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Blue Magic

Not all magic in the world originates from human hands. Monsters and other creatures of magical origin practice their own unique brand of innate spellcraft, unleashing devastating magical energies almost as a reflex.

Goblin Punch 1 MP
Target Single Type Arcane (Physical) NR

The caster launches themselves at an opponent with unusual speed and suddenness, weapon at the ready. Make a standard Attack Action with whatever Weapon the caster has equipped when Goblin Punch is cast; calculate damage as normal unless the caster and the target are of equal Level; in this case, the attack inflicts 400% Physical damage. Equipment Abilities are not factored into this attack. If the caster has two Weapons equipped, choose which of the two to attack with.

Transfusion 1 MP
Target Single Type Recovery R

The caster transfers their life force into the target in the form of a glorious golden beam. Transfusion restores a single target to its maximum HP value; after the effects of Transfusion have been resolved, the caster is automatically reduced to 0 HP, regardless of their current HP score, ARM, or M. ARM.

Reflect-Null 1 MP
Target Single Type Status (Special) NR

An iridescent ball of orange light speeds towards the target, knocking down all barriers and protective fields as it homes in. When used against a target with the Reflect Status Condition, Reflect-Null has a CoS of (M. ACC – 50), M. Evasion of inflicting a random Status Condition on the target; roll 2d6 and consult the table below to determine the nature of the inflicted ailment.

Roll Status Condition
2 Petrify (4)
3 Immobilize (6)
4 Toad (6)
5 Blind (6)
6 Silence (6)
7 Poison (∞)
8 Sleep (6)
9 Slow (6)
10 Mini (6)
11 Disable (6)
12 Stop (6)
Self-Destruct 1 MP
Target Single Type Arcane (Physical) NR

The caster instantly converts their life force into explosive energy, creating a cataclysmic blast that reduces the target’s current Hit Points by (Caster’s Current Hit Points). Self-Destruct cannot exceed 999 damage, regardless of the caster’s current HP. After damage has been resolved, the caster is automatically reduced to 0 HP, regardless of the caster’s current HP, ARM or M. ARM values, or the Damage Cap.

Laser Eyes 4 MP
Target Single Type Arcane (Magical) R

Brilliant beams of energy pulse from the caster’s eyes, slashing into the target for (3 × MAG) + d8, M. Armor Magical damage.

Choco Ball 6 MP
Target Single Type Arcane (Magical) R

A crackling sphere of yellow energy forms around the caster, growing in size until it is launched at the target, inflicting (4 × MAG) + d8, M. Armor Magical damage. Aerial-type monsters take 150% damage from Choco Ball.

Red Feast 6 MP
Target Single Type Recovery NR

A series of blood-colored orbs shoot out from the tip of the caster’s weapon, latching onto the target to drain its vital essences. Make a standard Attack Action with whatever Weapon the caster has equipped when Red Feast is cast, calculating damage as normal but ignoring the Weapon’s Equipment Abilities; all damage inflicted after modifying for Armor also restores the caster’s HP, up to its maximum value. Any additional HP recovered beyond that is lost. If the caster has two Weapons equipped, choose which of the two to attack with.

Leap 8 MP
Target Single Type Arcane (Magical), Status (Weak) R

The caster makes a powerful jump, disappearing into the clouds before screaming downwards a split-second later. The resulting impact inflicts (4 × MAG) + d8, M. Armor Magical damage, and has an additional (M. ACC – 50), M. Evasion CoS for inflicting the Status Condition Armor Down (4).

Hastebreak 10 MP
Target Single Type Status (Time) R

A white glow surrounds the target, flaring up with enough force to rip a hole into space and time for one instant. Hastebreak has a CoS of (M. ACC – 50), M. Evasion; its actual effects depend on the status of the target. If it possesses the Status Conditions Haste or Agility Up, they will be canceled by Hastebreak. If it has the Status Condition Slow, but not the Status Conditions Agility Down or Agility Break, it will be afflicted with Agility Down (4). If it has Agility Down or Agility Break it will be afflicted with Slow (4); the same applies if it does not possess any Time-type Status Conditions, Haste, or Agility Up.

