Spells

Spells are special abilities available to anyone who takes one of the four Magic Training feats. They allow characters to do astonishing things such as call forth lightning, move more rapidly, or heal wounds with a touch.

Learning Spells

A character who takes any one of the four Magic Training feats automatically learns a number of spells of her choice equal to 1 + her controlling stat modifier. Each school of magic uses a different control stat. Astral and White magic use Wisdom, and Arcane and Black magic use Intelligence. A character can learn additional spells by taking the Magic Training feat again or by increasing her controlling stat modifier.

Casting Spells

When your character uses a spell, make a Spellcraft check. The check result determines the spell's effect.
Some spells have all-or-nothing effects. Other spells have multi-tiered effects, and your Spellcraft check result determines the maximum effect you can achieve, although you can always choose a lesser effect. If your Spellcraft check is too low to cast the spell, nothing happens and the action is wasted.
Casting a spell removes it from your character's active "suite" of spells, regardless of whether the Spellcraft check succeeds or fails.

Unless noted otherwise, all spells are a standard action to cast with a range of line of sight. The spellcaster must be able to move freely and incant the spell in a loud clear voice. If you cannot speak or move, you cannot cast a spell. Spells will only affect one target, unless enhanced by the Spell Refinement tree. Likewise, no spell effects stack unless specifically mentioned.

All spells in the final fantasy universe are accompanied by a fantastic light show both around the caster and target, and are usually accompanied by loud sound effects. Spellcasting is not a subtle event.

Your Spell Suite: Your character's spell suite collectively form a suite. When your character casts a spell, it's like playing a card and putting it in the discard pile. The power takes effect, and it's no longer available to the character … at least for a while.

Regaining Spells: You have different ways to regain spent spells so that you can use them again:

  • At the end of an encounter or at the end of the day, whichever comes first, you regain all your spells.
  • If you roll a natural 20 on your Spellcraft check, you regain all spent spells at the end of your turn.
  • You can spend a Mist point as a reaction and immediately regain one spent spell.
  • Some unique abilities allow you to regain spent spells in other ways.

Spell Descriptors

Elemental: Some spells are elementally aligned. This means they may do more or less damage to certain creatures which may have resistances or weaknesses to certain elemental types.
Mind-Affecting: A spell or talent with the mind-affecting descriptor has no effect on creatures that are mindless (that is, creatures with no intelligence score) or creatures that are immune to mind-affecting effects.

Selecting Magic Spells

Choosing your spells can be something of an art. If you choose poorly, you might be stuck with a spell that you can't use very well. When selecting spells, remember the following:
Like feats, spells cannot be changed once selected (not without your GM's approval anyway). Also, some spells are inherently more difficult to cast than others. For example, Rise requires a DC 25 or higher Spellcraft check to cast, which means that a low-level character attempting to use the spell will fail more often than he succeeds.
Don't forget that you can select the same spell more than once if you want to be able to have multiple uses of that power in your suite. At low levels, it is sometimes more useful to have extra uses of an easy-to-trigger power than a new power that is more difficult to activate.

There are four schools of magic: Arcane, Astral, Black, & White.

Arcane magic specializes in strange and exotic effects, warping the world around it. Astral magic specializes in space and time, and the bending and warping of the two into one whole. Black magic specializes in the pure destructive energies of the elements, and the astral, White magic is the healing and purification school of magic, soothing and restoring damage done. Both Black and White magic use Astral powers to accomplish their aims, but come at it from a very different angle.

Arcane Magic Spells

Arcane magic is a strange blend of reality bending and distortion as well as dealing in exotic and strange elements from the ether. It can distort reality, changing things from thier true form for a time, as well as having a strange effect upon the mind.

Berserk [mind-affecting]

Cloud the mind with vicious anger! Let the mind fall into the pit of war! Berserk!
Make an opposed spellcraft check verses the target's Will defense. If you meet or exceed the target's Will defense, the target is enraged for 2d4 rounds. While enraged the target gains a +2 rage bonus to all melee attack and damage rolls and they must attack the nearest foe present. While enraged, the target cannot use any skills or abilities that require patience or concentration, including spellcasting, but they are aware of who they are attacking and will not knowingly make foolish tactical choices. When the effect ends, the target moves -1 step on the condition track.

