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 Magic and Summonings

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PostSubject: Magic and Summonings   Magic and Summonings I_icon_minitimeMon Sep 23, 2013 2:15 pm

S.U.M.M.O.N.S G.U.I.D.E.L.I.N.E.S

There are no level requirements as such for obtaining summons, but there are guidelines that must be followed. The location of each summon is listed so when you wish to try and obtain a summon go that location, the admin for that world will rp with you and then begin a summon boss battle. Now depending on your combat, magic abilities you may lose the summon boss battle. It is up to the admin of that world if you obtain the summon or not, their decision is final. You can attempt the summon boss battle again once you are stronger, there are exceptions for the aeons and I'Cie.

To obtain the Aeons you must be a Yevonite, a Summoner and a citizen of Spira. Obtaining the Aeons is just like it was in FFX; you go to the temple and obtain the Aeon. Of course the Administrator of Spira will jump in with DM posts to keep the storyline going

I'Cie have special Eidolons that are tailored for them personally. To obtain this Eidolon the I'Cie must reach a point of extreme despair or hardship. At this point the summoning will reveal itself and attempt to kill it's would be master, if the I'Cie can conquer this challenge then the summoning becomes theirs.


Last edited by Admin on Mon Sep 23, 2013 2:49 pm; edited 1 time in total
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PostSubject: Guardian Force (G.F)   Magic and Summonings I_icon_minitimeMon Sep 23, 2013 2:22 pm

Guardian Forces

Guardian Forces are powerful creatures that can potentially become linked to the user's mind.  When mentally called upon, they appear, performing a powerful attack, before leaving.  However, Unlike the Eidolons, this powerful attack is not instantaneous.  It takes some time for the user to fully establish a link with these creatures, and so the attack is almost as if it were a delayed reaction.  During the delay, however, the Guardian Force's energy still manages to protect the caster, replacing the caster's HP with their own.  In other words, it takes a few turns to actually use a GF, but while the GF is charging all damage you take is dealt to the GF's HP, rather than your own.  If the GF's HP drops to 0 before the attack is executed, the summoning is cancelled.  GFs and Eidolons cannot be used in PvP battle.

Compatibility
How long it takes for a GF to be summoned is referred to its Charge Time.  The Charge Time dictations how many "Actions" it will take to summon the GF.  At least one "Action" each turn has to be used to charge the GF, otherwise the summoning is cancelled.  Because of this, the user can't battle properly while attempting to summon a GF.  This comes with some obvious benefits and drawbacks, of course.  The lower the charge time, the faster the GF is summoned, and the sooner the summoner can return to battling normally.  While the higher the charge time, the longer it takes, and thus the longer the GF's HP shield will protect the caster.  So, whether you prefer a longer charge time or a shorter charge time is really up to the player.  And that is why it is important to know how to manipulate the charge time.  Charge Time is effected by your "Compatibility" with the GF.  Now, what makes you more or less "Compatible" is highlighted in each GF's description.


Brothers
Description: A pair of Minotaur brothers named Sacred and Minotaur.  These brothers are large and purple, the older brother, Minotaur, being significantly shorter than the younger brother, Sacred.  Carrying massive maces, and being heavily armored, these two are quite fearsome looking.
Ability: Brotherly Love – When summoned, the two brothers grab the ground beneath the opponent’s feet, hurling it skyward.  Then, while the opponent’s fate hangs in the balance, the brothers decide to play a game of Ro-Sham-Bo.  The winning brother (usually the older, smaller), then throws the losing brother (usually the younger, older) upward, towards the earthy slab that the two had thrown just moments before.  The brother then shatters the slab on which the opponent is standing, and gravity does the rest, bringing the opponent falling to the hard ground below.
Damage/Effect: +1000 Earth Element Damage.  No effect against flying enemies.
GF HP: 125% Caster's
Base Charge Time: 4 Actions
Compatibility Modifiers: -1 Action to Charge Time for each Earth-element spell cast by the party this thread. +1 Action to Charge Time for each Wind-element spell cast by the party this thread.
Location: Tomb of the Unknown King, Galbadia Continent.

Jumbo Cactuar
Description: Cactuars are mobile plant-like creatures that inhabit the deserts of Gaia and Pulse.  Covered with sharp spines, they are essentially walking cacti.  And, like cacti, they come in a wide variety of sizes, growing and growing more and more each year.  The Jumbo Cactuar is an ancient Cactuar, at least a century old, and roughly the size of a medium to large-sized tree, that is to say 40-50 feet.  These massive conglomeration of needles also are often seen with mustaches over their always-surprised looking mouths.
Ability: 1,000 Needles - Cactuars all share a signature move; the ability to shoot their spines out of their bodies at high speeds.  The Jumbo Cactuars are no different in that respect.
Damage/Effect: 1000 flat damage.  This amount is not affected by Mag or MDef stats. Damage reducing abilities, such as protect work, however.
GF HP: 250% Caster's
Base Charge Time: 6 Actions
Compatibility Modifiers: -4 Actions if the caster has already used a summon this battle, +1 Action for each restorative item in the caster's inventory.
Location: Bikanel Island, Spira Continent

Carbuncle
Description: A tiny spirit that glows with a faint green light, roughly the size and appearance of a fox cub.  The name, Carbuncle is an archaic word for Ruby, and the creature is so named because of the bright red jewel that seems embedded into the little sprite’s forehead.
Ability: Ruby Light – When summoned, the curious critter jumps into the air, shining the target party with a beam of light reflected from the jewel on its forehead, before vanishing.
Effect: Reflect on entire target party for the entire duration of the battle.
GF HP: 90% Caster's
Base Charge Time:  5 Actions
Compatibility Modifiers: -1 Action for every restorative item the caster has used this thread, +1 Action for every black magic spell the caster has used this thread.
Location: Deiling City Sewers, Galbadia Continent