Night 13 MP
Target All Type Status (Seal) R

The caster summons up a tiny patch of night sky to hover above the area as soothing sounds lull the targets into a peaceful slumber. Night has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Sleep (6); roll separately for each target affected.

Flamethrower 15 MP
Target Single Type Elemental (Fire) R

The caster releases a blistering stream of fire from their fingers, scorching their intended target for (8 × MAG) + 2d8, M. Armor Fire Elemental damage.

Flash 15 MP
Target Group Type Arcane (Magical), Status (Seal) NR

The caster directs a searing pulse of phosphorescent light at their opponents, inflicting (4 × MAG) + d8, M. Armor Magical damage. In addition, Flash has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Blind (4); roll separately for each target affected.

Poison Gas 16 MP
Target Group Type Status (Toxin) R

A morass of multicolored Toxins explodes from the caster’s body. Poison Gas has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Poison (∞); roll separately for each target affected.

Blaster 17 MP
Target Group Type Arcane (Magical), Status (Time) NR

A spinning circle of small vortices surrounds the caster’s head, turning into globes of force as they accelerate, then release, slamming into all targets for (4 × MAG) + d8, M. Armor Magical Damage. In addition, Blaster has a (M. ACC – 50), M. Evasion CoS of inflicting the Status Condition Immobilize (4); roll separately for each target affected.

Ultra Waves 19 MP
Target Group Type Arcane (Magical), Status (Mystify) NR

Purple waves of ultrasonic energy ripple from the caster’s body, inflicting (8 × MAG) + 2d8, M. Armor Magical damage on all targets. In addition, Ultra Waves has a CoS (M. ACC – 50), M. Evasion of inflicting the Status Condition Berserk (6); roll separately for each target affected.

Death Force 20 MP
Target Single Type Status (Barrier) R

A dazzling crystalline globe inscribed with the outlines of a screaming skull materializes around the target, bestowing the Status Condition Status Immune (Fatal) (6).

Dragon Force 20 MP
Target Single Type Status (Barrier) R

A shimmering crystalline globe etched with intertwining dragons appears around the target, bestowing the Status Conditions Element Immune (Fire) (6), Element Immune (Ice) (6), and Element Immune (Lightning) (6).

1,000 Needles 24 MP
Target Single Type Arcane (Physical) NR

One thousand stinging cactus thorns are shot from the caster’s body at the target in rapid succession. 1000 Needles automatically inflicts 100 Physical damage on the target; M. ARM and ARM have no effect on this damage.

Magic Hammer 25 MP
Target Single Type Arcane (Magical) R

A solid-looking iron mallet materializes into existence above the enemy, dropping onto the selected target’s head with a brain-splitting crack and removing (Target’s Current MP / 10) MP from each in the progress. Regardless of how much MP the target currently possesses, Magic Hammer will never take away more than 999. The caster regains a number of Magic Points equal to the damage inflicted by Magic Hammer after modifying for M. ARM.

Drill Shot 27 MP
Target Single Type Arcane (Physical) NR

The caster jabs at the target, creating a stream of multi-colored spheres that rush out towards it and explode on impact. Make a standard Attack Action with whatever Weapon the caster has equipped when Drill Shot is cast, ignoring the Weapon’s Equipment Abilities; when calculating damage, ignore the target’s ARM and—where applicable—the Status Condition Protect. If the caster has two Weapons equipped, choose which of the two to attack with.

Force Field 27 MP
Target Party Type Status (Barrier) NR

The caster is enveloped by a prismatic glow, creating a rapidly-expanding field which summons a sudden flash of white light to engulf them, gradually spreading out to cover their allies before fading. Force Field bestows the Status Condition Element Immune (6) to all allies; immediately roll a d8 and consult the table below to find out which Element is affected.

Roll Element
1 Earth
2 Fire
3 Water
4 Wind
5 Lightning
6 Ice
7 Holy
8 Shadow
Revenge Blast 30 MP
Target Single Type Arcane (Magical) NR

A wave of invisible force crashes into the target, inflicting (Caster’s maximum HP – Caster’s Current HP) Magical Damage in the process.

