Building a Spell for Final Fantasy: RequiemSpells can be fun and flashy parts of a battle.
But the hardest parts of building them can be the MP Cost and the Effect, and making sure that neither is overpowered or godmoddy. Of course, the OTHER side of the coin, making things underpowered, can be just as troublesome as it has a tendency to cause all kinds of conflict between players. (They got what for that? When my blah only does this for twice that?)
Yeah, not fun.
To clarify and to standardize, somewhat, the building of spells and spell-like effects, here are the guidelines.
Damage is generally described in terms of Tier. This is purposefully vague in nature because we don't use an actual numerical system for HP. Tier 1 Damage from a Mage Class is going to be stronger than Tier 1 Damage from a Melee class, unless the spell is specifically written as a Weapon Skill. However, the actual strength of any given Tier of damage grows with Post Count. Tier 1 Damage at 100 posts is going to be much weaker than Tier 1 Damage at 300 Posts, but not as strong as Tier 2 at 300 posts. Going up in the Tier levels has an exponential effect on the strength.
Tier 2 is always twice as strong as Tier 1. Tier 3 is always twice as strong as Tier 2.
Fire/Blizzard/Thunder/Water/etc are all Tier 1 Elemental Attack spells. Cure is Tier 1 Healing. Tier 1 spells are 10 MP. The beginning character can cast spells of Tier 1 strength ONLY.
Fira/Blizzara/Thundara/Watera/etc are Tier 2 (Ara) Elemental Attack spells. Cura is Tier 2 Healing. Tier 2 spells are 30 MP. A character may begin to cast spells of Tier 2 strength at 300 points.
Firaga/Blizzaga/Thundaga/Wateraga/etc are Tier 3 (Aga) Elemental Attack spells. Curaga is Tier 3 Healing. Tier 3 spells are 60 MP each. A character may begin to cast spells of Tier 3 strength at 500 points.
Base cost for Status Effect Spells are going to vary depending on the type of Status Effect inflicted. The Canon Spell list is the standard by which all other spells are judged. Boosting a single stat by 50% is generally going to start at 30 MP for 3 posts, boosting two stats by 50% for 3 posts is going to be 40 MP to start. More creative effects will be compared to the closest approximation we can find on the list.
Base Tier Spells are presumed to be Single Target Only. If you wish to make a spell Multi-Target or Area Effect, then MP Cost increases by 10 MP.
Base Tier Spells are presumed to be dodge-able. Making a spell "Tracking", which means that the spell will redirect to follow the target so that dodging is disabled, increases MP Cost by 10 MP.
Increasing the Duration of a Status Effect by one level also adds 10 MP to the cost. Note: the maximum duration allowed for ANY Status Effect is seven (7) posts from the time of casting.
Any spell stronger than Tier 3 is considered Tier 4 (Ja) or Named. Named Spells include Flare, Meteor, Holy (the Ultimate version), and the like. Named Spells sometimes require that the caster have an Elemental Summon of that Element in order to even apply for the spell, as well as having the 500 points needed to unlock Tier 3 damage.
Summon Monsters, if they require sufficient MP for summoning to justify the ability, can use Spell-like Attacks of Tier 4 strength.
Higher than that is not allowed.
"Sword" Spells, or Weapon Skills"Sword" Spells, also called Weapon Skills, can only be used by Martial classed characters and they are of equal strength to a Mage casting a similar spell normally. For example, a Rune Knight casting Fire Sword (also called Flametongue for the Tier 3) would have the same damage effect of a Mage casting Fire. A Sword does not need to be the weapon utilized for the attack, but a weapon MUST be used.
Most of the "Sword" Spells are Tier 3 and thus limited to those Players who have 500 or more posts. If a player wishes to build a Custom "Sword" spell of lesser strength, they may do so, but it must use a different name and must be built within the Custom Spell Template.
The Canon Spell ListUnless otherwise stated, these spells are presumed to be Single-Target and Dodge-able/Block-able.