Blind

All light fall into darkness! Blind!
Make an opposed spellcraft check verses the target's Will defense. If you meet or exceed the target's Will defense, the target is blinded for 2d4 rounds.

Bravery [mind-affecting]

Brave words and brave soul! Gain the strong swordarm to endure! Bravery!
Make a Spellcraft check with a DC of 25. If you succeed, the target gains a +3 bravery bonus to all attack and damage rolls for 2d4 rounds. When the effect ends, the target moves -1 step on the condition track.
Special: Bravery counters and dispells Disquiet

Charm [mind-affecting]

Blind the senses and confuse the heart! Lend your skills to our cause! Charm!
Make an opposed spellcraft check verses the target's Will defense. If you meet or exceed the target's Will defense, the target is charmed. for 2d4 rounds. While charmed, the target regards you as its trusted friend and ally (treat the target’s attitude as Helpful).
The spell does not enable you to control the charmed creature as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the creature orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed creature breaks the spell. You must speak the creature's language to communicate your commands, or else be good at pantomiming.

Confuse [mind-affecting]

Veil reality in the darkness of the mind! Confuse!
You may spend a Mist Point and make a Spellcraft check. If the check result is equal to or greater than the target's Will defense, the target is confused 1d6 rounds. Roll on the table below each round to see what the target will do.
Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.

d% Behavior
01-30 Attack nearest ally with melee or ranged weapons.
31-60 Do nothing but babble incoherently.
61-80 Flee away from caster at top possible speed.
81-100 Attack nearest creature (including allies).

A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

De-barrier

Break the holy light break into a million shards! Debarrier!
You channel the forces of the dark to dispel protection and warding spells.
Make a Spellcraft check. If you meet or exceed the target's Will defense, De-barrier immediately ends any Protect, Shell, and Wall spells active on the target.

Disquiet [mind-affecting]

Cloud the mind with pangs of sadness! Disquiet!
Make a Spellcraft check with a DC of 25. If you succeed, the target takes a -3 disquiet penalty to all attack and damage rolls for 2d4 rounds. When the effect ends, the target moves +1 step on the condition track.
Special: Disquiet counters and dispels Bravery

Drain

Transfer all life! Drain!
You can spend a Mist point to heal wounds by drawing life energy from another creature within 6 squares of you. Using this ability is a standard action, and you must succeed on a Spellcraft check. If the check result is equal to or greater than the target's Will defense, you deal 1d6 points of damage per your class level to the target and you heal an equal amount. If the attack fails, there is no effect.

Faith [mind-affecting]

Heartening words and bright soul! Gain the strong soul to endure! Faith!
Make a Spellcraft check with a DC of 25. If you succeed, all spells the target casts that deal damage, deal an additional 2d6 points of damage. When the effect ends, the target moves -1 step on the condition track.

Fear [mind-affecting]

Let true terror run through thy veins! Fear!
Make an opposed Spellcraft check verses the target's Will defense. If you meet or exceed the target's Will defense, they are panicked for 2d4 rounds. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions.
In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Silence

Conjurers, seek truth in endless quiet! Numb the tounge and still the voice! Silence!
Make an opposed Spellcraft check verses the target's Will defense. If you meet or exceed the target's Will defense, they are silenced for 2d4 rounds. Silenced targets cannot speak and may not use any abilities that require speech, including spellcasting, the Noble's Inspiration or Leadership abilities, and the Tactican's Command Abilities.

Osmose

Magic, I summon thee to my aid! Leave my enemy and bond to my will! Osmose!
Make an opposed Spellcraft check verses the target's Will defense. If you meet or exceed the target's Will defense, they loose one Mist point from their pool and you gain one Mist point. If they have no Mist points, this spell has no effect.

Seal

Mindless, spiritless, hear the immutable beat! Seal!
Spend a Mist Point and make a Spellcraft check verses the target’s Will defense. If you succeed, the target is held in place for 2d4 rounds.
A target that is sealed cannot take move actions, and may not attack or use items. Attackers are not at any special advantage when attacking a sealed character.