Roulette 30 MP
Target All Type Status (Fatal) NR

All natural light suddenly ceases as a single spotlight begins to spin across the battlefield, drawing in tighter and tighter circles around the combatants until it stops on a single target, killing it stone dead. In order to determine the ‘lucky winner’ of this grisly fate, all combatants, active or otherwise, should make an immediate Percentile Roll once Roulette is cast. The highest-rolling combatant is immediately reduced to 0 HP, regardless of current HP, ARM or M. ARM values, or the Damage Cap.

Limit Globe 32 MP
Target Single Type Arcane (Physical) NR

A sinister globe of magical energy emerges from the caster’s body, drifting towards the target at a leisurely pace before disappearing into its body with a muted sucking sound. Make a standard Attack Action with whatever Weapon the caster has equipped when Limit Globe is cast; calculate damage as normal unless the caster is currently at 25% or fewer of their maximum HP; in this case, the attack inflicts 400% Physical damage. Equipment Abilities are not factored into this attack. If the caster has two Weapons equipped, choose which of the two to attack with.

Homing Laser 33 MP
Target Single Type Arcane (Magical) NR

A salvo of searing laser beams arcs out of the caster’s body and blasts the target in a spectacular series of explosions. Homing Laser has a CoS of (M. ACC – 50), M. Evasion of inflicting (Target’s Current HP / 2) Magical damage; regardless of how much HP the target currently possesses, Homing Laser will never take away more than 999 HP.

Seed Cannon 34 MP
Target Single Type Arcane (Physical) NR

The caster tenses up before firing a heavy seed pod, pummeling the target. Seed Cannon inflicts (15 × STR) + 4d8, Armor Physical damage.

Condemned 35 MP
Target Single Type Status (Fatal) R

A cackling red skull appears over the target before slowly fading away. Condemned has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Condemned (4) on the target.

Frost 36 MP
Target Single Type Status (Fatal) R

The caster aims a stream of cold air at the target, dropping the temperature surrounding the target close to freezing point. Frost has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Frozen (2) on the target.

Matra Magic 36 MP
Target Single Type Arcane (Magical) R

A volley of tiny guided missiles burst from the caster’s body, seeking out the enemy before consuming them in a powerful explosion. Matra Magic inflicts (15 × MAG) + 4d8, M. Armor Magical damage.

Stare 36 MP
Target Group Type Arcane (Physical), Status (Mystify) NR

The caster’s eyes flare red, weaving hypnotic suggestions at all unlucky enough to be caught up in the gaze. Stare inflicts (8 × MAG) + 2d8, M. Armor Magical damage; in addition, it has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Confuse (6). Roll separately for each target.

Thrust Kick 37 MP
Target Single Type Arcane (Physical), Status (Fatal) NR

The caster launches into an athletic flying kick, surrounded by a faint nimbus of energy as they slam into their target with a sound barrier-breaking crash. Thrust Kick has a CoS of (M. ACC – 50), M. Evasion to instantly Eject the target from the battlefield; should the target not be displaced, they are instead struck by the full force of the Blue Mage’s blow, taking (18 × MAG) + 5d8, Armor Physical damage in the process.

Acid 38 MP
Target Single Type Arcane (Magical), Status (Weak) NR

A spray of corrosive slime splashes over the target, eating away at its Evasions and inflicting (15 × MAG) + 4d8, M. Armor Magical Damage. In addition, Acid has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Meltdown (2).

Mustard Bomb 39 MP
Target Single Type Status (Fatal) NR

The caster creates an explosive blast of fire and hot gases, igniting the area around the target to infernal temperatures. Mustard Bomb has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Heat (2) on the target.

Lilliputian Lyric 40 MP
Target Single Type Status (Special) NR

The caster emits a blast of discordant notes, engulfing their intended victim in a puff of sweet-smelling orange smoke. Lilliputian Lyric has a CoS of (M. ACC – 50), M. Evasion of afflicting the target with the Status Conditions Mini (6) and Sleep (6); roll separately for each Status Condition.

Level 4 Holy 41 MP
Target Group Type Elemental (Holy) NR

Spectacular blasts of white energy assault the targets, encircling them with pearl-like starbursts. Level 4 Holy only affects targets whose Level is a multiple of 4, and inflicts (21 × MAG) + 5d8, M. Armor Holy Elemental damage.