All
Fire spells by tier in alphabetical order.
Then all
Ice spells by tier in alphabetical order.
Then all
Wind spells by tier in alphabetical order.
Then all
Earth spells by tier in alphabetical order.
Then all
Lightning spells by tier in alphabetical order.
Then all
Water spells by tier in alphabetical order.
Then all
Holy/Light spells by tier in alphabetical order.
Then all
Darkness spells by tier in alphabetical order.
Then all
Non-Element spells by tier in alphabetical order
and finally all
Status spells by tier in alphabetical order.
And here it is again --
Click each spoiler tag to see the full list of spells for that element.
Fire Element Spells- Spoiler:
Tier 1 -
Name: Fire
Description & Effect: [Fill In]
AP/MP Cost: 10 MP
Class: Offensive
Element: Fire
Range: Long
Effect: Tier 1 fire element magical damage
Duration: 1 post
Tier 2 -
Name: Fira
Description & Effect: [Fill In]
AP/MP Cost: 30 MP
Class: Offensive
Element: Fire
Range: Long
Effect: Tier 2 fire element magical damage
Duration: 1 post
Tier 3 -
Name: Firaga
Description & Effect: [Fill In]
AP/MP Cost: 60 MP
Class: Offensive
Element: Fire
Range: Long
Effect: Tier 3 fire element magical damage
Duration: 1 post
Name: Fire Breath (Fire Summons -or- Fire Elementalists Only)
Description & Effect: [Fill In]
AP/MP Cost: 80 MP
Class: Offensive
Element: Fire
Range: Long
Effect: Tier 3 fire element magical damage + Multiple Targets
Duration: 1 post
Name: Flame Tongue
Description & Effect: [Fill In]
AP/MP Cost: 60 AP
Class: Offensive
Element: Fire
Range: Short
Effect: Tier 3 fire element physical damage
Duration: 1 post
Tier 4 -
Name: Eruption*
Description & Effect: [Fill In]
AP/MP Cost: 140 MP
Class: Offensive
Element: Fire
Range: Long (Field Encompassing)
Effect: Tier 4 fire element magical damage + multiple targets
Duration: 1 post
Name: Firaja* (Fire Element Summons Only)
Description & Effect: [Fill In]
AP/MP Cost: 120 MP
Class: Offensive
Element: Fire
Range: Long
Effect: Tier 4 fire element magical damage
Duration: 1 post
Ice Element Spells- Spoiler:
Tier 1 -
Name: Blizzard
Description & Effect: [Fill In]
AP/MP Cost: 10 MP
Class: Offensive
Element: Ice
Range: Long
Effect: Tier 1 ice element magical damage
Duration: 1 post
Tier 2 -
Name: Blizzara
Description & Effect: [Fill In]
AP/MP Cost: 30 MP
Class: Offensive
Element: Ice
Range: Long
Effect: Tier 2 ice element magical damage
Duration: 1 post
Tier 3 -
Name: Blizzaga
Description & Effect: [Fill In]
AP/MP Cost: 60 MP
Class: Offensive
Element: Ice
Range: Long
Effect: Tier 3 ice element magical damage
Duration: 1 post
Name: Ice Brand
Description & Effect: [Fill In]
AP/MP Cost: 60 AP
Class: Offensive
Element: Ice
Range: Short
Effect: Inflicts Tier 3 ice element physical damage
Duration: 1 post
Name: Ice Breath* (Ice Element Summons -or- Ice Elementalists Only)
Description & Effect: [Fill In]
AP/MP Cost: 80 MP
Class: Offensive
Element: Ice
Range: Long
Effect: Tier 3 ice element magical damage + multiple targets
Duration: 1 post
Tier 4 -
Name: Avalanche / Diamond Dust* (Ice Element Summons Only)
Description & Effect: [Fill In]
AP/MP Cost: 140 MP
Class: Offensive
