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Post by Admin on Jun 4, 2009 13:48:00 GMT -5
"Now I can't tell you how we get our scrolls to teach you these magical works of art, for a very specific reason involving the letters D-E-A-T-H. However, feel free to purchase these scrolls, because after reading them, you will learn their contents..."[/size]
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Post by Rocket! on Jul 13, 2009 20:55:59 GMT -5
{MAGIC ABILITIES: Weak}
[name=Magic Rope]ABILITY NAME Magic Rope[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster causes a length of rope or a similar object to move on its own, even defying gravity briefly. Useful for spelunking and street performances. USAGE Once per turn. RANGE Within 30 feet ELEMENT None POWER Weak SKILL REQUIRED 1 Cunning Discount: 3 Cunning COST 80 Munny
[name=Scan]ABILITY NAME Scan[/name] ABILITY TYPE Standard ABILITY DESCRIPTION This mystic spell analyzes the appearance of an opponent, and reveals its name to the user. Only usable on staff-run NPCs. USAGE Once per turn. RANGE Within 30 feet ELEMENT None POWER Weak SKILL REQUIRED 5 Cunning Discount: 10 Cunning COST 200 Munny
[name=Fire]ABILITY NAME Fire[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A small burst of fire magic appears at the spellcaster's command, burning a single target before disappearing. USAGE Once every other turn. Target must be seen. RANGE Within 30 feet ELEMENT Fire POWER Weak SKILL REQUIRED 5 Cunning Discount: 10 Cunning COST 200 Munny
[name=Ice]ABILITY NAME Ice[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A small burst of ice magic appears at the spellcaster's command, chilling a single target before disappearing. USAGE Once every other turn. Target must be seen. RANGE Within 30 feet ELEMENT Ice POWER Weak SKILL REQUIRED 5 Cunning Discount: 10 Cunning COST 200 Munny
[name=Lightning]ABILITY NAME Lightning[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A small burst of lightning magic appears at the spellcaster's command, giving a single target a mild electrical shock. USAGE Once every other turn. Target must be seen. RANGE Within 30 feet ELEMENT Electric POWER Weak SKILL REQUIRED 5 Cunning Discount: 10 Cunning COST 200 Munny
[name=Wind]ABILITY NAME Wind[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A small whirlwind appears where the spellcaster points, and whoever comes in contact with it first will find their movements slightly hindered for two or three minutes. Effected target can only move at 2/3 speed for the next two turns. USAGE Twice per battle. RANGE Within 30 feet ELEMENT Wind POWER Weak SKILL REQUIRED 10 Cunning Discount: 15 Cunning COST 250 Munny
[name=Stone Spike]ABILITY NAME Stone Spike[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster causes a foot-long stone spike to erupt out of the earth directly underneath a single target. USAGE Five uses per battle. Two turn cool-down. Target must be seen. Only useable on natural ground. RANGE Within 30 feet ELEMENT Earth POWER Weak SKILL REQUIRED 5 Cunning Discount: 10 Cunning COST 200 Munny
[name=Entangle]ABILITY NAME Entangle[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Calling on the power of nature, the spellcaster causes a tangle of vines to erupt from the ground and wrap around a single target, drastically cutting their mobility. Effected target can only move at 1/2 speed for the next turn. USAGE Three uses per battle. Two turn cool-down. Target must be seen. Only useable on natural ground. RANGE Within 30 feet ELEMENT Earth POWER Weak SKILL REQUIRED 15 Cunning Discount: 20 Cunning COST 250 Munny
[name=Geyser]ABILITY NAME Geyser[/name] ABILITY TYPE Specialty ABILITY DESCRIPTION A small spout of trickling water springs out of a a solid surface moments before a jet stream of water, 1 foot in diameter, shoots out. Geyser stretches a distance of up to 10 feet before it ceases. If used underwater this spell allows the creation of currents that travel up to 30 feet at 30mph, affecting a cylindrical area 10 feet in diameter. The current will carry anyone or anything that enters it from creation to the end of its length in whatever direction the caster causes it to flow. The current only remains for 1 turn. USAGE 3 times per battle RANGE Within 30 feet of the user ELEMENT Water POWER Weak SKILL REQUIRED 15 Cunning Discount: 20 Cunning COST 350
[name=Dark Burst]ABILITY NAME Dark Burst[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster calls on the power of darkness to create a small destructive burst of dark energy, damaging a single target. USAGE Four uses per battle. Target must be seen. RANGE Within 30 feet ELEMENT Darkness POWER Weak SKILL REQUIRED 15 Cunning Discount: 20 Cunning COST 200 Munny
[name=Light Burst]ABILITY NAME Light Burst[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster calls on the power of light to create a small destructive burst of radiant energy, damaging a single target. USAGE Four uses per battle. Target must be seen. RANGE Within 30 feet ELEMENT Light POWER Weak SKILL REQUIRED 15 Cunning Discount: 20 Cunning COST 200 Munny
[name=Gravity]ABILITY NAME Gravity[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A 5 foot diameter sphere of dark magic appears directly above a target and then flattens out downward. Gravitational forces push directly down and pin anyone caught in them to the ground, when possible, for their entire next turn. For every 20 points of HP the caught target has left Gravity deals 1 point of damage. USAGE 4 times per battle RANGE 30 feet, affects 5 foot diameter area, pushes up to 10 feet down ELEMENT Space POWER Weak SKILL REQUIRED 20 Cunning Discount: 25 Cunning COST 400
ITEM NAME Fire Spell Book I ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of FIRE, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Fire POWER Weak COST 400
[name=Flame Infusion]ABILITY NAME Flame Infusion[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with weak fire damage. USAGE Twice per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Fire POWER Weak SKILL REQUIRED 15 Cunning Discount: 20 Cunning COST 250 Munny
[name=Fireball]ABILITY NAME Fireball[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates a fireball the size of an apple and throws it at a single target. USAGE Three times per battle. RANGE 20 feet ELEMENT Fire POWER Weak SKILL REQUIRED 20 Cunning Discount: 25 Cunning COST 350 Munny
[name=Fire Mage]ABILITY NAME Fire Mage[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Basic training with spells and magics involving the element fire. Fire spells now singe opponents, dealing a weak amount of fire damage for three posts following a successful fire spell at the cost of slightly speeding the same foe up for the same duration. USAGE Passive; constant effect RANGE Self ELEMENT Fire POWER Weak SKILL REQUIRED 10 Cunning Discount: 15 Cunning COST 100 Munny
[name=Fire Soul]ABILITY NAME Fire Soul[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Fire. Whenever a Magical Ability cast by the user harms or impedes another character Fire Soul will automatically do 1 point of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self ELEMENT Fire POWER Weak SKILL REQUIRED 10 Cunning Discount: 15 Cunning ABILITY REQUIRED Fire Mage COST 150
ITEM NAME Ice Spell Book I ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of ICE, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Ice POWER Weak COST 400
[name=Frost Infusion]ABILITY NAME Frost Infusion[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with weak ice damage. USAGE Twice per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Ice POWER Weak SKILL REQUIRED 15 Cunning Discount: 20 Cunning COST 250 Munny
[name=Ice Arrow]ABILITY NAME Ice Arrow[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster fires a shard of ice at a single target. USAGE Three times per battle. RANGE 20 feet ELEMENT Ice POWER Weak SKILL REQUIRED 20 Cunning Discount: 25 Cunning COST 350 Munny
[name=Ice Mage]ABILITY NAME Ice Mage[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Basic training with spells and magics involving the element ice. Ice spells now numb opponents, slowing down effected foes somewhat for the post following a successful ice spell. USAGE Passive; constant effect RANGE Self ELEMENT Ice POWER Weak SKILL REQUIRED 10 Cunning Discount: 15 Cunning COST 100 Munny
[name=Ice Soul]ABILITY NAME Ice Soul[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Ice. Whenever a Magical Ability cast by the user harms or impedes another character Ice Soul will automatically do 1 point of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self ELEMENT Ice POWER Weak SKILL REQUIRED 10 Cunning Discount: 15 Cunning ABILITY REQUIRED Ice Mage COST 150
ITEM NAME Lightning Spell Book I ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of LIGHTNING, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Lightning POWER Weak COST 400
[name=Shock Infusion]ABILITY NAME Shock Infusion[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with weak electrical damage. USAGE Twice per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Electric POWER Weak SKILL REQUIRED 15 Cunning Discount: 20 Cunning COST 250 Munny
[name=Lightning Bolt]ABILITY NAME Lightning Bolt[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster points at a single target and a surge of electricity leaps across the distance. USAGE Three times per battle. RANGE 20 feet ELEMENT Electric POWER Weak SKILL REQUIRED 20 Cunning Discount: 25 Cunning COST 350 Munny
[name=Lightning Mage]ABILITY NAME Lightning Mage[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Basic training with spells and magics involving the electric element. Electric spells now jolt opponents, making their physical abilities half as effective, but boosting their spell magic to 1.5x the damage. USAGE Passive; constant effect RANGE Self ELEMENT Lightning POWER Weak SKILL REQUIRED 10 Cunning Discount: 15 Cunning COST 100 Munny
[name=Lightning Soul]ABILITY NAME Lightning Soul[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Lightning. Whenever a Magical Ability cast by the user harms or impedes another character Lightning Soul will automatically do 1 point of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self Element Lightning POWER Weak SKILL REQUIRED 10 Cunning Discount: 15 Cunning ABILITY REQUIRED Lightning Mage COST 150
ITEM NAME Light Spell Book ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of LIGHT, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Light POWER Weak COST 500
[name=Light Infusion]ABILITY NAME Light Infusion[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with weak light damage. USAGE Twice per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Light POWER Weak SKILL REQUIRED 15 Cunning Discount: 20 Cunning COST 250 Munny
[name=Light Beam]ABILITY NAME Light Beam[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Calling on the power of light, the spellcaster directs a shimmering ray of bright energy at a single target. USAGE Four uses per battle. RANGE Within 30 feet ELEMENT Light POWER Weak SKILL REQUIRED 20 Cunning Discount: 25 Cunning COST 350 Munny
[name=Light Mage]ABILITY NAME Light Mage[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Basic training with spells and magics involving the element Light. Light spells now disorient opponents for three turns. During this time, all physical abilities requiring acrobatics of any kind are impossible, such as Sneak and Parkour. All opposing magical abilities of Dark nature are also preventing from being used during this time. USAGE Passive; constant effect RANGE Self ELEMENT Light POWER Weak SKILL REQUIRED 25 Cunning Discount: 30 Cunning COST 200 Munny
[name=Light Soul]ABILITY NAME Light Soul[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Light. Whenever a Magical Ability cast by the user harms or impedes another character Light Soul will automatically do 1 point of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self ELEMENT Light POWER Weak SKILL REQUIRED 25 Cunning Discount: 30 Cunning ABILITY REQUIRED Light Mage COST 150
