhancing
Level: Red Mage 2
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the Silence status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Silence 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 weapon loses this property if its wielder drops it or otherwise loses contact with it.


Ensleep
Enfeebling/Enhancing
Level: Red Mage 1
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: No

Upon casting this spell, this spell infuses the weapon touched with the Sleep status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Sleep 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 weapon loses this property if its wielder drops it or otherwise loses contact with it.


Enslow
Chronomancy/Enfeebling/Enhancing
Level: Red Mage 3
Casting Time: 1 swift action
Range: Personal
Target: Weapon touched
Duration: 1 round/level or until discharged; 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: No


Upon casting this spell, this spell infuses the weapon touched with the Slow status effect. The next time this weapon strikes a creature, it discharges the ailment energy. The spell inflicts the status effect Slow against the target of the attack. The victim suffers a -1 penalty on Attack rolls, -1 penalty on Reflex saves, moves at half movement, and can only take 1 standard action a round 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.


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.


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.


Imperil
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes

A swirl of color envelopes your target, dealing minor elemental damage and inflicting the Imperil status. They take 3 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.


Imperilra
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10 ft. radius burst
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes

A imperilra spell is the area of effect version of the imperil spell. They take 7 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.


Imperilga
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Necromancer/Red Mage 6
Target: 20 ft. radius burst

This spell functions like Imperilra, expect it does 11 points of damage from 1d6 elements chosen and the radius increases to 20 ft. radius spread.


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.


Phalanx
Enhancing
Level: Holy Knight 2/Red Mage 3
Casting Time: 1 standard action
Range: personal
Target: you
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Light surrounds you by reducing any physical damage you take. For the duration of the spell, the target receives Damage Reduction 5/magic.


Phalanx II
Enhancing
Level: Holy Knight 3/Red Mage 4
Casting Time: 1 standard action
Range: personal
Target: you
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Light surrounds you by reducing any physical damage you take. For the duration of the spell, the target receives Damage Reduction 10/cold iron.


Phalanx III
Enhancing
Level: Holy Knight 4/Red Mage 6
Casting Time: 1 standard action
Range: personal
Target: you
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Light surrounds you by reducing any physical damage you take. For the duration of the spell, the target receives Damage Reduction 15/adamantine.


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.


Verabyss
Dark/Enfeebling
Level: Red Mage 4
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Dimmed status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Dimmed status effect to be in effect. Once you cast this spell, the Dimmed status effect is removed and the creature's dark resistance is reduce by 10 which will take 10 more damage from dark sources for the duration. The creature also takes 2d6+5 dark damage and the target can attempt a Reflex save for half damage and no reduction of dark resistance.


Veraero
Elemental (wind)/Enfeebling
Level: Red Mage 2
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Squalled status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Squalled status effect to be in effect. Once you cast this spell, the Squalled status effect is removed and the creature's wind resistance is reduce by 5 which will take 5 more damage from wind sources for the duration. The creature also takes 1d4+1 wind damage and the target can attempt a Reflex save for half damage and no reduction of wind resistance.


Verblizzard
Elemental (ice)/Enfeebling
Level: Red Mage 2
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Frozen status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Frozen status effect to be in effect. Once you cast this spell, the Froze status effect is removed and the creature's ice resistance is reduce by 5 which will take 5 more damage from ice sources for the duration. The creature also takes 1d4+1 ice damage and the target can attempt a Reflex save for half damage and no reduction of ice resistance.


Verburst
Elemental (lightning)/Enfeebling
Level: Red Mage 4
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Static status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Static status effect to be in effect. Once you cast this spell, the Static status effect is removed and the creature's lightning resistance is reduce by 10 which will take 10 more damage from lightning sources for the duration. The creature also takes 2d6+5 lightning damage and the target can attempt a Reflex save for half damage and no reduction of lightning resistance.


Verdark
Dark/Enfeebling
Level: Red Mage 2
Casting Time: 1 swift action
Range:  close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Dimmed status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Dimmed status effect to be in effect. Once you cast this spell, the Dimmed status effect is removed and the creature's dark resistance is reduce by 5 which will take 5 more damage from dark sources for the duration. The creature also takes 1d4+1 dark damage and the target can attempt a Reflex save for half damage and no reduction of dark resistance.


Verfire
Elemental (fire)/Enfeebling
Level: Red Mage 2
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Burn status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Burn status effect to be in effect. Once you cast this spell, the Burn status effect is removed and the creature's fire resistance is reduce by 5 which will take 5 more damage from fire sources for the duration. The creature also takes 1d4+1 fire damage and the target can attempt a Reflex save for half damage and no reduction of fire resistance.


Verflare
Elemental (fire)/Enfeebling
Level:  Red Mage 4
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Burn status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Burn status effect to be in effect. Once you cast this spell, the Burn status effect is removed and the creature's fire resistance is reduce by 10 which will take 10 more damage from fire sources for the duration. The creature also takes 2d6+5 fire damage and the target can attempt a Reflex save for half damage and no reduction of fire resistance.


Verflood
Elemental (water)/Enfeebling
Level: Red Mage 4
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Drenched status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Drenched status effect to be in effect. Once you cast this spell, the Drenched status effect is removed and the creature's water resistance is reduce by 10 which will take 10 more damage from water sources for the duration. The creature also takes 2d6+5 water damage and the target can attempt a Reflex save for half damage and no reduction of water resistance.


Verglacier
Elemental (ice)/Enfeebling
Level: Red Mage 4
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Frozen status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Frozen status effect to be in effect. Once you cast this spell, the Froze status effect is removed and the creature's ice resistance is reduce by 10 which will take 10 more damage from ice sources for the duration. The creature also takes 2d6+5 ice damage and the target can attempt a Reflex save for half damage and no reduction of ice resistance.


Verholy
Light/Enfeebling
Level: Red Mage 4
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Dazzled status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Dazzled status effect to be in effect. Once you cast this spell, the Dazzled status effect is removed and the creature's holy resistance is reduce by 10 which will take 10 more damage from holy sources for the duration. The creature also takes 2d6+5 holy damage and the target can attempt a Reflex save for half damage and no reduction of holy resistance.


Verlight
Light/Enfeebling
Level: Red Mage 2
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Dazzled status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Dazzled status effect to be in effect. Once you cast this spell, the Dazzled status effect is removed and the creature's holy resistance is reduce by 5 which will take 5 more damage from holy sources for the duration. The creature also takes 1d4+1 holy damage and the target can attempt a Reflex save for half damage and no reduction of holy resistance.


Verquake
Elemental (earth)/Enfeebling
Level: Red Mage 4
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Weighted status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Weighted status effect to be in effect. Once you cast this spell, the Weighted status effect is removed and the creature's earth resistance is reduce by 10 which will take 10 more damage from earth sources for the duration. The creature also takes 2d6+5 earth damage and the target can attempt a Reflex save for half damage and no reduction of earth resistance.


Verstone
Elemental (earth)/Enfeebling
Level: Red Mage 2
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Weighted status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Weighted status effect to be in effect. Once you cast this spell, the Weighted status effect is removed and the creature's earth resistance is reduce by 5 which will take 5 more damage from earth sources for the duration. The creature also takes 1d4+1 earth damage and the target can attempt a Reflex save for half damage and no reduction of earth resistance.


Verthunder
Elemental (lightning)/Enfeebling
Level: Red Mage 2
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Static status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Static status effect to be in effect. Once you cast this spell, the Static status effect is removed and the creature's lightning resistance is reduce by 5 which will take 5 more damage from lightning sources for the duration. The creature also takes 1d4+1 lightning damage and the target can attempt a Reflex save for half damage and no reduction of lightning resistance.


Vertornado
Elemental (wind)/Enfeebling
Level: Red Mage 4
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Squalled status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Squalled status effect to be in effect. Once you cast this spell, the Squalled status effect is removed and the creature's wind resistance is reduce by 10 which will take 10 more damage from wind sources for the duration. The creature also takes 2d6+5 wind damage and the target can attempt a Reflex save for half damage and no reduction of wind resistance.


Verwater
Elemental (water)/Enfeebling
Level: Red Mage 2
Casting Time: 1 swift action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature afflicted with Drenched status effect
Duration: 1 round/level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes

The target of this spell requires the Drenched status effect to be in effect. Once you cast this spell, the Drenched status effect is removed and the creature's water resistance is reduce by 5 which will take 5 more damage from water sources for the duration. The creature also takes 1d4+1 water damage and the target can attempt a Reflex save for half damage and no reduction of water resistance.


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.
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.
Reply
#43
Hey guys, more spells than I can name off plus I also added in each caster class I made spells to. I know there are a lot of same spells on each class but I thought this would make it easier this way. I will put up a pdf with all the new lists. I will add in scholar and geomancer spells in later just really busy 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.
Reply
#44
Black Magic

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).


