Post by Gullydwarf on Nov 27, 2007 2:09:10 GMT -5
I want it known, that there are other options aside from just playing Ki based fighters in the DBL universe. As with other cannon characters from the anime, I will be allowing people to use the world of magic. The system works the same as Ki, but its just not as strong.
Starting Magic Power is equal to HALF the starting Power Level of each race listed on the main rules. This is due to the fact that magic is weaker then Ki.
The Starting spells for a new character is DOUBLE the number of Techs a Ki user of the race begins with.
A character can NOT be both a user of Ki and a user of Magic. There is no discussion on this allowed.
Also, gaining power with magic is done exactly the same as it is with gaining PL from a fight.
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Attack Magic
Fire
MP Cost: 4
Materia: Fire
A light burst of fire burns the target for 2d6 + magery x MDC points of Fire Damage.
Fire 2
MP Cost: 22
Materia: Fire
A moderate burst of fire burns into the target for 4d6 + magery x MDC points of Fire Damage.
Fire 3
MP Cost: 52
Materia: Fire
The world around the target explodes, burning the target for 6d6 + magery x MDC points of Fire damage.
Ice
MP Cost: 4
Materia: Ice
A light artic wind freezes the target for 2d6 + magery x MDC points of Ice Damage.
Ice 2
MP Cost: 22
Materia: Ice
A frosty wind blows into the target for 4d6 + magery x MDC points of Ice Damage.
Ice 3
MP Cost: 52
Materia: Ice
The target is engulfed in a blizzard that would scare the hell out of Eucorne Cornelius! The assault freezes the target for 6d6 + magery x MDC points of Ice damage.
Bolt 1
MP Cost: 4
Materia: Lightning
A small lightning bolt from the heavens blasts the target for 2d6 + magery x MDC points of Lightning damage.
Bolt 2
MP Cost: 22
Materia: Lightning
A medium sized lighting bolt from the heavens blasts the target for 4d6 + magery x MDC points of Lightning Damage.
Bolt 3
MP Cost: 52
Materia: Lightning
God himself hurls down a bolt from the heavens that could wipe a small third world country off the map. The strike blasts the target for 6d6 + magery x MDC points of lightning damage.
Quake
MP Cost: 6
Materia: Earth
A small portion of the earth underneath the spell's target bursts up for 3d6 + magery x MDC points of Earth damage.
Quake 2
MP Cost: 28
Materia: Earth
A medium-sized chunk of earth underneath the spell's target bursts up for 5d6 + magery x MDC points of earth damage.
Quake 3
MP Cost: 68
Materia: Earth
A small mountain of rock explodes up from the ground, doing 7d6 + magery x MDC points of earth damage.
Aero
MP Cost: 6
Materia: Wind
The caster creates a strong gust of wind that strikes the target for 3d6 + magery x MDC points of air damage.
Aero 2
MP Cost: 28
Materia: Wind
The caster creates a mighty gust of wind that strikes the target for 5d6 + magery x MDC points of air damage.
Aero 3
MP Cost: 68
Materia: Wind
The caster creates a gust of wind powerful enough that it could send Dorothy's house to Oz. The blast inflicts 7d6 + magery x MDC points of air damage.
Bio
MP Cost: 8
Materia: Poison
A weak spray of poisonous gas inflicts 2d6 + magery x MDC points of poison damage. Has a 50% + (level/2) + (Magery) chance of poisoning the target for 1d10 rounds. Damage done per round is 1\2 of the damage done initially by the spell.
Bio 2
MP Cost: 36
Materia: Poison
A strong spray of poisonous gas inflicts 4d6 + Magery x MDC points of poisonous damage. Has a 50% + (level/2) + (Magery) of poisoning the target for 2d6 rounds. Damage done per round is 1\2 of the damage done initially by the spell.
Bio 3
MP Cost: 80
Materia: Poison
A deadly spray of poisonous gas inflicts 6d6 + magery x MDC points of poison damage. Has a 50% + (level/2) + (magery) chance of poisoning the target for 3d6 rounds.