ITEM NAME Dark Spell Book I ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of DARKNESS, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Dark POWER Weak COST 500
[name=Dark Infusion]ABILITY NAME Dark Infusion[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with weak darkness damage. USAGE Twice per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Darkness POWER Weak SKILL REQUIRED 15 Cunning Discount: 20 Cunning COST 250 Munny
[name=Dark Blast]ABILITY NAME Dark Blast[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A surge of dark energy gathers in the spellcaster's hand and is thrown like a fireball, doing damage to a single target. USAGE Four uses per battle. RANGE Within 30 feet ELEMENT Darkness POWER Weak SKILL REQUIRED 20 Cunning Discount: 25 Cunning COST 350 Munny
[name=Dark Mage]ABILITY NAME Dark Mage[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Basic training with spells and magics involving the element Darkness. Dark spells now silence opponents for three turns. During this time, all magical abilities using light of any kind are impossible, such as Fire and Lightning. All opposing magical abilities of Dark nature are also slightly boosted during this time to 1.5x the damage. USAGE Passive; constant effect RANGE Self ELEMENT Darkness POWER Weak SKILL REQUIRED 25 Cunning Discount: 30 Cunning COST 200 Munny
[name=Dark Soul]ABILITY NAME Dark Soul[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Darkness. Whenever a Magical Ability cast by the user harms or impedes another character Dark Soul will automatically do 1 point of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self ELEMENT Darkness POWER Weak SKILL REQUIRED 25 Cunning Discount: 30 Cunning ABILITY REQUIRED Dark Mage COST 150
ITEM NAME Support Spell Book I ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in SUPPORT SPELLS, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT None POWER Weak COST 200
[name=Delay Spell]ABILITY NAME Delay Spell[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated this Ability allows the user to delay the normal activation of another Magical Ability used by them in the same turn by 1 turn. USAGE 3 times per battle RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 10 Cunning Discount: 15 Cunning COST 100
[name=Protect]ABILITY NAME Protect[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates a weak magic barrier which resists physical damage. Halves the damage from normal attacks or weak physical Abilities; no effect on magic Abilities. USAGE Twice per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT None POWER Weak SKILL REQUIRED 15 Cunning Discount: 20 Cunning COST 400 Munny
[name=Barrier]ABILITY NAME Barrier[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates a weak magic barrier which resists magical damage. Halves the damage from weak magical Abilities; no effect on normal attacks or physical Abilities. USAGE Twice per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT None POWER Weak SKILL REQUIRED 15 Cunning Discount: 20 Cunning COST 375 Munny
[name=Haste]ABILITY NAME Haste[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates an enchantment which lets them move twice as fast for a short time. USAGE Twice per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Time POWER Weak SKILL REQUIRED 20 Cunning Discount: 25 Cunning COST 450 Munny
[name=Glide]ABILITY NAME Glide[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION With Glide a person can defy gravity, though the freedom of movement is not that of true flight. Glide allows for horizontal airborne travel, and can be used to interrupt a dangerous fall. Maximum speed while gliding is 30 MPH. USAGE Lasts for up to five turns. Three turn cool-down. RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 20 Cunning Discount: 25 Cunning COST 450 Munny
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Post by Rocket! on Dec 20, 2009 12:52:59 GMT -5
{MAGIC ABILITIES: Average}
[name=Scan Lv2]ABILITY NAME Scan Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION This mystic spell will analyze and reveal to the user the powers and strength of an opponent. Only usable on staff-run NPCs. USAGE Once per turn. RANGE Within 30 feet ELEMENT None POWER Average SKILL REQUIRED 30 Cunning Discount: 35 Cunning COST 400 Munny
[name=Fire Lv2]ABILITY NAME Fire Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A moderate burst of fire magic appears at the spellcaster's command, burning any target within a ten foot area before disappearing. USAGE Once every other turn. Target must be seen. RANGE Within 30 feet ELEMENT Fire POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 300 Munny
[name=Ice Lv2]ABILITY NAME Ice Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A moderate burst of ice magic appears at the spellcaster's command, chilling any target within a ten foot area before disappearing. Can freeze over fifteen feet of ground. USAGE Once every other turn. Target must be seen. RANGE Within 30 feet ELEMENT Ice POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 300 Munny
[name=Lightning Lv2]ABILITY NAME Lightning Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A flare of wild electricity appears at the spellcaster's command, delivering a jarring electrical shock to any target within five feet of where it appears. USAGE Once every other turn. Target must be seen. RANGE Within 30 feet ELEMENT Electric POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 300 Munny
[name=Stone Spike Lv2]ABILITY NAME Stone Spike Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster causes up to three two-foot stone spikes to erupt out of the earth. USAGE Five uses per battle. One turn cool-down. Target must be seen. Only useable on natural ground. RANGE Within 30 feet ELEMENT Earth POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 300 Munny
[name=Earth Wall]ABILITY NAME Earth Wall[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster causes a wall of solid earth one foot thick, six feet tall, and five feet wide to appear, shielding them or an ally from normal attacks as well as Weak and Average Abilities. The wall cannot move and it only protects one side (front, back, left, or right). USAGE Five uses per battle. Lasts two turns. One turn cool-down. Only useable on natural ground. RANGE Within 30 feet ELEMENT Earth POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 300 Munny
[name=Aero]ABILITY NAME Aero[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A protective field of churning wind magic surrounds the caster or one nearby ally, deflecting physical attacks. Nullifies regular attacks and Weak physical Abilities. USAGE Three uses per battle. Lasts two turns. Three turn cool-down after effect ends. RANGE Self or ally within ten feet ELEMENT Wind POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 500 Munny
[name=Dark Burst Lv2]ABILITY NAME Dark Burst Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster calls on the power of darkness to create a destructive burst of dark energy, damaging any target within five feet of where it appears. USAGE Four uses per battle. Target must be seen. RANGE Within 30 feet ELEMENT Darkness POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 300 Munny
[name=Light Burst Lv2]ABILITY NAME Light Burst Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster calls on the power of light to create a purifying burst of radiant energy, damaging a single target. Does double damage to Heartless, Nobodies, or dark-natured characters. USAGE Four uses per battle. Target must be seen. RANGE Within 30 feet ELEMENT Light POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 300 Munny
[name=Poison]ABILITY NAME Poison[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Creates a cloud of toxic gases fifteen feet wide, effecting any enemy that breathes in. Poison's effect does Weak damage to a character for five turns, even after they've left the cloud. USAGE Five uses per battle. RANGE Within 50 feet ELEMENT Poison POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 400 Munny
[name=Illusion]ABILITY NAME Illusion[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A first-rate magical deception. The illusion spell can take many forms: a lifelike copy of the spellcaster, a monster, another spell - the limit is the spellcaster's imagination. Only one illusion can be created at a time. Illusions are unable to inflict harm or interact with real objects. USAGE Ten uses per battle. Lasts up to four turns. Two turn cool-down between uses. RANGE 50 feet ELEMENT Space POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 400 Munny
[name=Animal Form]ABILITY NAME Animal Form[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Turns the spellcaster or one ally into an animal of human size or smaller. Effect lasts until undone by spellcaster. Can be undone with Esuna. Effected characters cannot use weapons, equipment, and Strong / Legendary Abilities while in animal form. USAGE One use per turn. Unlimited uses out of battle. RANGE Self or ally within 30 feet. Can be used on an enemy if unconscious. ELEMENT None POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 300 Munny
[name=Clone]ABILITY NAME Clone[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster creates one doppelganger of themself or an ally. The clone is an exact doppleganger, having the original's cooldowns, use counter, and remaining Health Points, can attack and take damage like a regular character, but can only use Weak Abilities. The clone will vanish after five turns or if it takes fatal damage. USAGE Three uses per battle. Only one clone can exist at a time. RANGE Self or ally within 30 feet ELEMENT Space POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 300 Munny
[name=Mirror Image]ABILITY NAME Mirror Image[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Sacrificing the use of their own Abilities for five turns, the spellcaster mimics each Ability used by one enemy. This includes Legendary Abilities and custom Abilities, so long as it is believable for the spellcaster to be able to do these things. If the enemy opts not to use an Ability on one or more turns, the spellcaster must repeat the last mimicked Ability they performed. USAGE Two uses per battle. RANGE Self ELEMENT None POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 300 Munny
[name=Teleport]ABILITY NAME Teleport[/name] ABILITY TYPE Standard ABILITY DESCRIPTION In a flash of magical light the spellcaster vanishes from sight, instantly reappearing at another location within fifty feet. As convenient as this is, the power to teleport does have its drawbacks. No other magic Abilities may be used in the same turn as a teleport. The location to which the spellcaster teleports must be within visual sight and cannot be somewhere they've never been before; the spellcaster must visualize their destination in order to teleport there. Any protective or enhancement magics, such as Protect, Barrier, or Haste, are automatically ended by the use of a teleport. USAGE Five uses per battle, limit one use per turn. Unlimited uses out of battle. RANGE Up to fifty feet from spellcaster ELEMENT Space POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 350 Munny
[name=Summon]ABILITY NAME Summon[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A Custom Ability specifically for bringing one or more creatures of magical/unnatural nature to the battlefield to fight for you. The summon remains for five turns before vanishing and cannot be re-summoned for five turns. If the summon is defeated in battle it cannot be re-summoned during that battle. The summon may have Abilities of its own -- see Custom Abilities thread for details. Like any Custom Ability, summons must be approved by staff before they can be used. USAGE RANGE ELEMENT POWER Average SKILL REQUIRED 35 Cunning Discount: 50 Cunning COST 500 Munny