Sleep [mind-affecting]

Let the clouds of sleep cloak thy mind! Boundless dreams, and endless nightmares! Sleep!
You enthrall a creature's mind with mists of dream and nightmare, and cause them to fall asleep.
Make an opposed Spellcraft check verses the target's Will defense. If you meet or exceed the target's Will defense, they fall into a deep slumber. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Creatures that do not or cannot sleep (such as unconscious creatures, constructs, or undead) are unaffected by Sleep.

Toad

Know the life! Hear the Song! Become the thing! Toad!
You briefly transform the target into a toad by twisting the probability of reality around it.
Make an opposed Spellcraft check verses the target's Will defense. If you meet or exceed the target's Will defense, they are transformed into a toad for 2d4 rounds.
The subject takes on all the statistics and special abilities of an average member of the new form in place of its own except as follows:
* The target retains its own alignment (and personality, within the limits of the new form’s ability scores).

  • The target retains its own hit points and damage threshold.
  • The target also retains the ability to understand (but not to speak) the languages it understood in its original form. It can write in the languages it understands, but only by drawing in the dirt with a paw.

With those exceptions, the target’s normal game statistics are replaced by those of a toad. The target loses all the special abilities it has in its normal form, including its class features.
All items worn or carried by the subject fall to the ground at its feet.

Astral Magic Spells

Astral magic focuses on the powers of time and space, bending and manipulating these elements to aid allies and hinder foes, as well as distorting distance and quickening actions.

Blink

Light, shimmer and hide us from our opponents! Blink!
You weave a veil of time and space around yourself, enabling you to dodge strikes that would otherwise hit.
Make a Spellcraft check at DC 20. If you succeed, the next three hits that would ordinarily beat your Reflex defense(including natural 20's), instead fail. After these three hits have been avoided, the spell is dissipates.

Disorient

Block all action here! Disorient!
You cast a fog of confusion over the field, causing creatures within the area of effect to become confused and unable to act.
Make an opposed Spellcraft check verses the target's Will defense. If you meet or exceed the target's Will defense, they are disoriented, unable to act or move for 1d4 rounds. Any creature entering the area of effect of the spell is subject to the spell effect, and must compare your original Spellcraft check with their Will defense as well. Attacks that occur from outside the spells area and target creatures within the area are not affected, so long as the attacker is not within the spells area of effect.

Disrupt

Stop invisible movement! Disrupt!
You lock the flow of Mist within a 2x2 square area so that teleportation effects cannot operate for a short period of time.
Make a Spellcraft check. For 2d4 rounds, any caster who attempts to teleport into, out of, or through the area marked by you, must make an opposed Spellcraft check to beat your Spellcraft check. If they do not meet or exceed your Spellcraft check, their spell fails.

Escape

Fly back to your homeland! Escape!
You teleport a single target away from conflict, and to a safe location.
Make an opposed Spellcraft check verses the target's Will defense. If you meet or exceed the target's Will defense, they are removed from any current conflict, and returned to a location that they regard as safe and secure, as close as possible to thier current position. A dead target has a Will defense of 30 for purposes of this spell.

Farsight

Space open and reveal! Time peel back and unveil! Open the astral paths to distant land! Far Sight!
You gain a vague, momentary impression of events happening around a particular being in some distant place.
Time: Farsight is a full-round action.
Pick a creature that you know, or have met briefly. Make a Spellcraft check. If your check result is less than the target's Will defense, you gain no information (including whether the target is alive or dead) and cannot use this spell against the same target for 24 hours. If your check result equals or exceeds the target's Will defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it's currently doing, and any strong emotions it is presently feeling. A dead target has a Will defense of 30 for purposes of this spell.
Special: If you successfully use this spell, you can spend a Mist point as a reaction to gain a clear mental image of the target's surroundings, as well as other creatures and objects within 6 squares of it. You may also spend a Mist point as a reaction to see into the target's past or future instead of glimpsing the target in the present. You declare how far into the target's past or future you wish to look, up to a maximum of 1 year per your character level. Any information gained about a target's future is subject to change, depending on whether steps are taken to alter that future.

Float

Wings of air and space, lift you up! Levitate!
You bend space, allowing the target to levitate a small distance over the ground, not touching the ground itself.
Make a Spellcraft check DC of 20. If you succeed, the target floats a foot above the nearest surface for 2d4 rounds. They leave no marks on the surface, and have no effective weight. They ignore all modifiers for difficult terrain and may walk on water.