Crush
MP Cost: 14
Materia: Gravity
A globe of Graviton force crushes the target with a 50 + (level/2) + (magery)% chance of reducing the opponent's current HP (not Maximum HP) by 1\4th. Thus a monster with 100 HP would reduced to 75 HP.
Demi
MP Cost: 33
Materia: Gravity
A globe of Graviton force crushes the target with a 40 + (level/2) + (magery)% chance of reducing the opponent's current HP (not Maximum HP) by 1\2. Thus a monster with 100 HP would be reduced to 50 HP.
Quarter
MP Cost: 48
Materia: Gravity
A globe of Graviton force crushes the target with a 30 + (level/2) + (magery)% chance of reducing the character's current HP (not Maximum HP) by 3\4th. Thus a character with 100 HP would be reduced to only 25 HP.
Doom
MP Cost: 30
materia: Destruction
The grim reaper himself descends on the target with a 20 + (level/2) + (magery)% chance to instantly kill them. Doesn't function against monsters immune to Fatal Attacks.
X-zone
MP Cost: 99
Materia: Exit
A black hole opens up with a 20 + (level/2) + (magery)% chance to instantly kill all enemy targets.
Freeze
MP Cost: 82
Materia: Contain
The air around the target entombs them in a ball of ice, inflicting 8d6 + magery x MDC points of Ice damage and has a 20 + (level/2) + (magery)% chance to inflict the Stop status ailment on the target.
Break
MP Cost: 86
Materia: Contain
A large rock appears over the target, crunching it for 8d6 + magery x MDC points of earth damage and has a 20 + (level/2) + (magery)% chance to inflict the status ailment stone on the target.
Tornado
MP Cost: 90
Materia: Contain
A mighty tornado rips into the target, tossing them around for 8d6 + Magery x MDC points of air damage and has a 20 + (level/2) + (magery)% chance to inflict the status ailment Confusion on the target.
Flare
MP Cost: 100
Materia: Contain
A mini-fusion bomb is unleashed, torching the target for 8d6 + magery x MDC points of damage.
Comet
MP Cost: 70
Materia: Comet
A single meteor falls from the sky, impacting for 5d6 + magery x MDC magery damage.
Comet2
MP Cost: 110
Materia: Comet
four meteors fall from the sky barraging enemies for 5d6 + magery x MDC damage each. Each meteor can randomly in a R:5 E:4 V:2 range and may hit different monsters but each comet can only effect a single foe.
Saint Beam
MP Cost: 70
Materia: Light
By pointing their index finger at the target, the caster creates an energy beam of pure holy energy. The beam does 6d6 magery x MDC points of holy damage. Saint Beam only effect one target.
Luminaire
MP Cost: 120
Materia: Light
Following a blinding laser-light array the likes not seen by even the most spectacular of rock bands, the caster unleashes a growing bubble of holy energy that eradicates everything that it comes in contact with. The spell does 10d6 + magery x MDC points of holy damage.
Dark Beam
MP Cost: 70
Materia: Darkness
By pointing their index finger at the target, the caster creates an energy beam of pure evil energy. The beam does 6d6 + magery x MDC points of darkness damage. Saint Beam only effect one target. Dark Beam can only effect a single target.
Dark Matter
MP Cost: 120
Materia: Darkness
Following the flexing and shifting of a clear glass pyramid, this spell creates a flowing bubble of evil energy that seems to wash away everything that it touches. The spell inflicts 10d6 + magery x MDC points of holy damage.
Ultima
MP Cost: 130
Materia: Ultima
The Ultimate attack magic, ultima is first unleashed as a bright green ball of light but then explodes like a nuclear bomb inflicting 11d6 + magery x MDC points of damage.
Healing Magic
Cure
MP Cost: 5
Materia: Restore
A light rain of glittery green sparkles shower down on the recipient, restoring 2d6 + willpower x MDC HP.
