09-27-2020, 12:09 AM
End of September Update (And 1st surgery done)
Surgery is over, gotta go back next month for more injections. Enjoy all the new additions.
Races
Hume (Core Race): Added Lufenian Ancestry to alternate racial traits. – Created by Rav
Immortal (New Base Race): These mysterious beings are referred to as Immortals by other denizens of the material plane, however, in actual fact they are outsiders from a different plane of existence. The Immortals send their consciousness and control through a link between planes, controlling a mass of mana and matter on the other side while leaving their soul in their own plane. The plane of the Immortals progresses at a rate of 1 year to 1000 years in the Material plane, causing many to believe them to be ageless.
Classes
Archer (Core Class): Combat Feat archery talent now has a prerequisite of 12th level archer.
Beastmaster (Core Class): Animal Focus was moved to 3rd level (from 1st). Second Animal Focus was moved to 8th level (from 7th). Scent was moved to 7th level (from 8th). All archetypes were updated of replacement abilities. Rage: fatigue cannot be ignored by fatigue-immune races.
Black Belt (Hybrid Class): Combat Feat martial arts talent was moved to advanced martial arts talents.
Chemist (Base Class): Mix now has a limited number of uses per day equal to 3 + INT mod.
Chocobo Knight (Base Class): Combat Feat mounted talent was moved to advanced mounted talents.
Dark Emperor (New Prestige Class): The dark emperor is a mortal hero or villain in whose veins flows the blood of a god. Cut from the same cloth as classic ancient heroes, most dark emperors are the offspring of a god and a mortal humanoid who drew the god’s eye.
Dark Knight (Base Class): Grit Stance now imposes a movement speed limit of half your total movement speed and now requires a move action to enter/leave the stance.
Dragoon (Core Class): Jump now allows 2x base speed distance. Removed mention of height.
Engineer (Base Class): Combat Trick engineer trick now has a prerequisite of 12th level engineer.
Gambler (Base Class): Gil Toss got a rework. Gil Rain was minorly changed. Skew Favor was adjusted as well.
Gunbreaker (Hybrid Class): Combat Feat gunbreaker talent was moved to advanced gunbreaker talents.
Gunner (Base Class): Combat Feat gunnery talent now has a prerequisite of 12th level gunner.
Medic (Base Class): Medical Alchemist now substitutes caster level with medic level and adds Wisdom modifier for the spell’s effect. Added Faster Injections and Swift Injections to the medical practices. Injections are now usable a number of times per day equal to half class level + Wis mod.
Necromancer (Base Class): Removed immunity to ice damage on Bone Commander to keep in line with Undead Trait changes.
Ninja (Hybrid Class): Combat Trick ninja trick was moved to master tricks.
Samurai (Hybrid Class): Combat Feat bushido art now has a prerequisite of 12th level samurai. Removed Kenki Techniques and Combo Finishers. Added Iaijutsu Techniques (1st), Sheath Control (1st), Blazing Initiative (3rd), Kiai Arts (3rd), Sheath Block (5th), Dragon Defense (5th), Advanced Blade (6th), Spirit Charge (7th), Greater Resolve (9th), Opportune Slash (9th), Iaijutsu Mastery (11th), True Spirit Charge (15th), True Resolve (17th), and Last Stand (19th). Terrifying Iaijutsu was moved to 13th level from 12th. All archetypes were updated of replacement abilities.
Sword Saint (Hybrid Class): Removed Stamina Pool and old Sword Saint Talents. Added new Sword Saint Talents. All archetypes were updated of replacement abilities.
Summoner (Base Class): Summoners can now buy their spells.
Thief (Core Class): Combat trick thief talent was removed.
Archetypes / Deific Orders
Akimbo (New Dancer archetype): As deadly as the weapons they wield, yet graceful in the fluidity of their motions, the Akimbo Dancers brilliantly execute flawless dance with the art of the dual pistols.- created by SqueakyNote.
Berserker (Beastmaster archetype): Frenzy: fatigue cannot be ignored by fatigue-immune races.
Cerulean Lancer (Blue Mage Archetype): Jump now allows 2x base speed distance. Removed mention of height.
Crescent Warrior (Gunbreaker Archetype): Jump now allows 2x base speed distance. Removed mention of height.
