Post by Alec on Jan 21, 2006 19:17:44 GMT -5
Spells[/u]
All classes, other than Alice's Hand, can learn spells. However, the learning potential is different for each class. Some will learn spells rapidly, while others will learn them on rare occasion. Succinctly:
-Alice's Hand - No spells.
-Crusader - Start out with two. Gain one every five levels.
-Darkbringer - Start out with two. Gain one every other level.
-Desperado - Start out with three. Gain one every four levels.
-Enthraller - Start out with two. Gain one every level.
-Fighter - Start out with two. Gain one every five levels.
-Heavy Craft - Start out with two. Gain one every six levels.
-Hunter - Start out with three. Gain one every four levels.
-Tactician - Start out with four. Gain one every four levels.
-Thaumaturge - Start out with two. Gain one every other level.
-Virtuoso - Start out with three. Gain one every four levels.
-Wizard - Start out with three. Gain one every level.
Next up is a very important rule about spells. You have to learn the preceding weak spells to learn the more powerful ones. As an example, you need to learn both the level 1 and level 2 water spells before you may learn the level 3 water spell. But don't get the wrong idea--the level 3 spell would not replace the previous levels. Rather, you will keep them all in your arsenal.
When you choose your spells and skills, copy and paste them into your character's profile. You may change these throughout your character's growth--spells need not be permanent additions--but you may not change them in the middle of a quest or battle.
All of the spells your character may learn are listed below. You will notice that certain kinds of spells may only be learned by certain classes, but all of the spells have the same "formula." Each lists its name, followed by some nonsense within parenthesis. To make sense of what they mean, here are what the abbreviations stand for:
Lvl. - Level of the spell.
Ele. - Element of the spell.
Type - The form the spell takes. More detail is below.
S - The spell targets only a single opponent.
M - The spell targets multiple nearby opponents.
SP - Skill Points. This is how much SP the spell costs to cast.
Each spell has a basic, default name. You may change it to whatever you like, so long as you aren't vulgar. It may be the name of the spell, or the words of a short incantation. You'll also see "Type: ---" listed in the formula. This is the form the spell will take, which you may choose from the list below.
Burst - Either falls on or shoots at the enemy as a "ball" of the element. Low accuracy, high damage.
Converge - Engulfs the enemy. Moderate damage and unavoidable.
Rise - Comes out of the ground at the enemy. Higher critical hit rate.
Tornado - Whips up a tornado around the enemy. Damage ranges from very low to very high.
That wraps things up! Now, to the part you've been waiting for~
Offensive
Water 1 (Lvl. 1; Ele. water; Type: ---; S; SP: 10)
Water 2 (Lvl. 2; Ele. water; Type: ---; M; SP: 20)
Water 3 (Lvl. 3; Ele. water; Type: ---; S; SP: 35)
Fire 1 (Lvl. 1; Ele. fire; Type: ---; S; SP: 10)
Fire 2 (Lvl. 2; Ele. fire; Type: ---; M; SP: 20)
Fire 3 (Lvl. 3; Ele. fire; Type: ---; S; SP: 35)
Wood 1 (Lvl. 1; Ele. wood; Type: ---; S; SP: 10)
Wood 2 (Lvl. 2; Ele. wood; Type: ---; M; SP: 20)
Wood 3 (Lvl. 3; Ele. wood; Type: ---; S; SP: 35)
Earth 1 (Lvl. 1; Ele. earth; Type: ---; S; SP: 10)
Earth 2 (Lvl. 2; Ele. earth; Type: ---; M; SP: 20)
Earth 3 (Lvl. 3; Ele. earth; Type: ---; S; SP: 35)
Light 1 (Lvl. 1; Ele. light; Type: ---; S; SP: 10)
Light 2 (Lvl. 2; Ele. light; Type: ---; M; SP: 20)
Light 3 (Lvl. 3; Ele. light; Type: ---; S; SP: 35)
Dark 1 (Lvl. 1; Ele. dark; Type: ---; S; SP: 10)
Dark 2 (Lvl. 2; Ele. dark; Type: ---; M; SP: 20)
Dark 3 (Lvl. 3; Ele. dark; Type: ---; S; SP: 35)
Healing
Heal 1 (Lvl. 1; Heal 50 HP to one person; SP: 15)
Heal 2 (Lvl. 2; Heal 100 HP to one person; SP: 30)
Heal All 1 (Lvl. 1; Heal 50 HP to all allies; SP: 35)
Recovery (Heal 400 HP; SP: 75) This skill requires level 25 to learn.
