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Magic System
09-18-2007, 11:53 AM,
Post: #1
Magic System
FAQ:

Q: When will it be released?
A: We’re not sure exactly, once it is finished being coded.

Q: How will a fighter be able to survive against a mage when they deal damage like that?
A: A system has been designed for resistance as well as dodging for Magic.

Q: Since fighters get resistance and dodging, how do we keep up?
A: Every point in wisdom you add will increase the damage you deal.

Q: What is the formula for resistance and dodging?
A: They are different formulas, but those are NDA still. We will not give the exact formula, but we can assure you that they are balanced.

Q: Area Spells!? What do they do?
A: They make a type of magic stronger while making another weaker.

Q: Which classes will get which tiers of Magic?
A: That is listed at the bottom of the page.

Q: Why are there barely any spells?
A: This is what will be released for magic; in the future many more spells will be added.

Q: I have a better idea for X, where do I post it?
A: We have a thread made <!-- m --><a class="postlink" href="http://www.phantasyrpg.com/dev/index.php?topic=3493.0">http://www.phantasyrpg.com/dev/index.php?topic=3493.0</a><!-- m --> for you to post ideas and such at.

Q: Who gets what kind of magic?
A: Humans get Air, Eldrons get Tree, Rhizards get water, Dragtor(when released) get fire, and Duerdin will get stone magic. (The flame shydes will use Fire magic)

Q: So, 2/5 of the magic isn’t going to be used at the release?
A: No, you will be able to use magic from other types, just you won’t be able to reach the highest tiers.

Q: What about the Hounzalids? Why don’t we get magic!?!
A: Hounzalids will get Potion-Making. It may not sound as spectacular, but trust me it will be worth it. We have many things planned for potions that it will be just as , if not better, than magic.

Q: Why don’t you post that here?
A: That is still being worked on, plus we don’t want to ruin the surprise of it.







Set-up:

Name ( MP )    -    Effect


*Note: if two area spells, ones that gain elemental favor are cast at the same time, they cancel out. The higher tier will never be overtaken by lower tiers. The latest one cast (if higher or equal) to the one already in place, the newest one will have the advantage.

Fire Magic

“*” indicates a lave-based spell.

Burning – With any spell that deals fire damage, there is a 5% chance of inflicting this. Every round the player inflicted takes 2 – 4 fire damage per round. This effect lasts until the player is healed more than 30% of their total HP, also there is a 1% chance that the opponent gets stunned for one round.


Tier 1

Heated Touch ( 10 )    -      Enhances the melee weapon of the caster to cause extra damage with each hit. On a successful melee attack, the attack deals extra 1 - 6 fire damage. This effect lasts for ten minutes.

Flame Jet ( 6 )    -    Shoots a small stream of fire at your enemy, deals 15 – 20 Fire damage.

Burning Blood ( 12 )    -    This spells makes the caster’s blood heating to boiling levels. When struck with a physical attack the blood sprays outward dealing 2 – 5 fire damage.

Kindle ( 8 )    -    Many small fire orbs spring forth from the caster’s hand dealing 1 – 3 Fire damage with each one. (Note: An orb is added every 7 levels)

Sun’s Glare ( 13 )    -    A flash of light blinds the opponent. 25% chance the opponent’s attack automatically misses for the next 2 rounds.

Heated Barrier ( 7 )    -    All water spells deal 10% less damage (They are still 90% efficient) for the next 15 minutes. (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase fire damage.)

Spontaneous Combustion ( 11 )    -    Opponent has a 50% chance to burst into flames. They take 2 – 7 Fire damage per round for 3 rounds.

Dormant Flames ( 5 )    -    If the targeted item is stolen from the caster the thief takes 15 – 20 fire damage.

Fiery Bat ( 17 )    -    This spell changes the pet of the caster if they have one (has no effect if they do not) The pet turns into a small flying bat made of flames. Its stats are unchanged; however, it deals an extra 3 - 11 fire damage on each hit, but takes 5 damage each time it attacks. If the bat dies, the pet reverts back to its original form, but much like the bat, is dead. This effect lasts until the pet dies.

Smoke Screen ( 7 )    -    When this spell is cast the caster has a 50% chance to escape from any battle, regardless of which battle. (Note: This spell cannot have a player escape against an inescapable creature)



Tier 2

Fireball ( 20 )    -    A ball of fire hits the enemy for 15 – 27 fire damage.

Immolation ( 17 )    -    The caster is covered in fire. Anyone who physically attacks them looses 11 – 19 HP. Each round the caster takes 3 – 7 fire damage.

Faulty Explosion ( 23 )    -    This spell attacks the opponent twice. On the first attack the opponent takes 17 – 23 fire damage, on the second attack (next round) the opponent takes 9 – 14 fire damage.