Cerberus
Description: The great three-headed dog that, according to legend, guards the gates to hell.  This creature has black fur, with a red-brown underbelly.  It is unclear whether this is his fur, or the blood from his victims, that has dyed his underside red.
Ability: Counter Rockets – Despite its intimidating name, this ability isn’t at all explosive.  Or even offensive at all.  Cerberus fires a rocket into the air from each of its mouths, when the rockets burst; however, they release a magic-enhancing gas onto the target party.
Effect: For the next five turns, the target party can cast three spells using a single Battle Action, provided they have the required mp for them (Also known as the Triple status effect).
GF HP: 160% Caster's
Base Charge Time: 8 Actions
Compatibility Modifiers: -1 Action for every spell the caster has cast this thread, +1 Action for every spell cast at the caster this thread.
Location: Galbadia Garden, Galbadia Continent

Diablos
Description: A winged creature steeped in darkness.  Horned face, with piercing eyes, and a whip-like pointed tail, this daemon certainly lives up to its name.
Ability: Dark Messenger – A dark-looking gravity-based attack.  A massive ball of blackness appears in Diablos’ hand, which descends upon the enemies, crushing the life from their bodies.
Effect: Darkness element damage to the entire target party equal to 75% of the target’s current HP.
GF HP: 130% Caster's
Base Charge Time: 6 Actions
Compatibility Modifiers: -1 Action for each Gravity Based spell used this thread, +1 Action for each Holy Based spell used this thread.
Location: Within the Magic Lamp currently in Squall’s possession, though that may change.

Doomtrain
Description: A large train that seems to have some demonic influences in its design, its cars being made from hardened bone, its windows, stretched human flesh.  Perhaps most horrifying, is the front of the train.  Another patch of stretched skin, but this one with a large stretched face, with gnarled teeth.
Ability: Runaway Train – as the name suggests, Doomtrain derails itself, and barrels down the target party, exploding on impact, leaving behind thick polluted smog.
Effect: +2500 damage, inflicts poison, blind, and silence
GF HP: 200% Caster's
Base Charge Time: 8 Actions
Compatibility Modifiers: -1 Action for each status effect spell/ability used this thread. +1 Action for each status removing effect used this thread.
Location: The Ghost Station, Figaro Continent

Leviathan
Description: This blue and silver sea serpent, revered as the spirit of protection in some cultures, its control over the waves and tides make it a foe that is not to be taken lightly.
Ability: Tsunami – Calling for a great wave of water, this attack rushes over the opponents, crushing them beneath the pressure of the ocean and drowning them in the torrents of water.
Effect: +1500 Water Element damage to entire target party.
GF HP: 20% Casters
Base Charge Time: 2 Actions
Compatibility Modifiers: -1 Action for each water-element attack used this thread, +1 Action for each fire based attack used this thread.
Location: The Wutai Pagoda, Lost Continent

Pandemona
Description: This GF is among the most mysterious.  It looks a bit like a man, albeit twice the height.  However, it is made up of what seems to be squishy pink-purple mounds of goop.  Yellow and blue streaks are visible along its purple body, and its face, if you can really call it a face, appears to be little more than a lumpy yellow glob.  Over one of its shoulders is a series of tubes, leading to a sack-like object attached to its back.  This yellow sack inflates and deflates as the creature breathes.
Ability: Tornado Zone – Pandemona inhales deeply, sucking in the enemy party into its back-sack.  It then exhales, blasting them out with a powerful gust of wind.
Effect: +1200 Wind Element Damage to target party
GF HP: 140% Caster's
Base Charge Time: 7 Actions
Compatibility Modifiers: -1 Action for each Wind-element spell cast by the party this thread. +1 Action for each Earth-element spell cast by the party this thread.
Location: Mount Zozo, Crescent Continent

Quezacotl
Description: This yellow winged creature flaps its wings, and lightning rains from the sky.  The spirit of thunder, this creature takes the appearance of a formless bird, without any feathers or features of any kind, for that matter.
Ability: Thunder Storm – Quezacotl opens its beak-less mouth, and spews a wave of electricity from its gullet.
Effect: +700 Lightning Element damage to target party
GF HP: 150% Caster's
Charge Time: 5 Actions
Compatibility Modifiers: -1 for each Thunder-element attack used this thread, +1 for each water element attack used this thread.
Location: The Thunder Plains, Spira Continent

Siren
Description: This GF lives up to its name.  It takes the form of a mermaid perched on a rock, with large wings coming from the side of her head.
Ability: Silent Voice – The Siren plucks softly at a harp under her arm, singing a haunting melody that bores into the enemy’s mind.
Effect: 50 Non-elemental Damage and a Silence status that bypasses resistances to target party.
GF HP: 250% Caster's
Charge Time: 5 Actions
Compatibility Modifiers: -2 if you've cast no spells this thread, otherwise +1 for each spell cast.
Location: Dollet Ruins, Galbadia Continent

Tonberry King
Description: A small fish-like creature, walking on two legs and wearing a brown burlap robe, a little crown floating over its head.  It holds a short knife in one hand, and a creepy black lantern in the other.
Ability: It’s Sharp! – The Tonberry slowly and ominously approaches its intended victim, stabbing it once, and then turns around to hobble off away.
Effect: +2000 Non-elemental damage to single target
GF HP: 40% Caster's
Charge Time: 3 Actions
Compatibility Modifiers: -1 for each attack taken in the last turn. +2 if above 90% HP.
Location: Centra Ruins, Esthar Continent
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PostSubject: Aeons   Magic and Summonings I_icon_minitimeMon Sep 23, 2013 2:29 pm

Aeons

Aeons are a part of the Yevonite religion, and a key part at that. Thought to be figments of the Fayth's imagination brought to life by magic and god, they play a vital role in the destruction of Sin. The Summoners of Yevon go on a pilgrimage to each of the Temples of Spira, praying to the Fayth at each one, so that they can obtain these Aeons. Eventually, they hope to reach Zanarkand to get The Final Aeon, which is used to defeat Sin. Like Espers, they stay on the battlefield for a time after being summoned. However, unlike with Espers, the summoner is unable to do battle while the Aeon is on the field. Essentially, the Aeon takes the Summoner's place in battle, providing small stat boosts and new abilities for the summoner. Under ordinary circumstances, only followers of the Yevonite religion can obtain Aeons.