[name=Blue Magic]ABILITY NAME Blue Magic[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Blue magic allows characters to temporarily learn and use any Ability used against them, up to 5 Weak or Average Abilities, so long as the Ability's basic prerequisites can be met. For instance, an Ability that uses a bow and arrow cannot be used without these tools even IF learned through Blue Magic. Character must be hit by Ability in order to 'learn' it, then put {Ability Learned: } at the bottom of the same post. Does not nullify Abilities. Cannot 'learn' Legendary Abilities. All 'learned' Abilities are automatically discarded at the end of the battle. USAGE Five uses per battle. RANGE Self ELEMENT None POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 500 Munny
[name=Gravity Lv2]ABILITY NAME Gravity Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A 10 foot diameter sphere of dark magic appears directly above a target and then flattens out downward. Gravitational forces push directly down and pin anyone caught in them to the ground, when possible, for their entire next turn. For every 15 points of HP the caught target has left Gravity deals 1 point of damage. USAGE 3 times per battle RANGE 40 feet, affects 10 foot diameter area ELEMENT Space POWER Average SKILL REQUIRED 40 Cunning Discount: 45 Cunning COST 500
[name=Prevailing Winds]ABILITY NAME Prevailing Winds[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user of this Ability creates an erratic air flow around a target. As long as these winds exist any normal attacks, Physical Abilities and Magical Abilities they use that must travel away from them through the air will become 2x less accurate. USAGE 3 times per battle, lasts 3 turns RANGE 30 feet ELEMENT Wind POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 300
[name=Bubble Barrage]ABILITY NAME Bubble Barrage[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A sheet of large bubbles appears 10 feet above the ground and then falls, peppering a 10-foot by 10-foot area with water as they burst on contact. If used underwater this ability creates a "fog" of bubbles in a 10-foot diameter area, blocking the vision of all who look through it. USAGE 3 times per battle RANGE Within 30 feet of the user ELEMENT Water POWER Average SKILL REQUIRED 30 Cunning Discount: 35 Cunning COST 200
[name=Hot Steam]ABILITY NAME Hot Steam[/name] ABILITY TYPE Standard ABILITY DESCRIPTION This Ability causes numerous leaks of searing white steam to rise up out of the ground around the user, reaching as high as 4 feet, with harmless and mostly transparent excess mist rising up as high as another 4 feet. The sight of anyone looking through the steam is impeded slightly. When used underwater this ability causes the temperature of the water around the user to increase to boiling. Those caught in the area of this spell will each receive 2 points of damage for each turn that passes, including the user. The user will not be affected if they do not move from where theyw ere when the spell was cast. USAGE 2 times per battle, lasts 3 turns RANGE 20-foot diameter perimeter around user ELEMENT Water POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 400
[name=Wind Mystic]ABILITY NAME Wind Mystic[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION All Magical Abilities used by this character with the Element of Wind stay in effect for one turn longer than normal. USAGE Passive, unlimited RANGE Self ELEMENT Wind POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 300
[name=Earth Mystic]ABILITY NAME Earth Mystic[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION All Magical Abilities used by this character with the Element of Earth are now available even on unnatural ground. USAGE Passive, unlimited RANGE Self ELEMENT Earth POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 300
[name=Water Mystic]ABILITY NAME Water Mystic[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION All Magical Abilities used by this character with the Element of Water become capable of using their above water form even while underwater. USAGE Passive, unlimited RANGE Self ELEMENT Water POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 300
[name=Poison Mystic]ABILITY NAME Poison Mystic[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION All Magical Abilities used by this character with the Element of Poison will weaken their targets' normal attacks and Physical Abilities by 1 point after normal calculation for the duration of their effect on them. USAGE Passive, unlimited RANGE Self ELEMENT Poison POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 300
[name=Space Mystic]ABILITY NAME Space Mystic[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION All Magical Abilities used by this character with the Element of Space that have a specific range of use and effect increase in those ranges by half of their maximum. USAGE Passive, unlimited RANGE Self ELEMENT Space POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 300
[name=Time Mystic]ABILITY NAME Time Mystic[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION All Magical Abilities used by this character with the Element of Time that have limited uses gain 1 extra use each. USAGE Passive, unlimited RANGE Self ELEMENT Time POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 300
ITEM NAME Fire Spell Book II ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of FIRE, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Fire POWER Average COST 550
[name=Flame Infusion Lv2]ABILITY NAME Flame Infusion Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with moderate fire damage. USAGE Three times battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Fire POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 350 Munny
[name=Fire Bomb]ABILITY NAME Fire Bomb[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The air around the user is ignited, creating a brief sphere of blazing flames around them. In addition to damaging both friendly and enemy targets, Magical Abilities with the Element of Fire or Ice that are of lesser Power than Fire Bomb will also be blocked from reaching the user. USAGE 2 times per battle. RANGE 5 foot radius ELEMENT Fire POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 350 Munny
[name=Eruption]ABILITY NAME Eruption[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A red spot forms on the ground, and immediately afterwards, a pillar of molten fire shoots vertically up out of the ground and burns for one turn. USAGE 3 times per battle RANGE Within 30 feet of user. 5 foot diameter, 20 feet high. ELEMENT Fire POWER Average SKILL REQUIRED 40 Cunning Discount: 45 Cunning COST 450 Munny
[name=Fireball Lv2]ABILITY NAME Fireball Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster can create a fireball the size of a watermelon or three smaller fireballs roughly the size of apples. The larger fireball has a splash zone of five feet on impact. USAGE Three times per battle. RANGE 30 feet ELEMENT Fire POWER Average SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 450 Munny
[name=Fire Elementalist]ABILITY NAME Fire Elementalist[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Average training with spells and magics involving the element fire. Traditional Fire spells (not Fireball, only Fire and it's higher levels) can now remain for a full round instead of disappearing shortly after being cast, and all fire attacks deal 1.5x damage. Stacks with Fire Mage except for damage. USAGE Passive; constant effect RANGE Self ELEMENT Fire POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 200 Munny
[name=Fire Soul Lv2]ABILITY NAME Fire Soul Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Fire. Whenever a Magical Ability cast by the user harms or impedes another character Fire Soul Lv.2 will automatically do 3 points of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self ELEMENT Fire POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning ABILITY REQUIRED Fire Elementalist COST 250
ITEM NAME Ice Spell Book II ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of ICE, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Ice POWER Average COST 550
[name=Frost Infusion Lv2]ABILITY NAME Frost Infusion Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with moderate ice damage. USAGE Three times per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Ice POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 350 Munny
[name=Ice Cloud]ABILITY NAME Ice Cloud[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The air around the user is chilled, creating a single burst fo icy mist around them. In addition to damaging both friendly and enemy targets, Magical Abilities with the Element of Fire or Ice that are of lesser Power than Ice Cloud will also be blocked from reaching the user. USAGE 2 times per battle. RANGE 5 foot radius ELEMENT Ice POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 350 Munny
[name=Ice Knives]ABILITY NAME Ice Knives[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Three 4-foot pointed icicles form ten feet above the target and then thrust downward to skewer it together before vanishing. USAGE 3 times per battle RANGE 30 feet ELEMENT Ice POWER Average SKILL REQUIRED 40 Cunning Discount: 45 Cunning COST 450 Munny
[name=Ice Arrow Lv2]ABILITY NAME Ice Arrow Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster rapid-fires three foot-long shards of ice at a single target. USAGE Three times per battle. RANGE 20 feet ELEMENT Ice POWER Average SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 450 Munny
[name=Ice Elementalist]ABILITY NAME Ice Elementalist[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Average training with spells and magics involving the element ice. Traditional Ice spells (not Ice Arrow, only Ice and it's higher levels) can now remain for a full round instead of disappearing shortly after being cast, and all ice spells deal 1.5x damage. Stacks with Ice Mage except for damage. USAGE Passive; constant effect RANGE Self ELEMENT Ice POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 200 Munny
[name=Ice Soul Lv2]ABILITY NAME Ice Soul Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Ice. Whenever a Magical Ability cast by the user harms or impedes another character Ice Soul Lv.2 will automatically do 3 points of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self ELEMENT Ice POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning ABILITY REQUIRED Ice Elementalist COST 250
ITEM NAME Lightning Spell Book II ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of LIGHTNING, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Lightning POWER Average COST 550
[name=Shock Infusion Lv2]ABILITY NAME Shock Infusion Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with moderate electrical damage. USAGE Three times per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Electric POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 350 Munny
[name=Thunder Zone]ABILITY NAME Thunder Zone[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The air around the user is supercharged, creating a split-second series of sparks and electrical currents. In addition to damaging both friendly and enemy targets, normal attacks and either Physical Abilities or Magical Abilities with the Element of Lightning that are of lesser Power than Thunder Zone will also be blocked from reaching the character. USAGE 2 times per battle. RANGE 5 foot radius Element Lightning POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 350 Munny
[name=Spark Lance]ABILITY NAME Spark Lance[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The user creates a four foot diameter sphere of yellow electricity somewhere next to themselves that hovers in place for one turn. Any enemy targets that get too close to the sphere will each have a single thin streak of electricity shoot out to zap them. USAGE 3 times per battle RANGE 5 feet. Element Lightning POWER Average SKILL REQUIRED 40 Cunning Discount: 45 Cunning COST 450 Munny
[name=Lightning Bolt Lv2]ABILITY NAME Lightning Bolt Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster points at a single target and a potent surge of electricity leaps across the distance. USAGE Three times per battle. RANGE 20 feet ELEMENT Electric POWER Average SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 450 Munny
