Post by Lios on Oct 13, 2011 22:13:24 GMT -5
• If you are not a Wavemaster, you start out with two spells.
• Adept Rogues with Wavemaster start out with three spells.
• You cannot have a spell that is a level 2 before a level 1 and so on.
• Wavemasters gain a new spell every level.
• Other classes gain a new spell every three levels.
• Adept Rogues gain a new spell every three levels, or every two levels if one of their classes is Wave Master.
IF YOU ARE A MACABRE DANCER/SHADOW WARLOCK/HARVEST CLERIC
• Harvest Clerics gain a healing spell every level, and a new elemental, weakening, or strengthening spell every three levels.
• Shadow Warlocks gain an elemental spell every level, and a new healing, weakening, or strengthening spell every three levels.
• Macabre Dancers gain a strengthening or weakening spell every level, and a new healing or elemental spell every three levels.
NOTES ABOUT THE ELEMENTS
• The World uses a system where two elements are basically 'opposites' of each other, rather than a Rock-Paper-Scissors type system. These opposite elements are more effective against each other, scoring 'Elemental Hits' on enemies of their opposite element.
• The elemental pairs are as follows: Fire & Water, Earth & Thunder, Wind & Wood, Light & Darkness.
• Each element in a pair is effective against their opposite, but reduced against itself, and generally isn't more or less effective against the others.
NOTE ABOUT STATUS AFFLICTIONS
• Poison: It reduces your HP by a small amount each turn. This is typically around 1/16 of your HP per turn.
• Paralysis: Prevents the target from attacking, dodging, blocking, or using skills/spells/items. Paralysis is special in that it's 'temporary' duration is shorter, reduced to 2 rounds rather than 4.
• Slow: Reduces the target's action slots by one per turn. Outside of LS, it just makes you slow.
• Charm: Causes target to attack allies instead of enemies, and heal enemies instead of allies.
• Sleep: Puts the target to sleep. They can be awoken by physical damage.
• Confusion: Causes target to attack enemies or allies at random. This can be determined between people in casual, and will be randomly determined by a GM during LS.
• Curse: Reduces your SP a bit each turn. This is typically around 1/16 of your SP per turn.
Spells
Lv = Level of the Spell
Temporary = Only lasts 4 Turns.
M = Magic attack
S = Single Target
R = Multiple Area Targets
Tornado = Swirls around foes.
Drop = Appears above and falls onto foes.
Converge = Appears around a foe and converges on them.
Raise = Rises from below foes.
Summon = Summons a powerful Elemental Spirit to attack foes for 1 Turn.
Status Effects:
Slow: Decreases Player's speed by half.
Poison: Decreases HP by 10% each round.
Curse: Decreases SP by 10% each round.
Paralysis: Prevents movement and use of skills.
Sleep: Player cannot do anything; can be woken up via physical attack.
Confusion: Player attacks allies and foes.
Charm: Causes Player to attack allies.
ELEMENTAL
A barrage of skulls converge on a target.
- Ani Kruz (Lv.1 M: R: Darkness: Converge: SP: 10)
- MeAni Kruz (Lv.2 M: R: Darkness: Converge: SP: 20)
- OrmeAni Kruz (Lv.3 M: R: Darkness: Converge: SP 40)
- PhaAni Kruz (Lv.4 M: R: Darkness: Converge: SP: 60)
Drop skulls on the target.
- Ani Don (Lv.1 M: R: Darkness: Drop: SP: 10)
- BiAni Don (Lv.2 M: R: Darkness: Drop: SP: 20)
- MeAni Don (Lv.3 M: R: Darkness: Drop: SP: 40)
- PhaAni Don (Lv.4 M: R: Darkness: Drop: SP: 60)
Raise dark claws below the target.
