Black Magic
Black Magic
Black is the color of destruction. Practitioners of Black Magic have mastered control of the elements, shaping these into any number of offensive devices.
Level 1
Blind | 5 MP | |||
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Target | Single | Type | Status (Seal) | R |
A blinding cloud of thick black fog surrounds the target, robbing it of all senses. Blind has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Blind (6) on the target.
Blizzard | 7 MP | |||
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Target | Single | Type | Elemental (Ice) | R |
A flurry of high-speed ice particles is launched at the target, inflicting (4 × MAG) + d8, M. Armor Ice Elemental damage.
Fire | 7 MP | |||
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Target | Single | Type | Elemental (Fire) | R |
A burning sphere of fire rushes towards the target, exploding on impact. Fire inflicts (4 × MAG) + d8, M. Armor
Fire Elemental damage.
Poison | 9 MP | |||
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Target | Single | Type | Elemental (Bio), Status (Toxin) | R |
A frothing cloud of sickly violet bubbles swarms over the target with suffocating force. Poison inflicts (4 × MAG) + d8, M. Armor Bio Elemental damage; in addition, Poison has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Poison (∞).
Sleep | 5 MP | |||
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Target | Single | Type | Status (Seal) | R |
Clouds of light mist play around the target as the apparition of a moon appears overhead to shower soft starlight upon it. Sleep has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Sleep (6).
Thunder | 7 MP | |||
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Target | Single | Type | Elemental (Lightning) | R |
A brilliant bolt of lightning tears down from the sky, striking the target with barely-contained energy. Thunder inflicts (4 × MAG) + d8, M. Armor Lightning Elemental damage.
Level 2
Dark | 18 MP | |||
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Target | Single | Type | Elemental (Shadow) | R |
A sphere of utter blackness launches at the target, dissipating into a dark mist as it strikes. Dark inflicts (8 × MAG) + 2d8, M. Armor Shadow Elemental damage.
Element Spikes | 16 MP | |||
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Target | Single | Type | Status (Strengthen) | R |
The target is surrounded by a shimmering barrier of elemental energy capable of solidifying into cruel spikes at the touch of a weapon. Element Spikes inflicts the Status Condition Element Spikes (6); declare which element the Spikes will be tied to—Fire, Ice or Lightning—when casting this Spell.
Lock | 10 MP | |||
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Target | Single | Type | Status (Weak) | R |
At the caster’s command, a set of crosshairs begin to glow around the target’s body, illuminating weak points and tracking movements. Lock has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Lock (6) on the target.
Rasp | 15 MP | |||
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Target | Single | Type | Arcane (Magical) | R |
Inexorably drawn by the lure of magical power, translucent spheres of violet energy spiral in towards the target, sapping all mana out of the surrounding area before rushing away. Rasp reduces the target’s current MP by (8 × MAG) + 2d8, M. Armor.
Water | 18 MP | |||
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Target | Single | Type | Elemental (Water) | R |
Water begins to filter out of the air, forming a solid ball around the target that lifts it off the ground before bursting in a shower of liquid. Water inflicts (8 × MAG) + 2d8, M. Armor Water Elemental damage.
Level 3
Blizzara | 22 MP | |||
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Target | Single/Group | Type | Elemental (Ice) | R |
The air around the target condenses to freezing point in an instant, encasing it in a towering spire of ice. Blizzara inflicts (12 × MAG) + 3d8, M. Armor Ice Elemental damage.
Prerequisite: Blizzard
fear | 30 MP | |||
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Target | Single | Type | Status (Weak) | R |
A sinister, screaming visage wavers into life above the target, letting loose a bone-chilling howl before fading away. Fear has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Power Down (6).
Fira | 22 MP | |||
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Target | Single/Group | Type | Elemental (Fire) | R |
A furious explosion tears through the air as a column of incandescent fire erupts under the target. Fira inflicts (12 × MAG) + 3d8, M. Armor Fire Elemental damage.
Prerequisite: Fire
Thundara | 22 MP | |||
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Target | Single/Group | Type | Elemental (Lightning) | R |
Electric-blue thunderbolts crash into the ground, creating a deadly array of ball lightning to encircle all targets. Thundara inflicts (12 × MAG) + 3d8, M. Armor Lightning Elemental damage.
Prerequisite: Thunder
Zombie | 30 MP | |||
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Target | Single | Type | Status (Transform) | R |
The target disappears, swallowed by a wave of miasmic green smoke seeking to steal away its life force. Zombie has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Zombie (6).
Level 4
Bio | 44 MP | |||
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Target | Single/Group | Type | Elemental (Bio), Status (Toxin) | R |
Virulent green orbs begin to bubble out of the ground, quickly overwhelming the target with a deadly shower of to × ins. Bio inflicts (15 × MAG) + 4d8, M. Armor Bio Elemental damage; in addition, Bio has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Poison (∞)—roll separately for each eligible combatant.