Aero IV
Elemental(Wind)
Level: Black Mage 4

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


Aeroja
Elemental(Wind)
Level: Black Mage 9

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


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.


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.


Blizzard IV
Elemental(Ice)
Level: Black Mage 4

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


Blizzaja
Elemental(Ice)
Level: Black Mage 9

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


Burst
Elemental (Lightning)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes

A bolt of lightning streaks towards the targeted creature, surging with electricity power dealing 1d6 points of lightning damage per caster level (maximum 15d6) and inflicting the Static status effect. A successful Reflex save reduces the damage by half and negates the status effect.


Burst II
Elemental (Lightning)
Level: Black Mage 8

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


Comet
Elemental (Earth/Fire)
Level: Black Mage/Geomancer 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius sphere
Duartion: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You summon one molten comet into the sky to rain upon your enemies. Those within the area of effect take 10d6 points of damage (half in fire damage, the other half in earth damage), a Reflex save for half damage.


Cometra
Elemental (Earth/Fire)
Level: Black Mage/Geomancer 6
Area: Two 20-ft.-radius sphere

This spell functions like Comet, expect it summons two comets. You direct each of the comets within 30 feet of each other. Creatures hit with multiple comets must make multiple Reflex saves.


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.


Five IV
Elemental(Fire)
Level: Black Mage/Red Mage 4

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


Firaja
Elemental(Fire)
Level: Black Mage 9

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


Flood
Elemental (Water)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes

A torrent of water rages towards the targeted creature, engulfing the target dealing 1d6 points of water damage per caster level (maximum 15d6) and inflicting the Drenched status effect. A successful Fortitude save reduces the damage by half and negates the status effect.


Flood II
Elemental (Water)
Level: Black Mage 8

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


Glacier
Elemental (Ice)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes

A cloud of mist coalesces around the targeted creature, before instantly freezing dealing 1d6 points of ice damage per caster level (maximum 15d6) and inflicting the Frozen status effect. A successful Fortitude save reduces the damage by half and negates the status effect.


Glacier II
Elemental (Ice)
Level: Black Mage 8

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


Imperil
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes

A swirl of color envelopes your target, dealing minor elemental damage and inflicting the Imperil status. They take 3 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.


Imperilra
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Red Mage 4
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10 ft. radius burst
Duration: 1d8 rounds
Saving Throw: Will partial
Spell Resistance: Yes

A imperilra spell is the area of effect version of the imperil spell. They take 7 points of damage from 1d6 elements chosen randomly by rolling 1d8 (1 = fire, 2 = ice, 3 = wind, 4 = earth, 5 = lightning, 6 = water, 7 = holy, 8 = shadow), and are afflicted with the Imperil status, corresponding to the elements determined. A successful Will save negates the Imperil status.


Imperilga
Dark/Elemental/Enfeebling/Light
Level: Black Mage/Necromancer/Red Mage 6
Target: 20 ft. radius burst

This spell functions like Imperilra, expect it does 11 points of damage from 1d6 elements chosen and the radius increases to 20 ft. radius spread.


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.


Leaf
Non-Elemental
Level: Black Mage 1
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duartion: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object)

You direct a magical leaf at your opponent. Requires a ranged touch attack roll to hit that deals 1d6 points of non-elemental damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +5).


Leaf II
Non-Elemental
Level: Black Mage 2

This spell functions like Leaf, expect it deals 3d6 points of non-elemental damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +10).


Leaf III
Non-Elemental
Level: Black Mage 3

This spell functions like Leaf, expect it deals 5d6 points of non-elemental damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +15).


Leaf IV
Non-Elemental
Level: Black Mage 4

This spell functions like Leaf, expect it deals 7d6 points of non-elemental damage + your casting modifier (Intelligence, Wisdom, Charisma) + 1 point per caster level (maximum +20).


Leafaga
Non-Elemental
Level: Black Mage 5

This spell functions like Leafra, expect it deals 1d8 points of non-elemental damage per caster level (maximum 15d8) and the area of effect increases to a 30-ft.-radius spread.


Leafaja
Non-Elemental
Level: Black Mage 9

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


Leafra
Non-Elemental
Level: Black Mage 3
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duartion: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

leafra spell is the area of effect version of the leaf spell. A blast of powerful magical leafs explodes dealing 1d6 points of non-elemental damage per caster level (maximum 10d6) to every creature within the area.


Meltdown
Enfeebling/Elemental(Fire)
Level: Black Mage 9
Casting Time: 1 standard action
Range: Close(25 ft. + 5 ft./2 levels)
Effect: 5-ft.-radius line(thickness)
Duration: Concentration + 1 round(Maximum 5 rounds)
Saving Throw: Reflex half
Spell Resistance: Yes

You shoot out an extremely hot and powerful beam out from your hands towards all those in front of you. Any ally or foe within the blast radius takes 14d8 points of fire damage. A successful Reflex save each round halves the fire damage. The damage of this spell increases per round of usage starting with 14d8 for the first round, 18d8 for the second round, 22d8 for the third round and any other round after. On your turn as a move action, you can can move the beam a maximum of 45 degrees and the caster can only move at half their normal speed while casting this spell(cannot run while casting).


Pain
Enfeebling
Level: Black Mage 3
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 Blind, Poison and Silence status effect. The target takes 1d6 points of non-elemental damage + your casting modifier per round. The victim suffers the effects of being Blind and unable to cast spells for the duration of the spell or until cured. Casters with the Silent Spell feat can bypass this status effect if used with spells.


Painga
Enfeebling
Level: Black Mage 5
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Target: one creature/two levels (maximum of 5)
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions like Pain, expect it affects one creature per two levels (maximum of 5) within 30 feet of each other.


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.


Quake
Elemental (Earth)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes

The earth erupts around the targeted creature, exploding into jagged shrapnel dealing 1d6 points of earth damage per caster level (maximum 15d6) and inflicting the Weighted status effect. A successful Fortitude save reduces the damage by half and negates the status effect.


Quake II
Elemental (Earth)
Level: Black Mage 8

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


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).


Ruin
Non-Elemental
Level: Black Mage 1
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of non-elemental damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile – two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.


Ruinga
Non-Elemental
Level: Black Mage 6
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft.-radius spread
Target: Up to three creatures, no two of which can be more than 50 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You create extremely powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 4d8+10 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creature 10-ft. from the primary target.


The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.


You gain one missile for every six caster levels, two at 12th level, and the maximum of three missiles at 18th level or higher. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.


Ruinra
Non-Elemental
Level: Black Mage 4
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Up to four creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You create powerful missiles of magical force, each of which darts from your fingertips and unerringly strikes its target, dealing 2d6+5 points of damage. The missile then explodes in a burst of force that deals half this amount of damage to any creature adjacent to the primary target.


The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. A caster cannot single out specific parts of a creature. The spell can target and damage unattended objects.


You gain one missile for every four caster levels, two at 8th level, three at 12th, and the maximum of four missiles at 16th level or higher. You can make more than one missile strike a single target, if desired. However, you must designate targets before rolling for spell resistance or damage.


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.



Star Flare
Elemental(Fire)
Level: Black Mage 9
Area: 30-ft.-radius spread

This spell functions like Flare, except it deals 1d12 fire damage per caster level (maxiumum 20d12) and it hits all targets within a 30-ft-radius.


Stone IV
Elemental(Earth)
Level: Black Mage 4

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


Stoneja
Elemental(Earth)
Level: Black Mage 9

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


Thunder IV
Elemental(Lightning)
Level: Black Mage 4

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


Thundaja
Elemental(Lightning)
Level: Black Mage 9

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


Tornado
Elemental (Wind)
Level: Black Mage 6
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One Creature
Duartion: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes


Gushing jets of wind streak towards the targeted creature, bursting into a torrential vortex dealing 1d6 points of wind damage per caster level (maximum 15d6) and inflicting the Squalled status effect. A successful Reflex save reduces the damage by half and negates the status effect.


Tornado II
Elemental (Wind)
Level: Black Mage 8


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


Water IV
Elemental(Water)
Level: Black Mage 4

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


Waterja
Elemental(Water)
Level: Black Mage 9

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


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.
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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#45
[color=#ffffff]Blue Magic[/color]

Acid Droplet
Enfeebling/Water
Level: Blue Mage 2
Casting Time: 1 standard action
Range: 30 ft.
Duration: 1d4 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
Learned From: Simurgh


The caster emulates a simurgh drenches a single enemey with acid water withint 30 feet for 4d6 points of water damage and is inflicted with the Poison status effect unless they make a Fortitude save to negate the status effect and take half damage.