Aqua Breath 42 MP
Target Group Type Elemental (Water) NR

Torrential winds assault the enemy, buffeting them about as exploding water bubbles shower the area, hitting all targets for (18 × MAG) + 5d8, M. Armor Water Elemental Damage.

Electrocute 42 MP
Target Group Type Elemental (Lightning) NR

The caster hovers in mid-air, conducting sparks of energy as green bolts of electrical energy blast through the air at random intervals to devastating effect. All targets caught in the blast are struck for (18 × MAG) + 5d8, M. Armor Lightning Elemental damage.

Fire Breath 42 MP
Target Group Type Elemental (Fire) NR

The caster begins to glow in a distressing shade of orange as they open their mouth to release a single solid ball of fire which bursts into a swirling cloud of flames amidst the targets, burning them for (18 × MAG) + 5d8, M. Armor Fire Elemental damage.

Level 3 Confuse 43 MP
Target Group Type Status (Mystify) NR

Small meteorites appear above each target’s head, dropping down with a comical ‘plunk’ to release a riot of colored stars. Level 3 Confuse only affects targets whose Level is a multiple of 3, and has a CoS of (M. ACC – 50), M. Evasion of adding the Status Condition Confuse (6). Roll separately for each eligible target.

White Wind 45 MP
Target Party Type Recovery NR

A dazzling constellation of pearls hovers around the caster, radiating waves of bright light to restore (Caster’s Current HP) HP to all allies.

Level 3 Defenseless 48 MP
Target Group Type Status (Weak) NR

The caster sends out a swarm of pale pink globes towards the enemy, briefly encasing them in a field of rosy energy. Level 3 Defenseless only affects targets whose Level is a multiple of 3, and has a CoS of (M. ACC – 50), M. Evasion of adding the Status Conditions Armor Break (6) and _Mental Break _*(6)*.

Dischord 50 MP
Target Single Type Status (Weak) R

The target is surrounded by a coruscating aura of rainbow-colored light, rippling along the length of its body several times before fading. Dischord has a CoS of (M. ACC – 50), M. Evasion of severely weakening the target, adding the Status Conditions Agility Down (4), Armor Down (4), Magic Down (4), Mental Down (4), Power Down (4), and Spirit Down (4).

Pond’s Chorus 50 MP
Target Single Type Status (Special) R

The caster emits a blast of discordant notes, obscuring the target in sickly green vapors. Pond’s Chorus has a CoS of (M. ACC – 50), M. Evasion of afflicting the target with the Status Conditions Toad (4) and Sleep (6); roll separately for each Status Condition.

Level 4 Flare 50 MP
Target Group Type Arcane (Magical) NR

A series of volatile particles zero in on the enemy, accompanied by a high-pitched whine. Level 4 Flare only affects targets whose Level is a multiple of 4, and inflicts (24 × MAG) + 4d10, M. Armor Magical damage.

Degenerator 57 MP
Target Single Type Status (Fatal) NR

The caster emits a single burst of black energy that all but rips the life energy of out its target. Degenerator has a CoS of (M. ACC – 50), M. Evasion of instantly reducing the target to 0 HP, regardless of current HP, ARM or M. ARM values, or the Damage Cap.

Earth Shake 59 MP
Target Group Type Elemental (Earth) NR

Heavy tremors burst through the area, flying rocks and hot gases blasting the paralyzed targets for (21 × MAG) + 4d12, M. Armor Earth Elemental damage. Earth Shake will not affect Floating or Flying combatants.

Angel’s Snack 60 MP
Target Party Type Recovery NR

A cascade of sparkling blue stars showers down on the caster and their allies, negating all magic in the area. Angel’s Snack cancels out all Status Conditions—beneficial or otherwise—currently afflicting all affected targets.

Twister 62 MP
Target Group Type Elemental (Wind) NR

The caster summons a roaring tornado to sweep through the area, taking everything in its path for a spin. All targets in the affected area are hit for (21 × MAG) + 5d8, M. Armor Wind Elemental damage.