- Ani Zot (Lv.1 M: R: Darkness: Raise: SP: 20)
- MeAni Zot (Lv.2 M: R: Darkness: Raise: SP: 30)
- OrmeAni Zot (Lv.3 M: R: Darkness: Raise: SP: 50)
- PhaAni Zot (Lv.4 M: R: Darkness: Raise: SP: 70)
Summon Wryneck
- Wryneck (Lv.1 M: R: Darkness: Summon: SP: 50)
- Wryneck Ch (Lv.2 M: R: Darkness: Summon: SP: 70)
- Wryneck Rf (Lv.3 M: R: Darkness: Summon: SP: 90)
- Wryneck Pha (Lv.4 M: R: Darkness: Summon: SP: 110)
Earth Spells
Generate a tornado.
- Gan Rom (Lv.1 M: R: Earth: Tornado: SP: 10)
- MeGan Rom (Lv.2 M: R: Earth: Tornado: SP: 20)
- OrGan Rom (Lv.3 M: R: Earth: Tornado: SP: 40)
- PhaGan Rom (Lv.4 M: R: Earth: Tornado: SP: 60)
Drop boulders on the target.
- Gan Don (Lv.1 M: R: Earth: Drop: SP: 10)
- GiGan Don (Lv.2 M: R: Earth: Drop: SP: 20)
- OrGan Don (Lv.3 M: R: Earth: Drop: SP: 40)
- PhaGon Don (Lv.4 M: R: Earth: Drop: SP: 60)
Raise stone collumns below the target.
- Gan Zot (Lv.1 M: R: Earth: Raise: SP: 20)
- GiGan Zot (Lv.2 M: R: Earth: Raise: SP: 30)
- OrGan Zot (Lv.3 M: R: Earth: Raise: SP: 50)
- PhaGan Zot (Lv.4 M: R: Earth: Raise: SP: 70)
Summon Yarthkins
- Yarthkins (Lv.1 M: R: Earth: Summon: SP: 50)
- Yarthkins Ch (Lv.2 M: R: Earth: Summon: SP: 70)
- Yarthkins Rf (Lv.3 M: R: Earth: Summon: SP: 90)
- Yarthkins Pha (Lv.4 M: R: Earth: Summon: SP: 110)
Fire Spells
Fire balls converge on the target.
- Vak Kruz (Lv.1 M: S: Fire: Converge: SP: 10)
- GiVak Kruz (Lv.2 M: S: Fire: Converge: SP: 20)
- MeVak Kruz (Lv.3 M: S: Fire: Converge: SP: 40)
- PhaVak Kruz (Lv.4 M: S: Fire: Converge: SP: 60)
Generate a tornado with fire.
- Vak Rom (Lv.1 M: R: Fire: Tornado: SP: 10)
- BiVak Rom (Lv.2 M: R: Fire: Tornado: SP: 20)
- OrVak Rom (Lv.3 M: R: Fire: Tornado: SP: 40)
- PhaVak Rom (Lv.4 M: R: Fire: Tornado: SP: 60)
Drop fireball on the target.
- Vak Don (Lv.1 M: R: Fire: Drop: SP: 10)
- GiVak Don (Lv.2 M: R: Fire: Drop: SP: 20)
- RaVak Don (Lv.3 M: R: Fire: Drop: SP: 40)
- PhaVak Don (Lv.4 M: R: Fire: Drop: SP: 60)
Summon Vulcan
- Vulcan (Lv.1 M: R: Fire: Summon: SP: 50)
- Vulcan Ch (Lv.2 M: R: Fire: Summon: SP: 70)
- Vulcan Rf (Lv.3 M: R: Fire: Summon: SP: 90)
- Vulcan Pha (Lv.4 M: R: Fire: Summon: SP: 110)
Thunder Spells
Thunder balls converge on target.
- Rai Kruz (Lv.1 M: S: Thunder: Converge: SP: 10)
- MeRai Kruz (Lv.2 M: S: Thunder: Converge: SP: 20)
- OrmRai Kruz (Lv.3 M: S: Thunder: Converge: SP: 40)
- PhaRai Kruz (Lv.4 M: S: Thunder: Converge: SP: 60)
Generate a tornado with plasma.