Fire Arrows ( 14 )    -      If the caster is using a ranged weapon. That weapon deals additional 1 – 9 fire damage. This effect lasts 4 rounds.

Heated Soul ( 27 )    -    All fire spells deal an additional 20% damage for the next 5 rounds. Every round the caster takes 3 – 7 fire damage.

Creeping Flames ( 22 )    -    A small flame creeps over to the opponent. On the first round the opponent takes 1 fire damage, the next round 2 fire damage, and the following round 3 fire damage. This effect lasts until the end of combat.

Back Draft ( 23 )    -    The caster takes between 1 – 5 rounds to gather energy for this spell. After the amount of rounds is completed the attack deals 13 – 17 times the rounds charged in fire damage to the opponent.

Fire Orbs ( 17 )    -    When cast 5 orbs of fire circle the caster. If they are attacked physically the opponent takes 1 – 3 fire damage. This cannot be recast until all 5 orbs are gone.

Trail of Fire ( 19 )    -    When cast, if the caster tries to escape from battle; there is a 15% greater chance of escaping as well as the opponent takes 14 – 21 fire damage.

Fiery Defense ( 20 )    -    The caster gains +0/+1 defense per every 2 levels. If they are attacked the opponent takes 1 – 9 fire damage. (Max of 0/+45 defense.)



Tier 3

Molten Core ( 26 )    -    This spell allows you to cast any lave based spell you have for the next hour.

*Volcanic Eruption ( 36 )    -    A torrent of lava erupts from beneath the ground. It deals 45 – 58 fire damage.

Fireball of the Cosmos ( 41 )    -    A massive fireball comes from your hand. It deals 56 – 72 fire damage, but has a 50% chance to blind you for 2 rounds.

*Lava Golem ( 39 )    -    This spell changes the pet of the caster if they have one (has no effect if they do not) The pet turns into a human shaped creature made of lava. Its stats are unchanged; however, it deals an extra 7 - 18 fire damage on each hit, also, there is a 20% chance that it will inflict “Spontaneous Combustion” on the opponent. If the golem dies, the pet reverts back to its original form, but much like the golem, is dead, this effect lasts until the pet dies.

Egg Explosive ( 26 )    -    The caster chooses an egg in their inventory and it disappears. The egg changes into an “Egg Explosive” that deals 42 – 64 fire damage on impact, though the caster takes 2 – 12 damage as well.

Never Ending Flame ( 31 )    -    When cast the opponent takes 18 – 34 fire damage. Each time this spell is cast consecutively, the spell deals an additional 3 – 13 damage.

Sphere of Fire ( 36 )    -    The caster is completely surrounded in fire. If the opponent physically attacks them they take 23 – 41 damage. The caster takes 2 – 6 fire damage per round. This spell’s effect lasts for 4 rounds.

Fiery Barrier ( 22 )    -    Any attack (magical or physical) that hits the caster deals 3 – 7 less damage. This effect lasts for 15 minutes.

Spirit of Fire ( 31 )    -    The next two fire spells the caster uses will deal 25% more damage. (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase fire damage.)

*Lava Breath ( 36 )    -    Every round after this spell is cast there is a 15% chance the caster will deal 3 – 16 fire damage to the opponent automatically.



Tier 4

*Molten Carnage ( 52 )    -    Inflicts 54 – 69 damage. There is a 7% chance of stunning the opponent for one round.

Inner Fire ( 56 )    -    The caster’s strength is increased by their wisdom / 10 for the rest of combat.

*Massive Eruption ( 65 )    -    A massive spew of lava erupts from beneath the earth. The opponent takes 61 – 74 fire damage. For the next 3 rounds all in battle take 15 – 21 fire damage.

Moisture Evaporation ( 51 )    -    Water spells are 25% less effective. (Still 75% efficiency). This effect lasts for 5 rounds.

Boiling Point ( 42 )    -    If the opponent casts a water spell, they take 25% of the damage they would deal. (Note: You still take the damage of their water spell)

Fire Storm ( 67 )    -    For the next 6 rounds of combat drops of fire rain from the sky. The opponent takes 6 – 14 fire damage from each hit; 3 – 6 drops fall each round, there is a 50% chance of each one hitting them. The caster has a 20% chance of getting struck with 1 – 3 drops of fire also.

*Scorch ( 41 )    -    Opponent has a 50% chance to gain the “Burning” effect.

*Cremation ( 72 )    -    Any creature that is below 25% HP, or undead, takes 81 – 102 fire damage.

Red-Hot Metal ( 46 )    -    If the caster is attacked by an opponent using metal equipment, the opponent takes 10% of the damage they inflict.

Healing Fire ( 50 )    -    Target is cleared of all status effect. They have a 50% chance to also be healed for 75 – 81 HP, also a 50% chance to take 101 – 120 damage.