Cure 2
MP Cost: 24
Materia: Restore
A moderate rain of glittery green sparkles shower down on the recipient, restoring 4d6 + willpower x MDC HP.
Cure 3
MP Cost: 64
Materia: Restore
a ton of Glittery Green sparkles shower down on the recipient, restoring 6d6 + willpower x MDC HP.
Full Cure
MP Cost: 99
Materia: Full Cure
A gentle green mist settles on the character, relieving the recipient of all damage. Will _Not_ function with an All Support Materia.
Life
MP Cost: 34
Materia: Revive
Angels from the heaven descend on the unconscious character and bring them back to consciousness. In game terms, the spell will bring a character who has fallen beyond 0 HP back to 1\10th of their Max. HP (a 100HP character will wake up with 10HP for example). This will not work if the character has fallen beyond negative 1\2 their HP. At that point the character is really dead and requires Life 2 to resurrect.
Life 2
MP Cost: 100
Materia: Revive
As is the case with the life spell, a group of angels descend on the unfortunate character and bring them back to life. Life 2 is much more effective, restoring an unconscious (0 to -1\2 HP) or Dead Character (-1\2+) to full HP.
Regeneration
MP Cost: 30
Materia: Restore
The recipient is enveloped by a soft yellow haze, causing the character to regenerate 10th their total HP every round for 2d6 + willpower rounds.
Antidote
MP Cost: 3
Materia: Heal
Cures the poison status ailment.
Remedy
MP Cost: 15
Materia: Heal
Removes any negative status condition.
Indirect Magic
Barrier
MP Cost: 16
Materia: Barrier
A silver colored barrier appears in front of the character, absorbing half of all physical damage taken by an attack. The barrier lasts for 2d6 + magery rounds.
Magic Barrier
MP Cost: 24
Materia: Barrier
a rainbow colored barrier appears in front of the character, absorbing half of all magical and energy based damage. Note that the use of an Magic Barrier will also cut the effects of cure spells by 1\2 (with the exception of Regeneration and Full Cure). The Barrier will last for 2d6 + magery rounds.
Reflect
MP Cost: 30
Materia: Barrier
A bright green barrier appears in front of the character, bouncing any magic spell that the character is attacked with back at the original caster of the spell. Reflect also so functions with enemy skills and is ineffective against Comet, Ultima, and summon spells. It will also bounce off cure spells to enemies. Reflect lasts for 2d6 + magery rounds.
Wall
MP Cost: 58
Materia: Barrier
Casts Barrier and Magic Barrier at the same time.
Barricade
MP cost: 50
Materia: Barricade*
Three layered silver colored barriers appear in front of the character, fusing into one single barricade. The Barricade is a stronger form of Barrier, capable of completely absorbing all damage rather that deflecting a portion of it. However, it can only take so much damage before cracking. The exact amount is 5d10 + (level x 10) + (willpower). Like Barrier, Barricade will only absorb physical damage. Any magical or energy based attacks will slip through it. The barricade materia cannot be combined with an all materia.
Magic Barricade
MP cost: 60
Materia: Barricade*
Three layered rainbow colored barriers appear in front of the character, fusing into a single magical barricade. Magic Barricade works like the regular barrier, save that it absorbs damage from magical and energy based attacks. It can absorb up to 5d10 + (level x 10) + (willpower) damage.
Mega Barricade
MP cost: 99
Materia: Barricade*
The ultimate Barricade, it can absorb both magic and physical damage. However, both types of attacks will whittle it down (as compared to a character casting barricade followed by Magic Barricade in their next action). It can absorb up to 5d10 + (level x 10) + (willpower) damage.
Debarrier
MP Cost: 12
Materia: Destruction
A sort of magic hammer, debarrier has a 40 + (level/2) + (magery)% chance of breaking any of the 4 barrier spells.