- Rai Rom (Lv.1 M: R: Thunder: Tornado: SP: 10)
- GiRai Rom (Lv.2 M: R: Thunder: Tornado: SP: 20)
- MeRai Rom (Lv.3 M: R: Thunder: Tornado: SP: 40)
- PhaRai Rom (Lv.4 M: R: Thunder: Tornado: SP: 60)
Drop lightning on the target.
- Rai Don (Lv.1 M: R: Thunder: Drop: SP: 10)
- MeRai Don (Lv.2 M: R: Thunder: Drop: SP: 20)
- GiRai Don (Lv.3 M: R: Thunder: Drop: SP: 40)
- PhaRai Don (Lv.4 M: R: Thunder: Drop: SP: 60)
Summon Lanceor
- Lanceor (Lv.1 M: R: Thunder: Summon: SP: 50)
- Lanceor Ch (Lv.2 M: R: Thunder: Summon: SP: 70)
- Lanceor Rf (Lv.3 M: R: Thunder: Summon: SP: 90)
- Lanceor Pha (Lv.4 M: R: Thunder: Summon: SP: 110)
Water Spells
Ice blocks converge on the target.
- Rue Kruz (Lv.1 M: S: Water: Converge: SP: 10)
- GiRue Kruz (Lv.2 M: S: Water: Converge: SP: 20)
- MeRue Kruz (Lv.3 M: S: Water: Converge: SP: 40)
- PhaRue Kruz (Lv.4 M: S: Water: Converge: SP: 60)
Generate a tornado with ice blocks.
- Rue Rom (Lv.1 M: R: Water: Tornado: SP: 20)
- MeRue Rom (Lv.2 M: R: Water: Tornado: SP: 30)
- OrRue Rom (Lv.3 M: R: Water: Tornado: SP: 40)
- PhaRue Rom (Lv.4 M: R: Water: Tornado: SP: 60)
Raise ice collumns below the target.
- Rue Zot (Lv.1 M: R: Water: Raise: SP: 20)
- MeRue Zot (Lv.2 M: R: Water: Raise: SP: 30)
- OrmeRue Zot (Lv.3 M: R: Water: Raise: SP: 50)
- PhaRue Zot (Lv.4 M: R: Water: Raise: SP: 70)
Summon Merrows
- Merrows (Lv.1 M: R: Water: Summon: SP: 50)
- Merrows Ch (Lv.2 M: R: Water: Summon: SP: 70)
- Merrows Rf (Lv.3 M: R: Water: Summon: SP: 90)
- Merrows Pha (Lv.4 M: R: Water: Summon: SP: 110)
Wood Spells
Tree branches converge on the target.
- Juk Kruz (Lv.1 M: S: Wood: Converge: SP: 10)
- MeJuk Kruz (Lv.2 M: S: Wood: Converge: SP: 20)
- GiJuk Zot (Lv.3 M: S: Wood: Converge: SP: 40)
- PhaJuk Kruz (Lv.4 M: S: Wood: Converge: SP: 60)
Generate a tornado with leaves.
- Juk Rom (Lv.1 M: R: Wood: Tornado: SP: 10)
- BiJuk Rom (Lv.2 M: R: Wood: Tornado: SP: 20)
- RaJuk Rom (Lv.3 M: R: Wood: Tornado: SP: 40)
- PhaJuk Rom (Lv.4 M: R: Wood: Tornado: SP: 60)
Raise trees below the target.