[name=Lightning Elementalist]ABILITY NAME Lightning Elementalist[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Average training with spells and magics involving the electric element. Traditional Lightning spells (not Lightning Bolt, only Lightning and it's higher levels) can now remain for a full round instead of disappearing shortly after being cast, and all electric spells deal 1.5x damage. Stacks with Lightning Mage except for damage. USAGE Passive; constant effect RANGE Self ELEMENT Lightning POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 200 Munny
[name=Lightning Soul Lv2]ABILITY NAME Lightning Soul Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Lightning. Whenever a Magical Ability cast by the user harms or impedes another character Lightning Soul Lv.2 will automatically do 3 points of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self Element Lightning POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning ABILITY REQUIRED Lightning Elementalist COST 250
ITEM NAME Light Spell Book II ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of LIGHT, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Light POWER Average COST 650
[name=Light Infusion Lv2]ABILITY NAME Light Infusion Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with moderate light damage. Does double damage to Heartless, Nobodies, or dark-natured characters. USAGE Three uses per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Light POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 350 Munny
[name=Light Barrier]ABILITY NAME Light Barrier[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Creates a protective barrier of light energy, nullifying normal attacks and Weak Abilities. Casting character cannot move while using this Ability. USAGE Three uses per battle. RANGE Self and any ally within ten feet ELEMENT Light POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 500 Munny
[name=Shining Light]ABILITY NAME Shining Light[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The air around the user is lit up, creating a sudden orb of brilliant light. In addition to damaging both friendly and enemy targets, Magical Abilities with the Element of Light or Darkness that are of lesser Power than Shining Light will also be blocked from reaching the character. USAGE 2 times per battle. RANGE 5 foot radius ELEMENT Light POWER Average SKILL REQUIRED 40 Cunning Discount: 45 Cunning COST 400 Munny
[name=Seeker Missiles]ABILITY NAME Seeker Missiles[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION 6 small spearheads of light are created by the user who then sends them flying out toward and number of targets in whatever available amounts are desired. The missiles will home in on their target(s) regardless of how they move and land on that turn unless an ability is used to avoid them. Each individual shot that successfully lands on a target does 1 point of damage. USAGE 3 times per battle RANGE 30 feet ELEMENT Light POWER Average SKILL REQUIRED 40 Cunning Discount: 45 Cunning COST 500 Munny
[name=Light Beam Lv2]ABILITY NAME Light Beam Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Calling on the power of light, the spellcaster directs a blinding ray of penetrating energy at a single target. Does double damage to Heartless, Nobodies, or dark-natured characters. USAGE Four uses per battle. RANGE Within 30 feet ELEMENT Light POWER Average SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 450 Munny
[name=Light Elementalist]ABILITY NAME Light Elementalist[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Average training with spells and magics involving the element Light. Traditional Light Burst spells (and higher level variations) can now remain for a full round instead of disappearing shortly after being cast, and all Light spells deal 1.5x damage. Stacks with Light Mage except for damage. USAGE Passive; constant effect RANGE Self ELEMENT Light POWER Average SKILL REQUIRED 30 Cunning Discount: 45 Cunning COST 400 Munny
[name=Light Soul Lv2]ABILITY NAME Light Soul Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Light. Whenever a Magical Ability cast by the user harms or impedes another character Light Soul Lv.2 will automatically do 3 points of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self ELEMENT Light POWER Average SKILL REQUIRED 30 Cunning Discount: 45 Cunning ABILITY REQUIRED Light Elementalist COST 250
ITEM NAME Dark Spell Book II ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of DARKNESS, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Dark POWER Average COST 650
[name=Dark Infusion Lv2]ABILITY NAME Dark Infusion Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with moderate darkness damage. USAGE Three uses per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Darkness POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 350 Munny
[name=Dark Barrier ]ABILITY NAME Dark Barrier [/name] ABILITY TYPE Standard ABILITY DESCRIPTION Creates a protective barrier of dark energy, nullifying normal attacks and Weak Abilities. Only covers ONE side. Does not work against Light Abilities. USAGE Three uses per battle. RANGE Self or ally within ten feet ELEMENT Darkness POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 400 Munny
[name=Dark Shroud]ABILITY NAME Dark Shroud[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The air around the user is lit up, creating a sudden orb of brilliant light. In addition to damaging both friendly and enemy targets, Magical Abilities with the Element of Light or Darkness that are of lesser Power than Dark Shroud will also be blocked from reaching the character. USAGE 2 times per battle. RANGE 5 foot radius ELEMENT Darkness POWER Average SKILL REQUIRED 40 Cunning Discount: 45 Cunning COST 400 Munny
[name=Shadow Flares]ABILITY NAME Shadow Flares[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The user creates 6 small spheres of deep blue darkness in the air, putting any available amount around whatever number of targets they desire. After being created the orbs close in on the target(s) regardless of how they move and land on that turn unless an ability is used to avoid them. Each individual flare that successfully lands on a target does 1 point of damage. USAGE 3 times per battle RANGE 30 feet ELEMENT Darkness POWER Average SKILL REQUIRED 40 Cunning Discount: 45 Cunning COST 500 Munny
[name=Dark Blast Lv2]ABILITY NAME Dark Blast Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A surge of dark energy gathers in the spellcaster's hand, allowing them to hurl one large or three small orbs of dark energy at their foes. The large burst has a splash zone of five feet on impact. USAGE Four uses per battle. RANGE Within 50 feet ELEMENT Darkness POWER Average SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 450 Munny
[name=Dark Elementalist]ABILITY NAME Dark Elementalist[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Average training with spells and magics involving the element Darkness. Traditional Dark Burst spells (and higher level variations) can now remain for a full round instead of disappearing shortly after being cast, and all Dark spells deal 1.5x damage. Stacks with Dark Mage except for damage. USAGE Passive; constant effect RANGE Self ELEMENT Darkness POWER Average SKILL REQUIRED 30 Cunning Discount: 45 Cunning COST 400 Munny
[name=Dark Soul Lv2]ABILITY NAME Dark Soul Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Darkness. Whenever a Magical Ability cast by the user harms or impedes another character Dark Soul Lv.2 will automatically do 3 points of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self ELEMENT Darkness POWER Average SKILL REQUIRED 30 Cunning Discount: 45 Cunning ABILITY REQUIRED Dark Elementalist COST 250
ITEM NAME Support Spell Book II ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the SUPPORT SPELLS, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT None POWER Average COST 300
[name=Cure]ABILITY NAME Cure[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A healing light surrounds one target, removing all but the worst injuries. Heals 16 Hp. USAGE Twice per battle. RANGE Self or ally within ten feet ELEMENT None POWER Average SKILL REQUIRED 30 Cunning Discount: 35 Cunning COST 350 Munny
[name=Berserk]ABILITY NAME Berserk[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Causes one target, be it friend or foe, to go into an uncontrollable battle frenzy for a short time. Effected character(s) can only use normal attacks and physical Abilities, but these do double damage. Effected character(s) MUST attack every turn. USAGE Three uses per battle. Lasts three turns. Two turn cool-down after effect ends. RANGE Self, ally, or enemy within 30 feet ELEMENT None POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 400 Munny
[name=Blade Ward]ABILITY NAME Blade Ward[/name] ABILITY TYPE Standard ABILITY DESCRIPTION You are no mere magician-- you know that blades can be a very dangerous thing for magicians when trying to cast a hefty spell. Never fear, Blade Ward is here! Blade Ward creates a circle along the ground surrounding the caster or one target that extends to a two foot radius. All Bladed weapons within the spell's circle-- including the caster or target's, if applicable-- are instantly teleported to the ground, where they are stuck until the magical ward wears off. Lasts three rounds, moves with the target (but weapons stuck to the ground don't!), and can be dispelled by Esuna. USAGE Three uses, two turn cooldown RANGE Ally within Twenty feet or Self ELEMENT Space POWER Average SKILL REQUIRED 30 CunningDiscount: 40 Cunning COST 400 Munny
[name=Arrow Ward]ABILITY NAME Arrow Ward[/name] ABILITY TYPE Standard ABILITY DESCRIPTION You are no mere magician-- you know that ranged weapons can be a very dangerous thing for magicians when trying to cast a hefty spell. Never fear, Arrow Ward is here! Arrow Ward creates a line along the ground in front of the caster or one target that extends to five foot in length. All attacks from a Ranged weapon-- a bullet or arrow, for example-- are instantly frozen where they are upon reaching the ward, where they are stuck in the air until the magical ward wears off. Lasts three rounds, ward stays in place, and cannot be dispelled by Esuna. After ward ends, projectiles caught in the ward will simply fall to the ground. USAGE Three uses, two turn cooldown RANGE Ally within Twenty feet or Self ELEMENT Space POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 400 Munny
[name=Blunt Ward]ABILITY NAME Blunt Ward[/name] ABILITY TYPE Standard ABILITY DESCRIPTION You are no mere magician-- you know that blunt weapons can be a very dangerous thing for magicians when trying to cast a hefty spell. Never fear, Blunt Ward is here! Blunt Ward creates a circle along the ground surrounding the caster or one target that extends to a two foot radius. All Blunt weapons within the spell's circle-- including the caster or target's, if applicable-- are instantly teleported to the ground, where they are stuck until the magical ward wears off. Lasts three rounds, moves with the target (but weapons stuck to the ground don't!), and can be dispelled by Esuna. USAGE Three uses, two turn cooldown RANGE Ally within Twenty feet or Self ELEMENT Space POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 400 Munny
[name=Esuna]ABILITY NAME Esuna[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Nullifies all status effects and hindrance spells (Wind, Entangle, etc...) currently effecting a character. Also nulls helpful effects, such as Haste, Protect, Berserk, and Night Vision. USAGE Five uses per battle. RANGE Self, ally, or enemy within 30 feet ELEMENT None POWER Average SKILL REQUIRED 30 Cunning Discount: 40 Cunning COST 400 Munny
[name=Silence]ABILITY NAME Silence[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Creates a cloud of shimmering magic energy ten feet wide around a single enemy target. If the target does not leave the cloud in their next turn, they become unable to use magic Abilities for seven turns. This does not effect physical Abilities. USAGE Five uses per battle. RANGE Within 50 feet ELEMENT None POWER Average SKILL REQUIRED 30 Cunning Discount: 35 Cunning COST 400 Munny