Tier 5

Lugare’s Spirit ( 82 )    -    This spell changes the pet of the caster if they have one (has no effect if they do not). The pet changes into the elemental of fire. Each round of combat, instead of attacking like a normal pet, the spirit instead cures the caster for 3-21 HP. That same amount of HP is subtracted from the opponent. When the caster of this spell dies in combat, the spirit revives its creator and places them back into the fight at half HP. However, upon doing this, the spirit vanishes and returns to its normal pet form. Much like the spirit however, the pet is dead.

Black Fire ( Up to 500 )    -    Up to 500 MP is drained (caster does not choose). The opponent takes damage equal to that, the caster takes 35% of that damage also. (Maximum of 500 damage to opponent, and 175 to caster)

Fiery Core ( 83 )    -    The opponent takes 91 – 132 fire damage. There is a 10% chance of stunning them for one round. Also, water spells are only at 75% efficiency for 2 rounds.

Fire Elemental ( 91 )    -    A fire elemental appears from the ground below and will act as a second pet to the caster. For the remainder of combat the fire elemental will deal 1 – 40 damage per round. For all purposes, the fire elemental cannot take fire damage, but has a total of 300 HP, it has equal defense and such as the caster.

Fiery Self ( 87 )    -    Any fire spells that target the caster instead heal HP equal to the amount of damage that would be dealt. All water spells that would target the caster deal double damage.

*Magma Protection ( 51 )    -    Any water based effects are dispelled.

Cosmic Flare ( 103 )    -    An extremely massive fireball falls from the cosmos and deals 120 – 151 fire damage. This spell deals half damage to the caster. It has a 100% chance to cause “Burning” to all characters on the field.

Soul of Flames ( 99 )    -    For the next five rounds all fire-based spells cast (by the caster of this spell or otherwise) deals 40% extra damage. (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase fire damage.)

Imaginative Flames ( 86 )    -    When cast, there is a 50% chance for every round for the rest of combat to deal 5 – 15 fire damage to the opponent.

*Magmous Vapors ( 91 )    -    The amount of heat distorts the vision of both players. There is a 35% chance for either player to miss any attack. Also, both players take 5 – 20 damage per round.





Water Magic

“*” indicates an ice-based spell
“Freezing” - if a character is frozen, and then struck physically (with a weapon of any kind, not by physical magic), the character has a 10 percent chance to shatter for instant death.

Tier 1

Splash ( 1 )    -    A small splash of water deals 1 – 4 water damage.

Fine Spray ( 4 )    -    A small spray of water deals 6 - 9 water damage.

Bubble Barrier ( 8 )    -    All physical attacks deal 2 – 4 less damage. This effect lasts for 3 rounds.

Refreshing Splash ( 11 )    -    Cures one random status effect on the caster.

Fog ( 6 )    -    All players have a 35% chance to miss any attacks for the next 3 rounds.

Light Drizzle ( 11 )    -    All fire spells are 10% less effective (Still at 90% efficiency) and all water spells deal 10% more damage. This effect lasts for 6 rounds. (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase water damage.)

Magical Water ( 9 )    -    For the next 5 rounds the caster gains 2 – 4 MP.

Current ( 10 )    -    All players in battle take 6 – 11 water damage for the next 3 rounds.

Douse ( 5 )    -    A small splash of water, deals 8 – 13 damage.


Tier 2

Siren’s Song ( 24 )    -    Opponent has a 35% chance of falling into a sleep that lasts for 1 – 3 rounds. Any physical attacks awaken the opponent.

Whirlpool ( 19 )    -    Opponent cannot escape from the battle. This effect lasts until the end of battle.

High Tide ( 18 )    -    All water spells deal an additional 15% damage for 4 rounds. (Note: Non-cumulative) (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase water damage.)

Chill ( 20 )    -    Prepares for the use of ice spells. This effect lasts around the caster for 30 minutes.

Riptide ( 17 )    -    A torrent of water hits the opponent for 14 – 28 water damage

*Frost Touch ( 22 )    -    Deals 12 – 19 water damage. 5% chance to cause “Freezing”

Ocean’s Gift ( 18 )    -    Caster gains 1 – 3 HP and 1 – 3 MP per round till the end of combat.

Purify ( 22 )    -    Removes any 1 selected status effect.

Clear Spring ( 22 )    -    Caster gains 23 – 49 HP.


Tier 3

Waves ( 34 )    -    For the next 4 rounds the opponent takes 12 – 18 water damage per round.

*Crystallize ( 41 )    -    All magic and ranged attacks deal 15% less damage. This effect lasts until the end of battle.

Frozen Palisade ( 48 )    -    Erects a wall of ice that has 200 HP (Never goes above 200), and 2 / 4 defense for every 3 caster levels. (Level/3) (Note: Walls cannot be recast until 3 rounds after they are destroyed)

Blue Sanctuary ( 39 )    -    75% chance for caster to ignore all status effects for 5 rounds.