Demolitionist (Engineer archetype): Added Structural Knowledge (2nd), Structural Insight (3rd), Ricochet (4th), and Battlefield Preparation (8th). Added Improved Demolitions to their list of engineer tricks.
Demon Hunter (Fighter Archetype): Stylish Fighter now gives Style Points for successful antagonise attempts (taunting). Swordmaster’s Aerial Rave split into Single and Full versions. Now forces either ranged weapon or melee weapon attack. Royalguard’s meter changed name from Rage Meter to Royal Meter to save on confusion. Royal Release is now an immediate action while in Block & Charge. Specified that Release damage is non-elemental. Prop and Shredder can be done with any trip attempts rather than being
relegated to just Full-Attacks. – Thanks to MaryMargarine for assistance.
Dreamer (New Deific order for Lakshmi): A dreamer worships the fortune goddess, Lakshmi. Offering good health, luck and fortune to all those who follow in her glorious name, kept safe in her loving arms. – Created by Moggle Mog.
Dream Sage (New Illusionist archetype): Dream sages are a strange group of illusory soothsayers and spies. To them, the information provided by the unconscious mind is a treasure trove of secrets to be protected or exploited. When facing a dream sage, one must be careful; for they can manifest the chaotic aspects of dreams and make them seep into reality. – created by Reggie
Duelist (New Fencer archetype): A warrior with a touch of finesse with some focus on talents on locking enemies in combat to hold the front or parry attacks none other could withstand.
Emissary (New Cleric archetype): Although clerics are faithful servants of their divine patron by choice, others have less agency in their calling. Whether due to divine selection or simply the whims of fate, emissaries are thrust into the role of speaker for their deity whether they desire it or not. They wield great authority, but this power comes at the price of a grim curse—and yet they are unable to turn aside from their path, else greater misfortune befall them. Though they may live many years in the manner they wish, there will come a day when they must deliver a message to their deity’s intended audience. – created by Virgil
Gravewalker (Necromancer archetype): Undead Form: fatigue cannot be ignored by fatigue-immune races.
Guitarist (Bard archetype): Sonic Boom’s duration increased to 1 minute. Bewitching Boom’s duration increased to 1 minute, Blinding Boom’s duration increased to 1 minute. Hindering Boom’s duration increased to 1 minute. Added Additional Sonic Essence Enhancements (9th).
Heritor (Sword Saint archetype): Added Stamina Pool and a new Talent Tree.
Incorporeal Stalker (Necromancer archetype): Incorporeal Form: fatigue cannot be ignored by fatigue-immune races.
Jewel Knight (New Quadav Geomancer archetype): Among the quadav, in worlds where the land’s energies were a chaotic flux and leylines were disrupted, throwing the energies of nature into chaos, Geomancers were slowly dying out, their natural means of drawing their strengths disrupted and weakened. However, one quadav found a means of drawing elemental energies through the use of jewels, and from it, she founded the Order of the Jewel Knights, an armored and martial branch of the Quadav Geomancers who draws their powers and talents from the very minerals that come from the land itself. – Created by GregarMoon
Ki Warrior (Monk archetype): Super Transformation: fatigue cannot be ignored by fatigue-immune races.
Lantern-Bearer (Tonkin Astrologian archetype): Lantern’s Light’s duration increased to 1 minute. Bewitching Light’s duration increased to 1 minute. Blinding Light’s duration increased to 1 minute. Hindering Light’s duration increased to 1 minute. Added Additional Holy Essence Enhancements (6th). Added a page for their Light School spells. – Courtesy of Raiyn
Merchant (Thief archetype): Gil Toss got a rework. Gil Rain was minorly changed. Master Merchant was adjusted as well.
Mystic Knight (Red Mage archetype): Removed the ability to do a Swordskill as a swift action from Stamina Pool but instead can regain a swordskill used during an encounter.
Nightmare Controller (New Illusionist archetype): Since the dawn of man and beasts, one thing that is shared amongst all that lives, is fear itself. Fear can cripple hope and destroy dreams. Fear can manifest as nightmares within those who sleep. Fear can drive man to insanity and commit heinous acts. Fear can even kill outright. Nightmare controllers are the embodiment of this primal force, instilling fear into the hearts of men and beasts, and at the height of their powers, even those that should not fear. – created by GregarMoon.