[name=Reflect]ABILITY NAME Reflect[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Powerful magic barrier that bounces a single Ability or normal attack back at the attacker. USAGE Three uses per battle. Two turn cool-down between uses. RANGE Self ELEMENT Space POWER Average SKILL REQUIRED 30 Cunning Discount: 35 Cunning COST 500 Munny
[name=Smokescreen]ABILITY NAME Smokescreen[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Creates a plume of smoke that expands thirty feet in every direction, effectively rendering anyone within it unable to see more than two feet in front of them. This goes for allies and enemies alike. USAGE Three uses per battle. Two turn cool-down between uses. RANGE Within 50 feet ELEMENT None POWER Average SKILL REQUIRED 30 Cunning Discount: 35 Cunning COST 250 Munny
[name=Eagle Vision]ABILITY NAME Eagle Vision[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Grants one ally temporary visual acuity akin to that of an eagle, allowing them to see four times farther and with three times as much detail as their eyes normally could. This vastly improves the accuracy of ranged attacks from weapons or Abilities. USAGE Two turn cool-down between uses. Lasts two turns. RANGE Self or ally within 50 feet ELEMENT None POWER Average SKILL REQUIRED 30 Cunning Discount: 35 Cunning COST 400 Munny
[name=Night Vision]ABILITY NAME Night Vision[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Grants one ally the temporary advantage of being able to see even in total darkness. USAGE Two turn cool-down between uses. Lasts five turns. Unlimited uses out of battle. RANGE Self or ally within 50 feet ELEMENT None POWER Average SKILL REQUIRED 30 Cunning Discount: 35 Cunning COST 400 Munny
[name=Aether Vision]ABILITY NAME Aether Vision[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Grants one ally the temporary advantage of being able to see the normally invisible flow of magic/energy in an area and/or person. USAGE Two turn cool-down between uses. Lasts five turns. Unlimited uses out of battle. RANGE Self or ally within 50 feet ELEMENT None POWER Average SKILL REQUIRED 30 Cunning Discount: 35 Cunning COST 400 Munny
[name=Whispering Wall]ABILITY NAME Whispering Wall[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Effects an area thirty feet in diameter (smaller if the spellcaster wishes it), preventing any sounds made inside from being heard outside. Does not block sounds from outside. People, objects, and spells can pass through the effected area without difficulty. USAGE Two turn cool-down between uses. Lasts up to five turns. Unlimited uses out of battle. RANGE Within 30 feet of self ELEMENT Space POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 300 Munny
[name=Delay Spell Lv.2]ABILITY NAME Delay Spell Lv.2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated this Ability allows the user to delay the normal activation of another Magical Ability used by them in the same turn by 2 turns. USAGE 3 times per battle RANGE Self ELEMENT None POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 250
[name=Protect Lv2]ABILITY NAME Protect Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates a magic barrier which which resists physical damage. Halves the damage from physical Abilities and nullifies normal attacks; no effect on magic Abilities. USAGE Twice per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT None POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 450 Munny
[name=Barrier Lv2]ABILITY NAME Barrier Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates a magic barrier which resists magical damage. Nullifies Weak magic Abilities and halves the damage of Average magic Abilities; no effect on normal attacks or physical Abilities. USAGE Twice per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT None POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 450 Munny
[name=Haste Lv2]ABILITY NAME Haste Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates an enchantment which lets them move three times as fast for a short time. Effected persons see the world around them as moving in slow motion, allowing them to react to threats very effectively. USAGE Twice per battle. Lasts four turns. RANGE Self or ally within ten feet ELEMENT Time POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 475 Munny
[name=Super Glide]ABILITY NAME Super Glide[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION This is the power of flight, pure and simple. Left, right, up, down, forward, backward; doesn't matter. Top speed of Super Glide is 60 MPH. USAGE Lasts for up to five turns. Three turn cool-down. RANGE Self ELEMENT None POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 500 Munny
[name=Aqua Breath]ABILITY NAME Aqua Breath[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A multi-use magic spell. If the spellcaster uses it on themself or an ally that character is able to breathe underwater for ten turns. If used as an attack spell, however, Aqua Breath lets the spellcaster shoot a powerful stream of water from their mouth able to extinguish even magical flames and knock one human-sized target back ten feet. Cannot extinguish flames from Strong or Legendary Abilities. USAGE Three uses per battle. Two turn cool-down between uses. Unlimited uses out of battle. Water-breathing lasts ten turns. RANGE Self, ally, or enemy within 50 feet ELEMENT Water POWER Average SKILL REQUIRED 35 Cunning Discount: 45 Cunning COST 500 Munny
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Post by Rocket! on Dec 20, 2009 12:55:14 GMT -5
{MAGIC ABILITIES: STRONG}
[name=Scan Lv3]ABILITY NAME Scan Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION This mystic spell will analyze and reveal to the user the patterns and weaknesses of an opponent. Only usable on staff-run NPCs. USAGE Once per turn. RANGE Within 30 feet ELEMENT None POWER Strong SKILL REQUIRED 45 Cunning Discount: 55 Cunning COST 600 Munny
[name=Fire Lv3]ABILITY NAME Fire Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A large burst of fire magic appears at the spellcaster's command, burning any target within a twenty foot area before disappearing. USAGE Once every two turns. Target must be seen. RANGE Within 50 feet ELEMENT Fire POWER Strong SKILL REQUIRED 45 Cunning Discount: 55 Cunning COST 500 Munny
[name=Ice Lv3]ABILITY NAME Ice Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A large burst of ice magic appears at the spellcaster's command, chilling all targets in a twenty foot area before disappearing. Can freeze over forty feet of ground. USAGE Once every two turns. Target must be seen. RANGE Within 50 feet ELEMENT Ice POWER Strong SKILL REQUIRED 45 Cunning Discount: 55 Cunning COST 500 Munny
[name=Lightning Lv3]ABILITY NAME Lightning Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A violent flurry of lightning arcs appear at the spellcaster's command, delivering an agonizing electrical shock to any target within fifteen feet of where it appears. USAGE Once every other turn. Target must be seen. RANGE Within 50 feet ELEMENT Electric POWER Strong SKILL REQUIRED 45 Cunning Discount: 55 Cunning COST 500 Munny
[name=Stone Spike Lv3]ABILITY NAME Stone Spike Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster causes up to a dozen four-foot stone spikes to erupt out of the earth. If necessary the spikes can emerge from each other, creating a single massive stone spear which reaches almost fifty feet in the air. USAGE Seven uses per battle. One turn cool-down. Target must be seen. Only useable on natural ground. RANGE Within 30 feet ELEMENT Earth POWER Strong SKILL REQUIRED 45 Cunning Discount: 55 Cunning COST 500 Munny
[name=Earth Wall Lv2]ABILITY NAME Earth Wall Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster causes a wall of solid earth three feet thick, ten feet tall, and twelve feet wide to appear, shielding them or an ally from normal attacks as well as Weak and Average Abilities. The wall cannot move and it only protects one side (front, back, left, or right). USAGE Five uses per battle. Lasts two turns. One turn cool-down. Only useable on natural ground. RANGE Within 30 feet ELEMENT Earth POWER Strong SKILL REQUIRED 45 Cunning Discount: 55 Cunning COST 500 Munny
[name=Aeroga]ABILITY NAME Aeroga[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A protective field of churning wind magic surrounds the caster and up to three nearby allies, deflecting physical attacks. Nullifies regular attacks and Weak/Average physical Abilities. USAGE Three uses per battle. Lasts two turns. Three turn cool-down after effect ends. RANGE Self and up to three allies within ten feet ELEMENT Wind POWER Strong SKILL REQUIRED 45 Cunning Discount: 55 Cunning COST 700 Munny
[name=Dark Burst Lv3]ABILITY NAME Dark Burst Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster calls on the power of darkness to create a huge destructive burst of dark energy, damaging any target within fifteen feet of where it appears. USAGE Six uses per battle. Target must be seen. RANGE Within 50 feet ELEMENT Darkness POWER Strong SKILL REQUIRED 45 Cunning Discount: 55 Cunning COST 500 Munny
[name=Light Burst Lv3]ABILITY NAME Light Burst Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster calls on the power of light to create a purging burst of radiant energy, damaging a single target. Does double damage to Heartless, Nobodies, or dark-natured characters. USAGE Six uses per battle. Target must be seen. RANGE Within 50 feet ELEMENT Light POWER Strong SKILL REQUIRED 45 Cunning Discount: 55 Cunning COST 500 Munny
[name=Toxic]ABILITY NAME Toxic[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Creates a large cloud of dense toxic gases forty feet wide, effecting any enemy that so much as touches it. Toxic's effect does Average damage to a character for five turns, even after they've left the cloud. USAGE Five uses per battle. RANGE Within 50 feet ELEMENT Poison POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning COST 600 Munny
[name=Advanced Illusion]ABILITY NAME Advanced Illusion[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A first-rate magical deception. The illusion spell can take many forms: a lifelike copy of the spellcaster, a monster, another spell - the limit is the spellcaster's imagination. Up to five illusions can be created at a time. Illusions are unable to inflict harm or interact with real objects. USAGE Ten uses per battle. Lasts up to four turns. Two turn cool-down between uses. RANGE 50 feet ELEMENT Space POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning COST 600 Munny
[name=Superior Animal Form]ABILITY NAME Superior Animal Form[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Turns the spellcaster or one ally into an animal of any size. Effect lasts until undone by spellcaster. Can be undone with Esuna. USAGE One use per turn. Unlimited uses out of battle. RANGE Self or ally within 30 feet ELEMENT None POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning COST 500 Munny
[name=Superior Clone]ABILITY NAME Superior Clone[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster creates up to three doppelgangers of themself or an ally. The clones are an exact doppleganger, having the original's cooldowns, use counter, and remaining Health Points, can attack and take damage like a regular character, but can only use Weak and Average Abilities. A clone will vanish after five turns or if it takes fatal damage. USAGE Three uses per battle. Seven turn cool-down. RANGE Self or ally within 30 feet ELEMENT Space POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning COST 500 Munny
[name=Invisibility]ABILITY NAME Invisibility[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Magically renders the spellcaster or one ally completely invisible. Does not cloak the effected person's sounds or physical presence, however. Using any magic Abilities while invisible nullifies the invisibility spell, requiring it to be recast to restore invisibility. USAGE Two uses per battle. Lasts four turns. Unlimited uses out of battle. RANGE Self or ally within 30 feet ELEMENT Space POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning COST 700 Munny