Valefor
Description: Valefor is a bird-like reptile with a gold chest plate. Long and loose scales cover her neck and body, and fleshy bat-like yellow wings spread from its back.
Stats:

    HP – 110% Summoner’s
    MP – 110% Summoner’s
    STR – 100% Summoner’s
    DEF – 100% Summoner’s
    MAG – 100% Summoner’s
    MDF – 100% Summoner’s
    SPD – 100% Summoner’s


Abilities:
Sonic Wing – Valefor flaps its wings, buffeting the opponent. [+25 damage to single target, cannot be blocked.]
Basic Magics – Valefor can use Fire, Water, Thunder, and Blizzard. The level 1 basic elemental spells.
Limit:
Energy Ray – Valefor blasts a laser beam from her beak, slicing into the rock beneath the enemy’s feet, and causing explosions. [+500 Damage to all enemies, 100% Limit Gauge required]

Location: Besaid Temple, Spira Continent

Ifrit
Description: Ifrit is a hell hound, to put it simply. A massive beast walking on two legs with long sharp claws and horns. Wearing a flaming loin-clothe, and with fire coming from his jaws with each breath, it’s obvious from first glance that this beast uses flame based attacks.
Stats:

    HP – 130% Summoner’s
    MP – 80% Summoner’s
    STR – 120% Summoner’s
    DEF – 100% Summoner’s
    MAG – 60% Summoner’s
    MDF – 80% Summoner’s
    SPD – 110% Summoner’s


Abilities:
Meteor Strike – Ifrit breathes a massive ball of flame, throwing it at the enemy at high speeds. [200 Fire Damage single target]
Flame Magics – Ifrit can cast the Fire, and Fira spells.
Embodiment of Fire – Ifrit absorbs fire-based damage, restoring HP from flame spells.
Limit:
Hellfire – Ifrit bathes the target party with a huge dome of fire. Ifrit then rips a chunk of earth from the ground, and hurls it at the dome of flame, which then explodes on impact. [+750 Fire Damage to enemy party, 100% Limit Gauge required]

Location: Kilika Temple, Spira Continent

Ixion
Description: Ixion is a leathery spectral horse, with a large hook-shaped horn. This large unicorn is covered with decorative gold chains, and has an amulet hanging from the tip of its horn.
Stats:

    HP – 100% Summoner’s
    MP – 120% Summoner’s
    STR – 100% Summoner’s
    DEF – 90% Summoner’s
    MAG – 130% Summoner’s
    MDF – 100% Summoner’s
    SPD – 150% Summoner’s


Abilities:
Aerospark – Ixion fires discs of razor-sharp energy at its opponent. [100 Lighting Damage]
Lightning Magics – Ixion can cast the basic Lightning element spells, Thunder and Thundera.
Embodiment of Lightning – Ixion absorbs Lightning element damage, being healed by attacks of that element.
Limit:
Thor’s Hammer – Charging a massive amount of electricity into the tip of its horn, then discharges it, shooting it out in a ball of energy at its opponent, lifting them upward by electromagnetism, where they are electrocuted, and dropped back to the ground. [+1200 Lightning Damage to single target, 100% limit gauge required]

Location: D’Jose Temple, Spira Continent

Shiva
Description: Shiva is a scantily clad woman, wearing nothing but a transparent cloth neatly wrapped around her waist. Even so, the more inappropriate areas of her body are hidden behind sheets of ice that cover her body, protecting her modesty.
Stats:

    HP – 120% Summoner’s
    MP – 120% Summoner’s
    STR – 70% Summoner’s
    DEF – 90% Summoner’s
    MAG – 130% Summoner’s
    MDF – 160% Summoner’s
    SPD – 90% Summoner’s


Abilities:
Heavenly Strike – Shiva creates a large block of ice, that then falls directly on top of the enemy’s head, crushing them. [+200 Ice Damage]
Ice Magics – Shiva can use all the major Ice spells, Blizzard, Blizzara, Blizzaraga.
Embodiment of Ice – Shiva absorbs all Ice element damage, being healed by attacks of that element.
Limit:
Diamond Dust – Shiva blasts a powerful gust of icy wind that results in a thick layer of ice over the entire field. Shiva then snaps her fingers, and that ice shatters, slicing into the opponent. [1200 Ice Damage to enemy party, 100% Limit Gauge required]

Location: Macalania Temple, Spira Continent

Bahamut
Description: Bahamut, also known as the King of Dragons, is a massive bipedal dragon. With its arms nearly always crossed, its massive wings are the only true color in its body, red and gold. Along its back is a giant golden ring, decorated with the symbol of Bevelle.
Stats:

    HP – 140% Summoner’s
    MP – 130% Summoner’s
    STR – 120% Summoner’s
    DEF – 120% Summoner’s
    MAG – 120% Summoner’s
    MDF – 90% Summoner’s
    SPD – 40% Summoner’s


Abilities:
Impulse – Unfolding his arms, Bahamut fires four balls of energy, from each hand and each wing. These balls coalesce in the air, exploding with non-elemental damage. [500 non-elemental damage to single target]
Powerful Magics – Bahamut can cast Fire, Fira, Firaga, Blizzard, Blizzara, Blizzaga, Thunder, Thundara, and Thundaga. Most of the higher-level elemental spells.
Limit:
Megaflare – Performing an uncharacteristically quick backflip, Bahamut lands on all fours, and expels a massive beam of explosive energy from his sharp jaws, absolutely destroying much of the battlefield. [2000 Nonelemental Damage to all enemies. 100% Limit Gauge required]

Location: Bevelle Temple, Spira Continent

Yojimbo
Description: A large man, dressed in a ceremonial Japanese garb. A large hat casts shadows over his face. He holds several katanas on his back, and a faithful wolf sidekick that follows him everywhere.
Stats:

    HP – 140% Summoner’s
    MP – 100% Summoner’s
    STR – 120% Summoner’s
    DEF – 120% Summoner’s
    MAG – 70% Summoner’s
    MDF – 60% Summoner’s
    SPD – 150% Summoner’s


Abilities:
Daigoro – Yojimbo’s wolf jumps forward to take a bite into the enemy. [+50 Damage]
Kozuka – Yojimbo throws a small throwing dagger with startling accuracy. [+100 Damage]
Wakizashi – Yojimbo makes several slashes with his short sword. [+300 Damage to all enemies.]
Limit:
Zanmato – Yojimbo pulls his long sword from a portal in the ground, and then immediately slices the enemy’s clean in half. [Instant death to a single target. 100% Limit Gauge required. Ineffective against bosses]

Location: Cavern of the Stolen Fayth, Spira Continent

Anima
Description: Anima takes the form of a Venus Fly Trap, but with a mummified corpse within the plants jaws. Chains wrap around the creature, holding its arms against its chest. Only the upper half of the creature’s body is visible, however, as the creature seems to be growing upwards, from a portal in the ground.
Stats:

    HP – 150% Summoner’s
    MP – 100% Summoner’s
    STR – 150% Summoner’s
    DEF – 150% Summoner’s
    MAG – 140% Summoner’s
    MDF – 140% Summoner’s
    SPD – 0% Summoner’s


Abilities:
Pain – A powerful laser shoots from Anima’s eyeball, piercing the enemy. [+500 damage, Inflicts the Pain and Silence status ailments on target.]
Limit:
Oblivion – This extremely powerful ability draws the enemy into an alternate dimension, through the portal at Anima’s “feet”. In this dimension, Anima is not bound by the bandages and chains that restrain her in our dimension. Reaching out her arms, the zombified creature punches the enemy, shattering them in body and mind, crushing their perception of reality. [+5000 damage to all enemies. 100% Limit Gauge required]

Location: Baaj Temple, Figaro Continent

The Magus Sisters
Description: The Magus Sisters are a trio of young girls wearing bug-shaped armor. The three sisters are Cindy, the oldest, with tall and slender frame and red Praying Mantis armor. The middle sister, Sandy, chubby, with bulbous blue Beetle armor, and the youngest sister, Mindy, short and childish, with yellow Bee armor.
Stats:

    HP – 130%, 110%, 90% Summoner’s
    MP – 100%, 80%, 140% Summoner’s
    STR – 120%, 140% 60% Summoner’s
    DEF – 100%, 110%, 80% Summoner’s
    MAG – 90%, 60%, 110% Summoner’s
    MDF – 60%, 90%, 140% Summoner’s
    SPD – 100%, 40%, 130% Summoner’s


Abilities:
Razzia – Sandy performs a blackflip, creating a wave of fire. [+500 Damage]
Camisade – Cindy body slams the enemy. [+500 Damage]
Passado – Mindy showers the enemy with projectiles from her stinger. [+300 Damage to all enemies]
Doom – Each of the girls can cast the Doom Spell.
Limit:
Delta Attack – The three sisters position themselves in a triangle around their opponents, where powerful energy connects the three. They perform a sort of synchronized dance, flying through the air, intersecting one another, all the while firing powerful beams of energy at the opponent.[+6000 Damage, all three sisters must have 100% Limit Gauge.]

Location: Requiem Temple, Spira continent.
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PostSubject: Eidolons   Magic and Summonings I_icon_minitimeMon Sep 23, 2013 2:42 pm

Eidolons

Eidolons are massive creatures from another realm. Because of their nature, and because of how much power is required to cross the dimensions, they can only ever appear for just a moment in battle. When summoned, they appear, perform an extremely powerful attack, and then vanish back to the realm they came from. This is often shown in the form of a cinematic attack in the games. Summoning an Eidolon is the same as casting an abnormally powerful spell. Eidolons and Guardian Forces cannot be used in PvP battles.


Alexander
Description: The great living castle, Alexander. Made of stone and holy energy, this massive construct moves through a combination of mechanical gears and angel wings.
Ability: Holy Judgment – Alexander opens its turrets, and fires missiles down from the heavens, devastating the land around the target.
Effect: +2500 Holy Damage to target party
MP Cost: 3000
Location: Alexandria Castle, Alexandria Continent

Ark
Description: A massive airship, with cannons and oars and sails. Leaving a black fog in its wake, this massive vessel drifts lazily through the sky, spreading fear.
Ability: Eternal Darkness – The ship shoots a barrage of lasers from its many canons, blasting the ground around the targets.
Effect: +2000 Dark Damage to target party
MP Cost: 2600
Location: Oilvert, Lost Continent

Atomos
Description: Large and metal, with chains handing from its front, this summon is the physical manifestation of the gates of hell.
Ability: G Force 199 – The opponent is crushed, their body ravaged, as the gates of hell attempts to suck them within.
Effect: Gravity damage equal to 50% current HP on a single target.
MP Cost: 1990
Location: Bermecia, Lindblum Continent

Fenrir
Description: A large wolf with silver and purple markings along its fur.
Ability: Millennial Decay – A wind based attack that brings the atmosphere blasting down upon the target, forcing them to their knees.
Effect: 1200 Wind Element Damage to target party
MP Cost: 720
Location: The Lifa Tree, Crescent Continent

Golem
Description: A giant man made entirely out of stone.
Ability: Earth Wall – The golem reaches into the ground, and lifts a wall of rock up between the summoner and their opponent, protecting them.
Effect: Target party is invulnerable to all damage for a single turn.
MP Cost: 640
Location: Gizalmaluke’s Grotto, Lindblum Continent

Hades
Description: God of the dead, this Eidolon takes the form of a skeletal man in a robe, standing before a large cauldron.
Ability: Black Cauldron – Hades stirs his mysterious concoction, the noxious fumes of which spill over the lip of the pot, and rush over the opponent’s party.
Effect: Inflicts Poison, Slow, Blind, Silence, Curse, and Sleep, regardless of resistances.
MP Cost: 890
Location: Bone Village, Cetra Continent