Dispel
MP Cost: 20
Materia: Destruction
Dispel gives its caster a 40 + (level/2) + (magery)% chance to negate the effect of _any_ spell.
Drain
MP cost: 14
Materia: Drain
The Target's Hit points materialize as orange colored energy which caster then absorbs. The spell drains 3d10 + (level) + (magery) Hit Points. This spell will work backwards if cast on an Undead monster (you lose HP, they gain them).
Osmosis
MP cost: 1
Materia: Drain
The target's magical power materializes as blue-white energy which the caster then absorbs. The spell drains 3d10 + (level) + (magery) Magic Points. Osmosis is useless against non-magic using opponents.
Rasp
MP cost: 30
Materia: Drain
The caster charges up a glowing purple light on their index finger which becomes a small purple laser beam when pointed toward the target of the spell. This destroys 5d10 + (level x 2) + (magery) of the target's MP.
Exit
MP Cost: 16
Materia: exit
Allows to teleport out of a random fight. The GM has a fair saying as to when the spell will work and when not.
Flight
MP cost: 10
Materia: Flight
This spell allows a character to move in any direction with no problem whatsoever. While in flight, the character is effectively "aerial", meaning that they are immune to Quake spells and take double damage from wind attacks. Through the flight spell, characters can fly 3 yards per point in the Magery Attribute or 10 x magery in Mile p. Hour.
Comet Rush
MP cost: 25
Materia: Flight
Similar but different from flight, Comet rush allows a character to move in a single directions at phenomenal speeds. It's quite possible that a character using Comet Rush could fly around the world in a matter of minutes. Aside from being able to fly (ala the flight spell- characters using it may switch between the Rushing and remaining in float as they prefer), martial artists have found that this spell grants a +1 DC bonus due to the momentum created by the spell.
Jump
MP cost: 3
Materia: Movement
Through this spell, the caster or an ally can jump extremely high- 5 times the caster's magery horizontally or 4 times the caster's magery vertically. Aside from RPG uses (jumping over obstacles for instance), It can also be used for Dragoon like jumps that offer a +1 DC modifier (not double damage, as is the case with dragoons and characters using the jump command materia) with a melee weapon.
Super Sprint
MP cost: 5
Materia: Movement
The target of this spell will suddenly feel that their movement is much faster. Characters can now run 3 yards\meters for every point they have in the speed attribute per round instead of attack or walk 2 meters\yards per Speed Attribute point.
Quick
MP cost: 99
Materia: Movement
The ultimate movement spell, Quick increases the number of actions a character can pull off in one round from one to two.
Confusion
MP Cost: 18
Materia: Mystify
A strange mist descends on the character with a 40 + (level/2) + (magery)% chance to confuse them.
Berserk
MP Cost: 28
Materia: Mystify
Has a 40 + (level/2) + (magery)% chance to drive the target of the spell completely berserk (as in the Status Condition Berserk).
Sleep
MP Cost: 8
Materia: Seal
Tiny purple motes surround the target and coalesce into a haze that induces a deep sleep. Chance of Success is 50% + (level/2) + (magery) and the targets will stay in dreamland until they are physically hit or awakened through other methods. The target will awaken naturally after (level/3) + (mag/2) rounds.
Silence
MP Cost: 24
Materia: Seal
A puff of powdery gray smoke surrounds the target's head and when it's gone, the target has a 50 + (level/2) + (willpower)% chance of being silenced and thus, unable to cast spells.
Haste
MP Cost: 18
Materia: Time
The flow of time for the recipient speeds up, doubling their speed attribute for purposes of deciding initiative. Lasts for 1d6 + magery rounds.
Slow
MP Cost: 24
Materia: Time
The flow of time has a 50 + (level/2) + (magery)% chance for the target slows down to a crawl, cutting their speed attribute temporarily by half for the purposes of deciding imitative. lasts for 1d6 + magery rounds.