[name=Superior Teleport]ABILITY NAME Superior Teleport[/name] ABILITY TYPE Standard ABILITY DESCRIPTION In a flash of magical light the spellcaster or a single target vanishes from sight, instantly reappearing at another location within one hundred feet. As convenient as this is, the power to teleport does have its drawbacks. No other magic Abilities may be used in the same turn as a teleport. The location to which the spellcaster teleports must be within visual sight and cannot be somewhere they've never been before; the spellcaster must visualize their destination in order to teleport there. Targets other than the spellcaster can be no larger than a ten foot cube. USAGE Five uses per battle, limit one use per turn. Unlimited uses out of battle. RANGE Within 100 feet of spellcaster ELEMENT Space POWER Strong SKILL REQUIRED 55 Cunning Discount: 65 Cunning COST 700 Munny
[name=Superior Summon]ABILITY NAME Superior Summon[/name] ABILITY TYPE Standard ABILITY DESCRIPTION A custom Ability specifically for bringing a creature of magical/unnatural nature to the battlefield to fight for you. The summon remains for seven turns before vanishing and cannot be re-summoned for five turns. If the summon is defeated in battle it cannot be re-summoned during that battle. The summon may have Abilities of its own -- see Custom Abilities thread for details. Like any custom Ability, summons must be approved by staff before they can be used. USAGE RANGE ELEMENT POWER Strong SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 800 Munny
[name=Magical Grenade]ABILITY NAME Magical Grenade[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The caster imbues a rock or similarly sized object with a spell. Three turns after imbument, the rock will cast the spell. Can be forced to cast early by destroying the rock. Until imbued spell is cast, the imbued object appears and functions as a normal object. Weapons cannot be imbued. USAGE Each use of Magical Grenade counts against the imbued spell's uses RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 50 Cunning Discount: 80 Cunning COST 800 Munny
[name=Gravity Lv3]ABILITY NAME Gravity Lv3[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A 15 foot diameter sphere of dark magic appears directly above a target and then flattens out downward. Gravitational forces push directly down and pin anyone caught in them to the ground, when possible, for their entire next turn. For every 10 points of HP the caught target has left Gravity deals 1 point of damage. USAGE 2 times per battle RANGE 50 feet, affects 15 foot diameter area ELEMENT Space POWER Strong SKILL REQUIRED 55 Cunning Discount: 65 Cunning COST 750
[name=Advanced Blue Magic]ABILITY NAME Advanced Blue Magic[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Blue magic allows characters to temporarily learn and use any Ability used against them, up to 5 Weak, Average, or Strong Abilities, so long as the Ability's basic prerequisites can be met. For instance, an Ability that uses a bow and arrow cannot be used without these tools even IF learned through Blue Magic. Character must be hit by Ability in order to 'learn' it, then put {Ability Learned: } at the bottom of the same post. Damage from Abilities when 'learning' cut in half. Cannot 'learn' Legendary Abilities. All 'learned' Abilities are automatically discarded at the end of the battle. USAGE Five uses per battle. RANGE Self ELEMENT None POWER Strong SKILL REQUIRED 60 Cunning Discount: 70 Cunning COST 800 Munny
[name=Terra Form]ABILITY NAME Terra Form[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Allows the spellcaster to shape and mold the earth to their will, giving them the power to create deep pits, cliffs, landslides, earthquakes, stone spikes, and liquified ground at will. USAGE Three uses per battle. Four turn cool-down. Only useable on natural ground. RANGE 200 feet ELEMENT None POWER Strong SKILL REQUIRED 70 Cunning Discount: 85 Cunning COST 850 Munny
[name=Maelstrom]ABILITY NAME Maelstrom[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Wind magic taken to the extreme. The spellcaster generates a tornadic windstorm which heeds their every whim, allowing them to toss about human-sized enemies like ragdolls, smash them with debris, all while the spellcaster themself is protected from all but Legendary physical Abilities (does not protect against magic Abilities). USAGE Two uses per battle. Requires one turn to activate. Lasts three turns. Ten turn cool-down. RANGE 1/2 mile ELEMENT Wind POWER Strong SKILL REQUIRED 80 Cunning COST 1000 Munny
[name=Flare]ABILITY NAME Flare[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A powerful magic spell which unleashes a surge of raw magical energy from the spellcaster, causing massive damage to all enemies within the effect zone. Nullifies all other Strong magic Abilities within the effect zone for two turns. USAGE One use per battle. Cannot use any Abilities for three turns after use. RANGE 50 feet (effect zone) ELEMENT None POWER Strong SKILL REQUIRED 87 Cunning COST 1300 Munny
[name=Meteor]ABILITY NAME Meteor[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A magic spell which calls on the heavens themselves, sending a rain of seven house-sized meteors crashing down on the target area. Though technically a magic spell, Meteor does massive physical damage instead of magic damage. On impact the meteors explode violently, damaging enemies and allies alike within 100 feet. The spellcaster, however, is protected from Meteor's devastation. USAGE Two uses per battle. Requires one turn to activate, then one meteor descends every turn for seven turns. RANGE One mile ELEMENT None, physical POWER Strong SKILL REQUIRED 80 Cunning COST RARE
[name=Holy]ABILITY NAME: Holy[/name] ABILITY TYPE: Specialty Technique ABILITY DESCRIPTION: The ultimate magical ability in terms of defense, the user generates a large, slightly curved shield of light that can block any level of attacks, minus Legendary. This shield can be moved at will, and covers about a 650 square-feet area. No enemy may be harmed by this ability. Holy is a purely defensive ability. Any attempts to harm the enemy using holy (whether it be by smashing into them or trying to push another object into an enemy) shall result in immediate dissipation of the spell. The shield may move up to a speed of 35 miles-per-hour, about the speed of a car driving down a neighborhood street. USAGE: Two uses per battle, requires one turn to activate. Lasts for seven turns. RANGE: One mile. ELEMENT: Light POWER: Strong SKILL REQUIRED: 80 Cunning COST: RARE
[name=Black Hole]ABILITY NAME Black Hole[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The best defense magic can offer. Generating a controlled black hole which they can move about at will, the spellcaster is protected on one side from virtually EVERYTHING. Spells, weapons, enemies; anything that touches the black hole is unable to escape and gets sucked in, ending up either in the Underworld or the deepest depths of the dark realm. USAGE One use per battle. Lasts two turns. Cannot use any Abilities while Black Hole is in use or for three turns afterward. If attacked in close combat, spellcaster may auto-kill ONE enemy by knocking them into the Black Hole. RANGE Self ELEMENT Darkness POWER Strong SKILL REQUIRED 95 Cunning COST 2000 Munny
ITEM NAME Fire Spell Book III ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of FIRE, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Fire POWER Strong COST 700
[name=Flame Infusion Lv3]ABILITY NAME Flame Infusion Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with strong fire damage. USAGE Three times battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Fire POWER Strong SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 550 Munny
[name=Fire Bomb Lv2]ABILITY NAME Fire Bomb Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The air around the user is ignited, creating a lasting sphere of blazing flames around them. In addition to damaging both friendly and enemy targets, Magical Abilities with the Element of Fire or Ice that are of lesser Power than Fire Bomb Lv2 will also be blocked from reaching the user. Lasts for one turn and the user can move during its effect. USAGE 2 times per battle. RANGE 10 foot radius ELEMENT Fire POWER Strong SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 650 Munny
[name=Lava Steam]ABILITY NAME Lava Stream[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user fires out a 1 foot diameter beam of burning molten flames. The beam can be sustained for 1 turn and its aim can be adjusted while firing to attack different areas. USAGE 3 times per battle RANGE 50 feet ELEMENT Fire POWER Strong SKILL REQUIRED 50 Cunning Discount: 55 Cunning COST 500 Munny
[name=Eruption Lv2]ABILITY NAME Eruption Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Three red spots appear on the ground, and immediately afterwards, three pillars of molten fire shoot vertically up out of the ground and burn for two turns. USAGE 3 times per battle RANGE Within 30 feet of user. 10 foot diameter, 40 feet high. ELEMENT Fire POWER Strong SKILL REQUIRED 55 Cunning Discount: 60 Cunning COST 850 Munny
[name=Fireball Lv3]ABILITY NAME Fireball Lv3[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster can create a fireball the size of a car or a dozen smaller fireballs roughly the size of apples. The larger fireball has a splash zone of ten feet on impact. The smaller fireballs have homing and follow one or more targets with great accuracy. USAGE Five times per battle. RANGE 70 feet ELEMENT Fire POWER Strong SKILL REQUIRED 60 Cunning Discount: 65 Cunning COST 700 Munny
[name=Fire Savant]ABILITY NAME Fire Savant[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Highly advanced training with spells and magics involving the element fire. All fire spellsnow deal double damage. In addition, all Fireball spells now selfcast Fire Lv2 upon impact without using any additional uses. Stacks with Fire Mage and Fire Elementalist except for damage. USAGE Passive; constant effect RANGE Self ELEMENT Fire POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning COST 600 Munny
[name=Fire Soul Lv3]ABILITY NAME Fire Soul Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Fire. Whenever a Magical Ability cast by the user harms or impedes another character Fire Soul Lv3 will automatically do 5 points of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self ELEMENT Fire POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning ABILITY REQUIRED Fire Savant COST 500
ITEM NAME Ice Spell Book III ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of ICE, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Ice POWER Strong COST 700
[name=Frost Infusion Lv3]ABILITY NAME Frost Infusion Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with strong ice damage. On impact the weapon can create a layer of frost two inches thick and six inches in diameter, useful for immobilizing foes amongst other things. USAGE Three times per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Ice POWER Strong SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 550 Munny
[name=Ice Cloud Lv2]ABILITY NAME Ice Cloud Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The air around the user is chilled, creating a lasting burst fo icy mist around them. In addition to damaging both friendly and enemy targets, Magical Abilities with the Element of Fire or Ice that are of lesser Power than Ice Cloud Lv2 will also be blocked from reaching the user. Lasts for one turn and the user can move during its effect. USAGE 2 times per battle. RANGE 10 foot radius ELEMENT Ice POWER Strong SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 650 Munny
[name=Frozen Javelin]ABILITY NAME Frozen Javelin[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user fires out a 1 foot diameter beam of flowing jagged ice. The beam can be sustained for 1 turn and its aim can be adjusted while firing to attack different areas. USAGE 3 times per battle RANGE 50 feet ELEMENT Ice POWER Strong SKILL REQUIRED 50 Cunning Discount: 55 Cunning COST 500 Munny