Bad Breath 63 MP
Target Group Type Status (Special) NR

The mage exhales a stream of dark, billowing Toxic smoke over his enemies, fumes quickly moving out to engulf the entire area. Bad Breath has a CoS of (M. ACC – 50), M. Evasion of inflicting multiple Status Conditions on all active combatants in the targeted Group. Roll once for each eligible target to determine whether Status Conditions are inflicted; if successful, roll a d6 and consult the table below to determine which Status Conditions are added to the target.

Roll Status Conditions
1 Curse (6), Immobilize (6), Poison (∞), Silence (6)
2 Blind (6), Disable (6), Poison (∞), Slow (6)
3 Berserk (6), Condemned (4), Mini (4), Sleep (6)
4 Confuse (6), Slow (6), Sap (6), Toad (4)
5 Confuse (6), Petrify (4), Slow (6), Venom (4)
6 Berserk (6), Blind (6), Poison (∞), Zombie (6)
Rippler 65 MP
Target Single Type Status (Special) NR

Hazy spheres of blue energy surround the caster and their target, gently rotating as the ground between the two begins to take on the appearance of a mercury lake. At once the orbs swap, in the process exchanging all Status Conditions possessed by the caster and target, beneficial or otherwise. For example, a Blind caster using Rippler on a target with Haste and Silence would end up with Silence and Haste while the target themselves would be rendered Blind. Status timers will transfer along with their Status. Note that ‘permanent’ Statuses such as those granted by the Equipment Ability Auto-[Status] or Job Abilities cannot be transferred in this fashion.

Cry in the Night 67 MP
Target Single Type Arcane (Magical), Status (Special) NR

A dark shadow creeps across the battlefield, emitting tendrils of glowing pink energy that drift among the combatants. A ball of blood red energy rises from the midst of the targets, drawing in the pink tendrils and absorbing their energy. The ball grows for a few moments, becoming surrounded by a haze of red energy, and then explodes. Wave after wave of explosive energy slam the targets for (21 × MAG) + 5d8, M. Armor Magical damage. The explosion is accompanied by a strange howling noise, a chilling sound with a (M. ACC – 50), M. Evasion CoS of inflicting the Status Conditions Curse (6) and Silence (6). Roll separately for each Condition.

Gatling Gun 68 MP
Target Single Type Arcane (Physical) NR

The caster sends a rapid barrage of explosive shells at one target, peppering it repeatedly for grievous damage. Gatling Gun inflicts (24 × STR) + 4d10, Armor Physical damage.

Wall Change 75 MP
Target Single Type Status (Special) NR

A shimmering globe of energy encloses the target, cycling through a series of colors and hues before vanishing. Wall Change adds the Status Condition Element Resist (6) for all Elements save one; roll a d8 and consult the table below to determine which one. The combatant will be afflicted with the Status Condition Element Weak (6) for the rolled element; roll again during every subsequent Status Phase, rearranging the Status Conditions accordingly.

Roll Element
1 Earth
2 Fire
3 Water
4 Wind
5 Lightning
6 Ice
7 Holy
8 Shadow
Level 5 Death 80 MP
Target Group Type Status (Fatal) R

Ghostly, fog-colored skulls materialize above the enemy, letting out a haunting laugh before fading out. Level 5 Death only affects targets whose Level is a multiple of 5, and has a (M. ACC – 50), M. Evasion CoS of instantly reducing any eligible target to 0 HP, regardless of current HP, ARM or M. ARM values, or the Damage Cap.

Level 2 Old 84 MP
Target Group Type Status (Weak) NR

Grey clocks fade into existence over the battlefield, chiming twelve times before disappearing again. Level 2 Old only affects targets whose Level is a multiple of 2, and has a (M. ACC – 50), M. Evasion CoS of inflicting the Status Conditions Agility Break (4), Armor Break (4), Magic Break (4), Mental Break (4), Power Break (4), and Spirit Break (4). Roll separately for each target affected.

Angel Whisper 90 MP
Target Single Type Recovery NR

A beautiful angelic spirit descends from the heavens, hovering above the target to shower it with glowing particles of magical energy before fading away. Angel Whisper restores a single target to its maximum HP value, as well as canceling all Status Conditions—save Zombie—currently affecting that target. If used against Undead monsters or combatants afflicted with the Status Condition Zombie, Angel Whisper has a (M. ACC – 50), M. Evasion CoS of instantly reducing the target to 0 HP, regardless of current Hit Points, ARM, M. ARM or the Damage Cap.