[color=#ffffff]Angel Whisper[/color]
[color=#ffffff]Healing[/color]
[color=#ffffff]Level: Blue Mage 7[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Touch[/color]
[color=#ffffff]Target: Creature touched[/color]
[color=#ffffff]Duration: 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 the healing touch of a sidhe leaving behind a halo upon her healed target. The healing touch heals the target for 3d6+12 points of damage and imbues them with the Reraise status. When the creature with Reraise status dies, a Raise spell goes off immediately. It only lasts for one use.[/color]


[color=#ffffff]Autumn Breeze[/color]
[color=#ffffff]Healing[/color]
[color=#ffffff]Level: Blue Mage 2[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Target: Self[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Will negates (harmless)[/color]
[color=#ffffff]Spell Resistance: Yes (harmless)[/color]
[color=#ffffff]Learned From: Pixie[/color]


[color=#ffffff]The caster can emulate a redish green healing breeze from a pixie that surrounds himself. The healing breeze heals you for 3d8+12 points of damage.[/color]

Bacteria
Enfeebling
Level: Blue Mage 3
Casting Time: 1 standard action
Range: 30 ft.
Duration: 1d8 rounds
Saving Throw: Fortitude negate
Spell Resistance: Yes
Learned From: Lab Rat


The caster emulates a lab rat by releasing a toxic bile towards his target within 30 feet. The target must make a Fortitude save or receive the Sap status effect.

[color=#ffffff]Black Wind[/color]
[color=#ffffff]Dark[/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: Unseelie[/color]


[color=#ffffff]The caster can emulate a shadowy spread of waves from the caster that of a unseelie which spread 30-ft.-radius. Creatures within the area of effect must make a Reflex save or take 3d6+12 points of shadow damage.[/color]


[color=#ffffff]Blind Needles[/color]
[color=#ffffff]Non-Elemental[/color]
[color=#ffffff]Level: Blue Mage 3[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Duration: Instantaneous/1d6 rounds[/color]
[color=#ffffff]Saving Throw: Fortitude negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Death Hornet & Killer Bee.[/color]


[color=#ffffff]The caster emulates shooting out a white needles from their fingertip like a Killer Bee towards the opponent. The caster must make a range touch attack, and if it hits, the target takes 6d4 points of non-elemental damage and must make a Fortitude save or be inflicted with the Blind status effect.[/color]

[color=#ffffff]Blood Howl[/color]
[color=#ffffff]Enhancing[/color]
[color=#ffffff]Level: Blue Mage 3[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Area: Allies within a 15-ft.-radius centered on you[/color]
[color=#ffffff]Duration: 1 round[/color]
[color=#ffffff]Saving Throw: Will negates (harmless)[/color]
[color=#ffffff]Spell Resistance: Yes (harmless)[/color]
[color=#ffffff]Learned From: Nakk[/color]


[color=#ffffff]The caster emulates the howling might of a nakk. All allies within a 15 ft. have their dodge increase by 1 and attack roll increase by 1 for the duration.[/color]

[color=#ffffff]Blood Saber[/color]
[color=#ffffff]Enfeebling/Dark[/color]
[color=#ffffff]Level: Blue Mage 6[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 15 ft.[/color]
[color=#ffffff]Area: Creatures within a 15-ft.-radius spread centered on you[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Fortitude half; see text[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Dark Skeleton, Skuldier, & Draugar[/color]


[color=#ffffff]The caster emulates a dark skeleton by siphoning blood from all nearby enemies within 15-ft.-radius spread. All creatures must make a Fortitude save for half damage and no heal from selected target or take 9d6 points of shadow damage and the caster is healed by half of the total damage.[/color]

Bloody Claw
Enfeebling/Dark
Level: Blue Mage 3
Casting Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Learned From: Gargoyle, Belphegor, & Fora


The caster emulates a gargoyle by forming a crimson claw and draining the target within reach. The caster must make a melee touch attack, and if it hits, the target takes 3d6 points of shadow damage and the caster is healed for that much. The target also takes 1 point of ability damage to a random stat rolled on the chart below.

1d6                                 Stat
1                                     Str
2                                     Dex
3                                     Con
4                                     Wis
5                                     Int
6                                     Cha


[color=#ffffff]Breath Wing[/color]
[color=#ffffff]Elemental (Wind)[/color]
[color=#ffffff]Level: Blue Mage 4[/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: Instantaneous[/color]
[color=#ffffff]Saving Throw: Reflex half[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Ruhk or Tot Aevis[/color]


[color=#ffffff]The caster emulates the Ruhk's ability to cause a breath-like attack with her arms to slice the air in front of herself in a 30-ft.-cone. Creatures within the area of effect take 8d6 points of wind damage, Reflex save for half damage.[/color]


[color=#ffffff]Choco Barrier[/color]
[color=#ffffff]Enchancing/Healing[/color]
[color=#ffffff]Level: Blue Mage 3[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Personal[/color]
[color=#ffffff]Target: You[/color]
[color=#ffffff]Duration: 1 round/level (D)[/color]
[color=#ffffff]Saving Throw: Will negates(harmless)[/color]
[color=#ffffff]Spell Resistance: Yes(harmless)[/color]
[color=#ffffff]Learned From: Purple Chocobo[/color]


[color=#ffffff]The caster emulates a purple chocobo's ability to shield and heal herself from harm. The caster gains +2 resistance bonus to Saving Throws versus spells , +2 deflection bonus to Armor Class, and Fast Healing 2 per round for the duration of the spell.[/color]


[color=#ffffff]Choco Esuna[/color]
[color=#ffffff]Healing[/color]
[color=#ffffff]Level: Blue Mage 4[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 100 ft.[/color]
[color=#ffffff]Target: One Creature[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Will negates(harmless)[/color]
[color=#ffffff]Spell Resistance: Yes(harmless)[/color]
[color=#ffffff]Learned From: Green Chocobo[/color]


[color=#ffffff]The caster emulates a green chocobo's ability to relieve the vast majority of magical status effects. This spell functions exactly like Esuna.[/color]


[color=#ffffff]Choco Flame[/color]
[color=#ffffff]Elemental(Fire)[/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; 1d4 rounds[/color]
[color=#ffffff]Saving Throw: Reflex partial(object); see below[/color]
[color=#ffffff]Spell Resistance: Yes(object)[/color]
[color=#ffffff]Learned From: Red Chocobo[/color]


[color=#ffffff]The caster emulates a red chocobo's ability to blast an opponent with flame within 30 ft. Requires a ranged touch attack roll to hit that deals 3d6+5 points of fire damage and inflicts the Burning status effect for 1d4 rounds. A successful Reflex save prevents the status effect from taking effect.[/color]


[color=#ffffff]Choco Guard[/color]
[color=#ffffff]Enchancing[/color]
[color=#ffffff]Level: Blue Mage 2[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Personal[/color]
[color=#ffffff]Target: You[/color]
[color=#ffffff]Duration: 1 round/level (D)[/color]
[color=#ffffff]Saving Throw: Will negates(harmless)[/color]
[color=#ffffff]Spell Resistance: Yes(harmless)[/color]
[color=#ffffff]Learned From: Brown and Silver Chocobo[/color]


[color=#ffffff]The caster emulates a brown chocobo's ability to shield himself from harm. The caster gains +2 resistance bonus to Saving Throws versus spells and +2 deflection bonus to Armor Class for the duration of the spell.[/color]


[color=#ffffff]Choco Halo[/color]
[color=#ffffff]Enchancing[/color]
[color=#ffffff]Level: Blue Mage 8[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Touch[/color]
[color=#ffffff]Target: Creature touched[/color]
[color=#ffffff]Duration: 1 round/level (D)[/color]
[color=#ffffff]Saving Throw: Will negates(harmless)[/color]
[color=#ffffff]Spell Resistance: Yes(harmless)[/color]
[color=#ffffff]Learned From: Gold & Rainbow Chocobo[/color]


[color=#ffffff]The caster emulates a gold chocobo's ability to place a halo over their an ally or themselves. The target gains auto-raise, float, & haste: the ability to receive the Reraise status when the subject dies, gently float over the ground by 5 feet, receive +1 bonus to Attack rolls, +1 bonus to Reflex saves, +30 foot movement, & an extra attack if the subject uses a full-attack option.[/color]


[color=#ffffff]Choco Ice[/color]
[color=#ffffff]Elemental(Ice)[/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; 1d4 rounds[/color]
[color=#ffffff]Saving Throw: Fortitude partial(object); see below[/color]
[color=#ffffff]Spell Resistance: Yes(object)[/color]
[color=#ffffff]Learned From: Purple Chocobo[/color]


[color=#ffffff]The caster emulates a purple chocobo's ability to blast an opponent with ice within 30 ft. Requires a ranged touch attack roll to hit that deals 3d6+5 points of ice damage and inflicts the Frozen status effect for 1d4 rounds. A successful Fortitude save prevents the status effect from taking effect.[/color]