Gravity

Avenge with the dark energy! Blackness, crush my foes! Blackest force, smite all! Gravity!
Make an opposed Spellcraft check verses the target's Will defense. If you meet or exceed their Will defense, the target looses 1/4 of their current hit point total. This damage is unable to move the target down the condition track.

Haste

Layer upon layer of endless time, make your mark now! Haste!
You pool time around a target so that it moves and attacks at a drastically increased rate.
Make a Spellcraft check DC of 25. If you succeed, the target gains an additional standard action for 1d4+1 rounds.
Special: Haste counters and dispels Slow and Stop.

Silence

Hush the world, hush the time, wrap the space and know the rhyme. Silence.
You wrap space around a target in such a way as to silence all sound from them. The target cannot make any sound at all.
Make an opposed Spellcraft check verses the target's Will defense. If you meet or exceed their Will defense, the target is silenced for 2d4+1 rounds.
A silenced creature gains an effective +5 circumstance bonus to all it's Stealth checks, but is completely unable to speak, rendering it unable to use magic.

Slow

Time, rest and give your kindness to the worthy! Slow!
You drain time around a target so that it moves and attacks at a drastically slowed rate.
Make an opposed Spellcraft check verses the target's Will defense. If you meet or exceed their Will defense, the target is slowed for 1d4+1 rounds.
A slowed creature only receives a standard action each turn, its move action and swift action are removed. It may not take full-round actions. Additionally, it takes a -1 penalty on its attack rolls and its Reflex defense. A slowed creature moves at half its normal speed (round down to the next square), which affects the creature’s jumping distance as normal for decreased speed.
Special: Slow counters and dispels Haste.

Stop

Spirits of time, hide us from vengeful hands! Stop!
You drain time around a target so that it stops moving in normal time.
Spend a Mist Point and make a Spellcraft check verses the target’s Will defense. If you succeed, the target is stopped in time(they are unable to take any actions) for 1d4 rounds. If you fail, nothing happens.
Special: Haste counters and dispels Stop.

Vanish

Light, bend and hide us from our opponents! Vanish!
Make a Spellcraft check DC of 25. If you succeed, the target becomes invisible for 2d4 rounds. The target is considered to have Total Concealment and a +15 to all Stealth Checks to hide from sight.

Warp

Send me safely to my destination! Warp!
You fold space together and step from one location to another.
Make a Spellcraft check. The DC of the check depends on how far you wish to teleport. The DC is (2 x squares teleported). The caster can teleport anywhere within their line-of-sight.
Special: This spell only requires a move action to cast.

Black Magic Spells

Black Magic is offensive magic used for damaging enemies with elemental force. This is not magic that is dark or evil in it's own right, but it is focused on the powers of attack and destruction, and not on defense or healing.

Aero

Drifting breeze, come down with fury! Vengeful winds, encircle my target! Scatter frozen blades of air! Aero!
You call down spinning blades of frozen wind energy, which slice through the target repeatedly.
Make a Spellcraft check. If you meet or exceed the target's Reflex defense, Aero deals 2d6 points of wind(sonic/lightning) damage to the target(s).
If you cast Aero as an area spell, even the targets that have a Reflex defense higher than your Spellcraft check take 1/2 damage.
Elemental: Air & Lightning

Darka

Endless river of night, open and pour fourth! Limitless void, swallow and devour! Darka!
You call up the the void at the end of existence and direct it at your target.
Make a Spellcraft check. If you meet or exceed the target's Fortitude defense, Darka deals 2d6 points of dark damage to the target(s).
If you cast Darka as an area spell, even the targets that have a Fortitude defense higher than your Spellcraft check take 1/2 damage.
Elemental: Dark

Death

End of time, end of life, ending of all things! Lord Death, take their souls! Death!
You call upon the Astral powers at the end of time, and call forth a creature's death.
Spend two Mist points, and make an opposed Spellcraft check verses the target's Fortitude defense. If you meet or exceed the target's Fortitude defense, they drop instantly to 0 hit points. If you fail, the Mist points are still spent, and there is no effect.
Elemental: Dark
Special: Creatures of the undead type are immune to Death.