Magic Breath 90 MP
Target Group Type Elemental (Special) NR

A expanding cloud of iridescent bubbles swamps the area, bursting into hissing spheres of fire, ice and electricity as it makes contact with the enemy. All affected targets are hit three times; once for (8 × MAG) + 2d8 Fire Elemental damage, once for (8 × MAG) + 2d8 Ice Elemental damage, and once for (8 × MAG) + 2d8 Lightning Elemental damage.

Level 4 Suicide 91 MP
Target Group Type Status (Special) NR

Ribbons of red energy surround the targets, wrapping around them tightly before fading away. Level 4 Suicide only affects targets whose Level is a multiple of 4. It has a (M. ACC – 50), M. Evasion CoS of instantly reducing any eligible target’s HP to 1, regardless of current HP, ARM or M. ARM values, or the Damage Cap. In addition, Level 4 Suicide also has a (M. ACC – 50), M. Evasion CoS of adding the Status Condition Mini (4); roll separately for each affected target and effect.

Heaven’s Cataract 94 MP
Target Group Type Arcane (Magical), Status (Weak) NR

A watery, translucent blue aura gathers around the caster, hovering in place for a moment before being thrown into the enemy, rapidly expanding as it approaches in an all-encompassing wave of dark smoke. Heaven’s Cataract inflicts (24 × MAG) + 4d10, M. Armor Magical damage; in addition, it has a (M. ACC – 50), M. Evasion CoS of inflicting the Status Conditions Armor Break (6) and Mental Break (6); roll separately for each affected target.

Stone Breath 96 MP
Target Group Type Status (Seal) NR

The caster exhales a cloud of creeping gray vapors that slowly drift to settle over the target. Stone Breath has a (M. ACC – 50), M. Evasion CoS of inflicting the Status Condition Stone (∞); roll separately for each target.

Shadow Flare 100 MP
Target Single Type Elemental (Shadow) R

Pure white light floods the area, turning all combatants into stark black shadows; a second later, a swarm of dark particles homes in on the target, blasting it for (27 × MAG) + 4d12, M. Armor Shadow Elemental damage.

Mighty Guard 120 MP
Target Party Type Status (Barrier) NR

Brilliant green globes of energy form around the caster and their allies, fading into thin air a second later. Mighty Guard adds the Status Conditions Haste (4), Protect (4), and Shell (4) to all allies.

Annihilator 125 MP
Target Group Type Arcane (Magical) NR

The caster raises their hand, building up a globe of dark energy before casually throwing it into the midst of the enemy. The globe hovers silently for a brief second before exploding in a cataclysm of pink energy, inflicting (30 × MAG) + 4d12 Magical damage.

Mortar 125 MP
Target Group Type Arcane (Physical) NR

Raising their arms to the sky, the caster launches a series of ruby-red projectiles at the enemy, engulfing them in bursts of flame and smoke. Mortar inflicts (30 × STR) + 4d12 Physical damage.

Death Claw 140 MP
Target Single Type Status (Fatal) R

A spiral of malignant energy winds around the target in ever-tightening circles, drawing into a constricting bind before disappearing. Death Claw has a CoS of (M. ACC – 50), M. Evasion of instantly reducing the target to 1 Hit Point, regardless of current HP, ARM or M. ARM values, or the Damage Cap.

Grand Train 175 MP
Target Group Type Arcane (Magical) NR

A black wave of celestial energy assaults the targets as the battlefield explodes in rushing starbursts, inflicting (36 × MAG) + 5d12 Magical damage on all opponents. Grand Train is not subject to the Damage Cap, and can inflict damage in excess of 999.

Storm Cannon 200 MP
Target Group Type Arcane (Magical) NR

The caster points skywards, firing a blinding beam into the heavens. The sky shimmers for a moment before waves of white light come crashing down upon the targets, engulfing them in a haze of thick white smoke that inflicts (15 × Caster’s Level) Magical damage. Storm Cannon is not subject to the Damage Cap, and can inflict damage in excess of 999.