Stop
MP Cost: 30
Materia: Time
The flow of time has a 20 + (level/2) + (magery)% chance to stop completely for the intended target, making them incapable of doing anything for the 1d6 + caster's magery duration of the spell.
Starting Magic Power is equal to HALF the starting Power Level of each race listed on the main rules. This is due to the fact that magic is weaker then Ki.
The Starting spells for a new character is DOUBLE the number of Techs a Ki user of the race begins with.
A character can NOT be both a user of Ki and a user of Magic. There is no discussion on this allowed.
Also, gaining power with magic is done exactly the same as it is with gaining PL from a fight.
================================================
Attack Magic
Fire
MP Cost: 4
Materia: Fire
A light burst of fire burns the target for 2d6 + magery x MDC points of Fire Damage.
Fire 2
MP Cost: 22
Materia: Fire
A moderate burst of fire burns into the target for 4d6 + magery x MDC points of Fire Damage.
Fire 3
MP Cost: 52
Materia: Fire
The world around the target explodes, burning the target for 6d6 + magery x MDC points of Fire damage.
Ice
MP Cost: 4
Materia: Ice
A light artic wind freezes the target for 2d6 + magery x MDC points of Ice Damage.
Ice 2
MP Cost: 22
Materia: Ice
A frosty wind blows into the target for 4d6 + magery x MDC points of Ice Damage.
Ice 3
MP Cost: 52
Materia: Ice
The target is engulfed in a blizzard that would scare the hell out of Eucorne Cornelius! The assault freezes the target for 6d6 + magery x MDC points of Ice damage.
Bolt 1
MP Cost: 4
Materia: Lightning
A small lightning bolt from the heavens blasts the target for 2d6 + magery x MDC points of Lightning damage.
Bolt 2
MP Cost: 22
Materia: Lightning
A medium sized lighting bolt from the heavens blasts the target for 4d6 + magery x MDC points of Lightning Damage.
Bolt 3
MP Cost: 52
Materia: Lightning
God himself hurls down a bolt from the heavens that could wipe a small third world country off the map. The strike blasts the target for 6d6 + magery x MDC points of lightning damage.
Quake
MP Cost: 6
Materia: Earth
A small portion of the earth underneath the spell's target bursts up for 3d6 + magery x MDC points of Earth damage.
Quake 2
MP Cost: 28
Materia: Earth
A medium-sized chunk of earth underneath the spell's target bursts up for 5d6 + magery x MDC points of earth damage.
Quake 3
MP Cost: 68
Materia: Earth
A small mountain of rock explodes up from the ground, doing 7d6 + magery x MDC points of earth damage.
Aero
MP Cost: 6
Materia: Wind
The caster creates a strong gust of wind that strikes the target for 3d6 + magery x MDC points of air damage.
Aero 2
MP Cost: 28
Materia: Wind
The caster creates a mighty gust of wind that strikes the target for 5d6 + magery x MDC points of air damage.
Aero 3
MP Cost: 68
Materia: Wind
The caster creates a gust of wind powerful enough that it could send Dorothy's house to Oz. The blast inflicts 7d6 + magery x MDC points of air damage.
Bio
MP Cost: 8
Materia: Poison
A weak spray of poisonous gas inflicts 2d6 + magery x MDC points of poison damage. Has a 50% + (level/2) + (Magery) chance of poisoning the target for 1d10 rounds. Damage done per round is 1\2 of the damage done initially by the spell.
Bio 2
MP Cost: 36
Materia: Poison
A strong spray of poisonous gas inflicts 4d6 + Magery x MDC points of poisonous damage. Has a 50% + (level/2) + (Magery) of poisoning the target for 2d6 rounds. Damage done per round is 1\2 of the damage done initially by the spell.
Bio 3
MP Cost: 80
Materia: Poison
A deadly spray of poisonous gas inflicts 6d6 + magery x MDC points of poison damage. Has a 50% + (level/2) + (magery) chance of poisoning the target for 3d6 rounds.