Element: Ice
Range: Long (Field Encompassing)
Effect: Tier 4 ice element magical damage + Multiple targets
Duration: 1 post
Name: Blizzaja
Description & Effect: [Fill In]
AP/MP Cost: 120 MP
Class: Offensive
Element: Ice
Range: Long
Effect: Tier 4 ice element magical damage
Duration: 1 post
Wind Element Spells- Spoiler:
Tier 1 -
Name: Aero
Description & Effect: [Fill In]
AP/MP Cost: 10 MP
Class: Offensive
Element: Wind
Range: Long
Effect: Tier 1 wind element magical damage
Duration: 1 post
Name: White Wind (Wind Element Summons -or- Wind Elementalists Only)
Description & Effect: [Fill In]
AP/MP Cost: 20 MP
Class: Restorative
Element: Wind
Range: Long
Effect: Tier 1 healing + multiple targets
Duration: 1 post
Tier 2 -
Name: Aerora
Description & Effect: [Fill In]
AP/MP Cost: 30 MP
Class: Offensive
Element: Wind
Range: Long
Effect: Tier 2 wind element magical damage
Duration: 1 post
Tier 3 -
Name: Aeroga
Description & Effect: [Fill In]
AP/MP Cost: 60 MP
Class: Offensive
Element: Wind
Range: Long
Effect: Tier 3 level wind element magical damage
Duration: 1 post
Name: Vortex Blade*
Description & Effect: [Fill In]
AP/MP Cost: 60 AP
Class: Offensive
Element: Wind
Range: Short
Effect: Tier 3 wind element physical damage
Duration: 1 post
Name: Wind Breath (Wind Element Summons -or- Wind Elementalists Only)
Description & Effect: [Fill In]
AP/MP Cost: 80 MP
Class: Offensive
Element: Wind
Range: Long
Effect: Tier 3 level wind element magical damage + Multiple Targets
Duration: 1 post
Tier 4 -
Name: Aeroja (Wind Element Summons Only)
Description & Effect: [Fill In]
AP/MP Cost: 120 MP
Class: Offensive
Element: Wind
Range: Long
Effect: Tier 4 level wind element magical damage
Duration: 1 post
Name: Tornado (Wind Element Summons Only)
Description & Effect: [Fill In]
AP/MP Cost: 140 MP
Class: Offensive
Element: Wind
Range: Long (Field Encompassing)
Effect: Tier 4 level wind element magical damage + multi-targeting
Duration: 1 post
Earth Element Spells- Spoiler:
Tier 1 -
Name: Break
Description & Effect: [Fill In]
AP/MP Cost: 60 MP
Class: Offensive + Status Inflicting
Element: Earth
Range: Long
Effect: Tier 1 earth element magical damage + 'petrify' status + extended duration
Duration: 5 posts (for petrify)
Tier 2 -
Name: Quake
Description & Effect: [Fill In]
AP/MP Cost: 40 MP
Class: Offensive
Element: Earth
Range: Long (Field Encompassing)
Effect: Tier 2 earth element magical damage + Multiple Targets
Duration: 1 post
Tier 3 -
Name: Quakera
Description & Effect: [Fill In]
AP/MP Cost: 70 MP
Class: Offensive
Element: Earth
Range: Long (Field Encompassing)
Effect: Tier 3 earth element magical damage + Multiple Targets
Duration: 1 post
Name: Stone Edge*
Description & Effect: [Fill In]
AP/MP Cost: 60 AP
Class: Offensive
Element: Earth
Range: Short
Effect: Tier 3 earth element physical damage
Duration: 1 post
Tier 4 -
Name: Quakeja (Earth Element Summons Only)
Description & Effect: [Fill In]
AP/MP Cost: 140 MP
Class: Offensive
Element: Earth
Range: Long (Field Encompassing)
Effect: Tier 4 earth element magical damage + Multiple Targets
Duration: 1 post
Lightning Element Spells- Spoiler:
Tier 1 -
Name: Thunder
Description & Effect: [Fill In]
AP/MP Cost: 10 MP
Class: Offensive
Element: Lightning
Range: Long
Effect: Tier 1 lightning element magical damage
Duration: 1 post
Tier 2 -
Name: Thundara
Description & Effect: [Fill In]
AP/MP Cost: 30 MP
Class: Offensive
Element: Lightning
Range: Long
Effect: Tier 2 lightning element magical damage
Duration: 1 post
Tier 3 -
Name: Thundaga
Description & Effect: [Fill In]
AP/MP Cost: 60 MP
Class: Offensive
Element: Lightning
Range: Long
Effect: Tier 3 lightning element magical damage
Duration: 1 post
Name: Thunder Blade
Description & Effect: [Fill In]
AP/MP Cost: 60 AP
Class: Offensive
Element: Lightning
Range: Short
Effect: Tier 3 lightning element physical damage
Duration: 1 post
Tier 4 -
Name: Thundaja (Lightning Element Summons Only)
Description & Effect: [Fill In]
AP/MP Cost: 120 MP
Class: Offensive
Element: Lightning
Range: Long
Effect: Tier 4 lightning element magical damage
Duration: 1 post
Name: Thunder Storm* (Lightning Element Summons Only)
Description & Effect: [Fill In]
AP/MP Cost: 140 MP
Class: Offensive
Element: Lightning
Range: Long
Effect: Tier 4 lightning element magical damage + Multiple Targets
Duration: 1 post
Water Element Spells- Spoiler:
Tier 1 -
Name: Water
Description & Effect: [Fill In]
AP/MP Cost: 10 MP
Class: Offensive
Element: Water
Range: Long
Effect: Tier 1 water element magical damage
Duration: 1 post
Tier 2 -
Name: Watera
Description & Effect: [Fill In]
AP/MP Cost: 30 MP
Class: Offensive
Element: Water
Range: Long
Effect: Tier 2 water element magical damage
Duration: 1 post
Tier 3 -
Name: Aqua Breath (Water Element Summons -or- Water Elementalists Only)
Description & Effect: [Fill In]
AP/MP Cost: 80 MP
Class: Offensive
Element: Water
Range: Long
Effect: Tier 3 water element magical damage + multiple targets
Duration: 1 post
Name: Liquid Steel
Description & Effect: [Fill In]
AP/MP Cost: 60 AP
Class: Offensive
Element: Water
Range: Short
Effect: Tier 3 water element physical damage
Duration: 1 post
Name: Wateraga
Description & Effect: [Fill In]
AP/MP Cost: 60 MP
Class: Offensive
Element: Water
Range: Long
Effect: Tier 3 water element magical damage
Duration: 1 post
Tier 4 -
Name: Wateraja
Description & Effect: [Fill In]
AP/MP Cost: 120 MP
Class: Offensive
Element: Water
Range: Long
Effect: Tier 4 water element magical damage
Duration: 1 post
Name: Tsunami
Description & Effect: [Fill In]
AP/MP Cost: 140 MP
Class: Offensive
Element: Water
Range: Long
Effect: Tier 4 water element magical damage + Multiple Targets
Duration: 1 post
Holy / Light Element Spells- Spoiler:
Tier 1 -
Name: Cure
Description & Effect: [Fill In]
AP/MP Cost: 10 MP
Class: Restorative
Element: Holy
Range: Long
Effect: Tier 1 healing
Duration: 1 post
Name: Dia*
Description & Effect: [Fill In]
AP/MP Cost: 10 MP
Class: Offensive
Element: Holy
Range: Long
Effect: Tier 1 Holy/Light Element magical damage
Duration: 1 post
Name: Raise
Description & Effect: [Fill In]
AP/MP Cost: 40 MP
Class: Restorative
Element: Holy
Range: Long
Effect: Revives Dead target (with 25% total health); immediately kills undead target.
