Magic Tutorial
A simple guide to how magic works on this forum.
Magic is limited very easily. You may have no more than 5 of a specific spell at a time. Also, you may only stock 5 different spells at once. That gives you a total of 25 spells to work with at any given point. Now, in combat, your spells do a variety of things, all of which are listed below. You should keep up with which spells you have used and list them in your signature. Example:
[Spell1: 5; Spell2: 4; Spell3: 5; Spell4: 5; Spell5: 2]
Life Magic - Generally heals you, but does have other effects.
Support Magic - Offers helpful but nondamaging or healing effects.
Status Magic - Affects
Fire Magic - Allows you to cast fire magic.
Ice Magic - Allows you to cast ice magic.
Thunder Magic - Allows you to cast thunder magic.
Time Magic - Allows you to manipulate your opponent's turns.
Forbidden Magic - Is not allowed and is here for reference only.
Other Magic - Stuff that doesn't fall in the other categories.
Which spells may I have?If you're a civilian, you may have anything in
light green, although it will only work at half power (example, cure will only heal 1 point; except dispel, it will still remove 1 status effect). If you're a SeeD candidate, you may have anything in
light green or
yellow. If you are a SeeD operative, you may have anything in
light green,
yellow, or
blue. Anything in
another color must be found.
Gray may not be used.
Life Magic-
Cure Heals the target for 2 points.
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Cura Heals the target for 4 points.
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Curaga Heals the target for 6 points.
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Regen Heals the target for 1 point for 5 turns.
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Life Revives a knocked out ally to 5 less than maximum points.
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Full-Life Revives a knocked out ally to zero points.
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Zombie Causes 'cure' magic to have the opposite effect (i.e., cure deals 2 points, life knocks the target out).
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Death Sets the target to maximum points.
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Holy Adds 8 points to the target.
Support Magic-
Esuna Removes all status effects.
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Dispel Removes one status effect (at a time).
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Protect Prevents points being added because of physical attacks for three turns.
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Shell Prevents points being added because of magical attacks for three turns.
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Reflect Causes spells cast at the target to be reflected back on their caster.
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Drain Removes two points from the caster and puts them on the target.
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Aura Allows one additional use of a limit break.
Status Magic-
Bio Poisons the target, dealing 1 point for 5 turns.
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Break Petrifies the target, preventing them from doing anything for three turns.
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Blind Prevents the target from being able to land a physical attack for three turns.
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Silence Prevents the target from being able to cast magic for three turns.
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Berserk Target deals double damage but can only physically attack for three turns (no limit breaks).
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Sleep Puts the target to sleep for three turns. Physical damage wakes them.
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Confuse Target attacks mindlessly for three turns.
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Pain Target is afflicted by Bio, Blind, and Silence.
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Meltdown Target takes double points from all attacks.
Fire Magic-
Fire Deals 1 point.
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Fira Deals 2 points.
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Firaga Deals 3 points.
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Flare Deals 4 points.
Ice Magic-
Blizzard Deals 1 point.
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Blizzara Deals 2 points.
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Blizzaga Deals 3 points.
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Water Deals 4 points.
Thunder Magic-
Thunder Deals 1 point.
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Thundara Deals 2 points.
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Thundaga Deals 3 points.
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Aero Deals 4 points.
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Tornado Deals 5 points.
Time Magic-
Haste Speeds target up, allowing them to go twice before their opponent does.
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Slow Slows target for three turns, allowing the caster to go twice between target's posts.
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Stop Stops target for three turns.
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Quake Earthquake attack that does not affect flying opponents. Deals 4 points.
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Demi Gravitational attack that deals half the number of points left to knock the target out.
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Double Two spells can be cast simultaneously.
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Triple Three spells can be cast simultaneously.
Forbidden Magic-
Meteor Summons a meteor shower; deals 7 points.
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Ultima Nuclear explosion; deals 10 points.
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Apocalypse Deals 15 points.
Other Magic-
Float Allows the target to avoid earth-based attaacks.
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Scan Tells the target how many points left to knock out an opponent.