Firea

Destruction of nature, gather in flame! Out of the ground, raze all greenery with fire! Star fire, awake and deliver your judgment! Firea!
You hurl a burning bolt of pure fire energy at your target.
Make a Spellcraft check. If you meet or exceed the target's Reflex defense, Firea deals 2d6 points of fire damage to the target(s).
If you cast Firea as an area spell, even the targets that have a Reflex defense higher than your Spellcraft check take 1/2 damage.
Elemental: Fire

Flare

Source of all power, wind which blows to the east! Inscript darkness into a rotting body! Flare!
You call upon the boundless powers of the Astral, and draw forth a tiny speck of power within the target's body.
Make an opposed Spellcraft check verses the target's Reflex defense. If you meet or exceed the target's Reflex defense, they 2d6 points of non elemental damage. If you fail to beat the target's defense, they take 1d6 points of non elemental damage and are moved one square to of their choice away from their starting square. If they cannot move one square in any direction, they take the full damage instead.
Elemental: None

Freeze

Halt the world with Doomsday's ice! Freeze!
You call upon the elemental powers of water, and still them to frozen crystals within your target.
Make an opposed Spellcraft check verses the target's Fortitude defense. If you meet or exceed the target's Fortitude defense, they are frozen for 1d4+1 rounds. A frozen character is helpless and unable to take any actions.
Elemental: Ice

Poizn

Winds of poison, afflict my foes! Be consumed by the green death! Dark lord of plague, smite those who oppose me! Poizn!
The target is poisoned. Make an opposed Spellcraft check verses the target's Fortitude defense every round. If you meet or exceed their Fortitude defense, the target takes 2d4 points of poison damage and moves -1 step on the condition track which may not be recovered from. If you do not exceed their Fortitude defense, the spell ends. The negative condition(s) may then be recovered from normally.
Elemental: None
Special: Poizon can be cured with a Antidote potion, Cleanse spell, or Remedy potion any of which will return them to normal, restoring the condition track and removing the spell. Creatures of the undead and construct types are immune to Poizn.

Quake

Shake and raze the ground! Crack the land and swallow my foes! Earth, shudder and reclaim my enemy! Quake!
You focus and intense burst of energy that ripples through the ground in a localized shockwave, creating a ripple in the ground, that culminates in a spear of rock shooting upwards at the target.
Make a Spellcraft check. If you meet or exceed the target's Fortitude defense, Quake deals 2d6 points of earth damage to the target(s) and they fall prone. If you cast Quake as an area spell, even the targets that have a Fortitude defense higher than your Spellcraft check take 1/2 damage, though they do not fall prone.
This spell deals no damage and has no effect on foes that are flying or otherwise not touching the ground.
Elemental: Earth

Sever

Loose the name of Magic! Break the ties of endless power! Sever!
You sever a creatures connection with the Mist briefly, draining its power.
Make an opposed Spellcraft check verses the target's Will defense. If you meet or exceed the target's Will defense, they loose one Mist point from their pool. If they have no Mist points, this spell has no effect.
Elemental: None

Stonea

Lord of the earth, claim the unworthy! Time, claim all life in frozen stone! Change flesh to stone! Stonea!
You call upon the elemental powers of earth inside a living body to transmute it fully into elemental stone.
Make an opposed Spellcraft check verses the target's Fortitude defense. If you meet or exceed the target's Fortitude defense, they move -1 step down the condition track each round. If they reach the end of the condition track, they are turned to stone and may not take any actions.
Special: Petrification can be cured with a Soft potion, Cleanse spell, or Remedy potion any of which will return them to normal, restoring the condition track and removing the spell.
Elemental: Earth

Watera

Flowing power of energy, shatter your bonds! Liquid spears of ice, transfix my foe! Unrelenting rain from on high, strike! Watera!
You call up the ever-present water in the world and shower the target with hundreds of tiny pellets of frozen and half frozen water.
Make a Spellcraft check. If you meet or exceed the target's Fortitude defense, Watera deals 2d6 points of water/ice damage to the target(s).
If you cast Watera as an area spell, even the targets that have a Fortitude defense higher than your Spellcraft check take 1/2 damage.
Elemental: Water & Ice

White Magic Spells

White magic is the magic of healing and protection, the cleansing of negative status effects and the restoration of health. It also focuses on aiding and enhancing the natural powers of target and protecting them from harm. In general it restores the natural balance and state of things.