One-Turn Summons (Equivalent to Level 5 Spells)
Note: Learning one of these requires that you have learned the level 3 spell of its particular element.
Gremlins (Ele. dark; Summon gremlins to converge on enemies; can inflict sleep and nightmare; Sp: 50)
Goblins (Ele. wood; Summon goblins to fire arrows at enemies; can inflict blind; Sp: 50)
Nimbus (Ele. lightning; Summon nimbus clouds to strike enemies with lightning; can inflict paralysis; Sp: 50)
Giant (Ele. earth; Summon a giant to crush enemies; can inflict stop; Sp: 50)
Ice Serpent (Ele. water; Summon a serpent to shred enemies; can inflict freeze; Sp: 50)
Vulcan (Ele. fire; Summon a vulcan to engulf enemies with flames; can inflict burn; Sp: 50)
Enthrallers Only (Advanced Dark Spells)
Dark 4 (Lvl. 4; Ele. dark; Type: ---; M; SP: 45)
Dark 5 (Lvl. 5; Ele. dark; Type: ---; S; SP: 60)
Dark 6 (Lvl. 6; Ele. dark; Type: ---; M; SP: 70)
Thaumaturges Only (Advanced Healing and Buffs)
Heal 3 (Lvl. 3; Heal 200 HP to one person; SP: 40)
Heal 4 (lvl. 4; Heals all health of one person; SP: 60)
Heal All 2 (Lvl. 2; Heal 100 HP to all allies; SP: 45)
Heal All 3 (Lvl. 3; Heal 200 HP to all allies; SP: 60)
Heal All 4 (Lvl. 4; Heal all health of all allies; SP: 80)
Wizards Only (Advanced Spells)
Fire 4 (Lvl. 4; Ele. fire; Type: ---; M; SP: 45)
Fire 5 (Lvl. 5; Ele. fire; Type: ---; S; SP: 65)
Fire 6 (Lvl. 6; Ele. water; Type: ---; M; SP: 80)
Water 4 (Lvl. 4; Ele. water; Type: ---; M; SP: 45)
Water 5 (Lvl. 5; Ele. water; Type: ---; S; SP: 65)
Water 6 (Lvl. 6; Ele. water; Type: ---; M; SP: 80)
Earth 4 (Lvl. 4; Ele. earth; Type: ---; M; SP: 45)
Earth 5 (Lvl. 5; Ele. earth; Type: ---; S; SP: 65)
Earth 6 (Lvl. 6; Ele. water; Type: ---; M; SP: 80)
Wood 4 (Lvl. 4; Ele. wood; Type: ---; M; SP: 45)
Wood 5 (Lvl. 5; Ele. wood; Type: ---; S; SP: 65)
Wood 6 (Lvl. 6; Ele. wood; Type: ---; M; SP: 80)
Light 4 (Lvl. 4; Ele. light; Type: ---; M; SP: 45)
Light 5 (Lvl. 5; Ele. light; Type: ---; S; SP: 65)
Light 6 (Lvl. 6; Ele. light; Type: ---; M; SP: 80)
Dark 4 (Lvl. 4; Ele. dark; Type: ---; M; SP: 45)
Dark 5 (Lvl. 5; Ele. dark; Type: ---; S; SP: 65)
Dark 6 (Lvl. 6; Ele. dark; Type: ---; M; SP: 80)
Wizards and Puppets Only (Debuffs)
Confuse (Inflicts ailment; S; SP: 25)
Curse (Inflicts ailment; S; SP: 25)
Silence (Inflicts ailment; S; SP: 25)
Slow (Inflicts ailment; S; SP: 25)
Poison (Inflicts ailment; S; SP: 30)
Sleep (Inflicts ailment; S; SP: 35)
Paralyze (Inflicts ailment; S; SP: 35)
Charm (Inflicts ailment; S; SP: 40)
Petrify (Inflicts ailment; S; SP: 55)
All classes, other than Alice's Hand, can learn spells. However, the learning potential is different for each class. Some will learn spells rapidly, while others will learn them on rare occasion. Succinctly:
-Alice's Hand - No spells.