Prerequisite: Poison
Debarrier | 30 MP | |||
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Target | Single | Type | Support | R |
A beam of dazzling blue light strikes the target, blasting away all protective magics in the blink of an eye. Debarrier has a CoS of (M. ACC – 50), M. Evasion of canceling all Barrier-type Status Conditions except Shield currently active on the target.
Despair | 35 MP | |||
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Target | Single | Type | Status (Weak) | R |
Columns of red and black smoke dance around the target, wrapping it in choking, fuming spirals. Despair has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Conditions Armor Down (4) and Mental Down (4).
Prerequisite: Fear
Drain | 34 MP | |||
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Target | Single | Type | Recovery | NR |
Blood-red orbs circle the target, growing larger and more livid as they draw out the very essence of the target’s life; once full, the orbs return to the caster, releasing their payload of stolen vitality on contact. Drain inflicts (15 × MAG) + 4d8, M. Armor Magical damage; the caster regains a number of Hit Points equal to the amount lost by the target.
Osmose | 1 MP | |||
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Target | Single | Type | Recovery | NR |
Orbs of blinding pink energy form around the target, growing larger and more luminous as they draw mana from the target; once full, the orbs return to the caster, transferring the stolen energy upon contact. The target’s current MP is reduced by (15 × MAG) + 4d8, M. Armor MP; the caster regains a number of MP equal to the amount lost by the target.
Watera | 38 MP | |||
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Target | Single/Group | Type | Elemental (Water) | R |
The ground buckles and cracks as a column of water erupts, violently immersing all targets before dispersing again. Watera inflicts (15 × MAG) + 4d8, M. Armor Water Elemental damage.
Prerequisite: Water
Level 5
Blizzaga | 60 MP | |||
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Target | Single/Group | Type | Elemental (Ice) | R |
Particles of frost and snow accelerate towards the target, rapidly sealing it in layer after layer of solid ice before the entire edifice shatters. Blizzaga inflicts (18 × MAG) + 5d8, M. Armor Ice Elemental damage.
Prerequisite: Blizzara
Curse | 55 MP | |||
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Target | Single | Type | Status (Seal) | R |
A sinister black circle materializes under the target, streaming multi-colored lights and gases before winking shut. Curse has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Curse (4).
Prerequisite: Despair
Firaga | 60 MP | |||
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Target | Single/Group | Type | Elemental (Fire) | R |
A colossal sphere of white-hot fire crashes onto the target, sparking a furious explosion that engulfs it in a cloud of ash and cinders. Firaga inflicts (18 × MAG) + 5d8, M. Armor Fire Elemental damage.
Prerequisite: Fira
Scourge | 65 MP | |||
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Target | Group | Type | Elemental (Shadow) | R |
A long shadow creeps over the ground, darkening the area as wicked spikes of unholy energy burst through to skewer all targets. Scourge inflicts (18 × MAG) + 5d8, M. Armor Shadow Elemental damage.
Prerequisite: Dark
Stone | 65 MP | |||
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Target | Single | Type | Status (Seal) | R |
Fingers of stone burst forth from the ground, snatching shut around the target in a shower of flying stones and dirt before shattering. Stone has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Stone (∞).
Thundaga | 60 MP | |||
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Target | Single/Group | Type | Elemental (Lightning) | R |
A deafening peal of thunder rolls across the battlefield as lightning bolt after lightning bolt crashes to earth, trapping all targets in a sizzling sphere of electrical energy before dissipating again. Thundaga inflicts (18 × MAG) + 5d8, M. Armor Lightning Elemental damage.
Prerequisite: Thundara
Level 6
Death | 80 MP | |||
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Target | Single | Type | Status (Fatal) | R |
A decaying, hooded figure emerges from the ground in a cloud of dark smoke, raising a massive scythe to cleave the target’s life force in twain before fading away with a blood-curdling laugh. Death has a CoS of (M. ACC – 50), M. Evasion of reducing the target to 0 HP, regardless of current HP, ARM or M. ARM values, or the Damage Cap.
Prerequisite: Debarrier
Flare | 86 MP | |||
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Target | Single | Type | Arcane (Magical) | R |
Globes of pure magical energy blast into the target in a relentless stream, setting off one chaotic explosion after another before rushing out again. Flare inflicts (24 × MAG) + 4d10, M. Armor Magical damage.
Quake | 70 MP | |||
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Target | All | Type | Elemental (Earth) | NR |
A violent tremor tears through the length of the battlefield, breaking up the ground into shuddering, crumbling fragments and yawning crevasses. Quake inflicts (21 × MAG) + 5d8, M. Armor Earth Elemental damage; Floating and Flying targets are immune to its effects.