Cleanse (Esuna)

Blessed wind, stop the slow death! Blessed breath of life, purify us with cleansing light! Cleanse us!
You call upon the healing powers of the light, and purge the body of unnatural effects.
Make a Spellcraft check with a DC of 15. If you succeed, the target moves +1 position on the condition track. For every 5 points by which the Spellcraft check exceeds 15, move the target an additional +1 position on the condition track. Cleanse removes all conditions (persistent and otherwise) inflicted by disease, magic, poison, and fatigue, but not from lost or crippled limbs.

Curea

Breath of life's refreshing power, blow in energy! Breath of life's pure light, aid from the sky! Blessed pure source, heal our wounds! Curea!
You heal a target's wounds.
Make a Spellcraft check with a DC of 15. If you succeed, the target regains 2d6 hit points up to its normal maximum.
Special: If the target is of the undead type, it instead takes 2d6 points of damage.
Elemental: Holy

Dispel

Winds of power, rest and return! Calm the weave and warp, end the flow of magic! Dispel!
You call upon the Astral to smooth the Mist, ending all magical effects and halting any ongoing spells or effects.
Make a Spellcraft check. If you meet or exceed the target's Will defense, Dispel immediately ends all magical effects and spells on the target. Magical items and technomagical items are unaffected.
Special: You may counter a spell that is being cast by another caster. As a reaction, make a Spellcraft check opposed by the Spellcraft check of the other spellcaster. If you meet or exceed their check, the spell they are casting is lost and has no effect.

Full Curea

Blessed wind, heal all our wounds! Blessed source, restore us to health! Full Curea!
You call down the healing winds and cause it to blow through a creature's being.
Make a Spellcraft check with a DC of 30. If you succeed, the creature is immediately restored to full hit points, all negative status effects are removed as Cleanse, and the target's condition track is restored to the top.

Protect

Blessed light, be our armor and shield to aid us! Protect!
You summon a field of holy energy around the target that prevents some physical damage.
Make a Spellcraft check with a DC of 20. If you succeed, the target gains DR 5/- against all physical attacks for 2d4 rounds. In addition, the target gains a +2 holy bonus to Fortitude, Reflex, and Will defenses vs. physical effects.

Reflect

Winds of power, winds of magic! Blow and bend to return magic! Reflect!
You call upon the Astral to reflect the magical spells back to it's point of origin.
Make a Spellcraft check with a DC of 25. If you succeed, all magical spells targeting the creature which has Reflect cast on it, except Dispel and Scramble, are reflected back at their caster. The reflected caster's Spellcraft check determines Reflected spells results. Reflect lasts for 2d4 rounds.

Regeneration

Spirits of life, heal our wounds! Speed the healing flower of eternal life! Regeneration!
Make a Spellcraft check with a DC of 20. If you succeed, the target regains 5 hit points every round, up to his normal maximum, for 2d4 rounds. This effect continues even if the target is unconcious, but not if it has died.

Resist

Light, shield our bodily forms! Resist!
You call into existence a sheath of a light that guards the body from degradation.
Make a Spellcraft check with a DC of 25. If you succeed, the creature is cannot be moved down the condition track for 2d6 rounds (but may still move up). The creature is not immune to damage, and still falls unconscious at 0 hit points.

Rise

Spirits of life, return to us! Spirits of life, revive us! Spirits of life, protect us from death! Rise!
You return the breath of life to a recently dead creature, and restore health to a gravely wounded creature.
Make a Spellcraft check with a DC of 25. If you succeed, the target gains an immediate free Second Wind, returning them to consciousness. If cast on a target that has died within the past three rounds, the character is brought back to life, with current hit points equal to their threshold.
Special: If used against a creature of the undead type, Rise instead acts exactly as per the Black magic spell Death.
Elemental: Holy

Scramble

Powerful Mist and Astral, halt and freeze! Paralyze all magic! Scramble!
You halt the flow of magic within a defined area, stopping spells from entering or affecting those within.
Make a Spellcraft check at DC 15. All spells within a 6x6 area centered on you are halted for 2d4 rounds. Spells may not be cast, and spell effects stop while within the field. Magic items and magitech weapons are not affected. The field moves with you as you move.