-Crusader - Start out with two. Gain one every five levels.
-Darkbringer - Start out with two. Gain one every other level.
-Desperado - Start out with three. Gain one every four levels.
-Enthraller - Start out with two. Gain one every level.
-Fighter - Start out with two. Gain one every five levels.
-Heavy Craft - Start out with two. Gain one every six levels.
-Hunter - Start out with three. Gain one every four levels.
-Tactician - Start out with four. Gain one every four levels.
-Thaumaturge - Start out with two. Gain one every other level.
-Virtuoso - Start out with three. Gain one every four levels.
-Wizard - Start out with three. Gain one every level.
Next up is a very important rule about spells. You have to learn the preceding weak spells to learn the more powerful ones. As an example, you need to learn both the level 1 and level 2 water spells before you may learn the level 3 water spell. But don't get the wrong idea--the level 3 spell would not replace the previous levels. Rather, you will keep them all in your arsenal.
When you choose your spells and skills, copy and paste them into your character's profile. You may change these throughout your character's growth--spells need not be permanent additions--but you may not change them in the middle of a quest or battle.
All of the spells your character may learn are listed below. You will notice that certain kinds of spells may only be learned by certain classes, but all of the spells have the same "formula." Each lists its name, followed by some nonsense within parenthesis. To make sense of what they mean, here are what the abbreviations stand for:
Lvl. - Level of the spell.
Ele. - Element of the spell.
Type - The form the spell takes. More detail is below.
S - The spell targets only a single opponent.
M - The spell targets multiple nearby opponents.
SP - Skill Points. This is how much SP the spell costs to cast.
Each spell has a basic, default name. You may change it to whatever you like, so long as you aren't vulgar. It may be the name of the spell, or the words of a short incantation. You'll also see "Type: ---" listed in the formula. This is the form the spell will take, which you may choose from the list below.
Burst - Either falls on or shoots at the enemy as a "ball" of the element. Low accuracy, high damage.
Converge - Engulfs the enemy. Moderate damage and unavoidable.
Rise - Comes out of the ground at the enemy. Higher critical hit rate.
Tornado - Whips up a tornado around the enemy. Damage ranges from very low to very high.
That wraps things up! Now, to the part you've been waiting for~
Offensive
Water 1 (Lvl. 1; Ele. water; Type: ---; S; SP: 10)
Water 2 (Lvl. 2; Ele. water; Type: ---; M; SP: 20)
Water 3 (Lvl. 3; Ele. water; Type: ---; S; SP: 35)
Fire 1 (Lvl. 1; Ele. fire; Type: ---; S; SP: 10)
Fire 2 (Lvl. 2; Ele. fire; Type: ---; M; SP: 20)
Fire 3 (Lvl. 3; Ele. fire; Type: ---; S; SP: 35)
Wood 1 (Lvl. 1; Ele. wood; Type: ---; S; SP: 10)
Wood 2 (Lvl. 2; Ele. wood; Type: ---; M; SP: 20)
Wood 3 (Lvl. 3; Ele. wood; Type: ---; S; SP: 35)
Earth 1 (Lvl. 1; Ele. earth; Type: ---; S; SP: 10)
Earth 2 (Lvl. 2; Ele. earth; Type: ---; M; SP: 20)
Earth 3 (Lvl. 3; Ele. earth; Type: ---; S; SP: 35)
Light 1 (Lvl. 1; Ele. light; Type: ---; S; SP: 10)
Light 2 (Lvl. 2; Ele. light; Type: ---; M; SP: 20)
Light 3 (Lvl. 3; Ele. light; Type: ---; S; SP: 35)
Dark 1 (Lvl. 1; Ele. dark; Type: ---; S; SP: 10)
Dark 2 (Lvl. 2; Ele. dark; Type: ---; M; SP: 20)
Dark 3 (Lvl. 3; Ele. dark; Type: ---; S; SP: 35)
Healing
Heal 1 (Lvl. 1; Heal 50 HP to one person; SP: 15)
Heal 2 (Lvl. 2; Heal 100 HP to one person; SP: 30)
Heal All 1 (Lvl. 1; Heal 50 HP to all allies; SP: 35)
Recovery (Heal 400 HP; SP: 75) This skill requires level 25 to learn.