[name=Ice Knives Lv2]ABILITY NAME Ice Knives Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Three sets of three 6-foot bladed icicle form ten feet above three different target areas and then thrust downward to skewer them together. The Icicles remain stuck into either their target to do continuing damage or into the ground for 2 turns and will harm anyone else that touches them with their sharp edges and cold surfaces. USAGE 3 times per battle RANGE 30 feet ELEMENT Ice POWER Strong SKILL REQUIRED 55 Cunning Discount: 60 Cunning COST 850 Munny
[name=Ice Arrow Lv3]ABILITY NAME Ice Arrow Lv3[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster rapid-fires a dozen three-foot shards of ice at a single target, able to pierce medium armor. USAGE Five times per battle. RANGE 100 feet ELEMENT Ice POWER Strong SKILL REQUIRED 60 Cunning Discount: 65 Cunning COST 700 Munny
[name=Ice Savant]ABILITY NAME Ice Savant[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Highly advanced training with spells and magics involving the element ice. All ice spells now deal double damage. In addition, all Ice Arrow spells now selfcast Ice Lv2 upon impact without using any additional uses. Stacks with Ice Mage and Ice Elementalist except for damage. USAGE Passive; constant effect RANGE Self ELEMENT Ice POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning COST 600 Munny
[name=Ice Soul Lv3]ABILITY NAME Ice Soul Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Ice. Whenever a Magical Ability cast by the user harms or impedes another character Ice Soul Lv3 will automatically do 5 points of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self ELEMENT Ice POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning ABILITY REQUIRED Ice Savant COST 500
ITEM NAME Lightning Spell Book III ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of LIGHTNING, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Lightning POWER Strong COST 700
[name=Shock Infusion Lv3]ABILITY NAME Shock Infusion Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with strong electrical damage. USAGE Three times per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Electric POWER Strong SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 550 Munny
[name=Thunder Zone Lv2]ABILITY NAME Thunder Zone Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The air around the user is supercharged, creating a lasting series of sparks and electrical currents. In addition to damaging both friendly and enemy targets, normal attacks and either Physical Abilities or Magical Abilities with the Element of Lightning that are of lesser Power than Thunder Zone Lv2 will also be blocked from reaching the character. Lasts for one turn and the user can move during its effect. USAGE 2 times per battle. RANGE 10 foot radius Element Lightning POWER Strong SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 650 Munny
[name=Conductor Bolt]ABILITY NAME Conductor Bolt[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user fires out a 1 foot diameter beam of condensed sparking electricity. The beam can be sustained for 1 turn and its aim can be adjusted while firing to attack different areas. USAGE 3 times per battle RANGE 50 feet Element Lightning POWER Strong SKILL REQUIRED 50 Cunning Discount: 55 Cunning COST 500 Munny
[name=Spark Lance Lv2]ABILITY NAME Spark Lance Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The user creates 3 4-foot diameter spheres of yellow electricity somewhere next to themselves throughout the course of 1 turn that hover in place for 2 turns. Any enemy targets that get too close to the spheres will each have a single thin streak of electricity from each applicable sphere shoot out to zap them. USAGE 3 times per battle RANGE 10 feet Element Lightning POWER Strong SKILL REQUIRED 55 Cunning Discount: 60 Cunning COST 850 Munny
[name=Lightning Bolt Lv3]ABILITY NAME Lightning Bolt Lv3[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster points at a single target and a half dozen lightning bolts leap across the distance with pinpoint accuracy. USAGE Five times per battle. RANGE 150 feet ELEMENT Electric POWER Strong SKILL REQUIRED 60 Cunning Discount: 65 Cunning COST 700 Munny
[name=Lightning Savant]ABILITY NAME Lightning Savant[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Highly advanced training with spells and magics involving the electric element. All electric spells now deal double damage. In addition, all Lightning Bolt spells now selfcast Lightning Lv2 upon impact without using any additional uses. Stacks with Lightning Mage and Lightning Elementalist except for damage. USAGE Passive; constant effect RANGE Self ELEMENT Lightning POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning COST 600 Munny
[name=Lightning Soul Lv3]ABILITY NAME Lightning Soul Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Lightning. Whenever a Magical Ability cast by the user harms or impedes another character Lightning Soul Lv3 will automatically do 5 points of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self Element Lightning POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning ABILITY REQUIRED Lightning Savant COST 500
ITEM NAME Light Spell Book III ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of LIGHT, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Light POWER Strong COST 800
[name=Light Infusion Lv3]ABILITY NAME Light Infusion Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with strong light damage. Does double damage to Heartless, Nobodies, or dark-natured characters. USAGE Three uses per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Light POWER Strong SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 550 Munny
[name=Light Barrier Lv2]ABILITY NAME Light Barrier Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Creates a protective barrier of light energy, nullifying normal attacks and all but Legendary Abilities. Casting character cannot move while using this Ability. USAGE Three uses per battle. RANGE Self and any ally within thirty feet ELEMENT Light POWER Strong SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 700 Munny
[name=Shining Light Lv2]ABILITY NAME Shining Light Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The air around the user is lit up, creating a sudden orb of brilliant light. In addition to damaging both friendly and enemy targets, Magical Abilities with the Element of Light or Darkness that are of lesser Power than Shining Light Lv2 will also be blocked from reaching the character. Lasts for one turn and the user can move during its effect. USAGE 2 times per battle. RANGE 10 foot radius ELEMENT Light POWER Strong SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 700 Munny
[name=Laser Beam]ABILITY NAME Laser Beam[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user fires out a 1 foot diameter beam of focused white light. The beam can be sustained for 1 turn and its aim can be adjusted while firing to attack different areas. USAGE 3 times per battle RANGE 50 feet ELEMENT Light POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning COST 550 Munny
[name=Seeker Missiles Lv2]ABILITY NAME Seeker Missiles Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION 12 small spearheads of light are created by the user who then sends them flying out toward and number of targets in whatever available amounts are desired. The missiles will home in on their targets regardless of how they move and land on that turn unless an ability is used to avoid them. Each individual shot that successfully lands on a target does 1 point of damage. USAGE 3 times per battle RANGE 50 feet ELEMENT Light POWER Strong SKILL REQUIRED 55 Cunning Discount: 60 Cunning COST 900 Munny
[name=Light Beam Lv3]ABILITY NAME Light Beam Lv3[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Calling on the power of light, the spellcaster directs up to six blinding rays of penetrating energy to strike targets anywhere on the battlefield. Does double damage to Heartless, Nobodies, or dark-natured characters. Beams have homing and follow one or more targets with great accuracy. USAGE Four uses per battle. Character does not have to see the target(s) to hit them. RANGE Within 200 feet ELEMENT Light POWER Strong SKILL REQUIRED 60 Cunning Discount: 65 Cunning COST 700 Munny
[name=Light Savant]ABILITY NAME Light Savant[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Highly advanced training with spells and magics involving the element Light. All Light spells now deal double damage. In addition, all Light Beam spells now selfcast Light Barrier upon use without using any additional uses. Stacks with Light Mage and Light Elementalist except for damage. USAGE Passive; constant effect RANGE Self ELEMENT Light POWER Strong SKILL REQUIRED 50 Cunning Discount: 80 Cunning COST 1200 Munny
[name=Light Soul Lv3]ABILITY NAME Light Soul Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Light. Whenever a Magical Ability cast by the user harms or impedes another character Light Soul Lv3 will automatically do 5 points of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self ELEMENT Light POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning ABILITY REQUIRED Light Savant COST 500
ITEM NAME Dark Spell Book III ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of DARKNESS, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Dark POWER Strong COST 800
[name=Dark Infusion Lv3]ABILITY NAME Dark Infusion Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The spellcaster temporarily enchants a weapon with strong darkness damage. USAGE Three uses per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT Darkness POWER Strong SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 550 Munny
[name=Dark Barrier Lv2 ]ABILITY NAME Dark Barrier Lv2 [/name] ABILITY TYPE Standard ABILITY DESCRIPTION Creates a protective barrier of dark energy, nullifying normal attacks and all but Legendary Abilities. Only covers ONE side. Does not work against Light Abilities. USAGE Five uses per battle. RANGE Self or ally within ten feet ELEMENT Darkness POWER Strong SKILL REQUIRED 45 Cunning Discount: 50 Cunning COST 700 Munny
[name=Dark Shroud Lv2]ABILITY NAME Dark Shroud Lv2[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The air around the user is lit up, creating a sudden orb of brilliant light. In addition to damaging both friendly and enemy targets, Magical Abilities with the Element of Light or Darkness that are of lesser Power than Dark Shroud Lv2 will also be blocked from reaching the character. Lasts for one turn and the user can move during its effect. USAGE 2 times per battle. RANGE 10 foot radius ELEMENT Darkness POWER Strong SKILL REQUIRED 50 Cunning Discount: 55 Cunning COST 700 Munny
[name=Piercing Doom]ABILITY NAME Piercing Doom[/name] ABILITY TYPE Standard ABILITY DESCRIPTION The user fires out a 1 foot diameter beam of forceful milky darkness. The beam can be sustained for 1 turn and its aim can be adjusted while firing to attack different areas. USAGE 3 times per battle RANGE 50 feet ELEMENT Darkness POWER Strong SKILL REQUIRED 50 Cunning Discount: 55 Cunning COST 550 Munny
[name=Shadow Flares Lv2]ABILITY NAME Shadow Flares Lv2[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The user creates 12 small spheres of deep blue darkness in the air, putting any available amount around whatever number of targets they desire. After being created the orbs close in on the target(s) regardless of how they move and land on that turn unless an ability is used to avoid them. Each individual flare that successfully lands on a target does 1 point of damage. USAGE 3 times per battle RANGE 50 feet ELEMENT Darkness POWER Strong SKILL REQUIRED 55 Cunning Discount: 60 Cunning COST 900 Munny
[name=Dark Blast Lv3]ABILITY NAME Dark Blast Lv3[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A surge of dark energy gathers in the spellcaster's hand, allowing them to hurl one massive or up to two dozen small orbs of dark energy at their foes. The large burst has a splash zone of twenty feet on impact. The small bursts have homing and follow one or more targets with great accuracy. USAGE Six uses per battle. RANGE Within 70 feet ELEMENT Darkness POWER Strong SKILL REQUIRED 60 Cunning Discount: 65 Cunning COST 700 Munny