- Juk Zot (Lvl.1 M: R: Wood: Raise: SP: 20)
- RaJuk Zot (Lv.2 M: R: Wood: Raise: SP: 30)
- OrJuk Zot (Lv.3 M: R: Wood: Raise: SP: 50)
- PhaJuk Don (Lv.4 M: R: Wood: Raise: SP: 70)
Summon Krake
- Krake (Lv.1 M: R: Wood: Summon: SP: 50)
- Krake Ch (Lv.2 M: R: Wood: Summon: SP: 70)
- Krake Rf (Lv.3 M: R: Wood: Summon: SP: 90)
- Krake Pha (Lv.4 M: R: Wood: Summon: SP: 110)
Wind Spells
Wind converges around one target.
- Zan Kruz (Lv.1 M: S: Wind: Converge: SP: 10)
- MeZan Kruz (Lv.2 M: S: Wind: Converge: SP: 20)
- GiZan Zot (Lv.3 M: S: Wind: Converge: SP: 40)
- PhaZan Kruz (Lv.4 M: S: Wind: Converge: SP: 60)
Generates a strong tornado.
- Zan Rom (Lv.1 M: R: Wind: Tornado: SP: 10)
- BiZan Rom (Lv.2 M: R: Wind: Tornado: SP: 20)
- RaZan Rom (Lv.3 M: R: Wind: Tornado: SP: 40)
- PhaZan Rom (Lv.4 M: R: Wind: Tornado: SP: 60)
Raise wind below target.
- Zan Zot (Lvl.1 M: R: Wind: Raise: SP: 20)
- RaZan Zot (Lv.2 M: R: Wind: Raise: SP: 30)
- OrZan Zot (Lv.3 M: R: Wind: Raise: SP: 50)
- PhaZan Don (Lv.4 M: R: Wind: Raise: SP: 70)
Summon Sylph
- Sylph (Lv.1 M: R: Wind: Summon: SP: 50)
- Sylph Ch (Lv.2 M: R: Wind: Summon: SP: 70)
- Sylph Rf (Lv.3 M: R: Wind: Summon: SP: 90)
- Sylph Pha (Lv.4 M: R: Wind: Summon: SP: 110)
Light Spells
Spears of light converge to penetrate the target.
- Zas Kruz (Lv.1 M: S: Light: Converge: SP: 10)
- MeZas Kruz (Lv.2 M: S: Light: Converge: SP: 20)
- GiZas Zot (Lv.3 M: S: Light: Converge: SP: 40)
- PhaZas Kruz (Lv.4 M: S: Light: Converge: SP: 60)
Generate a tornado with light particles.
- Zas Rom (Lv.1 M: R: Light: Tornado: SP: 10)
- BiZas Rom (Lv.2 M: R: Light: Tornado: SP: 20)
- RaZas Rom (Lv.3 M: R: Light: Tornado: SP: 40)
- PhaZas Rom (Lv.4 M: R: Light: Tornado: SP: 60)
Raise angelic hands below the target.