Crush
MP Cost: 14
Materia: Gravity
A globe of Graviton force crushes the target with a 50 + (level/2) + (magery)% chance of reducing the opponent's current HP (not Maximum HP) by 1\4th. Thus a monster with 100 HP would reduced to 75 HP.
Demi
MP Cost: 33
Materia: Gravity
A globe of Graviton force crushes the target with a 40 + (level/2) + (magery)% chance of reducing the opponent's current HP (not Maximum HP) by 1\2. Thus a monster with 100 HP would be reduced to 50 HP.
Quarter
MP Cost: 48
Materia: Gravity
A globe of Graviton force crushes the target with a 30 + (level/2) + (magery)% chance of reducing the character's current HP (not Maximum HP) by 3\4th. Thus a character with 100 HP would be reduced to only 25 HP.
Doom
MP Cost: 30
materia: Destruction
The grim reaper himself descends on the target with a 20 + (level/2) + (magery)% chance to instantly kill them. Doesn't function against monsters immune to Fatal Attacks.
X-zone
MP Cost: 99
Materia: Exit
A black hole opens up with a 20 + (level/2) + (magery)% chance to instantly kill all enemy targets.
Freeze
MP Cost: 82
Materia: Contain
The air around the target entombs them in a ball of ice, inflicting 8d6 + magery x MDC points of Ice damage and has a 20 + (level/2) + (magery)% chance to inflict the Stop status ailment on the target.
Break
MP Cost: 86
Materia: Contain
A large rock appears over the target, crunching it for 8d6 + magery x MDC points of earth damage and has a 20 + (level/2) + (magery)% chance to inflict the status ailment stone on the target.
Tornado
MP Cost: 90
Materia: Contain
A mighty tornado rips into the target, tossing them around for 8d6 + Magery x MDC points of air damage and has a 20 + (level/2) + (magery)% chance to inflict the status ailment Confusion on the target.
Flare
MP Cost: 100
Materia: Contain
A mini-fusion bomb is unleashed, torching the target for 8d6 + magery x MDC points of damage.
Comet
MP Cost: 70
Materia: Comet
A single meteor falls from the sky, impacting for 5d6 + magery x MDC magery damage.
Comet2
MP Cost: 110
Materia: Comet
four meteors fall from the sky barraging enemies for 5d6 + magery x MDC damage each. Each meteor can randomly in a R:5 E:4 V:2 range and may hit different monsters but each comet can only effect a single foe.
Saint Beam
MP Cost: 70
Materia: Light
By pointing their index finger at the target, the caster creates an energy beam of pure holy energy. The beam does 6d6 magery x MDC points of holy damage. Saint Beam only effect one target.
Luminaire
MP Cost: 120
Materia: Light
Following a blinding laser-light array the likes not seen by even the most spectacular of rock bands, the caster unleashes a growing bubble of holy energy that eradicates everything that it comes in contact with. The spell does 10d6 + magery x MDC points of holy damage.
Dark Beam
MP Cost: 70
Materia: Darkness
By pointing their index finger at the target, the caster creates an energy beam of pure evil energy. The beam does 6d6 + magery x MDC points of darkness damage. Saint Beam only effect one target. Dark Beam can only effect a single target.
Dark Matter
MP Cost: 120
Materia: Darkness
Following the flexing and shifting of a clear glass pyramid, this spell creates a flowing bubble of evil energy that seems to wash away everything that it touches. The spell inflicts 10d6 + magery x MDC points of holy damage.
Ultima
MP Cost: 130
Materia: Ultima
The Ultimate attack magic, ultima is first unleashed as a bright green ball of light but then explodes like a nuclear bomb inflicting 11d6 + magery x MDC points of damage.
Healing Magic
Cure
MP Cost: 5
Materia: Restore
A light rain of glittery green sparkles shower down on the recipient, restoring 2d6 + willpower x MDC HP.