Nimble Stalker (formerly a Ixal Fighter archetype): Race lock removed.
Poledancer (Dancer archetype): Jump now allows 2x base speed distance. Removed mention of height.
Quartzer (New Fencer archetype): Fencers are infamous for their speed and agility, and yet there are some with a desire to overclock their speed motif, to exceed beyond any conceivable speed and deadliness. Quartzers are fencers who had perfected their unique skills, blending martial skills and their limited dabbling into the powers of time itself to exceed all expectations.
Sentinel (Knight archetype): Added Stamina Pool and Talent Trees.
Skullshield (Necromancer archetype): Now has Limited Spellcasting. No longer immune to Fort saves. Removed immunity to ice damage on Fused Bone Commander to keep in line with Undead Trait changes.
Thaumaturge (Black Mage): Blood Rites now require a move action to enter/leave. And the bonus is now tied to the black mage level.
Virtuoso (Fencer archetype): Swordplay now also replaces lunge techniques.
Warlock (Necromancer archetype): Beshadowed Blast’s duration increased to 1 minute. Bewitching Blast’s duration increased to 1 minute. Brimstone Blast’s duration increased to 1 minute. Hellrime Blast’s duration decreased to 1 minute. Hindering Blast’s duration increased to 1 minute. Vitrolic Blast’s duration increased to 1 minute. Added Additional Eldritch Essence Invocations (6th).
Warmonger (New Sword Saint archetype): The warmonger is a confident adversary, well-versed in taunting foes, cutting through them, and sending them to the dirt in a bloody heap. Warmongers are also experts in controlling enemy aggression, possessing abilities that draw foes toward them and that, through daze effects, cause enemies to forget who they were fighting.
Spells/Songs
Astrologian Spells: Added Aura Break, based on Aura from FFVIII. – Created by DeadKingKicker
Bard Songs: Added Romeo’s Ballad, from FFV. – Created by Kazu
Black Mage Spells: Added Metallasis (4th). – Created by DeadKingKicker, Added Impact, from FFXI. – Created by JIMMEH the Bear
Blue Mage Spells: Fixed the Range and Target of Autumn Breeze, Triumphant Roar, and Summer Breeze.
Geomancer Spells: Added Metallasis (4th). – Created by DeadKingKicker
Necromancer Spells: Added Impact, from FFXI. – Created by JIMMEH the Bear
Red Mage Spells: Added Metallasis (4th). – Created by DeadKingKicker. Added Aura Break, based on Aura from FFVIII. – Created by DeadKingKicker
Time Mage spells: Added Minor Reversion (3rd), Greater Reversion (5th), and Mass Reversion (6th).
White Mage spells: Added Close Wounds (2nd) and Mass Close Wounds (4th). Added Aura Break, based on Aura from FFVIII. – Created by DeadKingKicker
Deshell/Deshellra spell line now affects versus spells, spell-like abilities, and supernatural abilities.
Magic: Updated the Learning New Spells section, summoners are no longer excluded from scroll learning or independent research.
Blue Magic: Blue Mage Spells can now only be crafted into Wondrous Items. FAQ and Magic pages updated accordingly.
Equipment / Magical Items
Alchemical Items: Added Ethereal Mask and Fairy Dust to Tier 1 items, granting See Invisibility and Fly respectively. Impaler had its spell changed from Frog Song to Frog. • Vampire Fang had its spell changed from Death Needles to Ghoul Touch. Lowered duration from 1d6 to 1d4, save DC from 18 to 13, price from 1400 to 300. CL changed from 7th to 3rd, Tier 2 to Tier 1. • Choco Shield had its spell changed from Choco Barrier to Protect, Shell, and Regen. Duration changed from 1d6+1 to 8 rounds. • Choco Feather, Healing Spring, Light Curtain, and Lunar Curtain have had their durations changed from 1d4 to 5 rounds. • Healing Spring, price increased from 100 to 125. • Chocobo Wing has had its duration changed from 1d8 to 5 rounds. • Ghost hand was removed. Added Mettle VX to Tier 1, granting Mage Armor for 1 hour. Cure and Ether line items now have specific item pages and have had their prices changed. Cure Potion – No change. Hi-Potion – Price increased from 300 to 600. X-Potion – Price increased from 750 to 1,500. Mega Potion – No change. Ether – No change. Hi-Ether – Price increased from 2,200 to 3,500. X-Ether – Price increased from 4,250 to 6,750. Turbo Ether – Price increased from 5,100 to 25,000. Mega Phoenix – Altered to no longer restore MP on revival, as per the base spell. Price increased from 7,650 to 9,500. Megalixir – Price increased from 7,650 to 32,000. Added in Sun Drops (Tier 1).