- Zas Zot (Lvl.1 M: R: Light: Raise: SP: 20)
- RaZas Zot (Lv.2 M: R: Light: Raise: SP: 30)
- OrZas Zot (Lv.3 M: R: Light: Raise: SP: 50)
- PhaZas Don (Lv.4 M: R: Light: Raise: SP: 70)
Summon Lumiere
- Lumiere (Lv.1 M: R: Light: Summon: SP: 50)
- Lumiere Ch (Lv.2 M: R: Light: Summon: SP: 70)
- Lumiere Rf (Lv.3 M: R: Light: Summon: SP: 90)
- Lumiere Pha (Lv.4 M: R: Light: Summon: SP: 110)
HEALING
- Repth (S: SP: 10, Heals 150 HP)
- La Repth (R: SP: 40, Heals 150 HP to entire Party)
- Ul Repth (S: SP: 20, Heals 300 HP)
- Ol Repth (S: SP: 30, Heals 400 HP)
- Ola Repth (R: SP: 50, Heals 400 HP to entire Party)
- Pha Repth (S: SP: 70, Heals all HP)
- Phal Repth (R: SP: 90, Heals all HP to entire Party)
- Rip Teyn (S: SP: 10, Cures Target of Poison/Paralysis/Speed Down/Physical Down/Elemental Down)
- HuaRip Teyn (R: SP: 25, Cures Party of Poison/Paralysis/Speed Down/Physical Down/Elemental Down)
- Rip Synk (S: SP: 10, Cures Target of Curse/Charm/Confusion/Sleep/Magical Down)
- HuaRip Synk (R: SP: 25, Cures Party of Curse/Charm/Confusion/Sleep/Magical Down)
- Rip Param (S: SP: 20, Cures Target of All Negative Status Effects)
- HuaRip Param (R: SP: 50, Cures Party of All Negative Status Effects)
- Rip Maen (S: SP: 40, Revive target from a ghost to full HP and 10 SP)
- HuaRip Maen (R: SP: 100, Revives all dead Players with full HP and SP)
STRENGTHENING
- Rig Saem (S: SP: 15, Gain HP Regeneration of 10 per turn temporarily)
- Rig Gaem (S: SP: 25, SP Regeneration temporarily doubles)
- Ap Do (S: SP: 15, Temporary up in Agility)
- Ap Corv (S: SP: 15, Temporary up in Phy. Str.)
- Ap Vorv (S: SP: 15, Temporary up in Phy. Def.)
- Ap Torv (S: SP: 15, Temporary up in Phy. Acc.)
- Ap Corma (S: SP: 15, Temporary up in Mag. Str.)
- Ap Vorma (S: SP: 15, Temporary up in Mag. Def.)
- Ap Torma (S: SP: 15, Temporary up in Mag. Acc.)
- Ap Ganz (R: SP: 10, Temporary up in Earth Att.)
- Ap Ruem (R: SP: 10, Temporary up in Water Att.)
- Ap Vakz (R: SP: 10, Temporary up in Fire Att.)
- Ap Juka (R: SP: 10, Temporary up in Wood Att.)
- Ap Raio (R: SP: 10, Temporary up in Thunder Att.)
- Ap Anid (R: SP: 10, Temporary up in Dark Att.)
- Ap Zanz (R: SP: 10, Temporary up in Wind Att.)
- Ap Zasa (R: SP: 10, Temporary up in Light Att.)
WEAKENING
- Duk Lei (S: SP: 20, Poisons target temporarily)
- Suvi Lei (S: SP: 20, Paralyzes target temporarily)
- Dek Do (S: SP: 20, Slows target temporarily)
- Miu Lei (S: SP: 40, Charms target temporarily)
- Mumyn Lei (S: SP: 30, Sleeps target temporarily)
- Ranki Lei (S: SP: 30, Confuses target temporarily)
- Maj Lei (S: SP: 30, Curses target temporarily)
- Dek Corv (S: SP: 15, Temporary down in Phy. Str.)
- Dek Vorv (S: SP: 15, Temporary down in Phy. Def.)
- Dek Torv (S: SP: 15, Temporary down in Phy. Evd.)
- Dek Corma (S: SP: 15, Temporary down in Mag. Str.)
- Dek Vorma (S: SP: 15, Temporary down in Mag. Def.)
- Dek Torma (S: SP: 15, Temporary down in Mag. Evd.)
- Dek Ganz (R: SP: 10, Temporary down in Earth Att.)
- Dek Ruem (R: SP: 10, Temporary down in Water Att.)
- Dek Vakz (R: SP: 10, Temporary down in Fire Att.)
- Dek Juka (R: SP: 10, Temporary down in Wood Att.)
- Dek Raio (R: SP: 10, Temporary down in Thunder Att.)
- Dek Anid (R: SP: 10, Temporary down in Dark Att.)
- Dek Zanz (R: SP: 10, Temporary down in Wind Att.)
- Dek Zasa (R: SP: 10, Temporary down in Light Att.)
[/size][/ul][/justify]