Kjata
Description: A large summon, looking quite a bit like a large bull, with a boars face, a horses mane, and several additional horns.
Ability: Tetra-Disaster – A bolt of lightning, a blast of shattering ice, a rain of ash, an explosion, and to top it all off, Kjata slams his hooves into the ground, creating an earthy shockwave, the grand finale to this multi-element attack.
Effect: 2200 Damage to target party
MP Cost: 1400
Location: Sleeping Forest, Cetra Continent

Lich
Description: An undead creature, looking not dissimilar to Hades, but without the cauldron or the robe. Instead, the lich has long horns, and has a large shroud of darkness that hides the majority of its body from view.
Ability: Dark Requiem – The Lich flies around the battle field, spitting dark lightning bolts.
Effect: 900 Darkness Damage to target party.
MP Cost: 380
Location: Ispen’s Castle, Esthar Continent

Madeen
Description: This summon looks a lot like the mythical creature, the Sphinx. It has the body of a lion, the face of a human woman, and four large purple angel wings on its back.
Ability: Terra Homing – With a buffet of Madeen’s wings, beams of holy energy shoots from its body, raining down on the enemy party.
Effect: 2900 Holy Damage to target party
MP Cost: 3200
Location: Mount Gulug, Esthar Continent

Phoenix
Description: A large rainbow colored bird, with golden plumage, this summon is quite the sight; but this beauty is often hidden behind the thick flames that nearly always surrounds this summon.
Ability: Rebirth Flame – The Phoenix is a rare creature, in that it both attacks and heals at the same time. By raining flaming feathers down upon the battlefield.
Effect: 800 Fire damage to enemy party, Full-life on allied party.
MP Cost: 1650
Location: Mount Condor, Midgar Continent

Ramuh
Description: The spirit of the sky, this summon takes the appearance of an elderly man with a long staff.
Ability: Judgment Bolt – The man raises his staff above his head, and a bolt of lightning shoots from its head, devastating the enemy.
Effect: 800 Lightning Element Damage
MP Cost: 420
Location: Cleyra, Lindblum Continent





I'Cie Eidolon

A sub-type of this summon creature these Eidolon's are native to Cocoon and linked to its power. These creatures are similar to Espers in the regard that they fight on behalf of the summoner. Each Eidolon is UNIQUE to the I'Cie. This type of summon is obtained when a I'cie hits a point of true despair or difficulty with their quest, appearing to destroy their would be masters. If they are defeated they will serve the I'Cie as a powerful ally. To create a I'Cie Eidolon fill out the following form and place it in your updates to be reviewed like any ability.

Name:
Element:
Appearance:
Function: Healer, DPS, Tank?
Combat Abilities:
Final Attack:

The summoning power must be directly relevant to your characters current condition, it's attacks will be assigned damage values by the person who reviews it based upon what they think is fair for your current level.

** A I'Cie Eidolon summoning costs ALL MP + 50% of your limit gauge.
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PostSubject: Re: Magic and Summonings   Magic and Summonings I_icon_minitimeMon Sep 23, 2013 2:46 pm

Purchasing Magics:

Just like with Combat Abilities, players can spend gil to have their characters learn new spells.  The prices are 300 for a new Level 1 spell, 600 to upgrade to Level 2, and 1000 to upgrade to Level 3.  However, these prices increase the more magic you know.  

For every level 1 spell you know, the cost of purchasing new level 1 spells increased by 100.  For every level 2 spell you know, the cost of upgrading a spell to level 2 increases by 200.  And, the cost of upgrading to level 3 increased by 300 for each level 3 spell you already know.  

Mage characters receive a 10% discount for purchasing spells, however they have a 15% mark-up for purchasing new combat abilities.  Knight and Martial Artist characters recieve a 15% mark-up for purchasing spells, but a 10% discount for purchasing combat abilities.


Black Magic

Fire: One of the basic spells that is normally found within a black mage's arsenal, while this spell is one of the weaker abilities of a black mage it is more versatile due to it's power depends on the mage. While it's uses are near endless as some people who are stuck within the wilderness will use it to light a fire, some use it to keep warm within the icy tundras, while this magic is effective against those who are branding steel or an ice elemental, while the uses of the combat is endless, some people are capable of making barriers of flames, others breathing it from their lips like a dragon. In the books of ancient, this is described as the will of the dragons, in lore it is said that the dragons passed down this gift to humans to preserve their life, if this is true it is hard to tell
Spell
Base Damage
Base MP Cost
Special Effects
Fire+50 Magic Damage10Fire Element Attack, chance of inflicting the Burn status.
Fira+200 Magic Damage100Fire Element Attack, chance of inflicting the Burn status.
Firaga+500 Magic Damage320Fire Element Attack, chance of inflicting the Burn status.
Blizzard: The polar opposite from the element of fire, this spell has many uses many are of destruction and it hardly has any good uses, while this spell creates a variety of things depending on the climate, from powdery razor sharp snow, to pikes of ice that can pierce through people like a tooth-pick through cheese, while of course this spell has denfensive and movement uses, while some may not see them as a possibility to the trained mind, magic has an endless possibiliy, while this ability is lored to have come from the depths of the artic, where the yeti learned to control ice and snow, they passed it onto their friends, and soon it began to spread through texts, other's say it was a blessing from Shiva.

Spell
Base Damage
Base MP Cost
Special Effects
Blizzard+50 Magic Damage10Ice Element Attack, chance of inflicting the Freeze status.
Blizzara+200 Magic Damage100Ice Element Attack, chance of inflicting the Freeze status.
Blizzaga+500 Magic Damage320Ice Element Attack, chance of inflicting the Freeze status.
Thunder: a spell of some would say the sky's wraith, bolts of lightning shower from the ground, some would say wildy but they have a control to them, for those who are willing to take the time to practice, this spell has both electrical and piercing natures to it depending on the way it is used, but the lore for this spell is that it was a gift from the gods of Thunder and Lightning, to help those who needed a light to brighten their path and strike down their foes, some people have even found a medical use for it, using the heat to cauterize wounds.