Equipment: Added a page for example Masterwork Tools for GMs to refer to when players ask for a tool for a specific skill.
Magical Items: Added Chausuble of Power to Neck Wondrous Items.
Materia: Doublecut Materia no longer stacks with anything that grants additional attacks.
Vehicles: Fixed speeds of vehicles to conform to normal movement and distance conversion of PF. • Galbadia Soldier Motorcycle – Full speed increased from 200ft to 220ft. • Hardy Daytona – Full speed increased from 550ft to 1,000ft. • Fenrir – Full speed increased from 400ft to 750ft. • Regalia – Full speed increased from 140ft to 500ft, 30 MPH to 50 MPH. Was incorrect against the source material, fixed. • SeeD Personal Carrier Vehicle – Full speed increased from 650ft to 750ft. • Shinra Military Troop Transport – Full speed increased from 350ft to 450ft. • Galbadia Armored Personnel Carrier – Full speed increased from 450ft to 500ft.
Feats
General Rule Notes: Updated Item Creation Feats page, Craft Alchemical Items feat and the Alchemical Items page to state that games should use either Brew Potion or Alchemical Items.
Racial Feats: Added Monstrous Gourmand (Qu).
Arcane Craft (Al Bhed Racial Feat): Can now only select two item creation feats each time this feat is selected.
Miscellaneous
Iconics: Ignus (Iconic Medic) was added. – Created by Luphey.
Magic: Updated the Learning New Spells section, summoners are no longer excluded from scroll learning or independent research.
Website Update: Formatting changes, dark mode, and sidebar gradient color changer has been added to the website. Additionally, the sidebar now follows you when you scroll down the page. Check out the footer of any page to change to dark mode or mess with the sidebar color gradients!
Surgery is over, gotta go back next month for more injections. Enjoy all the new additions.
Races
Hume (Core Race): Added Lufenian Ancestry to alternate racial traits. – Created by Rav
Immortal (New Base Race): These mysterious beings are referred to as Immortals by other denizens of the material plane, however, in actual fact they are outsiders from a different plane of existence. The Immortals send their consciousness and control through a link between planes, controlling a mass of mana and matter on the other side while leaving their soul in their own plane. The plane of the Immortals progresses at a rate of 1 year to 1000 years in the Material plane, causing many to believe them to be ageless.
Classes
Archer (Core Class): Combat Feat archery talent now has a prerequisite of 12th level archer.
Beastmaster (Core Class): Animal Focus was moved to 3rd level (from 1st). Second Animal Focus was moved to 8th level (from 7th). Scent was moved to 7th level (from 8th). All archetypes were updated of replacement abilities. Rage: fatigue cannot be ignored by fatigue-immune races.
Black Belt (Hybrid Class): Combat Feat martial arts talent was moved to advanced martial arts talents.
Chemist (Base Class): Mix now has a limited number of uses per day equal to 3 + INT mod.
Chocobo Knight (Base Class): Combat Feat mounted talent was moved to advanced mounted talents.
Dark Emperor (New Prestige Class): The dark emperor is a mortal hero or villain in whose veins flows the blood of a god. Cut from the same cloth as classic ancient heroes, most dark emperors are the offspring of a god and a mortal humanoid who drew the god’s eye.
Dark Knight (Base Class): Grit Stance now imposes a movement speed limit of half your total movement speed and now requires a move action to enter/leave the stance.
Dragoon (Core Class): Jump now allows 2x base speed distance. Removed mention of height.
Engineer (Base Class): Combat Trick engineer trick now has a prerequisite of 12th level engineer.
Gambler (Base Class): Gil Toss got a rework. Gil Rain was minorly changed. Skew Favor was adjusted as well.
Gunbreaker (Hybrid Class): Combat Feat gunbreaker talent was moved to advanced gunbreaker talents.