Syphon | 70 MP | |||
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Target | Single | Type | Recovery | NR |
Orbs of golden energy surround the target, growing larger and more brilliant as they sap at its vital and magical forces; once large enough, they return to the caster, dissolving in a shower of pale light. The target suffers (21 × MAG) + 5d8, M. Armor damage, split evenly between HP and MP; the caster regains an amount of HP and MP equal to that lost by the target. If the target has no MP, all damage defaults to the target’s HP instead.
Waterga | 78 MP | |||
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Target | Group | Type | Elemental (Water) | R |
Winding streams of airborne water race towards all targets, quickly enclosing them in an immense liquid dome before dissolving into a foaming tidal wave. Waterga inflicts (21 × MAG) + 5d8, M. Armor Water Elemental damage.
Prerequisite: Watera
Level 7
Freeze | 115 MP | |||
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Target | Single | Type | Elemental (Ice), Status (Fatal) | R |
Chilly vapors float over the battlefield as fragments of blue ice cascade down on the target, imprisoning it in a jagged, glacial prison. Freeze inflicts (27 × MAG) + 4d12, M. Armor Ice Elemental damage; in addition, it has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Frozen (2).
Prerequisite: Blizzaga
Nuke | 115 MP | |||
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Target | Single | Type | Elemental (Fire), Status (Fatal) | R |
Spheres of orange flame rush towards the target, engulfing it in an ever-growing explosion with the heat and fury of a newborn star. Nuke inflicts (27 × MAG) + 4d12, M. Armor Fire Elemental damage; in addition, it has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Heat (2).
Prerequisite: Firaga
Pain | 85 MP | |||
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Target | Single | Type | Status (Special) | R |
Oily clouds of black and violet smoke engulf the target, obscuring it from view entirely. Pain has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Conditions Blind (4), Poison (∞), and Silence (4); roll separately for each Status Condition.
Toad | 75 MP | |||
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Target | Single | Type | Status (Transform) | R |
Four columns of orange smoke erupt around the target, spewing forth until the victim is nothing but an indistinct shadow in the vapors. Toad has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Toad (4). If the target is already under the effects of Toad, a second casting of Toad cancels the Status Condition.
Venom | 100 MP | |||
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Target | Group | Type | Elemental (Bio), Status (Toxin) | R |
A pool of vile ooze begins to form, steaming to × ic gases as bubbles of liquid venom rise up to shower all targets. Venom inflicts (24 × MAG) + 4d10, M. Armor Bio Elemental damage. In addition, it has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Venom (4)—roll separately for each eligible combatant.
Prerequisite: Bio
Level 8
Break | 150 MP | |||
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Target | Single | Type | Elemental (Earth), Status (Special) | R |
The ground beneath the target explodes in a seismic nightmare of dust, soil and rocky spires. Break inflicts (30 × MAG) + 4d12, M. Armor Earth Elemental damage; in addition, it has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Stone (∞). If successful, make an additional d% roll; there is a (M. ACC – 50), M. Evasion chance that the violent shaking will have shattered the petrified combatant, reducing the target to 0 HP, regardless of current Hit Points, ARM or M. ARM values.
Scathe | 175 MP | |||
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Target | All | Type | Elemental (Shadow) | NR |
A fiery agglomeration of rock flashes into existence above the battlefield, gathering fragments of ony × and dark energy to it before beginning its descent to earth, crackling with malevolent energy as it crashes down. Scathe inflicts (36 × MAG) + 5d12, M. Armor Shadow Elemental damage.
Prerequisite: Scourge
Doomsday | 175 MP | |||
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Target | Group | Type | Status (Fatal) | R |
A wall of dark smoke sweeps across the battlefield, cloaked shadows and glowing eyes visible through the oily tendrils before the dark scene fades away. Doomsday has a CoS of (M. ACC – 50), M. Evasion of reducing all affected targets to 0 HP, regardless of current HP, ARM or M. ARM values. Roll separately for each eligible target.
Prerequisite: Death
Meltdown | 150 MP | |||
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Target | Single | Type | Arcane (Magical), Status (Weak) | NR |
A high-speed stream of heat and energy assails the target, immersing it in furious, bone-searing temperatures. Meltdown inflicts (33 × MAG) + 5d10, M. Armor Magical damage; in addition, it has a CoS of (M. ACC – 50), M. Evasion of adding the Status Condition Meltdown (4).
Prerequisite: Flare
Ultima | 250 MP | |||
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Target | Group | Type | Arcane (Magical) | NR |
An eerie calm falls over the battlefield as the sky grows dark, shading the combatants in blue and black. Only one sound breaks the silence; a single note, gaining in pitch as a dome of purest blue energy forms underneath the targets, growing outwards in an unstoppable, destructive rush that engulfs the area whole. As the sound reaches ear-splitting frequencies, the dome flashes out of existence, and all becomes still once more. Ultima inflicts *(42 × MAG) + 5d12 *Magical damage; unlike other Black Spells, Ultima is not affected by the Damage Cap and may exceed 999 damage.
Prerequisite: Meltdown