Spell
Base Damage
Base MP Cost
Special Effects
Thunder+50 Magic Damage10Lightning Element Attack, chance of inflicting the Stun status.
Thundara+200 Magic Damage100Lightning Element Attack, chance of inflicting the Stun status.
Thundaga+500 Magic Damage320Lightning Element Attack, chance of inflicting the Stun status.
Water: A spell which allows people to use water as a offensive ability, from orbs of water to geysers which break the very ground, this spell is dangerous as it poses many threats, such as drowning if they are encased in it, while the lore for this spell was that they would believe came from elves of water or even the very moon itself, which passed on it's ability to bend water to the people of many planets, they learned to harness it's untapped power.

Spell
Base Damage
Base MP Cost
Special Effects
Water+50 Magic Damage10Water Element Attack, chance of inflicting the Silence status.
Watera+200 Magic Damage100Water Element Attack, chance of inflicting the Silence status.
Waterga+500 Magic Damage320Water Element Attack, chance of inflicting the Silence status.
Quake: The wraith of the very world around you, while some people call it bending of the earth, many people have learned that this spell can break metal plates, stop massive monsters and even mess up the ones who decide to fly around, this can cause small shifts within the ground and even knock people to the ground, with a more forceful nature you can send a shower of pebbles into the air or occasional chunks of rock making it potentially dangerous to both aerial and ground based foes, but aerials are far more likely to escape unharmed. Many believed this was taught by the spirits of earth such as Golem and the Minotaur brothers who believed that their element should be able to fight as well.

Spell
Base Damage
Base MP Cost
Special Effects
Quake+100 Magic Damage40Earth Element Attack, unable to harm aerial targets.
Quaka+300 Magic Damage150Earth Element Attack, unable to harm aerial targets.
Quakaga+700 Magic Damage400Earth Element Attack, unable to harm aerial targets.
Aero: The spell that represents wind, it can cause blades of wind to spiral around their enemies. Many believe that in higher levels it can cause twisters of power, sending people and monsters flying away as if they were merely pawns on a chess board, this was brought to the world by what many expect were the sylphs or harpies, it always hard to tell but many notice that many aerial monsters seemed to have this attack, while it is an effective counter to earth based attacks. This is a more dangerous an dual sided spell, as it poses as much danger to it's caster as it does to it's enemy.

Spell
Base Damage
Base MP Cost
Special Effects
Aero+100 Magic Damage30Wind Element Attack, chance to also damage caster's party.
Aerora+300 Magic Damage150Wind Element Attack, chance to also damage caster's party.
Aeroga+700 Magic Damage400Wind Element Attack, chance to also harm caster's party.
Bio: A spell of toxins and sickening, this spell is known as bio, many believe it came from a sick twisted mage who wished to destroy the world around him, while he was stopped by heros, the power of the spell diminished greatly and was passed onto essences of nature such as toads and such who told the rocks who told the trees, in a way it came to a geomancer who learned from the trees and recorded, this spell is only able to be cast on one person at a time while some abilities seemed to be able to void that and spread it out, while this ability caused sickness to the caster and it seems to erode their health over time. It has also been noticed it is alot like snake venom the more they move and the quicker they move the more damage it does.

Spell
Base Damage
Base MP Cost
Special Effects
Bio+50 Magic Damage20Non-Elemental Attack, causes Poison Status.
Biora+250 Magic Damage140Non-Elemental Attack, causes Poison Status.
Bioga+500 Magic Damage380Non-Elemental Attack, causes Poison Status, bypasses target's Poison Immunity.
Drain: A spell which was created by power hungry people, they believed they could absorb the life of others and keep themselves young forever, for a few years it worked until a group of heros rose up, this spell was weakened greatly as it passed down the generations, now it only drains health and energy from those it is used against, it also transfers it to the caster of the spell, it actually makes a rather useful spell due to the fact it can help even the playing field and occasionally increase the maximum health people have.

Spell
Base Damage
Base MP Cost
Special Effects
Drain+40 Magic Damage50Non-Elemental Damage,
Restores caster by 50% of total damage dealt
Draina+175 Magic Damage160Non-Elemental Damage,
Restores caster by 50% of total damage dealt
Drainaga+400 Magic Damage300Non-Elemental Damage,
Restores caster by 50% of total damage dealt
Blind: A spell created by a man who was born blind, despite that he was still a great fighter, he learned that the world spoke to him, while he became corrupt later within his life and began to cast this spell on people, it's knowledge was passed down and it has been noted that the world goes black when it is cast upon you, while you can see faint outlines of white of people but they are blurred meaning physical attacks are always gonna be hard.

Spell
Base Damage
Base MP Cost
Special Effects
BlindN/A30Inflicts the Blind status on the target.
BlindaN/A140Inflicts the Blind status on the target's entire party.
BlindagaN/A320Inflicts the Blind status on the target, bypasses target's immunities.
Slow: The very fabrics of time are capable of being bent and twisted almost like a thread around your finger, the spell itself is known as Slow, it is obvious what it does, this spell actually will normally encased the enemy in a strange aura for a moment before their bodily reflexes seem to slow, while the body seem to work just fine, it seems gathering energy and manipulating it take longer, while the ammount it slows you is about half of your regular speed, so some people still can move pretty quickly, hense why if your using it on theives remember. Many believe this was created by a masterful sorcerer who learned the secrets of time and space and has moved them around slightly. He learned how to slow his enemies and even stop them at points. This spell has begun to pass through words of mouth and even appear in ancient texts.

Spell
Base Damage
Base MP Cost
Special Effects
SlowN/A30Inflicts the Slow status on the target.
SlowaN/A140Inflicts the Slow status on the target's entire party.
SlowagaN/A320Inflicts the Slow status on the target, bypasses target's immunities.
Gravity: A spell which is capable of ripping the very fabrics of time, much like a distortion like a black hole, while this is a minor one, it is a single orb of compressed dark matter, while it normally the caster is capable of coiling it around their enemy and crushing them with pressure, while it normally won't kill them if they have the power to resist it but it does heavy damage, some people have been known to incorporate it into their fighting styles to deal heavy blunt damage by encasing or forming the orb of dense matter and using as a weapon. It is said this came from the wise sages who learned to compress the world around them but died shortly after writing down only part of the secrets they knew.