Gunner (Base Class): Combat Feat gunnery talent now has a prerequisite of 12th level gunner.
Medic (Base Class): Medical Alchemist now substitutes caster level with medic level and adds Wisdom modifier for the spell’s effect. Added Faster Injections and Swift Injections to the medical practices. Injections are now usable a number of times per day equal to half class level + Wis mod.
Necromancer (Base Class): Removed immunity to ice damage on Bone Commander to keep in line with Undead Trait changes.
Ninja (Hybrid Class): Combat Trick ninja trick was moved to master tricks.
Samurai (Hybrid Class): Combat Feat bushido art now has a prerequisite of 12th level samurai. Removed Kenki Techniques and Combo Finishers. Added Iaijutsu Techniques (1st), Sheath Control (1st), Blazing Initiative (3rd), Kiai Arts (3rd), Sheath Block (5th), Dragon Defense (5th), Advanced Blade (6th), Spirit Charge (7th), Greater Resolve (9th), Opportune Slash (9th), Iaijutsu Mastery (11th), True Spirit Charge (15th), True Resolve (17th), and Last Stand (19th). Terrifying Iaijutsu was moved to 13th level from 12th. All archetypes were updated of replacement abilities.
Sword Saint (Hybrid Class): Removed Stamina Pool and old Sword Saint Talents. Added new Sword Saint Talents. All archetypes were updated of replacement abilities.
Summoner (Base Class): Summoners can now buy their spells.
Thief (Core Class): Combat trick thief talent was removed.
Archetypes / Deific Orders
Akimbo (New Dancer archetype): As deadly as the weapons they wield, yet graceful in the fluidity of their motions, the Akimbo Dancers brilliantly execute flawless dance with the art of the dual pistols.- created by SqueakyNote.
Berserker (Beastmaster archetype): Frenzy: fatigue cannot be ignored by fatigue-immune races.
Cerulean Lancer (Blue Mage Archetype): Jump now allows 2x base speed distance. Removed mention of height.
Crescent Warrior (Gunbreaker Archetype): Jump now allows 2x base speed distance. Removed mention of height.
Demolitionist (Engineer archetype): Added Structural Knowledge (2nd), Structural Insight (3rd), Ricochet (4th), and Battlefield Preparation (8th). Added Improved Demolitions to their list of engineer tricks.
Demon Hunter (Fighter Archetype): Stylish Fighter now gives Style Points for successful antagonise attempts (taunting). Swordmaster’s Aerial Rave split into Single and Full versions. Now forces either ranged weapon or melee weapon attack. Royalguard’s meter changed name from Rage Meter to Royal Meter to save on confusion. Royal Release is now an immediate action while in Block & Charge. Specified that Release damage is non-elemental. Prop and Shredder can be done with any trip attempts rather than being
relegated to just Full-Attacks. – Thanks to MaryMargarine for assistance.
Dreamer (New Deific order for Lakshmi): A dreamer worships the fortune goddess, Lakshmi. Offering good health, luck and fortune to all those who follow in her glorious name, kept safe in her loving arms. – Created by Moggle Mog.
Dream Sage (New Illusionist archetype): Dream sages are a strange group of illusory soothsayers and spies. To them, the information provided by the unconscious mind is a treasure trove of secrets to be protected or exploited. When facing a dream sage, one must be careful; for they can manifest the chaotic aspects of dreams and make them seep into reality. – created by Reggie
Duelist (New Fencer archetype): A warrior with a touch of finesse with some focus on talents on locking enemies in combat to hold the front or parry attacks none other could withstand.
Emissary (New Cleric archetype): Although clerics are faithful servants of their divine patron by choice, others have less agency in their calling. Whether due to divine selection or simply the whims of fate, emissaries are thrust into the role of speaker for their deity whether they desire it or not. They wield great authority, but this power comes at the price of a grim curse—and yet they are unable to turn aside from their path, else greater misfortune befall them. Though they may live many years in the manner they wish, there will come a day when they must deliver a message to their deity’s intended audience. – created by Virgil
Gravewalker (Necromancer archetype): Undead Form: fatigue cannot be ignored by fatigue-immune races.
Guitarist (Bard archetype): Sonic Boom’s duration increased to 1 minute. Bewitching Boom’s duration increased to 1 minute, Blinding Boom’s duration increased to 1 minute. Hindering Boom’s duration increased to 1 minute. Added Additional Sonic Essence Enhancements (9th).