Duration: 1 post
Tier 2 -
Name: Cura
Description & Effect: [Fill In]
AP/MP Cost: 30 MP
Class: Restorative
Element: Holy
Range: Long
Effect: Tier 2 healing
Duration: 1 post
Name: Diara*
Description & Effect: [Fill In]
AP/MP Cost: 30 MP
Class: Offensive
Element: Holy
Range: Long
Effect: Tier 2 holy/light element magical damage
Duration: 1 post
Name: Holy
Description & Effect: Inflicts tier 2 level holy / light element magical damage and makes undead creatures take physical form, thus becoming vulnerable to physical attacks.
AP/MP Cost: 40 MP
Class: Offensive
Element: Holy
Range: Long
Effect: Tier 2 holy / light element magical attack + Induces 'Sanctified' status
Duration: 1 post
Tier 3 -
Name: Arise
Description & Effect: [Fill In]
AP/MP Cost: 90 MP
Class: Restorative
Element: Holy
Range: Long
Effect: Revive + Full-Cure
Duration: 1 post
Name: Curaga
Description & Effect: [Fill In]
AP/MP Cost: 60 MP
Class: Restorative
Element: Holy
Range: Long
Effect: Tier 3 healing
Duration: 1 post
Name: Diaga*
Description & Effect: [Fill In]
AP/MP Cost: 60 MP
Class: Offensive
Element: Holy
Range: Long
Effect: Tier 3 holy/light element damage
Duration: 1 post
Name: Full-Cure (Holy / Light Element Summons -or- Holy / Light Elementalists Only)
Description & Effect: [Fill In]
AP/MP Cost: 120 MP
Class: Restorative
Element: Holy
Range: Long
Effect: Fully heals the target
Duration: 1 post
Name: Holyra
Description & Effect: Inflicts holy / light element magical damage on multiple targets and makes undead creatures take physical form thus making them vulnerable to physical attacks.
AP/MP Cost: 70 MP
Class: Offensive
Element: Holy
Range: Long
Effect: Tier 3 holy / light element magical damage + Multiple Targets + Induces 'Sanctified' status.
Duration: 1 post.
Name: Re-Raise
Description & Effect: [Fill In]
AP/MP Cost: 90 MP
Class: Restorative
Element: Holy
Range: Long
Effect: Revives Target after death + Extended Duration
Duration: Until the end of the thread, dispelled or activated.
Name: Sacrifice
Description & Effect: [Fill In]
AP/MP Cost: 70 MP
Class: Restorative
Element: Holy
Range: Long
Effect: Kills the user; Fully heals the target
Duration: 1 post
Tier 4 -
Name: Curaja (Holy / Light Summons Only)
Description & Effect: [Fill In]
AP/MP Cost: 150 MP
Class: Restorative
Element: Holy
Range: Long
Effect: Tier 4 healing + Multiple Targets
Duration: 1 post
Name: Diaja (Holy / Light Summons Only)
Description & Effect: [Fill In]
AP/MP Cost: 120 MP
Class: Offensive
Element: Holy
Range: Long
Effect: Tier 4 holy/light element damage (on undead only)
Duration: 1 post
Death / Darkness Element Spells- Spoiler:
Tier 1 -
Name: Dark Side
Description & Effect: [Fill In]
AP/MP Cost: 10 MP
Class: Offensive
Element: Darkness
Range: Long
Effect: Inflicts 1/4 total health damage on self + tier 1 damage darkness element magical damage + Very High chasing/homing effect.
Duration: 1 post
Name: Suicide
Description & Effect: [Fill In]
AP/MP Cost: 10 MP
Class: Offensive
Element: Darkness
Range: Long
Effect: Kills user; tier 3 non-element magical damage + unavoidable
Duration: 1 post
Tier 4 -
Name: Zombie (Darkness/Death Element Summons Only)
Description & Effect: Causes target to become undead. Darkness element attacks heal the target but healing spells damage the target. Holy/Light element and Fire element attacks do twice the normal damage.
AP/MP Cost: 60 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Zombie' status
Duration: 5 posts
Non-Element Spells- Spoiler:
Tier 1 -
Name: Quarter / Gravity
Description & Effect: Reduces the target's health by 1/4 of the remaining amount.