*Ice-Dazzle ( 43 )    -    The opponent has a 40% chance to miss the caster with any attack. Though, the caster has a 20% chance to miss the opponent with any attack. This effect lasts until the end of combat.

Downpour ( 52 )    -    A terrible rainstorm occurs. All water spells are 20% more effective whereas fire spells are 20% less effective. This effect lasts for 6 rounds. (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase water damage.)

Undertow ( 55 )    -    A flood of water causes the opponent to take 4 damage on the first turn, 6 on the second, 8 on the third, etc. This effect lasts for 7 – 12 rounds


Tier 4

*White Mute ( 67 )    -    50% chance that ice covers the opponent’s hands and mouth making them unable to use magic for 1 – 3 rounds.

Geyser ( 63 )    -    A geyser of water explodes into the opponent dealing 43 – 62  water damage

*Cold Treachery ( 59 )    -    The ground becomes a sheet of ice. Any melee attacks have a 55% chance of missing and a 25% chance (if they miss) for the attacked to hit themselves. This effect lasts 4 rounds. (Does not affect a caster using levitation)

*Shimmering Wall ( 69 )    -    A thin wall of ice gets erected around the caster. There is a 30% chance of reflecting back any magical attack. This effect lasts for 5 rounds. (Note: Walls cannot be recast until 3 rounds after they are destroyed)

Pounding Surf ( 60 )    -    Wave after wave hits the opponent dealing 16 – 22 water damage per round. There is a 50% chance with each hit of the opponent losing 3 / 1 defense. The attack lasts 6 rounds, the stat loss until end of combat.

Great Fountain of Life ( 71 )    -    Heals the caster 134 – 261 HP

Cascade of Life ( 62 )    -    Deals 62 – 81 water damage. If undead that is doubled. 20% chance to heal that damage instead (This does not apply to undead)

*Frostbite ( 58 )    -    Lowers the opponent’s defense by 3 / 1 per 10 levels the caster has. (Does not affect undead)

Calm ( 65 )    -    Removes all status effects from the field. Returns the caster’s stats to normal (Opponent’s stay downed)

*Imbue ( 62 )    -    The caster's weapon is imbued with a coating of ice which adds 4-16 water damage on every successful physical strike; lasts one hour


Tier 5

*Glacial Prison ( 82 )    -    Opponent is trapped in a ice prison for 3 turns. They can break the ice prison with a successful attack (Its defense is (Caster's Wisdom/4)) and when in the prison they cannot attack the caster physically or escape from combat.

White-Water Fury ( 91 )    -    A torrent of water deals 92 – 186 water damage. 25% chance to reduce the opponent’s STR and DEX by 5 – 11

Quench ( 85 )    -    Removes all fire effects from the battle. Water magic is 25% more effective, fire is 25% less effective. (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase water damage.)

Summon Ningune’s Spirit ( 120 )    -    A water spirit is called forth. It deals 55 – 110 water damage per turn. It lasts for 3 rounds.

Shatter ( Up to 600 )    -    For ever 30 MP used the opponent loses 5 / 2 defense.

Aqua Vita ( 85 )    -    Heals the caster 3 HP per level

*Extreme Hypothermia ( 104 )    -    75% chance that opponent takes 25 – 35 water damage per round for 5 rounds. Each time it connects there is a 5% chance of “freezing”

*Frozen Wasteland ( 155 )    -    Fire spells cannot be cast for 3 rounds. All ice damage has a 25% chance of dealing double damage. This effect lasts 3 rounds/

Cloudburst ( 92 )    -    112 – 132 water damage is dealt to opponent, all status effects are removed from them.

*Avalanche ( 184 )    -    34 – 121 water damage is dealt. 10% chance of “Freezing”




Air Magic

Tier 1

Gust of Wind ( 6 )    -    A small ball of air hits the opponent for 5 – 11 air damage.

Debris Cloud ( 9 )    -    Small bits of the environment are picked up and suspended in the air. Whenever the caster is dealt physical damage the opponent also take 1 – 5 air damage. This effect lasts 6 rounds.

Windy Current ( 7 )    -    Deals 3 – 6 air damage, 25% chance of opponent’s next physical attack only at 80% efficiency.

Lofty Air ( 10 )    -    Creates a thin barrier of wind that has a 20% chance to deflect any ranged attacks. This effect lasts for 5 rounds.

Air Lift ( 7 )    -      Caster has a 50% chance of escaping any battle. (Note: This spell cannot have a player escape against an inescapable creature)

Windy Atmosphere ( 12 )    -    All air spells are 10% more effective, stone and fire magic are 10% less effective (Still at 90% efficiency). (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase air damage.)

Spark ( 5 )    -    Creates 1 – 4 static electricity sparks that deal 1 – 3 damage apiece.