Cure 2
MP Cost: 24
Materia: Restore
A moderate rain of glittery green sparkles shower down on the recipient, restoring 4d6 + willpower x MDC HP.
Cure 3
MP Cost: 64
Materia: Restore
a ton of Glittery Green sparkles shower down on the recipient, restoring 6d6 + willpower x MDC HP.
Full Cure
MP Cost: 99
Materia: Full Cure
A gentle green mist settles on the character, relieving the recipient of all damage. Will _Not_ function with an All Support Materia.
Life
MP Cost: 34
Materia: Revive
Angels from the heaven descend on the unconscious character and bring them back to consciousness. In game terms, the spell will bring a character who has fallen beyond 0 HP back to 1\10th of their Max. HP (a 100HP character will wake up with 10HP for example). This will not work if the character has fallen beyond negative 1\2 their HP. At that point the character is really dead and requires Life 2 to resurrect.
Life 2
MP Cost: 100
Materia: Revive
As is the case with the life spell, a group of angels descend on the unfortunate character and bring them back to life. Life 2 is much more effective, restoring an unconscious (0 to -1\2 HP) or Dead Character (-1\2+) to full HP.
Regeneration
MP Cost: 30
Materia: Restore
The recipient is enveloped by a soft yellow haze, causing the character to regenerate 10th their total HP every round for 2d6 + willpower rounds.
Antidote
MP Cost: 3
Materia: Heal
Cures the poison status ailment.
Remedy
MP Cost: 15
Materia: Heal
Removes any negative status condition.
Indirect Magic
Barrier
MP Cost: 16
Materia: Barrier
A silver colored barrier appears in front of the character, absorbing half of all physical damage taken by an attack. The barrier lasts for 2d6 + magery rounds.
Magic Barrier
MP Cost: 24
Materia: Barrier
a rainbow colored barrier appears in front of the character, absorbing half of all magical and energy based damage. Note that the use of an Magic Barrier will also cut the effects of cure spells by 1\2 (with the exception of Regeneration and Full Cure). The Barrier will last for 2d6 + magery rounds.
Reflect
MP Cost: 30
Materia: Barrier
A bright green barrier appears in front of the character, bouncing any magic spell that the character is attacked with back at the original caster of the spell. Reflect also so functions with enemy skills and is ineffective against Comet, Ultima, and summon spells. It will also bounce off cure spells to enemies. Reflect lasts for 2d6 + magery rounds.
Wall
MP Cost: 58
Materia: Barrier
Casts Barrier and Magic Barrier at the same time.
Barricade
MP cost: 50
Materia: Barricade*
Three layered silver colored barriers appear in front of the character, fusing into one single barricade. The Barricade is a stronger form of Barrier, capable of completely absorbing all damage rather that deflecting a portion of it. However, it can only take so much damage before cracking. The exact amount is 5d10 + (level x 10) + (willpower). Like Barrier, Barricade will only absorb physical damage. Any magical or energy based attacks will slip through it. The barricade materia cannot be combined with an all materia.
Magic Barricade
MP cost: 60
Materia: Barricade*
Three layered rainbow colored barriers appear in front of the character, fusing into a single magical barricade. Magic Barricade works like the regular barrier, save that it absorbs damage from magical and energy based attacks. It can absorb up to 5d10 + (level x 10) + (willpower) damage.
Mega Barricade
MP cost: 99
Materia: Barricade*
The ultimate Barricade, it can absorb both magic and physical damage. However, both types of attacks will whittle it down (as compared to a character casting barricade followed by Magic Barricade in their next action). It can absorb up to 5d10 + (level x 10) + (willpower) damage.
Debarrier
MP Cost: 12
Materia: Destruction
A sort of magic hammer, debarrier has a 40 + (level/2) + (magery)% chance of breaking any of the 4 barrier spells.
Dispel
MP Cost: 20
Materia: Destruction
Dispel gives its caster a 40 + (level/2) + (magery)% chance to negate the effect of _any_ spell.