One-Turn Summons (Equivalent to Level 5 Spells)
Note: Learning one of these requires that you have learned the level 3 spell of its particular element.
Gremlins (Ele. dark; Summon gremlins to converge on enemies; can inflict sleep and nightmare; Sp: 50)
Goblins (Ele. wood; Summon goblins to fire arrows at enemies; can inflict blind; Sp: 50)
Nimbus (Ele. lightning; Summon nimbus clouds to strike enemies with lightning; can inflict paralysis; Sp: 50)
Giant (Ele. earth; Summon a giant to crush enemies; can inflict stop; Sp: 50)
Ice Serpent (Ele. water; Summon a serpent to shred enemies; can inflict freeze; Sp: 50)
Vulcan (Ele. fire; Summon a vulcan to engulf enemies with flames; can inflict burn; Sp: 50)
Enthrallers Only (Advanced Dark Spells)
Dark 4 (Lvl. 4; Ele. dark; Type: ---; M; SP: 45)
Dark 5 (Lvl. 5; Ele. dark; Type: ---; S; SP: 60)
Dark 6 (Lvl. 6; Ele. dark; Type: ---; M; SP: 70)
Thaumaturges Only (Advanced Healing and Buffs)
Heal 3 (Lvl. 3; Heal 200 HP to one person; SP: 40)
Heal 4 (lvl. 4; Heals all health of one person; SP: 60)
Heal All 2 (Lvl. 2; Heal 100 HP to all allies; SP: 45)
Heal All 3 (Lvl. 3; Heal 200 HP to all allies; SP: 60)
Heal All 4 (Lvl. 4; Heal all health of all allies; SP: 80)
Wizards Only (Advanced Spells)
Fire 4 (Lvl. 4; Ele. fire; Type: ---; M; SP: 45)
Fire 5 (Lvl. 5; Ele. fire; Type: ---; S; SP: 65)
Fire 6 (Lvl. 6; Ele. water; Type: ---; M; SP: 80)
Water 4 (Lvl. 4; Ele. water; Type: ---; M; SP: 45)
Water 5 (Lvl. 5; Ele. water; Type: ---; S; SP: 65)
Water 6 (Lvl. 6; Ele. water; Type: ---; M; SP: 80)
Earth 4 (Lvl. 4; Ele. earth; Type: ---; M; SP: 45)
Earth 5 (Lvl. 5; Ele. earth; Type: ---; S; SP: 65)
Earth 6 (Lvl. 6; Ele. water; Type: ---; M; SP: 80)
Wood 4 (Lvl. 4; Ele. wood; Type: ---; M; SP: 45)
Wood 5 (Lvl. 5; Ele. wood; Type: ---; S; SP: 65)
Wood 6 (Lvl. 6; Ele. wood; Type: ---; M; SP: 80)
Light 4 (Lvl. 4; Ele. light; Type: ---; M; SP: 45)
Light 5 (Lvl. 5; Ele. light; Type: ---; S; SP: 65)
Light 6 (Lvl. 6; Ele. light; Type: ---; M; SP: 80)
Dark 4 (Lvl. 4; Ele. dark; Type: ---; M; SP: 45)
Dark 5 (Lvl. 5; Ele. dark; Type: ---; S; SP: 65)
Dark 6 (Lvl. 6; Ele. dark; Type: ---; M; SP: 80)
Wizards and Puppets Only (Debuffs)
Confuse (Inflicts ailment; S; SP: 25)
Curse (Inflicts ailment; S; SP: 25)
Silence (Inflicts ailment; S; SP: 25)
Slow (Inflicts ailment; S; SP: 25)
Poison (Inflicts ailment; S; SP: 30)
Sleep (Inflicts ailment; S; SP: 35)
Paralyze (Inflicts ailment; S; SP: 35)
Charm (Inflicts ailment; S; SP: 40)
Petrify (Inflicts ailment; S; SP: 55)