Heritor (Sword Saint archetype): Added Stamina Pool and a new Talent Tree.
Incorporeal Stalker (Necromancer archetype): Incorporeal Form: fatigue cannot be ignored by fatigue-immune races.
Jewel Knight (New Quadav Geomancer archetype): Among the quadav, in worlds where the land’s energies were a chaotic flux and leylines were disrupted, throwing the energies of nature into chaos, Geomancers were slowly dying out, their natural means of drawing their strengths disrupted and weakened. However, one quadav found a means of drawing elemental energies through the use of jewels, and from it, she founded the Order of the Jewel Knights, an armored and martial branch of the Quadav Geomancers who draws their powers and talents from the very minerals that come from the land itself. – Created by GregarMoon
Ki Warrior (Monk archetype): Super Transformation: fatigue cannot be ignored by fatigue-immune races.
Lantern-Bearer (Tonkin Astrologian archetype): Lantern’s Light’s duration increased to 1 minute. Bewitching Light’s duration increased to 1 minute. Blinding Light’s duration increased to 1 minute. Hindering Light’s duration increased to 1 minute. Added Additional Holy Essence Enhancements (6th). Added a page for their Light School spells. – Courtesy of Raiyn
Merchant (Thief archetype): Gil Toss got a rework. Gil Rain was minorly changed. Master Merchant was adjusted as well.
Mystic Knight (Red Mage archetype): Removed the ability to do a Swordskill as a swift action from Stamina Pool but instead can regain a swordskill used during an encounter.
Nightmare Controller (New Illusionist archetype): Since the dawn of man and beasts, one thing that is shared amongst all that lives, is fear itself. Fear can cripple hope and destroy dreams. Fear can manifest as nightmares within those who sleep. Fear can drive man to insanity and commit heinous acts. Fear can even kill outright. Nightmare controllers are the embodiment of this primal force, instilling fear into the hearts of men and beasts, and at the height of their powers, even those that should not fear. – created by GregarMoon.
Nimble Stalker (formerly a Ixal Fighter archetype): Race lock removed.
Poledancer (Dancer archetype): Jump now allows 2x base speed distance. Removed mention of height.
Quartzer (New Fencer archetype): Fencers are infamous for their speed and agility, and yet there are some with a desire to overclock their speed motif, to exceed beyond any conceivable speed and deadliness. Quartzers are fencers who had perfected their unique skills, blending martial skills and their limited dabbling into the powers of time itself to exceed all expectations.
Sentinel (Knight archetype): Added Stamina Pool and Talent Trees.
Skullshield (Necromancer archetype): Now has Limited Spellcasting. No longer immune to Fort saves. Removed immunity to ice damage on Fused Bone Commander to keep in line with Undead Trait changes.
Thaumaturge (Black Mage): Blood Rites now require a move action to enter/leave. And the bonus is now tied to the black mage level.
Virtuoso (Fencer archetype): Swordplay now also replaces lunge techniques.
Warlock (Necromancer archetype): Beshadowed Blast’s duration increased to 1 minute. Bewitching Blast’s duration increased to 1 minute. Brimstone Blast’s duration increased to 1 minute. Hellrime Blast’s duration decreased to 1 minute. Hindering Blast’s duration increased to 1 minute. Vitrolic Blast’s duration increased to 1 minute. Added Additional Eldritch Essence Invocations (6th).
Warmonger (New Sword Saint archetype): The warmonger is a confident adversary, well-versed in taunting foes, cutting through them, and sending them to the dirt in a bloody heap. Warmongers are also experts in controlling enemy aggression, possessing abilities that draw foes toward them and that, through daze effects, cause enemies to forget who they were fighting.
Spells/Songs
Astrologian Spells: Added Aura Break, based on Aura from FFVIII. – Created by DeadKingKicker
Bard Songs: Added Romeo’s Ballad, from FFV. – Created by Kazu
Black Mage Spells: Added Metallasis (4th). – Created by DeadKingKicker, Added Impact, from FFXI. – Created by JIMMEH the Bear
Blue Mage Spells: Fixed the Range and Target of Autumn Breeze, Triumphant Roar, and Summer Breeze.