AP/MP Cost: 40 MP
Class: Offensive
Element: Non-Element
Range: Long
Effect: Reduces target's health by a fixed percentage of the remaining amount.
Duration: 1 post.
Name: Syphon
Description & Effect: [Fill In]
AP/MP Cost: 10 MP
Class: Offensive
Element: Non-Element
Range: Long
Effect: Reduces target's AP/MP by 10 + Restores user's AP/MP by 10
Duration: 1 post
Tier 2 -
Name: 1000 Needles (Cactaur or Related Summons Only)
Description & Effect: Sprays exactly 1000 needles to do tier 2 level non-magical damage. This spell will always do the same level of damage regardless of the enemy's magical resistance.
AP/MP Cost: 40 AP
Class: Offensive
Element: Non-Element
Range: Long
Effect: Does fixed non-element tier 2 damage
Duration: 1 post
Name: Cherry Blossoms
Description & Effect: [Fill In]
AP/MP Cost: 40 MP
Class: Offensive
Element: Non-Element
Range: Long
Effect: Tier 2 Non-Element magical damage + Multiple Targets
Duration: 1 post
Name: Comet
Description & Effect: [Fill In]
AP/MP Cost: 40 MP
Class: Offensive
Element: Non-Element
Range: Long
Effect: Tier 2 Non-Element magical damage + chasing/homing effect
Duration: 1 post
Name: Shock
Description & Effect: [Fill In]
AP/MP Cost: 40 AP
Class: Offensive
Element: Non-Element
Range: Long
Effect: Tier 2 Non-Element physical damage + Multiple Targets
Duration: 1 post
Tier 3 -
Name: Cometeo
Description & Effect: [Fill In]
AP/MP Cost: 80 MP
Class: Offensive
Element: Non-Element
Range: Long
Effect: Tier 3 non-element magical damage + multiple targets
Duration: 1 post
Name: Demiga / Graviga
Description & Effect: Reduces the target's health by 50% of the remaining health
AP/MP Cost: 80 MP
Class: Offensive
Element: Non-Element
Range: Long
Effect: Reduces the target's health by a fixed percent of the remaining amount.
Duration: 1 post
Name: Meteor (Exodus or Related Summons Only)
Description & Effect: [Fill In]
AP/MP Cost: 100 MP
Class: Offensive
Element: Non-Element
Range: Long
Effect: Tier 3 non-element magical damage + multiple targets
Duration: 1 post
Tier 4 -
Name: Final Heaven
Description & Effect: The 'ultimate' sword attack
AP/MP Cost: 150 AP
Class: Offensive
Element: Non-Element
Range: Short
Effect: Tier 4 non-element physical damage
Duration: 1 post
Name: Flare
Description & Effect: The 'ultimate' non-elemental magical attack
AP/MP Cost: 120 MP
Class: Offensive
Element: Non-Element
Range: Long
Effect: Tier 4 non-element magical damage
Duration: 1 post
Name: Demija / Gravija (Zeromus Summon Only)
Description & Effect: Reduces the target's health by 75% of the remaining amount.
AP/MP Cost: 120 MP
Class: Offensive
Element: Non-Element
Range: Long
Effect: Reduces target's health by a fixed percent of the remaining amount.
Duration: 1 post
Name: Ultima
Description & Effect: [Fill In]
AP/MP Cost: 140 MP
Class: Offensive
Element: Non-Element
Range: Long
Effect: Tier 4 non-element magical damage + Multiple Targets
Duration: 1 post
Status Inducing Spells- Spoiler:
Tier 1 -
Name: Bio
Description & Effect: [Fill In]
AP/MP Cost: 30 MP
Class: Offensive + Status Inflicting
Element: Any
Range: Long
Effect: Tier 1 Non-Element Damage + Tier 1 Poison Damage (over time) + Extended Duration
Duration: 2 posts
Name: Blind
Description & Effect: [Fill In]
AP/MP Cost: 20 MP
Class: Status Inflicting
Element: Any
Range: Long
Effect: Induces 'Blind' Status + Extended Duration
Duration: 2 posts
Name: Bravery
Description & Effect: Raises Physical Attack and Accuracy by 50%
AP/MP Cost: 40 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Raises Physical Attack and Accuracy by 50% + Extended Duration
Duration: 4 posts
Name: Confuse
Description & Effect: Causes the 'confused' status
AP/MP Cost: 40 MP
Class: Status Inflicting
Element: Any
Range: Long
Effect: Induces 'Confuse' Status + Extended Duration
Duration: 4 posts
Name: Esuna
Description & Effect: Removes all negative status ailments from one target.
