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Spells


You cannot have more than 20 spells for each type at any time. This is the maximum possible.
Range are represented in meters, 0 require to touch.


Fire 2d6 + Magic Range : 15 Level : 1
Weak fire-based damage against one opponent. A little ball of fire hits one foe. It has 40% of igniting flammables objects.


Fira 5d6 + Magic Range : 20 Level : 2
Medium Fire based damage. A column of fire engulf the victim. It has 50% of igniting flammables objects.


Firaga 5d10 + Magic Range : 20 Level : 3
Strong fire based damage. The air around the target become very hot, and a thermal explosion occurs. Any creature within 5 meters in round take half damage. It has 70% of igniting flammables objects.


Thunder 2d6 + Magic Range : 15 Level : 1
Weak thunder based damage. A strand of bolt is thrown from the caster's hands. If the target is wet, double the damage.


Thundara 5d6 + Magic Range : 15 Level : 2
Medium thunder based damage. A lightning fall from the skies. Must be casted outside. If the target is wet, double the damage.


Thundaga 6d10 + Magic Range : 20 Level : 3
Strong thunder based damage. Bolts fall from eveywhere, hitting the target hard. If the target is wet, double the damage.


Blizzard 2d6 + Magic Range : 15 Level : 1
Weak ice based damage. An ice cube forms itself over the target, and fall on it with littles shards of ice.


Blizzara 5d6 + Magic Range : 20 Level : 2
Medium ice based damage. An huge icicle is thrown at the target.


Blizzaga 5d10 + Magic Range : 20 Level : 3
Strong ice based damage. For an instant, the target is frozen and completly engulfed into a big ice chunk, with shards of ice empaling him.


Cure 3d6 + Magic Range : 0 Level : 1
Weak based healing damage. A refreshing spin of blue light surrounds the target.


Cura 6d6 + Magic Range : 0 Level : 2
Medium based healing damage. A refreshing spin of blue light surrounds the target, covering his wounds.


Curaga 8d10*2 + Magic Range : 0 Level : 3
Strong based healing damage. A beam of refreshing blue light appears from the target's body.


Regen 1d8+Magic/round Range : 0 Level : 3
The target's wounds glow in pink/red taints until cured.


Esuna Remove status Range : 0 Level : 2
A white circle of light run down of the target's body and cure all abnormal status.


Life Remove KO Range : 0 Level : 2
A little angel come and restores life to a single target. The target wake with 10% of his total HP (minimum of 1), and have -3 initiative for his next action.


Full-Life Remove KO Range : 0 Level : 4
Heavenly light illlumine the target, with feathers swirlling around. Restores Life and refill the max HP to a single target.


Reflect Reflect Spells Range : 5 Level : 2
A green barrier covers up the target and become invisible until targetted by a spell. Last for Magic/2 rounds. Spells(except lvl 4 ones) that are being cast on the target are reflected back onto the caster.


Protect Reduce by half physical damage Range : 0 Level : 2
A blue barrier show up when the affected target is hit. Reduces physical damage of the target for 1d6 rounds.


Shell Reduce by half magical damage Range : 0 Level : 2
A pink barrier show up when the affected target is hit by spells. Reduce magical damage for 1d6 rounds.


Double May cast 2 spells/rnd Range : 0 Level : 2
The target may cast a spell two times in a row during the same round.


Triple May cast 3 spells/rnd Range : 0 Level : 3
The target may cast a spell three time a row during the same round.


Demi Target loses 1/4 of his total HP Range : 10 Level : 3
A black cloud with blue strands gathers around the target, warping him inside out.


Aero 2d10 + Magic Range : 20 Level : 2
Weak wind based damage. Blades of wind hit the target at high speed.


Tornado 5d12 + Magic Range : 25 Level : 3
Strong wind based damage. Area of effect: 5 diameters. A small tornado takes the targets up in the air, then it disappears and let 'em fall.


Quake 5d12 + Magic Range : 25 Level : 3
Strong earth based damage. Area of effect: 10 diameters. The ground in the area of effect shatters and shake up and down, hitting hard everyone.


Water 6d6 + Magic Range : 15 Level : 2
Medium water based damage. A water bubble engulf the target and damage him using strong pression.


Dispell Remove spells Range : 5 Level : 2
Remove spells effects currently effective on the target.


Sleep Target gain sleep status Range : 5 Level : 1
The target falls asleep for 2d6 rounds. It has 60% (+Magic - target spirit) of working.


Confuse Target gain confuse status Range : 5 Level : 1
The target see chicobos floating around his head, and it confuse his mind. The target is now confused for 1d6+2 rounds. It has 40% (+Magic - target spirit) of working.