[color=#ffffff]Choco Life[/color]
[color=#ffffff]Healing[/color]
[color=#ffffff]Level: Blue Mage 4[/color]
[color=#ffffff]Casting Time: 1 full-round action[/color]
[color=#ffffff]Range: Touch[/color]
[color=#ffffff]Target: Dead creature touched[/color]
[color=#ffffff]Saving Throw: None; see Raise[/color]
[color=#ffffff]Spell Resistance: Yes(harmless)[/color]
[color=#ffffff]Learned From: White Chocobo[/color]


[color=#ffffff]The caster emulates a white chocobo's ability to bring back the dead. This spell functions exactly like Raise.[/color]


[color=#ffffff]Choco Recharge[/color]
[color=#ffffff]Enchancing[/color]
[color=#ffffff]Level: Blue Mage 5[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Touch[/color]
[color=#ffffff]Target: Creature touched[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Fortitude negates(harmless)[/color]
[color=#ffffff]Spell Resistance: Yes(harmless)[/color]
[color=#ffffff]Learned From: White Chocobo[/color]


[color=#ffffff]The caster emulates a white chocobo's ability to transfer MP to an ally. The caster transfers 5d6 MP to his nearby ally.[/color]


[color=#ffffff]Choco Thunder[/color]
[color=#ffffff]Elemental(Lightning)[/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; 1d4 rounds[/color]
[color=#ffffff]Saving Throw: Reflex partial(object); see below[/color]
[color=#ffffff]Spell Resistance: Yes(object)[/color]
[color=#ffffff]Learned From: Silver Chocobo[/color]


[color=#ffffff]The caster emulates a silver chocobo's ability to shoot lightning at an opponent within 30 ft. Requires a ranged touch attack roll to hit that deals 3d6+5 points of lightning damage and inflicts the Static status effect for 1d4 rounds. A successful Reflex save prevents the status effect from taking effect.[/color]


[color=#ffffff]Choco Trishot[/color]
[color=#ffffff]Elemental(Fire/Ice/Lightning)[/color]
[color=#ffffff]Level: Blue Mage 8[/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; 1d4 rounds[/color]
[color=#ffffff]Saving Throw: None[/color]
[color=#ffffff]Spell Resistance: Yes(object)[/color]
[color=#ffffff]Learned From: Rainbow Chocobo[/color]


[color=#ffffff]The caster emulates a rainbow chocobo's ability to blast an opponent with ice, fire, and lightning at once within 30 ft. Requires a ranged touch attack roll to hit that deals 5d6+5 points of fire damage, 5d6+5 points of ice damage, and 5d6+5 points of lightning damage.[/color]


[color=#ffffff]Choco Water[/color]
[color=#ffffff]Elemental(Water)[/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; 1d4 rounds[/color]
[color=#ffffff]Saving Throw: Fortitude partial(object); see below[/color]
[color=#ffffff]Spell Resistance: Yes(object)[/color]
[color=#ffffff]Learned From: Blue Chocobo[/color]


[color=#ffffff]The caster emulates a blue chocobo's ability to blast an opponent with pressured water within 30 ft. Requires a ranged touch attack roll to hit that deals 3d6+5 points of water damage and inflicts the Drenched status effect for 1d4 rounds. A successful Fortitude save prevents the status effect from taking effect.[/color]

[color=#ffffff]Confusing Gaze[/color]
[color=#ffffff]Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 4[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Duration: Instantaneous/1d2 rounds[/color]
[color=#ffffff]Saving Throw: Will negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Blood Eye or Evil Eye[/color]


[color=#ffffff]The caster emulates the mind-affecting gaze of the blood eye to a single target. The target has to be facing the blood eye and must make a Will save or become confused for 1d2 rounds.[/color]


[color=#ffffff]Confusing Glare[/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: Instantaneous/1d4 rounds[/color]
[color=#ffffff]Saving Throw: Will negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Ahriman or Plague Horror[/color]


[color=#ffffff]The caster emulates the mind-affecting gaze of the ahriman's eye to all creatures within the 30 foot cone also have to be facing the ahriman must make a Will save or become confused for 1d4 rounds.[/color]


[color=#ffffff]Dancehall Daze[/color]
[color=#ffffff]Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 1[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 20 ft.[/color]
[color=#ffffff]Area: 20-ft.-radius spread centered on the caster[/color]
[color=#ffffff]Duration: Instantaneous/1 round[/color]
[color=#ffffff]Saving Throw: Will negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Most imps[/color]


[color=#ffffff]The caster emulates a jaunty jig of an imp enticing other nearby to dance uncontrollably. Every creature must make a successful Will save or be inflicted with Daze status for 1 round.[/color]


Danse Macabre
Dark/Enfeebling
Level: Blue Mage 7
Casting Time: 1 standard action
Range: 30 ft.
Area: radius burst
Duration: 1 round/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
Learned From: Pharaoh


The caster emulates the pharaoh's ability to spread out a dark purple wave of blight from his hand within a 30-ft.-radius burst. 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=#ffffff]Death Claw[/color]
[color=#ffffff]Enfeebling/Non-Elemental[/color]
[color=#ffffff]Level: Blue Mage 6[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Touch[/color]
[color=#ffffff]Duration: Instantaneous/1d4+1 rounds[/color]
[color=#ffffff]Saving Throw: Fortitude partial[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Death Claw or Iron Claw[/color]


[color=#ffffff]The caster emulates a death claw wrapping their arms around their target squeezing the life from them. The caster must make a melee touch attack, and if it hits, the target takes 14d6 points of non-elemental damage and must make a Fortitude save or be inflicted with the Paralysis status for 1d4+1 rounds.[/color]

[color=#ffffff]Death Needles[/color]
[color=#ffffff]Non-Elemental[/color]
[color=#ffffff]Level: Blue Mage 4[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Duration: Instantaneous/1 round[/color]
[color=#ffffff]Saving Throw: Fortitude negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Death Hornet[/color]


[color=#ffffff]The caster emulates shooting out a black needles from their fingertip like a Death Hornet towards the opponent. The caster must make a range touch attack, and if it hits, the target takes 8d4 points of non-elemental damage and must make a Fortitude save or be inflicted with the Paralyze status effect. This is considered a poison effect.[/color]

[color=#ffffff]Dragon Force[/color]
[color=#ffffff]Enhancing[/color]
[color=#ffffff]Level: Blue Mage 9[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Touch[/color]
[color=#ffffff]Duration: 1 round/two level (D)[/color]
[color=#ffffff]Saving Throw: Will negates (harmless)[/color]
[color=#ffffff]Spell Resistance: Yes (harmless)[/color]
[color=#ffffff]Learned From: Most Dragon types[/color]


[color=#ffffff]The caster emulates a Red Dragon releasing the dragon soul within, improving herself or an ally by touch. This ability grants the subject an increase to all physical damage, melee and range, by +1 per three caster levels. It also grants the subject an increase to all magical damage and healing by +1 per three caster levels.[/color]


[color=#ffffff]Drain Touch[/color]
[color=#ffffff]Enfeebling/Dark[/color]
[color=#ffffff]Level: Blue Mage 4[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Touch[/color]
[color=#ffffff]Target: One creature[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Fortitude partial[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Revenant[/color]


[color=#ffffff]The caster emulates a revenant by siphoning blood from a target within reach. The caster must make a melee touch attack, and if it hits, the target takes 4d6 points of shadow damage and the caster is healed for that much. This spell is considered non-elemental against undead and it works against undead unlike most draining abilities.[/color]

[color=#ffffff]Electrocute[/color]
[color=#ffffff]Elemental(Lightning)[/color]
[color=#ffffff]Level: Blue Mage 2[/color]
[color=#ffffff]Casting Time: See chart[/color]
[color=#ffffff]Range: See chart[/color]
[color=#ffffff]Area: See chart[/color]
[color=#ffffff]Duration: See chart[/color]
[color=#ffffff]Saving Throw: See chart[/color]
[color=#ffffff]Spell Resistance: See chart[/color]
[color=#ffffff]Learned From: Zaghnol[/color]


[color=#ffffff]The caster can emulate a charging up effect similar to the Zaghnol. Once the caster has determined what the effect is, the caster can choose who and where to target it. If the caster doesn't like their result they can cancel the affect but at the cost of casting time and MP used. To determine the effect of the charge, roll a 1d10 on the following chart:[/color]

[color=#ffffff]1d10                       Spell Effect[/color]
[color=#ffffff]1                             Thunder[/color]
[color=#ffffff]2, 3, or 4                 Thunder II[/color]
[color=#ffffff]5 or 6                      Defensive Shock[/color]
[color=#ffffff]7 or 8                      Elemental Touch(lightning)[/color]
[color=#ffffff]9                             Thundara[/color]
[color=#ffffff]10                           Thunder III[/color]