AP/MP Cost: 20 MP
Class: Restorative
Element: Any
Range: Long
Effect: Removes all negative status ailments from one target.
Duration: 1 post.
Name: Faith
Description & Effect: Raises Magical Attack and Accuracy by 50%
AP/MP Cost: 40 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Raises Magical Attack and Accuracy by 50% + Extended Duration
Duration: 4 posts
Name: Float
Description & Effect: Raises the target just above the ground to nullify the effects of earth-element attacks.
AP/MP Cost: 40 MP
Class: Defensive + Supplementry
Element: Any
Range: Long
Effect: Induces 'Float' status + Extended Duration
Duration: 4 posts
Name: Gravitational Pull / Gravity - Crystal Chronicals
Description & Effect: Intensifies gravity, pulling all flying, floating, leaping or jumping targets to the ground.
AP/MP Cost: 20 MP
Class: Supplementary
Element: Earth
Range: Long (Field Encompassing)
Effect: Induces 'Gravity' status + Multiple Targets + Extended Duration
Duration: 2 posts
Name: Haste
Description & Effect: Increases a target's movement speed by 50%
AP/MP Cost: 30 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Haste' status + Extended Duration
Duration: 3 posts
Name: Magic Wall
Description & Effect: When hit with a spell, both the target and caster feel the effects of the spell (positive or negative)
AP/MP Cost: 30 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Magic Wall' status + Extended Duration
Duration: 3 posts
Name: Poison
Description & Effect: [Fill In]
AP/MP Cost: 20 MP
Class: Status Inflicting
Element: Any
Range: Long
Effect: Induces 'Poison' status + Tier 1 Poison damage (over time) + Extended Duration
Duration: 2 posts
Name: Poison a / Antidote
Description & Effect: [Fill In]
AP/MP Cost: 10 MP
Class: Restorative
Element: Any
Range: Long
Effect: Removes 'Poison' status
Duration: 1 post
Name: Protect
Description & Effect: Raises target's physical defense by 50%.
AP/MP Cost: 30 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Protect' status + Extended Duration
Duration: 3 posts
Name: Shell
Description & Effect: Raises target's magical defense by 50%
AP/MP Cost: 30 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Shell' status + Extended Duration
Duration: 3 posts
Name: Slow
Description & Effect: Reduces target's movement speed by 50%
AP/MP Cost: 30 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Slow' status + Extended Duration
Duration: 3 posts
Name: Stone a
Description & Effect: [Fill In]
AP/MP Cost: 10 MP
Class: Restorative
Element: Any
Range: Long
Effect: Removes 'Slow' status + Removes 'Petrify' status
Duration: 1 post
Name: Toad
Description & Effect: [Fill In]
AP/MP Cost: 30 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Frog' status
Duration: 3 posts
Name: Vanish
Description & Effect: Causes the target to disappear from physical sight
AP/MP Cost: 20 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Invisible' status
Duration: 2 posts
Tier 2 -
Name: Biora
Description & Effect: [Fill In]
AP/MP Cost: 60 MP
Class: Offensive + Status Inflicting
Element: Any
Range: Long
Effect: Tier 2 non-element damage + tier 2 Poison Damage (over time) + Extended Duration
Duration: 5 posts
Name: Dispel
Description & Effect: Removes all positive status buffs from one target (e.g. Shell, Protect, Bravery, Faith etc.)