Shell

Silent light, shield us from mystic evil! Blessed light, protect us from eldritch harm! Shell!
You summon a field of holy energy around the target that prevents some magical damage.
Make a Spellcraft check with a DC of 20. If you succeed, the target gains DR 5/- against all magical attacks for 2d4 rounds. In addition, the target gains a +2 holy bonus to Fortitude, Reflex, and Will defenses vs. magic.

Wall

Defend us with barriers of pure light! Wall!
You summon a field of holy energy around the target that prevents some damage.
Make a Spellcraft check with a DC of 30. If you succeed, the target gains DR 5/- against all forms of attack for 2d4 rounds. In addition, the target gains a +2 holy bonus to Fortitude, Reflex, and Will defenses.

Beast Magic & Gunmage Special Bullets

These are just a few (of many!) of the abilities that Gunmages can acquire from studying and refining the beast magic & techniques of the many creatures that live in the Final Fantasy Universe.

Explosion

Make a Spellcraft check. If you meet or exceed the target's Fortitude defense, Explosion deals 4d6 points of fire damage in a 3x3 area. Targets that have a Fortitude defense higher than your Spellcraft check take 1/2 damage.
Elemental: Fire

Fear Gaze [mind-affecting]

Make a Spellcraft check as a free action; if the result equals or exceeds the target's Will defense, you fill the target with terror, causing it to flee from you at top speed for 2d4 rounds. The target can't take standard actions, swift actions, or full-round actions while fleeing, and the target stops fleeing and can act normally if it is wounded while fleeing. As a free action or reaction, the target can spend a Mist point (if it has not already spent one earlier in the round) to negate the effect. The effect is automatically negated if the target's level is equal to or higher than your character level.

Death Glare [mind-affecting]

Make a Spellcraft check as a free action; if the result equals or exceeds the target's Will defense, you freeze the target with a vision of its death. The target takes 2d6 Dark damage and may only take a single swift action on its next turn. As a free action or reaction, the target can spend a Mist point (if it has not already spent one earlier in the round) to negate the effect.
Elemental: Dark

Choco Meteor

Make a Spellcraft check. Choco Meteor deals 4d6 points of damage in a 3x3 area. If you meet or exceed the target's Reflex defense, the target takes full damage, and moves -1 step on the condition track. Targets that have a Reflex defense higher than your Spellcraft check take 1/2 damage and don't move down the condition track.

Poison Nail

Make a Spellcraft check as a swift action with a DC of 10. Your next hit with a weapon poisons the target. The poison rolls 1d20+5 against the victim's Fortitude defense each round. The poison deal 2d6 damage and moves the target -1 persistent step down the condition track each time it hits. If the poison's attack misses, the poison stops attacking.

Earth Spike

Make an opposed Spellcraft check verses the target's Fortitude defense. If you meet or exceed the target's Fortitude defense, they take 4d6 points of damage(earth). If this damage meets or exceeds the target's threshold, they are turned to stone and may take no actions.
Special: Petrification can be cured with a Soft potion, Cleanse spell, or Remedy potion any of which will return them to normal, restoring the condition track and removing the spell.
Elemental: Earth

Dark Flare

Make a Spellcraft check and spend a Mist point. If you meet or exceed the target's Reflex defense, Dark Flare deals 8d6 points of dark damage.
Elemental: Dark

Magic Hammer

Make a Spellcraft check as a free action; if the result equals or exceeds the target's Will defense, you scramble the target's magical powers. The target looses one randomly determined spell that it can cast until the end of the encounter.

Bad Breath

Make an opposed Spellcraft check verses the target's Fortitude defense. If you meet or exceed the target's Fortitude defense, the target(s) in a 6 square cone in front of the caster are affected as though hit by the Blind, Confuse, Poizon, Fear, Silence, Sleep, Slow, and Stonea spells.

Holy Shock

Make a Spellcraft check and spend a Mist point. If you meet or exceed the target's Will defense, Holy Shock deals 8d6 points of holy damage.
Elemental: Holy

White Wind

Make a Spellcraft check as a free action with a DC of 20. The target is affected as though Full Curea and Regeneration had been cast on it.

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