[name=Dark Savant]ABILITY NAME Dark Savant[/name] ABILITY TYPE Advancement ABILITY DESCRIPTION Highly advanced training with spells and magics involving the element Darkness. All Dark spells now deal double damage. In addition, all Dark Blast spells now selfcast Beserk upon use on foe without using any additional uses. Stacks with Dark Mage and Dark Elementalist except for damage. USAGE Passive; constant effect RANGE Self ELEMENT Darkness POWER Strong SKILL REQUIRED 50 Cunning Discount: 80 Cunning COST 1200 Munny
[name=Dark Soul Lv3]ABILITY NAME Dark Soul Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated the user loses the ability to use any Magical Abilities that do not have the Element of Darkness. Whenever a Magical Abilities cast by the user harms or impedes another character Dark Soul Lv3 will automatically do 5 points of extra damage to them after the normal effect. USAGE Lasts 3 turns, 3 times per battle RANGE Self ELEMENT Darkness POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning ABILITY REQUIRED Dark Savant COST 500
ITEM NAME Support Spell Book III ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in SUPPORT SPELLS, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT POWER Strong COST 400
[name=Reflecta]ABILITY NAME Reflecta[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Powerful magic barrier that bounces up to three Abilities or normal attacks back at the attacker. USAGE Five uses per battle. Lasts two turns. Two turn cool-down between uses. RANGE Self ELEMENT Space POWER Strong SKILL REQUIRED 50 Cunning Discount: 60 Cunning COST 700 Munny
[name=Delay Spell Lv3]ABILITY NAME Delay Spell Lv3[/name] ABILITY TYPE Standard ABILITY DESCRIPTION When activated this Ability allows the user to delay the normal activation of another Magical Ability used by them in the same turn by 3 turns. USAGE 3 times per battle RANGE Self ELEMENT None POWER Weak SKILL REQUIRED 50 Cunning Discount: 55 Cunning COST 550
[name=Protect Lv3]ABILITY NAME Protect Lv3[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates a magic barrier which resists physical damage. Nullifies Weak and Average physical Abilities on contact, halves the impact of Strong and Legendary physical Abilities; no effect on magic Abilities. USAGE Three times per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT None POWER Strong SKILL REQUIRED 55 Cunning Discount: 65 Cunning COST 800 Munny
[name=Barrier Lv3]ABILITY NAME Barrier Lv3[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates a magic barrier which resists magical damage. Nullifies Weak and Average magic Abilities on contact and halves the impact of Strong magic Abilities; no effect on normal attacks or physical Abilities. USAGE Three times per battle. Lasts three turns. RANGE Self or ally within ten feet ELEMENT None POWER Strong SKILL REQUIRED 55 Cunning Discount: 65 Cunning COST 800 Munny
[name=Haste Lv3]ABILITY NAME Haste Lv3[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The spellcaster creates an enchantment which lets them move six times as fast for a short time. Effected persons see the world around them as moving in slow motion, allowing them to react to threats very effectively. USAGE Three times per battle. Lasts five turns. RANGE Self or ally within ten feet ELEMENT Time POWER Strong SKILL REQUIRED 55 Cunning Discount: 65 Cunning COST 800 Munny
[name=Cura]ABILITY NAME Cura[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A healing light surrounds one target, removing many injuries. Heals 56 hp. USAGE Four times per battle. RANGE Self or ally within twenty feet ELEMENT None POWER Strong SKILL REQUIRED 65 Cunning Discount: 80 Cunning COST 1500 Munny
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Post by Rocket! on Dec 20, 2009 13:37:21 GMT -5
{MAGIC ABILITIES: LEGENDARY}
[name=Ultima]ABILITY NAME Ultima[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The final word on attack magic, Ultima can take down virtually any adversary and turn whole armies into nothing but dust. It is said that those who master this spell simply cannot be defeated. Any enemy without at least four Strong Abilities or one Legendary Ability is auto-killed when Ultima is cast. Deals regular damage otherwise. Does no damage to allies. USAGE Three times per battle. Ten turn cool-down. RANGE Three miles ELEMENT None POWER Legendary SKILL REQUIRED 100 Cunning COST 10,000 Munny
SKILL RANK ABILITIES
[name=Fire Mastery]ABILITY NAME Fire Mastery[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Unquestioned supremacy over the element of fire. With this Ability you can make fire where you want, when you want, how you want. If not already possessing all other fire Abilities, these are now free to you. You can also submit three custom fire spells of your own design for approval, also completely free. (Custom Ability Slots not needed) USAGE All fire spells except Fire Storm can now be used up to three times per post without limit or cool-down. Fire Storm can now be used up to five times. RANGE Self ELEMENT Fire POWER Legendary SKILL REQUIRED 100 Cunning COST RARE
[name=Ice Mastery]ABILITY NAME Ice Mastery[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Unquestioned supremacy over the element of ice. With this Ability you can make ice where you want, when you want, how you want. If not already possessing all other ice Abilities, these are now free to you. You can also submit three custom ice spells of your own design for approval, also completely free. (Custom Ability Slots not needed) USAGE All ice spells except Arctic Storm can now be used up to three times per post without limit or cool-down. Arctic Storm can now be used up to five times. RANGE Self ELEMENT Ice POWER Legendary SKILL REQUIRED 100 Cunning COST RARE
[name=Lightning Mastery]ABILITY NAME Lightning Mastery[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Unquestioned supremacy over the element of lightning. With this Ability you can make lightning where you want, when you want, how you want. If not already possessing all other lightning Abilities, these are now free to you. You can also submit three custom lightning spells of your own design for approval, also completely free. (Custom Ability Slots not needed) USAGE All lightning spells except Thunder Storm can now be used up to three times per post without limit or cool-down. Thunder Storm can now be used up to five times. RANGE Self ELEMENT Lightning POWER Legendary SKILL REQUIRED 100 Cunning COST RARE
[name=Dark Overlord]ABILITY NAME Dark Overlord[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Unquestioned supremacy over the power of darkness. With this Ability you can use darkness where you want, when you want, how you want. If not already possessing all other darkness Abilities, these are now free to you. You can also submit three custom dark spells of your own design for approval, also completely free. (Custom Ability Slots not needed) USAGE All dark spells except Midnight Tempest can now be used up to three times per post without limit or cool-down. Midnight Tempest can now be used up to five times. RANGE Self ELEMENT Darkness POWER Legendary SKILL REQUIRED 100 Cunning COST RARE
[name=Paragon of Light]ABILITY NAME Paragon of Light[/name] ABILITY TYPE Standard ABILITY DESCRIPTION Unquestioned mastery over the holy power of light. With this Ability you can summon the power of light where you want, when you want, how you want. If not already possessing all other light Abilities, these are now free to you. You can also submit three custom light spells of your own design for approval, also completely free. (Custom Ability Slots not needed) USAGE All light spells except Radiant Fury can now be used up to three times per post without limit or cool-down. Radiant Fury can now be used up to five times. RANGE Self ELEMENT Light POWER Legendary SKILL REQUIRED 100 Cunning COST RARE
ITEM NAME Fire Spell Book IV ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of FIRE, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Fire POWER Legendary COST 850
[name=Fire Storm]ABILITY NAME Fire Storm[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Fire magic taken to the extreme. The spellcaster generates a huge roiling inferno as tall as a four story building and sixty feet wide at its base, doing MASSIVE fire damage to any foe unlucky enough to be caught in its reach. USAGE Two uses per battle. Requires one turn to activate. Ten turn cool-down. RANGE 1/2 mile ELEMENT Fire POWER Legendary SKILL REQUIRED 80 Cunning COST 1000 Munny
ITEM NAME Ice Spell Book IV ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of ICE, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Ice POWER Legendary COST 850
[name=Arctic Storm]ABILITY NAME Arctic Storm[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Ice magic taken to the extreme. The spellcaster generates a relentless winter storm that assaults an area 1/2 mile wide with freezing rain and huge chunks of hail. USAGE Two uses per battle. Requires one turn to activate. Ten turn cool-down. Can freeze solid anything within the effect zone. RANGE 1/2 mile ELEMENT Ice POWER Legendary SKILL REQUIRED 80 Cunning COST 1000 Munny
ITEM NAME Lightning Spell Book IV ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of LIGHTNING, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Lightning POWER Legendary COST 850
[name=Thunder Storm]ABILITY NAME Thunder Storm[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION Lightning magic taken to the extreme. Thick dark clouds appear overhead and pour down white-hot fury on any and all adversaries. USAGE Two uses per battle. Requires one turn to activate. Ten turn cool-down. RANGE 1/2 mile ELEMENT Lightning POWER Legendary SKILL REQUIRED 80 Cunning COST 1000 Munny
ITEM NAME Light Spell Book IV ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of LIGHT, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Light POWER Legendary COST 950
[name=Radiant Fury]ABILITY NAME Radiant Fury[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The uncompromising power of light will sweep away all taint. The spellcaster becomes the calm center of an explosion of light energies that seek out the impure and unworthy without remorse. Auto-kills Heartless, Nobodies, and any enemy character with more than one dark-element Ability (except for those possessing Dark Overlord, who take damage as per normal). USAGE One use per battle. Requires one turn to activate. RANGE 1/2 mile ELEMENT Light POWER Legendary SKILL REQUIRED 80 Cunning COST 1000 Munny
ITEM NAMEDark Spell Book IV ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in the element of DARKNESS, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT Dark POWER Legendary COST 950
[name=Midnight Tempest]ABILITY NAME Midnight Tempest[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION The power of darkness unleashed at its fullest. A black vortex appears in the sky overhead and unleashes wild, rampant dark energies down upon all foes, devastating their powers as well as their bodies. Surviving enemies are unable to use Abilities for the next three turns. USAGE Two uses per battle. Requires one turn to activate. Ten turn cool-down. RANGE 1/2 mile ELEMENT Darkness POWER Legendary SKILL REQUIRED 80 Cunning COST 1000 Munny
ITEM NAME Support Spell Book IV ITEM DESCRIPTION Should a mage wish to enhance his or her abilities in SUPPORT SPELLS, the mage may purchase this book and read its contents to open up a whole new set of spells. ELEMENT None POWER Legendary COST 500
[name=Curaga]ABILITY NAME Curaga[/name] ABILITY TYPE Specialty Technique ABILITY DESCRIPTION A healing light surrounds one target, removing all injuries. Fully restores all health. USAGE Three times per battle. RANGE Self or ally within twenty feet ELEMENT None POWER Legendary SKILL REQUIRED 100 Cunning COST 3000 Munny
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