[color=#ffffff]Entice[/color]
[color=#ffffff]Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 4[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Close (25 ft. + 5 ft./2 levels)[/color]
[color=#ffffff]Target: One creature[/color]
[color=#ffffff]Duration: 1 round/level (D)[/color]
[color=#ffffff]Saving Throw: Will negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Lamia, Lamia Matriarch, or Lamia Queen[/color]


[color=#ffffff]The caster emulates blowing a kiss like a lamia towards her target. The target must make a Will save or be inflicted with Charm status effect. The charm effect on this spell is harder to overcome unlike other charm spells and has its dc increase by 1.[/color]


[color=#ffffff]Fireball[/color]
[color=#ffffff]Elemental (Fire)[/color]
[color=#ffffff]Level: Blue Mage 3[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Long (400 ft. + 40 ft./level)[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Reflex half[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Grendel or Valaha[/color]


[color=#ffffff]The caster emulates generating a searing explosion of flame from their hands that detonates with a low roar and deals 3d8 points of fire damage to every creature within the 20-ft.-radius and must make a Reflex save to take half damage.[/color]

[color=#ffffff][font=Times New Roman, serif]Flash Rain[/font][/color]
[color=#ffffff]Elemental(Ice/Water)[/color]
[color=#ffffff]Level: Blue Mage 8[/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: Instantaneous[/color]
[color=#ffffff]Saving Throw: Reflex half[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Blue Dragon[/color]

[color=#ffffff]The caster emulates the Blue Dragon’s ability to cause a shower of icy cold rain in a flash, hitting all those in a 30-ft.-cone. Those in the area of effect take 10d6 ice and 10d6 water damage, a successful Reflex for half damage.[/color]

[color=#ffffff]Frog Song[/color]
[color=#ffffff]Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 4[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Target: One creature[/color]
[color=#ffffff]Duration: 1d6 rounds[/color]
[color=#ffffff]Saving Throw: Fortitude negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Toad Family[/color]

[color=#ffffff]The caster emulates an Elf Toad by croaking multiple times as if you were making a song towards a single target. The target of the this spell receives the Frog status effect if they fail their save. The victim is polymorphed into a frog temporarily, unable to cast spells or attack, but can defend itself.[/color]

[color=#ffffff][font=Times New Roman, serif]Gigavolt[/font][/color]
[color=#ffffff]Elemental(Lightning)[/color]
[color=#ffffff]Level: Blue Mage 9[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: See below[/color]
[color=#ffffff]Target: See below[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Reflex half[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Yellow Dragon[/color]


[color=#ffffff]The caster emulates a Yellow Dragon's charging up electricity and shooting it at a single target within 120 ft. or discharges a shock wave of electricity outward hitting all those within 60-ft. radius. The single target shot does 20d10 points of lightning damage or the radius blast does 15d10 points of lightning damage per target, a Reflex save for half damage.[/color]

[color=#ffffff]Horror Cloud[/color]
[color=#ffffff]Chronomancy/Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 3[/color]
[color=#ffffff][font=Times New Roman, serif]Casting Time: 1 standard action[/font][/color]
[color=#ffffff][font=Times New Roman, serif]Range: 60 ft.[/font][/color]
[color=#ffffff][font=Times New Roman, serif]Target: One Creature[/font][/color]
[color=#ffffff][font=Times New Roman, serif]Duration: Instantaneous/1d6 rounds[/font][/color]
[color=#ffffff][font=Times New Roman, serif]Saving Throw: Fortitude negates[/font][/color]
[color=#ffffff][font=Times New Roman, serif]Spell Resistance: Yes[/font][/color]
[color=#ffffff][font=Times New Roman, serif]Learned From: some Skeleton types[/font][/color]


[color=#ffffff]The caster emulates a Skuldier releasing a cloud of black horror towards its target. The target must make a Fortitude save or be inflicted with the Slow status effect for 1d6 rounds.[/color]

[color=#ffffff]Howling Moon[/color]
[color=#ffffff]Enhancing[/color]
[color=#ffffff]Level: Blue Mage 5[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Personal[/color]
[color=#ffffff]Target: You[/color]
[color=#ffffff]Duration: 1 round/level[/color]
[color=#ffffff]Saving Throw: Will negates [/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: White Nakk or Black Nakk[/color]


[color=#ffffff]The caster emulates the howling veracity of a nakk. The nakk goes into a berserk with haste. While berserk, he gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his highest bonus. However, he also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. This status effect causes the character to fly into a rage attacking the nearest creature. The subject cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Escape Artist, Intimidate, and Ride), or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a materia), or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.[/color]

Hunderd Needles
Non-Elemental
Level: Blue Mage 1
Casting Time: 1 standard action
Range: 30 ft.
Target one creature
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Learned From: Minituar

The caster emulates minituar by conjuring needles and firing at a target within 30-ft. Creatures within the area take 4d4 points of piercing damage (Reflex save for half damage). 

Hydrotwister
Enfeebling/Water
Level: Blue Mage 4
Casting Time: 1 standard action
Range: 30 ft.
Duration: 1d4+1 rounds
Saving Throw: Fortitude partial
Spell Resistance: Yes
Learned From: Killer Shark and Megalodon

The caster emulates a killer shark by releases a water drill towards his opponent within 30 feet. The target takes 6d6 points of water damage and is inflicted with both Deprotect and Deshell status effect. If they succeed the save, they take half of the damage while still being inflicted for 1 round of Deprotect and Deshell.

[color=#ffffff]Hyper Blaster[/color]
[color=#ffffff]Enfeebling/Elemental(Lightning)[/color]
[color=#ffffff]Level: Blue Mage 9[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Effect: Ray[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Fortitude partial [/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Master Coeurl or Coeurl Regina[/color]


[color=#ffffff]The caster emulates a Master Coeurl by releasing a pulse of extreme electricity through his/her fingertips at a single target within 30 ft. The caster must make a ranged touch attack, if it hits, the target takes 5d6 points of lightning damage and must make a Fortitude save or be inflicted with Death.[/color]

[color=#ffffff]Incisor[/color]
[color=#ffffff]Enfeebling/Non-Elemental[/color]
[color=#ffffff]Level: Blue Mage 6[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Touch[/color]
[color=#ffffff]Duration: Instantaneous/1d6 rounds[/color]
[color=#ffffff]Saving Throw: Fortitude partial[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Skull Eater[/color]


[color=#ffffff]The caster emulates a skull eater's ability to bite extremely hard upon a single target that bypasses armor. The caster must make a melee touch attack, and if it hits, the target takes 14d6 points of non-elemental damage and must make a Fortitude save or be inflicted with the Poison status for 1d6 rounds.[/color]


[color=#ffffff]Leech[/color]
[color=#ffffff]Enfeebling/Dark[/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: Fortitude negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Ghoul or Ghast[/color]


[color=#ffffff]The caster emulates a ghoul by siphoning blood from a target within 30 feet. The target must make a Fortitude save or take 2d6 points of shadow damage and the caster is healed for that much.[/color]

[color=#ffffff]Lethe Arrow[/color]
[color=#ffffff]Elemental(Wind)[/color]
[color=#ffffff]Level: Blue Mage 5[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 60 ft.[/color]
[color=#ffffff]Duration: Instantaneous/1d2 rounds[/color]
[color=#ffffff]Saving Throw: Will negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Seelie, Sidhe, & Unseelie[/color]


[color=#ffffff]The caster emulates shooting out a blue arrow from their fingertip like a Seelie towards the opponent. The caster must make a range touch attack, and if it hits, the target takes 8d6 points of wind damage and must make a Will save or be inflicted with the Amnesia status effect.[/color]

[color=#ffffff]Macabre[/color]
[color=#ffffff][font=Times New Roman, serif]Non-Elemental[/font][/color]
[color=#ffffff][font=Times New Roman, serif]Level: Blue Mage 9[/font][/color]
[color=#ffffff][font=Times New Roman, serif]Casting Time: 1 standard action[/font][/color]
[color=#ffffff][font=Times New Roman, serif]Range: 30 ft.[/font][/color]
[color=#ffffff][font=Times New Roman, serif]Area: Creatures within a 30-ft.-radius spread centered on you[/font][/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Reflex half[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Soul Eater[/color]


[color=#ffffff]The caster emulates a soul eater's ability to release a ghastly wave from within. All creatures within the 30-ft.-radius must make a Reflex save for half or take 20d6 points of non-elemental damage.[/color]


[color=#ffffff]Magitek Barrier[/color]
[color=#ffffff]Enhancing[/color]
[color=#ffffff]Level: Blue Mage 5[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Personal[/color]
[color=#ffffff]Duration: 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: Heavy M-tek Armor, Mega Armor, Pluto Armor[/color]