Light Manipulation ( 13 )    -    25% less chance to be ambushed, all physical attacks have a 5% chance of auto-missing. This effect lasts for 15 minutes.


Tier 2

Gale-Wind ( 22 )    -    Causes a strong burst of wind to hit the opponent dealing 13 – 26 air damage.

Air Spike ( 24 )    -    Deals 12 – 19 air damage and has a 35% chance to stun the opponent for 1 round.

Wind’s Vitality ( 19 )    -    Caster gains 34 – 43 HP, 20% chance to the caster to gain double that.

Whirlwind ( 23 )    -      Caster gains 0 / 2 defense for every 10 levels the caster has. This effect lasts 7 rounds.

Thunderstorm ( 36 )    -    A thunderstorm appears above and there is a 50% chance for either player to be struck with a  bolt of lightning that deals 21 – 34 damage. (Note: both players can be hit at the same time.) This effect lasts for 5 rounds.

Electrical Storm ( 27 )    -    All air and fire spells deal 15% extra damage, stone and water magic is 15% less effective. (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase air damage.)

Wing of the Storm ( 32 )    -    Caster deals an additional 3 – 11 on physical attacks.


Tier 3

Bolt of Lightning ( 41 )    -    1 – 4 bolts of lightning come from the heavens. They deal 22 – 34 damage apiece.

Arcane Cloud ( 47 )    -    A bolt of pure arcane energy descends from above. It deals 1 – 83 air damage.

Atmospheric Weight ( 52 )    -    The opponent has a 25% chance of not taking any action for the next 4 rounds.

Breath of the North ( 39 )    -    The opponent takes 34 – 48 air damage and deals 20% less damage on physical attacks. This effect lasts for 4 rounds.

Wind’s Fury ( 51 )    -    Every 75 levels the caster is able to make an extra physical attack (Maximum of 4). This effect lasts only one round.

White-Wind ( 48 )    -    Caster gains 2 – 18 HP per round and 1 – 4 MP per round. Lasts 4 – 16 rounds

Duplication ( 55 )    -    The caster manipulates the air to seem as there are two of them. For the next 3 rounds there is a 45% chance for the opponent to miss any attack

Tier 4

Winds of Change ( 72 )    -    The opponent loses 29 – 43 HP and the caster gains that amount.

Air Wallop ( 63 )    -    Opponent takes 53 – 73 air damage.

Tornado Winds ( 67 )    -    All air spells are 20% more effective and stone spells are 20% less effective. (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase air damage.)

Tornado ( 65 )    -    For the next 5 rounds the opponent takes 14 – 31 air damage per round. The caster has a 30% chance of being sucked into the tornado and also taking the damage

Air Manipulation ( 69 )    -    50% chance for any ranged attacks to be sent back to opponent. This effect lasts 3 – 5 rounds.

Lightning Blast ( 70 )    -    A bolt of lightning hits the opponent for 60 – 82 air damage.


Tier 5

Levitation ( 90 )    -    All air spells are 25% more effective and stone spells are 25% less effective. (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase air damage.)

Lightning Storm ( 121 )    -    1 – 4 lightning bolts come down from above dealing 51 – 64 damage each

Black Winds ( 133 )    -    The opponent takes 3x the caster’s level, but deals 25% extra damage on the next attack. (Could be magical or physical. Keep in mind the opponent deals an extra 25%, not the caster) (Can only be used once every 5 rounds)

Summon Yuzhar’s Spirit ( 120 )    -    An air spirit is called forth. It deals 55 – 110 air damage per turn. It lasts for 3 rounds.

Vacuum ( 94 )    -    Both caster and opponent take 25 - 35 damage per round. This effect lasts until dispelled or end of combat. (Does not affect undead)

Life of Air ( 120 )    -    The caster gains 15% HP, but has a 15% chance of losing the next action.

Blinding Wind ( 102 )    -    Both caster and opponent have a 50% chance to miss any attack. This effect lasts until the end of combat or until dispelled.



Tree Magic

Tier 1

Tremble ( 7 )    -    Small cracks appear beneath the opponent’s feet. Deals 12 – 18 tree damage.

Spikes ( 9 )    -    Small stalagmites appear under the opponent. There is a 50% chance the opponent will take 1 – 3 tree damage per round. This effect lasts 10 rounds.

Bark Skin ( 6 )    -    Caster gains 0 / 2 defense per 15 levels. This effect lasts for 15 minutes.

Minor Cure ( 5 )    -    Caster heals 8 – 17 HP

Earth’s Embrace ( 9 )    -    Caster gains + 3 – 9 strength. This effect lasts for 15 minutes.