AP/MP Cost: 50 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Removes all positive status buffs
Duration: 1 post
Name: Frog Song
Description & Effect: [Fill In]
AP/MP Cost: 50 MP
Class: Status Inflicting
Element: Any
Range: Long
Effect: Induces 'Sleep' status + induces 'Frog' status + extended duration
Duration: 5 posts
Name: Reflect
Description & Effect: Causes all Tier 1 spells to bounce back from the target to the caster.
AP/MP Cost: 50 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Reflect' Status + Multiple Targets + Extended Duration
Duration: 5 posts
Name: Regen
Description & Effect: [Fill In]
AP/MP Cost: 50 MP
Class: Restorative
Element: Any
Range: Long
Effect: Tier 2 healing (over time) + Extended Duration
Duration: 5 posts
Name: Silence
Description & Effect: Prevents a target from casting spells, performing summons or using abilities.
AP/MP Cost: 60 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Silence' status + Extended Duration
Duration: 3 posts
Name: Sleep
Description & Effect: Reduces target's Speed, Physical and Magical Attack by 50%
AP/MP Cost: 60 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Drowsy' status + Extended Duration
Duration: 6 posts
Tier 3 -
Name: Bioaga
Description & Effect: [Fill In]
AP/MP Cost: 120 MP
Class: Offensive + Status Inflicting
Element: Any
Range: Long
Effect: Tier 3 non-element damage + Tier 3 Poison damage (over time) + extended duration
Duration: 4 posts
Name: Hastega
Description & Effect: Increases the movement speed of all targets by 100%
AP/MP Cost: 80 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Haste' status (x 2) + Multiple Targets + Extended Duration
Duration: 2 posts
Name: Mighty Guard
Description & Effect: [Fill In]
AP/MP Cost: 90 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Shell' status + 'Protect' status + 'Haste' status + Multiple Targets + Extended Duration
Duration: 5 posts
Name: Slowga
Description & Effect: Reduces movement speed of all targets by 50%
AP/MP Cost: 60 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Slow' status + Multiple Targets + Extended Duration
Duration: 2 posts
Name: Stop
Description & Effect: Reduces target's movement speed by 100% (target cannot move but may still cast spells and perform actions that do not require movement)
AP/MP Cost: 60 MP
Class: Supplementary
Element: Any
Range: Long
Effect: Induces 'Stop' status
Duration: 1 post
Comparing Magical StrengthSome people have this idea that all spells are the same. Tier 1 is Tier 1 is Tier 1, at least when facing each other. Some seem to think that just because you put more MP into a spell you're going to get a bigger bang then someone who pays less.
While this may be true in terms of MP cost (10 MP is 10 MP is 10 MP) and the higher Tiers DO cost more than lower ones, let's be serious here and not overlook the fact that a spell is VERY different depending on who is doing the casting.
Your average Martial Class, personified here by The Knight, casts a Fire Spell that looks about like this:
Pretty fail, huh? Your average Mage Class, personified here by The Mage, casts a Fire Spell that looks about like this:
Not quite so fail. Now should The Knight choose to utilize one of the Skills, as opposed to the true Spells, then his Fire Sword would look like The Mage's Fire Spell in terms of relative strength.
Now, let's say that The Mage decides to go comparing the size of his Fire to that of a Fire cast by a Summoned Creature, personified here by The Shokanjuu (a fancy word for Summon Monster). He's about to be in for a surprise. See, while The Mage can smirk at The Knight most of the time in magical prowess, The Shokanjuu singes his eyebrows with a Fire that looks like this:
And ALL that is for the SAME 10 MP value and presumes that The Shokanjuu was summoned by an Evoker character of the same Level as The Mage. If the Mage had summoned The Shokanjuu himself and then compared spells, the result would be more like this:
More will be said about Summoning in their section, but this should be sufficient.
((Thanks goes to Yuna and Synn and for putting this all together ))