Geomancer Spells: Added Metallasis (4th). – Created by DeadKingKicker
Necromancer Spells: Added Impact, from FFXI. – Created by JIMMEH the Bear
Red Mage Spells: Added Metallasis (4th). – Created by DeadKingKicker. Added Aura Break, based on Aura from FFVIII. – Created by DeadKingKicker
Time Mage spells: Added Minor Reversion (3rd), Greater Reversion (5th), and Mass Reversion (6th).
White Mage spells: Added Close Wounds (2nd) and Mass Close Wounds (4th). Added Aura Break, based on Aura from FFVIII. – Created by DeadKingKicker
Deshell/Deshellra spell line now affects versus spells, spell-like abilities, and supernatural abilities.
Magic: Updated the Learning New Spells section, summoners are no longer excluded from scroll learning or independent research.
Blue Magic: Blue Mage Spells can now only be crafted into Wondrous Items. FAQ and Magic pages updated accordingly.
Equipment / Magical Items
Alchemical Items: Added Ethereal Mask and Fairy Dust to Tier 1 items, granting See Invisibility and Fly respectively. Impaler had its spell changed from Frog Song to Frog. • Vampire Fang had its spell changed from Death Needles to Ghoul Touch. Lowered duration from 1d6 to 1d4, save DC from 18 to 13, price from 1400 to 300. CL changed from 7th to 3rd, Tier 2 to Tier 1. • Choco Shield had its spell changed from Choco Barrier to Protect, Shell, and Regen. Duration changed from 1d6+1 to 8 rounds. • Choco Feather, Healing Spring, Light Curtain, and Lunar Curtain have had their durations changed from 1d4 to 5 rounds. • Healing Spring, price increased from 100 to 125. • Chocobo Wing has had its duration changed from 1d8 to 5 rounds. • Ghost hand was removed. Added Mettle VX to Tier 1, granting Mage Armor for 1 hour. Cure and Ether line items now have specific item pages and have had their prices changed. Cure Potion – No change. Hi-Potion – Price increased from 300 to 600. X-Potion – Price increased from 750 to 1,500. Mega Potion – No change. Ether – No change. Hi-Ether – Price increased from 2,200 to 3,500. X-Ether – Price increased from 4,250 to 6,750. Turbo Ether – Price increased from 5,100 to 25,000. Mega Phoenix – Altered to no longer restore MP on revival, as per the base spell. Price increased from 7,650 to 9,500. Megalixir – Price increased from 7,650 to 32,000. Added in Sun Drops (Tier 1).
Equipment: Added a page for example Masterwork Tools for GMs to refer to when players ask for a tool for a specific skill.
Magical Items: Added Chausuble of Power to Neck Wondrous Items.
Materia: Doublecut Materia no longer stacks with anything that grants additional attacks.
Vehicles: Fixed speeds of vehicles to conform to normal movement and distance conversion of PF. • Galbadia Soldier Motorcycle – Full speed increased from 200ft to 220ft. • Hardy Daytona – Full speed increased from 550ft to 1,000ft. • Fenrir – Full speed increased from 400ft to 750ft. • Regalia – Full speed increased from 140ft to 500ft, 30 MPH to 50 MPH. Was incorrect against the source material, fixed. • SeeD Personal Carrier Vehicle – Full speed increased from 650ft to 750ft. • Shinra Military Troop Transport – Full speed increased from 350ft to 450ft. • Galbadia Armored Personnel Carrier – Full speed increased from 450ft to 500ft.
Feats
General Rule Notes: Updated Item Creation Feats page, Craft Alchemical Items feat and the Alchemical Items page to state that games should use either Brew Potion or Alchemical Items.
Racial Feats: Added Monstrous Gourmand (Qu).
Arcane Craft (Al Bhed Racial Feat): Can now only select two item creation feats each time this feat is selected.
Miscellaneous
Iconics: Ignus (Iconic Medic) was added. – Created by Luphey.
Magic: Updated the Learning New Spells section, summoners are no longer excluded from scroll learning or independent research.
Website Update: Formatting changes, dark mode, and sidebar gradient color changer has been added to the website. Additionally, the sidebar now follows you when you scroll down the page. Check out the footer of any page to change to dark mode or mess with the sidebar color gradients!