Silence Target gain silence status Range : 10 Level : 1
A white cloud form itself aroung the target mouth, and seals it. The target is now silenced for 1d6+2 rounds. It has 50% (+Magic - target spirit) of working.


Bersek Target gain bersek status Range : 5 Level : 2
Red/black fury inducing lines spin toward him. The target is now bersek for 1d6+2 rounds. It has 40% (+Magic - target spirit) of working.


Blind Target gain blind status Range : 10 Level : 1
The target gains the darkness status for 1d6+1 rounds. It has 60% (+Magic - target spirit) of working.


Zombie Target gain zombie status Range : 2 Level : 2
Poison and evil hatred flow into the target veins. It has 30% (+Magic -target spirit) of working.


Curse Target gain curse status Range : 3 Level : 2
Invisible sealing magic flow around the target. It has 50% (+Magic -target spirit) of working for a duration of 1d6+2 rounds.


Pain Target gain darkness, silence and poison status Range : 10 Level : 3
A cursing black symbol, made of a dark and poisonus cloud affect the target. It has 50% (+Magic - target spirit) of working. All status remains until cured.


Break Target gain break status Range : 10 Level : 4
Magical spiked rocks surround the target, turning his flesh into stone. It has 40% (+Magic - target spirit) of working.


Bio 1d6(+ Magic) of poison damage + poison status Range : 5 Level : 2
Infected green jelly balls hit the target. It does 1d6(+ magic) of poison damage, and has 60% (+Magic - target spirit) of giving the poison status.


Ultima 6d10*2 (+magic) Range : 25 Level : 4
Very Strong non-elemental damage. Area of effect: 10 meters diameter. Everyone in the area of effect is affected.


Flare 5d10*2 (+magic) Range : 25 Level : 4
Very strong fire based damage on one target. Everyone within a 10 meter diameter of the target also takes ½ of the damage. It has 60% of igniting flammable objects.


Meteor See below Range : 25 Level : 4
Very strong non-elemental damage. Number of magical meteor casted within a zone of 10 meters in diameter: 1d6+2. The number of meteor each "eat" is divised by the number of target within the zone(EX: if there are 8 meteors and 4 targets in the zone, each one "eat" 2 meteors). Each meteor does 2d6 (+Magic) damage. Can only be cast outside.


Holy 5d10*2 (+magic) Range : 20 Level : 4
Very strong holy based damage on one target.


Apocalypse 2d100*3 (+Magic) Range : 15 Level : 4
Very strong non-elemenal damage. Only available at the Fallen Ultimecia Castle. Area of effect: a zone of 5 by 15 meters. It affect 1d4+1 targets within the zone, and does 2d100*3 (+magic) damage.


Aura Activate limit break Range : 5 Level : 4
The target is surrounded by a very bright yellow light, showing the power of his will and mind. He can now uses his limit break for a duration of 1d4 rounds.


Slow Speed/3 Range : 10 Level : 2
There is 70% (+magic -target spirit) that the target speed is /3. It last for 1d6+2 rounds.


Haste Speed*3 Range : 10 Level : 2
There is 80% (+magic -target spirit) that the target speed is tripled. It last for 1d6+2 rounds.


Stop See Below Range : 10 Level : 3
There is a 50% (+magic -target spirit) that the target is completly "stopped" and prevented from doing any action. He stand still in the exact time where he was "stopped" for the duration of 1d8+2 rounds.


Float See Below Range : 2 Level : 2
The caster may levitate a weight up to (half of his magic) kilos, and move it at (1/4 spirit) meters per rounds. Duration of 1d10+(½ magic) rounds. If the target resist, it has 60% (+magic -target spirit) of working. Excluding that possibility, Float always succed.


Flight See Below Range : 2 Level : 3
The caster may make fly someone(or something) with a weight up to his (magic*2) kilos, and move it at his (spirit*2) meters per rounds. Duration of 1d10+(½ magic) rounds. If the target resist, it has a 60% (+magic -target spirit) of working. Excluding that possibility, Flight always succed.


Light See Below Range : 0 Level : 1
If it resist, the touched item or person as a 80% (+magic -target spirit) of glowing with a bright light. Excluding this possibility, Light always work. It covers 3 meters in diameters, and last for a duration of 2d8 (+magic) rounds.


Create food See Below Range : 1 Level : 1
The caster can create enough food/water for one person for a day.


Charm See Below Range : 10 Level : 1
There is 50% (+magic -target spirit) that the target is charmed, thus under the control of the caster for 1d4 rounds. The target will not do anything that can put his life and his actual status in danger. If he loses any Hp(Physical damage only), he is no more charmed. The affected target does not remember being charmed after the spell wears off.




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