Shrub Wall ( 6 )    -    Creates a wall of fungus, has 1 Hp per caster’s level. It’s defense is 0 / 2 per every 3 of the caster’s levels. (Note: Walls cannot be recast until 3 rounds after they are destroyed)

Earth’s Grip ( 12 )    -    A hand of stone has a 40% chance to grab the opponent and keep them from attacking physically for 1 – 2 rounds

Magic Fang ( 8 )    -    Caster’s pet gains 0 / 2 attack per 10 levels. This effect lasts for 15 minutes.

Tier 2

Armor of Thorns ( 19 )    -    Thorns sprout from the caster’s body. Whenever they are physically attacked the opponent takes 2 – 6 tree damage.

Contagion ( 14 )      -      The caster’s touch becomes poisonous. Whenever the caster attacks an opponent physically, there is a 50% chance the opponent will take 1 – 3 tree damage per round until the end of combat. (Does not affect undead)

Moderate Cure ( 16 )    -    Caster heals 22 – 37 HP

Tremor Sense ( 17 )    -    Caster has a 10% chance to dodge any attack. This effect lasts until the end of combat.

Wall of Sod ( 22 )    -    Creates a wall of sod, has 2 Hp per caster’s level. Its defense is 0 / 2 per every 2 of the caster’s levels. (Note: Walls cannot be recast until 3 rounds after they are destroyed)

Entangle ( 24 )      -    Vegetation grows around the enemy, causing a 55% chance the opponent cannot attack physically for 1 – 2 rounds.

Nature’s Ally ( 20 )    -    Brings forth a spirit of nature. It deals 3 – 8 tree damage per round to opponent and has 75 HP; its defense is equal to the casters’.

Restore ( 19 )    -    Removes target status effect.

Stone Rain ( 23 )    -    Small Stones rain from the air, 3 – 7 stones will hit the opponent, each deals 2 – 5 tree magic each.


Tier 3

Blight ( 34 )    -    Both caster and opponent take damage per round. It starts at 1 -> 3 -> 5 -> 7 etc. This effect lasts until end of combat. (Does not affect undead)

Major Cure ( 40 )    -    Caster gains 46 – 82 HP.

Protector ( 38 )    -    Brings forth a spirit of nature. It deals 5 – 11 tree damage per round to opponent and has 125 HP; its defense is equal to the casters’.

Stone Skin ( 42 )    -    Caster gains 0 / 2 defense per 5 levels. This effect lasts for 15 minutes.

Revive ( 41 )    -    Revives the caster’s pet with 1/3 HP.

Wall of Golden Roses ( 45 )    -    Creates a wall of roses, has 3 Hp per caster’s level. Its defense is 0 / 4 per every 5 of the caster’s levels. It deals ¼ damage back to the attacker if they are attacking physically. (Note: Walls cannot be recast until 3 rounds after they are destroyed)

Nature’s Cure ( 37 )    -    Removes all status effects from the caster.

Nature’s Fury ( 44 )    -    Caster automatically deals 6 – 13 extra tree damage on physical attacks.

Weaken ( 38 )    -    The opponent loses 15% defense for the next 2 rounds.


Tier 4

Barrier of Life ( 67 )      -    Creates a barrier that stops all physical attacks for 0 – 3 rounds.

Wall of Stone ( 73 )    -    Creates a wall of stone that has 5 HP per 3 caster levels. It has 0 / 3 defense per 2 caster's level. (Note: Walls cannot be recast until 3 rounds after they are destroyed)

Brier Armor ( 68 )      -    Large briers extend from the caster’s body. If they are physically attack the opponent takes 15 – 22 tree damage.

Creeping Colonies ( 59 )    -    Large swarms of insects deal 43 – 59 tree damage to opponent.

Nature’s Aid ( 65 )    -    Caster gains 134 – 306 HP

Reincarnate ( 72 )    -    Caster’s pet is brought back to life with 1 / 2 HP.

Primal Fury ( 71 )    -    Caster’s pet gains 0 / 2 attack and defense per caster’s level.

Meteor Shower ( 81 )    -    1- 8 meteors fall from the sky dealing 25 – 32 damage to the opponent each.


Tier 5

Earthquake ( 132 )    -    Both he Caster and Opponent take 168 – 234 tree damage.

Acidic Rain ( 93 )    -    Acidic rain falls from above dealing 2 – 31 damage to the opponent per round and healing the caster that much. This effect lasts 10 rounds. (Deals double damage to undead)

Erode ( 102 )    -    The opponent has a 50% chance to lose 34 – 52 HP per round. This effect lasts 6 rounds.

Nature’s Anguish ( 94 )    -    The opponent has a 50% chance to lose 3 / 0 attack per round until the end of combat.

Paragon Perfection ( 134 )      -    The caster gains 0 / 2 attack and defense for every 5 levels they have.

Spark of Life ( 160 )    -    This spell brings the caster back to life when they die, they come back with no MP, and half HP. This spell must be cast in combat and before they die.