[color=#ffffff]The caster emulates a Mega Armor ability to shield their allies and themselves within the area of effect are protected against magical attacks and deflect physical attacks. They receive a +2 deflection bonus to Armor Class and a barrier that deflects the next spell targeted at themselves back at its caster, it is then discharged or lasts until duration of the spell whichever happens first.[/color]


[color=#ffffff]Magnitude 8[/color]
[color=#ffffff]Elemental(Earth)[/color]
[color=#ffffff]Level: Blue Mage 9[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 60 ft.[/color]
[color=#ffffff]Area: Creatures within a 60-ft.-radius spread centered on you[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Reflex half[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Brown Dragon[/color]


[color=#ffffff]The caster can emulate the ground-shaking might of a Brown Dragon. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make reflex save for half damage and negates the status effect.[/color]

[color=#ffffff]Malediction[/color]
[color=#ffffff]Enfeebling/Dark[/color]
[color=#ffffff]Level: Blue Mage 9[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Area: Creatures within a 30-ft.-radius spread centered on you[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: Fortitude half; see text[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Draugar[/color]


[color=#ffffff]The caster emulates a draugar by releasing their malevolence on all nearby enemies within 30-ft.-radius spread. All creatures must make a Fortitude save for half damage and no heal from selected target or take 12d6 points of shadow damage and the caster is healed by half of the total damage.[/color]


[color=#ffffff]Mighty Guard[/color]
[color=#ffffff]Enhancing[/color]
[color=#ffffff]Level: Blue Mage 5[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: Personal[/color]
[color=#ffffff]Area: 20 ft.-radius burst[/color]
[color=#ffffff]Duration: 1 round/level (D)[/color]
[color=#ffffff]Saving Throw: Will negates (harmless)[/color]
[color=#ffffff]Spell Resistance: Yes (harmless)[/color]
[color=#ffffff]Learned From: Iron Giant[/color]


[color=#ffffff]The caster emulates a Iron Gaint ability to shield their allies and themselves within the area of effect are protected 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.[/color]


[color=#ffffff]Mighty Guard II[/color]
[color=#ffffff]Enhancing[/color]
[color=#ffffff]Level: Blue Mage 7[/color]
[color=#ffffff]Learned From: Mythril Giant[/color]


[color=#ffffff]This spell functions like Mighty Guard, expect the target gets +4 resistance bonus to Saving Throws versus spells and +4 deflection bonus to Armor Class for the duration of the spell.[/color]


[color=#ffffff]Mighty Guard III[/color]
[color=#ffffff]Enhancing[/color]
[color=#ffffff]Level: Blue Mage 9[/color]
[color=#ffffff]Learned From: Chrome Giant[/color]


[color=#ffffff]This spell functions like Mighty Guard, expect the target gets +6 resistance bonus to Saving Throws versus spells and +6 deflection bonus to Armor Class for the duration of the spell.[/color]


[color=#ffffff]Mind Blast[/color]
[color=#ffffff]Enfeebling/Non-Elemental[/color]
[color=#ffffff]Level: Blue Mage 5[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 60 ft.[/color]
[color=#ffffff]Duration: Instantaneous/1d4 rounds[/color]
[color=#ffffff]Saving Throw: Will half; see text[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Mindflayer, Piscodeamon, or Squidraken[/color]


[color=#ffffff]The caster emulates a mindflayer's psychic static towards a target within 60 feet. The target takes 8d6 points of non-elemental damage and has the Stunned status effect for 1d6 rounds unless the target makes a Will save. A successful Will save halves the damage and negates the status effects. This ability is considered a mind-affecting effect.[/color]


[color=#ffffff]Moon Flute[/color]
[color=#ffffff]Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 8[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 30 ft.[/color]
[color=#ffffff]Area: 30-ft.-radius spread centered on the caster[/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: Jackanapes[/color]


[color=#ffffff]The caster emulates the jackanapes ability to creature an eerie noise. Every creature even the caster must make a successful Will save or be inflicted with Berserk status for 1d4 rounds. While berserk, they gains a +6 bonus to Strength and, if they makes a full attack action, they gains a single extra attack each round at their highest bonus. However, they also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage per round. This status effect causes the character to fly into a rage attacking the nearest creature. The subject cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Escape Artist, Intimidate, and Ride), or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a materia), or spell completion to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.[/color]


[color=#ffffff]Mud Gun[/color]
[color=#ffffff]Enfeebling/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: Fortitude partial[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Desert Sahagin[/color]


[color=#ffffff]The caster emulates a desert sahagin spitting a mud 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 Weighted Status effect.[/color]

[color=#ffffff]Nausea Powder[/color]
[color=#ffffff]Enfeebling/Non-elemental[/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: Creatures within a 15-ft.-radius burst centered on you[/color]
[color=#ffffff]Duration: Instantaneous/1d4 rounds[/color]
[color=#ffffff]Saving Throw: Fortitude half; see text[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Mycotoxin and Exoray[/color]


[color=#ffffff]The caster emulates releasing a nauseous gas from itself like a mycotoxin. Creatures within the area of effect take 3d6 points of non-elemental damage and are inflicted with Poison status for 1d4 rounds. A successful Fortitude save halves the damage and negates the status effects.[/color]

[color=#ffffff]Northern Cross[/color]
[color=#ffffff]Enfeebling/Elemental (Ice)
Level: Blue Mage 9
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 30-ft.-radius spread
Duration: 1 minute/level; see text[/color]
[color=#ffffff]Saving Throw: Fortitude partial
Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: White Dragon[/color]


[color=#ffffff]The caster emulates a White Dragon's icy blizzard bombarding upon its prey. Every target can be trapped in solid ice 1 inch thick per caster level. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the target). If the target makes its save, it gains the entangled condition but can otherwise act normally. Whether or not the target saves, it takes 1 point of ice damage per caster level each round it is helpless or entangled in the ice. The ice has hardness 0 and 3 hit points per inch of thickness; if broken, the creature is freed. A creature can break the ice as a full-round action with a successful Strength check (DC 15 + your caster level).[/color]

[color=#ffffff]Pond's Chorus[/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: Creatures within a 30-ft.-radius spread centered on you[/color]
[color=#ffffff]Duration: 1d6 rounds[/color]
[color=#ffffff]Saving Throw: Fortitude negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Archeotoad[/color]

[color=#ffffff]The caster emulates an Archeotoad by croaking multiple times as if you were making a song affecting all those within 30 ft. The targets of the this spell receives the Frog status effect if they fail their save. The victim is polymorphed into a frog temporarily, unable to cast spells or attack, but can defend itself.[/color]

[color=#ffffff]Poison Gas[/color]
[color=#ffffff]Enfeebling/Non-elemental[/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: Creatures within a 30-ft.-radius burst centered on you[/color]
[color=#ffffff]Duration: Instantaneous/1d6 rounds[/color]
[color=#ffffff]Saving Throw: Fortitude half; see text[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Neochu and Zombie Dragon[/color]


[color=#ffffff]The caster emulates releasing a poison gas from itself like a neochu. Creatures within the area of effect take 12d6 points of non-elemental damage and are inflicted with Poison status for 1d6 rounds. A successful Fortitude save halves the damage and negates the status effects.[/color]

[color=#ffffff]Poison Needles[/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]Duration: Instantaneous/1d6 rounds[/color]
[color=#ffffff]Saving Throw: Fortitude negates[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Death Hornet, Hornet, & Killer Bee.[/color]


[color=#ffffff]The caster emulates shooting out a green needles from their fingertip like a Hornet towards the opponent. The caster must make a range touch attack, and if it hits, the target takes 4d4 points of non-elemental damage and must make a Fortitude save or be inflicted with the Poison status effect doing 1d4 points of non-elemental damage per round.[/color]

[color=#ffffff]Pumpkin Head[/color]
[color=#ffffff]Non-Elemental[/color]
[color=#ffffff]Level: Blue Mage 1[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Range: 15 ft.[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: None[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Hedgehog Pie, Dark Hedgehog, or Boundfat[/color]


[color=#ffffff]The caster emulates a hedgehog pie dropping a pumpkin from the sky within 15 feet from itself. The caster must succeed at a range touch attack and the spell does damage based on the number of health lost from max. For every 5 health lost increases the damage by 1d8 points of non-elemental damage(18d8 maximum)[90 health lost] and also increases the mana cost by 1 per every odd number dice added in to a max of 9 mana cost(17d8 dice). See chart below:[/color]