Spell
Base Damage
Base MP Cost
Special Effects
GravityN/A40Space-Elemental damage equivalent to 10% of the target's max hp, ineffective against bosses.
GraviraN/A120Space-Elemental damage equivalent to 20% of the target's max hp, ineffective against bosses.
GravigaN/A500Space-Elemental damage equivalent to 30% of the target's max hp, ineffective against bosses.


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PostSubject: Re: Magic and Summonings   Magic and Summonings I_icon_minitimeMon Sep 23, 2013 2:48 pm

White Magic:
Cure: A spell created by a maiden, who had witnessed horror that would of made even the more blackened soul feel sick and twisted, this maiden had grown up watching people around her being slaughtered, having people defending her and even noticed that no matter how hard she tried to heal them with medicinal herbs, they would countine to die, so she devoted her soul and life into creating a spell, one that could mend the body and soul and even help those who neared death, while she recorded her research in a scroll, she only finished the spell upon her own death, she got to use it once to heal a wounded rabbit. So this is a spell of healing is very basic, it creates a warmth within the soul and can help preserve life.

Spell
Base Restoration
Base MP Cost
Special Effects
Cure+50 HP Restore15Heals single target.
Cura+200 HP Restore120Heals target party.
Curaga+1000 HP Restore410Heals single target.
Float: A spell created by a child, one who worked within slavery, controlled by a cruel man and who looked to the sky for hope, he worked every day trying to build inventions to help him fly and after a while he gave up, but a spark was inside on him one night, his master was cornering him he had stolen scrolls of magic, he had created his own spell and as he fell from the cliff, the sound of wings beating, he had created float, it had saved his life as he came near the water snow white wings burst from his back, he floated above the water and managed to hover back to shore, this spell was written within his own journal and has become known to help repel a majority of earth based damage. Many believe this spell mimics angels as well as espers and creatures.

Spell
Base Restoration
Base MP Cost
Special Effects
FloatN/A100Causes Float and boosts Speed stat by 15%, for a single target.
FloataN/A220Causes Float status and boosts Speed stat by 30%, for up to two targets.
FloatagaN/A490Causes Float status and boosts Speed stat by 50%, for entire target party.
Reflect: Reflect's origin was traced back to a small child, this person had become a weapon, they trained the person to be a cold hearted killer, he was made to erase all traces of magic and had learned to defend himself with the very thing he hated, this spell seems to actually form an almost mirror like barrier around the user, repeling all spells it has been noted that reflect only works once though, when it used if the enemy has reflect as well it will bounce back and hit the user.

Spell
Base Restoration
Base MP Cost
Special Effects
ReflectN/A300Causes Reflect status on target for three turns.
ReflectaN/A550Causes Reflect status on up to two targets for five turns.
ReflectgaN/A800Causes Reflect status on entire target party for seven turns.
Shell: This spell was created by a knight who had been around a sorcerer for so long, they witnessed the destruction the sick man could bring upon the world, and began to dabble within the healing arts and created a spell which reduced magic to a weaker state and even had been noticed to stop some of the weaker spells from even touching them, with this ability he managed to kill that wicked man and wrote it down on the other's coffin, leaving an eternal mark of the spell known as shell, it seems creatures such as turtles seem to have mastered this ability as they naturally have a shell and have learned to use both protect and shell.

Spell
Base Restoration
Base MP Cost
Special Effects
ShellN/A60Causes Shell status on target for three turns.
ShellraN/A230Causes Shell status on up to two targets for five turns.
ShellagaN/A570Causes Shell status on entire target party for seven turns.
Protect: Protect was created by another child, this one witnessed things around them they cared about being destroyed, while after they got sick of it, and began to raise up and fight for what they believed in and those who faught this child realized that their hard attacks barely phased the child and it felt like they were hitting a steel wall, as the child had managed to create a barrier to protect himself and his friends. This child wrote down the secrets within the top of a box which was hidden within a cave, while it was discovered by a scholary man who recorded it within the book and has given it a nickname. "Child's Dream." This seems to only repel a few attacks before it shatters like glass.

Spell
Base Restoration
Base MP Cost
Special Effects
ProtectN/A60Causes Protect status on target for three turns.
ProtectraN/A230Causes Protect status on up to two targets for five turns.
ProtectagaN/A570Causes Protect status on entire target party for seven turns.
Poisona: A spell created by a desperate soul, they had seen their child being afflicted with a poison, they knew that their child would die if they couldn't figure out what to do, while this spell was created from desperation, the woman channeled mana into the child, while it acted almost like a seed which absorbs nutrients, she placed her hands over the cut and actually pulled the toxin out and watched it move within her hands before she wrote down the spell in the very toxins which nearly killed her child, many believe that this woman should be regarded as a hero as her spell has saved countless people.

Spell
Base Restoration
Base MP Cost
Special Effects
PoisonaN/A10Removes the Poison status from a single target.
PoisongaN/A30Removes the Poison status from the entire target party.
EsunaN/A250Removes all status ailments from a single target.
Life: Created by a white mage who witnessed an unholy slaughter upon a battle field. And prayed for the intervention of his god, to end the suffering of the people who were on the brink of death or who had already passed on into the blackness. The result of this was the life magic. The user engulfs their target in a holy light...reviving them to the barest extent. They will be alive, but still wounded and unable to continue. At higher levels this spell is able to restore the dead more and more. Eventually restoring them to a point where the wounds arn't there anymore.