Wendigo ( 94 )    -    The power of this spell transforms the caster into a powerful creature, but at a price. The caster gains a bonus to attack of 3-3 for every 5 levels they have and a bonus to defense of 1-1 for every 3 levels they have. However, this spell prevents the caster from casting any spells while in this form, and drains 10 MP a rounds from the caster. If the caster runs out of MP, the transformation reverses and they turn back into there normal form.



Stone Magic

Tier 1

Clay Face ( 7 )      -    20% chance for a monster to run from in combat. This effect lasts for 3 rounds.

Pebble Toss ( 10 )    -    A small stone hits the opponent for 7 – 23 stone damage.

Clay Shield ( 12 )    -    The caster gains 0 / 12 defense for the next 5 rounds.

Wipe Away ( 9 )      -      5% chance to destroy any wall, golem, summon, or pet automatically.

Dust Storm ( 6 )    -    Stone magic at an extra 10% efficiency, air magic 10% less effective. (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase stone damage.)

Soften Sword ( 8 )    -    Opponent’s weapon loses 8 / 0 attack.

Mud Patch ( 13 )    -    The mud gets applied to a wound healing 12 – 21 HP.

Illuminate ( 8 )    -    Causes a selected item to act as a torch for the next 15 minutes.

Tier 2

Stone Encasement ( 20 )    -    Caster’s pet is immune to all physical damage, but only attacks every 5 rounds. This effect lasts 10 rounds.

Jagged Earth ( 23 )    -    A piece of the earth stabs the opponent. They take 12 – 31 stone damage and have a 10% chance of being stunned for one round.

Rock Barrage ( 18 )    -    1 – 5 stones hurl at the enemy dealing 2 – 6 damage for each one.

Clay Doll ( 29 )    -    The caster creates a clay doll that will attack every round dealing 5 - 7  stone damage to the opponent. The doll has 25 HP and ½ the caster’s defense.

Elemental Affinity ( 21 )    -    Stone magic is 15% more effective, air magic is 15% less effective. (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase stone damage.)

Crystal Weapon ( 23 )    -    This spell turns the caster’s weapon into crystal, it deals an additional 5 – 7 stone damage per round.

Land’s Call ( 17 )    -    The caster gains 0 / 14 defense for 7 rounds.

Tier 3

Summon Granite Golem ( 36 )    -    A golem that takes the place of the caster’s pet. It deals 5 – 15 stone damage per round and has defense equal to the caster’s level. It also has 75 HP.

Boulder Toss ( 32 )    -    The caster hurls 2 – 4 large boulders at the opponent. Each one deals 12 – 24 damage apiece.

Stone-Temper ( 40 )    -    The next physical attack from a golem deals 50% more damage.

Mud Shift ( 37 )    -    This turns the ground under the opponent’s feet into mud. There is a 20% chance the opponent won’t take an action that round. This effect lasts 8 rounds.

Arcane Knowledge of the Land ( 43 )    -    Stone magic is 20% more effective, air magic is 20% less effective. (Note: Non-cumulative) (Note: This spells doesn’t stack with other spells that increase stone damage.)

Stone Body ( 28 )    -    The caster takes 5 – 14 less damage from physical attacks for the next 4 rounds.

Greedy Litter ( 34 )    -    The caster has a 50% chance to escape any inescapable battle.

Tier 4

Rockslide ( 87 )    -    2 – 5 large boulders fall onto the enemy dealing 34 – 46 damage apiece.

Stone Spear ( 66 )    -    A large spear made of stone impales the opponent. It deals 45 – 81 stone damage. There is a 20% chance the opponent will be stunned for the next round.

Bronze Shield ( 70 )    -    The caster is immune to the next 120 physical damage they would take.

Blinding Dust Storm ( 73 )    -    Both combatants have a 35% chance of missing any attack.

Petrify ( 88 )    -    There is a 50% chance the opponent will turn to stone. This effect causes them to be immune to physical attacks, but still vulnerable to magical attacks. If they are turned to stone it could last 1 – 2 rounds.

Sodium Weapon ( 76 )    -    The caster’s weapon deals 11 – 23 extra damage per attack.

Mercury Storm ( 85 )    -    Mercury rains from above and has a 50% chance to hit either combatant. If they are hit the player will suffer from 35 – 56 damage per round. Consecutive hits increase the damage. The rain lasts for 3 rounds, the damage lasts until cured. (Does not affect undead)

Tier 5

Summon Golem ( 123 )    -    A golem that takes the place of the caster’s pet. It deals 5 – 45 stone damage per round and has defense equal to the caster’s level. It also has 350 HP.

Metallic Blast ( 102 )    -    The caster expels metal from their hands causing 48 – 104 stone damage to all opponents in the battle.

Steel Dome ( 96 )    -    The caster takes only 50% physical damage for the next 2 – 4 rounds. There is a 25% chance the caster’s spell will fail when casting from the inside of this dome.