Drain
MP cost: 14
Materia: Drain
The Target's Hit points materialize as orange colored energy which caster then absorbs. The spell drains 3d10 + (level) + (magery) Hit Points. This spell will work backwards if cast on an Undead monster (you lose HP, they gain them).
Osmosis
MP cost: 1
Materia: Drain
The target's magical power materializes as blue-white energy which the caster then absorbs. The spell drains 3d10 + (level) + (magery) Magic Points. Osmosis is useless against non-magic using opponents.
Rasp
MP cost: 30
Materia: Drain
The caster charges up a glowing purple light on their index finger which becomes a small purple laser beam when pointed toward the target of the spell. This destroys 5d10 + (level x 2) + (magery) of the target's MP.
Exit
MP Cost: 16
Materia: exit
Allows to teleport out of a random fight. The GM has a fair saying as to when the spell will work and when not.
Flight
MP cost: 10
Materia: Flight
This spell allows a character to move in any direction with no problem whatsoever. While in flight, the character is effectively "aerial", meaning that they are immune to Quake spells and take double damage from wind attacks. Through the flight spell, characters can fly 3 yards per point in the Magery Attribute or 10 x magery in Mile p. Hour.
Comet Rush
MP cost: 25
Materia: Flight
Similar but different from flight, Comet rush allows a character to move in a single directions at phenomenal speeds. It's quite possible that a character using Comet Rush could fly around the world in a matter of minutes. Aside from being able to fly (ala the flight spell- characters using it may switch between the Rushing and remaining in float as they prefer), martial artists have found that this spell grants a +1 DC bonus due to the momentum created by the spell.
Jump
MP cost: 3
Materia: Movement
Through this spell, the caster or an ally can jump extremely high- 5 times the caster's magery horizontally or 4 times the caster's magery vertically. Aside from RPG uses (jumping over obstacles for instance), It can also be used for Dragoon like jumps that offer a +1 DC modifier (not double damage, as is the case with dragoons and characters using the jump command materia) with a melee weapon.
Super Sprint
MP cost: 5
Materia: Movement
The target of this spell will suddenly feel that their movement is much faster. Characters can now run 3 yards\meters for every point they have in the speed attribute per round instead of attack or walk 2 meters\yards per Speed Attribute point.
Quick
MP cost: 99
Materia: Movement
The ultimate movement spell, Quick increases the number of actions a character can pull off in one round from one to two.
Confusion
MP Cost: 18
Materia: Mystify
A strange mist descends on the character with a 40 + (level/2) + (magery)% chance to confuse them.
Berserk
MP Cost: 28
Materia: Mystify
Has a 40 + (level/2) + (magery)% chance to drive the target of the spell completely berserk (as in the Status Condition Berserk).
Sleep
MP Cost: 8
Materia: Seal
Tiny purple motes surround the target and coalesce into a haze that induces a deep sleep. Chance of Success is 50% + (level/2) + (magery) and the targets will stay in dreamland until they are physically hit or awakened through other methods. The target will awaken naturally after (level/3) + (mag/2) rounds.
Silence
MP Cost: 24
Materia: Seal
A puff of powdery gray smoke surrounds the target's head and when it's gone, the target has a 50 + (level/2) + (willpower)% chance of being silenced and thus, unable to cast spells.
Haste
MP Cost: 18
Materia: Time
The flow of time for the recipient speeds up, doubling their speed attribute for purposes of deciding initiative. Lasts for 1d6 + magery rounds.
Slow
MP Cost: 24
Materia: Time
The flow of time has a 50 + (level/2) + (magery)% chance for the target slows down to a crawl, cutting their speed attribute temporarily by half for the purposes of deciding imitative. lasts for 1d6 + magery rounds.
Stop
MP Cost: 30
Materia: Time
The flow of time has a 20 + (level/2) + (magery)% chance to stop completely for the intended target, making them incapable of doing anything for the 1d6 + caster's magery duration of the spell.