[color=#ffffff]Health Lost           Damage Done           Mana Cost[/color]
[color=#ffffff]5                           1d8                             1[/color]
[color=#ffffff]10                         2d8                             1[/color]
[color=#ffffff]15                         3d8                             2[/color]
[color=#ffffff]20                         4d8                             2[/color]
[color=#ffffff]25                         5d8                             3[/color]
[color=#ffffff]30                         6d8                             3[/color]
[color=#ffffff]35                         7d8                             4[/color]
[color=#ffffff]40                         8d8                             4[/color]
[color=#ffffff]45                         9d8                             5[/color]
[color=#ffffff]50                         10d8                           5[/color]
[color=#ffffff]55                         11d8                           6[/color]
[color=#ffffff]60                         12d8                           6[/color]
[color=#ffffff]65                         13d8                           7[/color]
[color=#ffffff]70                         14d8                           7[/color]
[color=#ffffff]75                         15d8                           8[/color]
[color=#ffffff]80                         16d8                           8[/color]
[color=#ffffff]85                         17d8                           9[/color]
[color=#ffffff]90                         18d8                           9[/color]

[color=#ffffff]Putrid Breath[/color]
[color=#ffffff]Enfeebling[/color]
[color=#ffffff]Level: Blue Mage 9[/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: 1d4 rounds[/color]
[color=#ffffff]Saving Throw: See below[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Malboro Menace[/color]


[color=#ffffff]The caster can emulate the noxious breath of a Malboro Menace. All creatures caught within the cone are affected by the following status effects for 1d4 rounds each: Berserk (Will save), Blind (Fortitude save), Confuse (Will save), Disable (Fortitude save), Disease (Fortitude save), Silence (Fortitude save), Petrify (Fortitude save), Poison (Fortitude save), Sap (Fortitude save), Sleep (Will save), and Slow (Fortitude save).[/color]

[color=#ffffff]Roulette[/color]
[color=#ffffff]Dark[/color]
[color=#ffffff]Level: Blue Mage 9[/color]
[color=#ffffff]Casting Time: 1 standard action[/color]
[color=#ffffff]Area: Allies, enemies, and self within a 60-ft.-radius centered on you[/color]
[color=#ffffff]Duration: Instantaneous[/color]
[color=#ffffff]Saving Throw: None[/color]
[color=#ffffff]Spell Resistance: Yes[/color]
[color=#ffffff]Learned From: Hecteyes or Orukat[/color]


[color=#ffffff]The caster emulates a Hecteyes by summoning a hand of death that cycles through your allies and your foes alike. Any creature within the 60-ft.-radius of you has a chance to die including yourself. This spell cannot be reflected back at the caster. See chart below to determine what die to roll on the number of creatures within the radius:[/color]

[color=#ffffff]# of creatures within AoE        What die to roll?[/color]
[color=#ffffff]1                                              You just killed yourself...[/color]
[color=#ffffff]2                                              1d4/2 or flip a coin[/color]
[color=#ffffff]3                                              1d6/2[/color]
[color=#ffffff]4                                              1d4[/color]
[color=#ffffff]5                                              1d10/2[/color]
[color=#ffffff]6                                              1d6[/color]
[color=#ffffff]7                                              1d8/reroll 8s[/color]
[color=#ffffff]8                                              1d8[/color]
[color=#ffffff]9                                              1d10/reroll 10s[/color]
[color=#ffffff]10                                            1d10[/color]
[color=#ffffff]11                                            1d12/reroll 12s[/color]
[color=#ffffff]12                                            1d12[/color]
[color=#ffffff]13 to 19                                   1d20/reroll any numbers over the selective number of creatures[/color]
[color=#ffffff]20                                            1d20[/color]
[color=#ffffff]21 to 29                                   1d30/reroll any numbers over the selective number of creatures[/color]
[color=#ffffff]30                                            1d30[/color]
[color=#ffffff]31 to 99                                   1d100/reroll any numbers over the selective number of creatures[/color]
[color=#ffffff]100                                          1d100[/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.
Reply
#46
Scholar Magic


Anemohelix
Enfeebling/Elemental(Wind)
Level: Scholar 2
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
Spell Resistance: Yes

The target takes 1d6 takes points of wind damage + your caster modifier (Intelligence or Wisdom) per round. The damage increases to 1d8 + your caster modifier if your in windy weather or conditions but the damage decrease to 1d4 + your caster modifier if your in icy weather or conditions.


Cryohelix
Enfeebling/Elemental(Ice)
Level: Scholar 2
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
Spell Resistance: Yes

The target takes 1d6 takes points of ice damage + your caster modifier (Intelligence or Wisdom) per round. The damage increases to 1d8 + your caster modifier if your in icy weather or conditions but the damage decrease to 1d4 + your caster modifier if your in fiery weather or conditions.


Geohelix
Enfeebling/Elemental(Earth)
Level: Scholar 2
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
Spell Resistance: Yes

The target takes 1d6 takes points of earth damage + your caster modifier (Intelligence or Wisdom) per round. The damage increases to 1d8 + your caster modifier if your in dusty weather or conditions but the damage decrease to 1d4 + your caster modifier if your in windy weather or conditions.


Hydrohelix
Enfeebling/Elemental(Water)
Level: Scholar 2
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
Spell Resistance: Yes

The target takes 1d6 takes points of water damage + your caster modifier (Intelligence or Wisdom) per round. The damage increases to 1d8 + your caster modifier if your in rainy weather or conditions but the damage decrease to 1d4 + your caster modifier if your in electric weather or conditions.


Ionohelix
Enfeebling/Elemental(Lightning)
Level: Scholar 2
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
Spell Resistance: Yes

The target takes 1d6 takes points of lightning damage + your caster modifier (Intelligence or Wisdom) per round. The damage increases to 1d8 + your caster modifier if your in electric weather or conditions but the damage decrease to 1d4 + your caster modifier if your in dusty weather or conditions.


Luminohelix
Enfeebling/Light
Level: Scholar 2
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
Spell Resistance: Yes

The target takes 1d6 takes points of holy damage + your caster modifier (Intelligence or Wisdom) per round. The damage increases to 1d8 + your caster modifier if your in bright weather or conditions but the damage decrease to 1d4 + your caster modifier if your in dark weather or conditions.


Noctohelix
Enfeebling/Dark
Level: Scholar 2
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
Spell Resistance: Yes

The target takes 1d6 takes points of shadow damage + your caster modifier (Intelligence or Wisdom) per round. The damage increases to 1d8 + your caster modifier if your in dark weather or conditions but the damage decrease to 1d4 + your caster modifier if your in bright weather or conditions.


Pyrohelix
Enfeebling/Elemenatl(Fire)
Level: Scholar 2
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
Spell Resistance: Yes

The target takes 1d6 takes points of fire damage + your caster modifier (Intelligence or Wisdom) per round. The damage increases to 1d8 + your caster modifier if your in fiery weather or conditions but the damage decrease to 1d4 + your caster modifier if your in rainy weather or conditions.
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.
Reply
#47
Geomancy


Comet
Elemental (Earth/Fire)
Level: Black Mage/Geomancer 4
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius sphere
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You summon one molten comet into the sky to rain upon your enemies. Those within the area of effect take 10d6 points of damage (half in fire damage, the other half in earth damage), a Reflex save for half damage.


Cometra
Elemental (Earth/Fire)
Level: Black Mage/Geomancer 6
Area: Two 20-ft.-radius sphere

This spell functions like Comet, expect it summons two comets. You direct each of the comets within 30 feet of each other. Creatures hit with multiple comets must make multiple Reflex saves.


Geo-Acumen
Enhancing
Level: Geomancer 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

The affected allies within the selective area are granted an increase to all magical damage and healing by +1 per two caster levels.


Geo-Barrier
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

The affected allies within the selective area are protected by a shield that helps deflect physical attacks. They gain a +2 deflection bonus to Armor.


Geo-Cha
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]The affected creatures becomes more poised, articulate, and personally forceful within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, summoners, and necromancers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells or songs for the increased Charisma, but the save DCs for spells and songs they cast and perform while under this spell's effect do increase.[/font]


Geo-Con
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]The affected creatures gains greater vitality and stamina within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants the subject a +6 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.[/font]


Geo-Dex
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]The affected creatures becomes more graceful, agile, and coordinated within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.[/font]


Geo-Fade
Enfeebling
Level: Geomancer 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

The affected foes within the selective area have their magical damage reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a reduction to all magical damage and healing by -1 per two caster levels.


Geo-Fend
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

The affected allies within the selective area are protected by a shield that helps protect against magical attacks. They gain a +2 resistance bonus to Saving Throws versus spells.


Geo-Frailty
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

The affected foes within the selective area have their physical resistance reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a -2 deflection bonus to Armor Class.


Geo-Fury
Enhancing
Level: Geomancer 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

The affected allies within the selective area are granted an increase to all physical damage, melee and range by +1 per two caster levels.