Iron Giant ( 135 )    -      A huge iron giant stomps the opponent dealing 120 – 145 damage. There is a 15% chance of the giant stepping on the caster instead of the opponent.

Planetary Weight ( 99 )    -    The weight of the planets weigh down the opponent. The opponent has a 25% chance not to take any action for the next 1 – 4 rounds and takes 32 – 64 damage each round for 4 rounds.

Golden Wall of Willpower ( 89 )    -    A large golden wall surrounds the caster, it has 4 HP per caster’s level. It has 0 / 3 defense per 2 caster’s level. (Note: Walls cannot be recast until 3 rounds after they are destroyed)

Unstable Tectonics ( 83 )    -    There is a 40% chance that a spire of rock will come from the ground and strike one of the combatants. It is a 60% chance to strike the opponent and a 40% chance to strike the caster. The spire deals 82 – 124 damage, this spell causes 5 spires to come from the ground, one on each round.


Tier List

Tier 1 Magic Users:****

Maverick (E, F)
Grove Stalker (E, F)
Angel Knight (H, F)
Demoness (H, F)
Kings Hunter (H, M)
War General (H, M)
War Chief (H, M)
Monster (R, F)
Marauder (R, M)
Legionnaire (R, M)
Annihilator (R, M)

Tier 2 Magic Users:***

Heroine (E, F)
Protector (E, M)
Navigator  (R, F)
Buccaneer (R, F)
Musketeer (R, M)
Commodore (R, M)
Corsair (R, M)

Tier 3 Magic Users:

Mistress of the Flames** (E, F)
Guardian Angel***** (E, F)
Forest Prince (E, M)
Phalanx Major  (H, M)
Prince (H, M)

Tier 4 Magic Users:

Savior (E, F)
Hero (E, M)
Sorceress Queen  (H, F)
Witch******  (H, F)
Warlock* (H, M)
Prince of Thieves (H, M)
Grand Master Assassin (H, M)
Demi-Goddess  (R, F)
Abbey (R, F)

Tier 5 Magic Users:

Lady of the Wood  (E, F)
Harbringer (E, F)
Life Giver  (E, M)
Moonwalker (E, M)
Sorceress of Eternal Winds  (H, F)
Air Master  (H, M)
Wraith (R, F)
Prince of Ancient Waters  (R, M)

*=Able to use one additional element (Tier 3) once they reach 500 wisdom, then an additional one once they reach 1,000, etc. (The Warlock is the only class which can do this and pick up all 5 elements)

**=Can go up to tier 4 at 1,000 Wisdom (Uses Tier 4 both Tree and Fire Magic)

***=At 500 Wisdom will increase one tier (Tier 3)

****=At 500 Wisdom increase one tier, at 1,000 wisdom increase another tier (Max of Tier 3)

*****=Can go up to tier 4 at 800 wisdom

******=Use both Fire and Air magic as primary.

Elements:

Tier 5:
1st Promotion: Tier 1 Primary
2nd Promotion: Tier 2 Primary
3rd Promotion: Tier 2 Primary, Tier 1 Secondary
4th Promotion: Tier 3 Primary, Tier 2 Secondary
5th Promotion: Tier 4 Primary, Tier 2 Secondary
Final Promotion: Tier 5 Primary, Tier 3 Secondary

Tier 4:
1st Promotion: Tier 1 Primary
2nd Promotion: Tier 2 Primary
3rd Promotion: Tier 2 Primary, Tier 1 Secondary
4th Promotion: Tier 3 Primary, Tier 2 Secondary
5th Promotion: Tier 3 Primary, Tier 3 Secondary
Final Promotion: Tier 4 Primary, Tier 3 Secondary

Tier 3:
1st Promotion: Tier 1 Primary
2nd Promotion: Tier 1 Primary
3rd Promotion: Tier 2 Primary
4th Promotion: Tier 2 Primary, Tier 1 Secondary
5th Promotion: Tier 3 Primary, Tier 2 Secondary
Final Promotion: Tier 3 Primary, Tier 2 Secondary

Tier 2:
1st Promotion: No Magic
2nd Promotion: Tier 1 Primary
3rd Promotion: Tier 1 Primary
4th Promotion: Tier 2 Primary
5th Promotion: Tier 2 Primary, Tier 1 Secondary
Final Promotion: Tier 2 Primary, Tier 1 Secondary

Tier 1:
1st Promotion: No Magic
2nd Promotion: No Magic
3rd Promotion: No Magic
4th Promotion: Tier 1 Primary
5th Promotion: Tier 1 Primary
Final Promotion: Tier 1 Primary

Secondary Magic: The player will be able to choose one of the secondary magics to use. The relations are as follows:

Yellow = Air
Red = Fire
Blue = Water
Green = Tree
Grey = Stone

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