Spell
Base Restoration
Base MP Cost
Special Effects
LifeN/A70Revives KO'd target to 10% max HP.
LifaN/A300Revives KO'd target to 25% max HP.
Full-LifeN/A800Fully revives KO'd target to max HP.
Haste: Those same wise men learned how to rip apart the very fabrics of time, and affect the body in a positive way, instead of slowing the user down it can increase their speed significantly, making some movements to quick for the eye to comprehend such as snapping fingers, while this is really useful for close range fighters who are already faster then many people, so this makes many of them quicker, while it last only a short while. It is quite efficient, is said that the rabbits of the world are masters of this spell and have taught it to others. So the spell haste is able to accelerate the body and occasionally the mind making thinking much clearer.

Spell
Base Restoration
Base MP Cost
Special Effects
HasteN/A60Causes Haste status on a single target for three turns.
HastaraN/A200Causes Haste status on up to two targets for five turns.
HastagaN/A600Causes Haste status on entire target party for seven turns.
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PostSubject: Re: Magic and Summonings   Magic and Summonings I_icon_minitimeMon Sep 23, 2013 2:53 pm

Obtaining the Arcane:

The “Arcane” magics are highly advanced magic spells that can only be obtained by the most powerful of characters.  These are all extremely powerful spells, and not all of them appear in the traditional 3-level groupings like the basic spells do.  Because of this, the requirements for obtaining these spells is a bit different than any of the other spells.  For starters, all Arcane-class spells require the Magic Mastery Tier 3 perk, and a magic stat of at least 2000 to be able to purchase. Some spells may even have additional requirements.  Once these prerequisite requirements are met, there's the gil cost itself.

In order to understand the cost of Advanced Magic, you need to know the cost of the Regular Magic. So, to review, Regular spells can be purchased for 300, 600, and 1000 gil, depending on the level.  And these base costs increase by 100, 200, and 300 times the number of spells of the corresponding level that the character already knows.  So the first Level 3 spell a character buys will be 1000, while the second would be 1300, and so on.

The cost of Advanced spells increases in the same manner, 100 for every Level 1 spell known, 200 for every Level 2, and 300 for every Level 3.  However, the base amount that the spell costs is doubled.  So, a Level 1 Advanced spell costs 600, plus 100 for every Level 1 spell the character knows.  And so on.  1200, plus 200, at Level 2, and 2000, plus 300, at Level 3.  This may seem like a big difference in cost, but the more spells a character knows the less pronounced this difference becomes.

Of course, not all of the Advanced Spells come in the 3-level groupings.  The spells that don't (Stop, Flare, Break, Renew, and Auto-Life) are all treated as level 2.

As with regular spells, Mage characters receive a 10% discount on spells, but with a 15% mark-up for combat abilities.  Knight and Martial Artist characters receive a 15% mark-up on spells, but with a 10% discount on combat abilities.


Arcane Magics:

Comet: A spell of the cosmos. In a similar method to gravity. The mage wards space around the area, drawing in one or at higher levels more, of these cosmic rocks to come crashing down from the heavens to cause massive non elemental damage to their targets. This spell is highly destructive to ot just the opponent but also the enviorment. As of such using it within cities usually carries with it a penalty. So it should only be used in the direst of circimstances within cities. Unless of course you are evil and your intent is to cause as much damage as possible. In which case, by all means, cast away.
Spell
Base Damage
Base MP Cost
Special Effects
Comet+500 Magic Damage1050Massive Non-elemental damage, effects entire target party.
Cometa+1000 Magic Damage2360Massive Non-elemental damage, effects entire target party.
Meteor+2000 Magic Damage3000Massive Non-elemental damage, effects entire target party.
Stop: A powerful level three spell that stops time within a certain area, essentially freezing a target solid. Due to the potiental power of this technique. It can only be purchased after obtaining Slowaga.

Spell
Base Damage
Base MP Cost
Special Effects
StopN/A720Causes the Stop status on the target, only usable once per battle, ineffective against bosses.
Doom: A spell said to have been brought to this world by Death himself. The spell casts a count down on the opponent, giving them a time limit before they die. As this magic evolves it will become Death magic, giving the caster a chance of immedietly killing their opponent.

Spell
Base Damage
Base MP Cost
Special Effects
DoomN/A950Causes the Doom status on a single target.
CountdownN/A2130Causes the Doom status on the target's whole party.
DeathN/A4800Causes a single target to instantly die.
Flare: A spell similar to fire, but super charged. Flare causes a massive sudden rise in temp around the intended target. Instantly raising the heat from normal temp to a massive 400 degrees. Of course this only lasts a few seconds. But the damage done in the meantime is huge.  At an evolved level this becomes break. Giving the ability to turn the target into a living statue.

Spell
Base Damage
Base MP Cost
Special Effects
Flare+1000 Magic Damage1290Massive Non-Elemental Damage to a single target.
Break+500 Magic Damage1500Causes the Petrify status.
Dark: A spell created by a corrupt child, he was raised to be another weapon, one who had never been meant to see the light of day, he began to cause pain to animals at first until this power manifested, it was the darkness within him combined with his very magical essence, he learned to control some of the shadows and turn them into weapons much like a blade, dealing damage based on darkness, in a way many say this the opposite of holy in lesser degrees. While many have learned that darkness isn't always evil and many mages have begun to study this ability.

Spell
Base Damage
Base MP Cost
Special Effects
Dark+300 Magic Damage460Chance to inflict the Blind, Slow, and Silence status ailments.
Darkra+600 Magic Damage910Chance to inflict the Blind, Slow, and Silence status ailments.
Darkaga+1200 Magic Damage1790Chance to inflict the Blind, Slow, and Silence status ailments.
Renew: The ultimate restorative spell, created by a feared necromancer, believe it or not.  The man originally delved into the darkest of arts as a means of running from his own mortality.  He believed that by reanimating the dead, he may eventually find a way to keep himself from ever truly dying.  The closest he ever came, however, was this, the ultimate white magic spell, Renew.

Spell
Base Restoration
Base MP Cost
Sepcial Effects
RenewN/A1490Restores target to their max HP and removes all status ailments
Auto-LifeN/A2580When cast on a living target, they will automatically be restored to 25% their max HP upon KO.
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PostSubject: Re: Magic and Summonings   Magic and Summonings I_icon_minitime

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