Geo-Haste
Chronomancy/Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The affected allies within the selective area receives the Haste status effect. The subject receives a +1 bonus to Attack rolls, +1 bonus to Reflex saves, +30 foot movement, and an extra attack if the subject uses a full-attack option.


Geo-Int
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
Duration: 1 minute/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes


The targets becomes smarter within the selective area. They gain the benefit as long as they're within the area of the effect of the spell. The spell grants a +6 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Black mages (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill ranks.


Geo-Malaise
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

The affected foes within the selective area have their magical resistance reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a -2 resistance bonus to Saving Throws versus spells.


Geo-Paralysis
Enfeebling
Level: Geomancer 7
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Creates a paralyzing aroma in a selective area. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive the Paralysis status effect. 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.


[font=Times New Roman, serif]Geo-Poison[/font]
[font=Times New Roman, serif]Enfeebling[/font]
[font=Times New Roman, serif]Level: Geomancer 4[/font]
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/level (D)
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

Creates a poisonous gas in a selective area or target. All enemies of this spell receive the Poison status effect as long as they're within the radius of the spell. The targets must make a Fortitude save per round as long as they are within reach of the spell or take 1d6 points of non-elemental damage + your casting modifier per round.


Geo-Precision
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates an accurate aroma in a selective area. All allies of this spell receive a + 2 attack bonus as long as they're within the radius of the spell.


Geo-Regen
Healing/Enhancing
Level: Geomancer 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates a soft green glow radius in a selective area. All allies of this spell receive a Fast Healing 2 bonus as long as they're within the radius of the spell.


Geo-Str
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]The subjects becomes stronger within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.[/font]


Geo-Slip
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

Creates a non-accurate aroma in a selective area. All foes of this spell must make a Fortitude save per round as long as they are within reach of the spell or receive a -2 attack bonus.


Geo-Slow
Chronomancy/Enfeebling
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

Creates a slow gas in a selective area. All foes of this spell must make a Fortitude save per round as long as they are within reach of the spell or receive the Slow status effect. The victim suffers a -1 penalty on Attack rolls, -1 penalty on Reflex saves, moves at half movement, and can only take 1 standard action a round.


Geo-Torpor
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

Creates a non-evasive gas in a selective area. All foes of this spell must make a Fortitude save per round as long as they are within reach of the spell or receive a -2 dodge bonus.


Geo-Voidance
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates an evasive gas in a selective area. All allies of this spell receive a + 2 dodge bonus as long as they're within the radius of the spell.


Geo-Wilt
Enfeebling
Level: Geomancer 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread, 20 ft. high
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

The affected foes within the selective area have their physical damage reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a reduction to all physical damage, melee and range by -1 per two caster levels.


Geo-Wis
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
[font=Times New Roman, serif]Area: 20-ft.-radius spread, 20 ft. high[/font]
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]The affected creatures becomes wiser within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. White mages (and other Wisdom-based spellcasters) who receive Geo-Wis do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.[/font]


Indi-Acumen
Enhancing
Level: Geomancer 9
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

Creates an aura around the caster who grants their allies an increase to all magical damage and healing by +1 per two caster levels.


Indi-Barrier
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

Creates an aura around the caster who grants their allies a protective shield that helps deflect physical attacks. They gain a +2 deflection bonus to Armor.


Indi-Cha
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]Creates an aura around the caster who makes their allies becomes more poised, articulate, and personally forceful within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Bards, summoners, and necromancers (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells or songs for the increased Charisma, but the save DCs for spells and songs they cast and perform while under this spell's effect do increase.[/font]


Indi-Con
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]Creates an aura around the caster who makes their allies gains greater vitality and stamina within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants the subject a +6 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.[/font]


Indi-Dex
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]Creates an aura around the caster who makes their allies becomes more graceful, agile, and coordinated within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.[/font]


Indi-Fade
Enfeebling
Level: Geomancer 9
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Creates an aura around the caster that affects foes having their magical damage reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a reduction to all magical damage and healing by -1 per two caster levels.


Indi-Fend
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

Creates an aura around the caster who grants their allies a protective shield that helps protect against magical attacks. They gain a +2 resistance bonus to Saving Throws versus spells.


Indi-Frailty
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes having their physical resistance reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a -2 deflection bonus to Armor Class.


Indi-Fury
Enhancing
Level: Geomancer 9
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 round/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

Creates an aura around the caster who effects their allies granting an increase to all physical damage, melee and range by +1 per two caster levels.


Indi-Haste
Chronomancy/Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates an aura around the caster who effects their allies granting them the Haste status effect. The subject receives a +1 bonus to Attack rolls, +1 bonus to Reflex saves, +30 foot movement, and an extra attack if the subject uses a full-attack option.


Indi-Int
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 minute/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

[font=Times New Roman, serif]Creates an aura around the caster who makes their allies becomes smarter. They gain the benefit as long as they're within the area of the effect of the spell. The spell grants a +6 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Black mages (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell's effect do increase. This spell doesn't grant extra skill ranks.[/font]


Indi-Malaise
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes having their magical resistance reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a -2 resistance bonus to Saving Throws versus spells.


Indi-Paralysis
Enfeebling
Level: Geomancer 7
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes with a paralyzing effect. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive the Paralysis status effect. 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.


Indi-Poison
Enfeebling
Level: Geomancer 4
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/level (D)
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes

Creates an aura around the caster who effects their foes with a poisonous effect. The targets must make a Fortitude save per round as long as they are within reach of the spell or receive the Poison status effect taking 1d6 points of non-elemental damage + your casting modifier per round.


Indi-Precision
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates an accurate aura around the caster and all allies of this spell receive a + 2 attack bonus as long as they're within the radius of the spell.


Indi-Regen
Healing/Enhancing
Level: Geomancer 2
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates a soft green glow aura around the caster and all allies of this spell receive a Fast Healing 2 bonus as long as they're within the radius of the spell.


Indi-Str
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

[font=Times New Roman, serif]Creates an aura around the caster who makes their allies become stronger within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.[/font]


Indi-Slip
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes reducing their accuracy. All foes of this spell must make a Fortitude save per round as long as they are within reach of the spell or receive a -2 attack bonus.


Indi-Slow
Chronomancy/Enfeebling
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes with a slowing down effect. All foes of this spell must make a Fortitude save per round as long as they are within reach of the spell or receive the Slow status effect. The victim suffers a -1 penalty on Attack rolls, -1 penalty on Reflex saves, moves at half movement, and can only take 1 standard action a round.


Indi-Torpor
Enfeebling
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Fortitude negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes reducing their evasion. All foes of this spell must make a Fortitude save per round as long as they are within reach of the spell or receive a -2 dodge bonus.


Indi-Voidance
Enhancing
Level: Geomancer 3
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Creates a evasive aura around the caster and all allies of this spell receive a + 2 dodge bonus as long as they're within the radius of the spell.


Indi-Wilt
Enfeebling
Level: Geomancer 9
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
Duration: 1 round/2 levels
Saving Throw: Will negates
Spell Resistance: Yes

Creates an aura around the caster who effects their foes having their physical damage reduced. All foes of this spell must make a Will save per round as long as they are within reach of the spell or receive a reduction to all physical damage, melee and range by -1 per two caster levels.


Indi-Wis
Enhancing
Level: Geomancer 6
Casting Time: 1 standard action
Range: 20 ft.
Area: Creatures within a 20-ft.-radius centered on you
[font=Times New Roman, serif]Duration: 1 minute/2 levels[/font]
[font=Times New Roman, serif]Saving Throw: Will negates (harmless)[/font]
Spell Resistance: Yes

Creates an aura around the caster who makes their allies becomes wiser within the selective area. They gain the benefit as long as they're within the area of effect of the spell. The spell grants a +6 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. White mages (and other Wisdom-based spellcasters) who receive Geo-Wis do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.
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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#48
Hey there, I added a large group of spells for Necromancer and Dark knight. The absorbing stat spells should be an interesting group. Their limited to how much they drain and does not stack for balancing reasons. Added in some new aoe heals with regen which give the player more options for healing spell. Thanks to Thorne Family, I added in Abyss and Shine which are the holy and shadow verions of Flare. I will also add in the Star Flare versions of them later on and update the forums with the new spells. I also increased Star Flare's dmg output to d12 instead of d10 since the ja spells were soooo much better overall. I gave Holy Knight more selection for tanking spells. Red mage got another boost of spells for lowering resistances based on status infliction. Sadly Geomancer and Blue mage gained no spells this time around.

I just updated the forums with all the new spells and for some odd reason I had missed some white magic spells from my doc so I wrote those down too.
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.
Reply
#49
Hey there folks, I decided to add in the avatars in here or at least the pdf if your interested in playing some other ones compared to the ones from the website.
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.
Reply
#50
I added in a few blue mage spells to the list from the most recent creatures.
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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