Final Fantasy Magik

Final Fantasy Magic
Casting Spells

Whether casting a spell or using Materia with spell power, the casting requires the use of both an Omni and a Beta action to cast. The range of each spell is determined by the Dominion and level of magic being cast.

All Magic requires both verbal and somatic components if a caster is ever unable to move or speak magic cannot be cast.

Material only requires that it be set into a slot and supplied mana to activate it must also be touched when activated, though as stated before both an Omni action and a Beta action are required.

Red Magic

Each level of Red Magic allows the caster to choose a Magic Dominion from the Destruction path or from the Restoration path.. The level of this Field grants the caster a 2 point discount from mana spent when casting Destruction or Restoration spells. The level of Red Magic allows 2 units Range per the Dominion and 2 additional Damage.

When casting Black magic the range is equal 4 units per the Dominion

When casting White magic the range is equal to 4 units per level Dominions

Each level of Black or White magic adds an additional 1% to Penalties to resistance checks

Black Magic

Each level of Black Magic allows the caster to choose a Magic Dominion from the Destruction path. The level of this Field grants the caster a 2 point discount from mana spent when casting Destruction spells. The level of Black Magic allows an additional 4 Damage per level to any dominion.

When casting Black Magic the range is equal 4 units per the Dominion

Each level of Black magic adds an additional 2% to Penalties to resistance checks

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Aero- The basic Wind elemental spell. It is highly effective against flying enemies.
Level 1-5: 10 Damage and 4 Units range per level. Can Strike both Ariel and Ground Based Characters.

Aerora- The advanced Wind elemental spell. It deals knock back damage to enemies it hits.
Level 6-10: 15 Damage, 4 Units range, and 4 Units Knock Back per level. Can Strike both Ariel and Ground Based Characters.

Aeroga- The final form of the Wind Elemental spell. It deals knock back and Dazed.
Level 11-15: 25 Damage and 4 Units range Per level in a 4 by 4 area. Can Strike both Ariel and Ground Based Characters.

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Bio- The Basic Poison Spell it effective against living.
Level 1-5: 5 Damage per round for 1 +1 round per level. At 2 units range per level. Can Strike Ground Based Characters.

Biora- The Advance Poison spell also hits the attribute BR.
Level 6-10: 10 Damage and -2% Br per level for 1 +1 round per level. At 2 units range per level. Can Strike Ground Based Characters.

Bioga- The Final form of the Poison spell also hits the attributes Br and SP.
Level 11-15: 15 Damage and -2% Br and -2% SP per level for 1 +1 round per level. At 2 units range per level. Can Strike Ground Based Characters.

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Blizzard- The Basic Ice spell. Causes Stun on targets equal to the level.
Level 1-5: 10 Damage and 2 unit range per level hits additional target every odd level. Can Strike Ground Based Characters.

Blizzara- The Advance Ice Spell Causes Stun on targets equal to the level.
Level 6-10: 15 Damage, causes Chill 1 and 2 unit range per level hits additional target every odd level. Can Strike Ground Based Characters.

Blizzaga-The Final Ice Spell Causes Stun on targets equal to the level.
Level 11-15: 20 Damage, causes Chill 1 and 2 unit range per level hits additional target every odd level.Each Target successfully hit is surrounded by a physical aura barrier of Ice. Can Strike Ground Based Characters.

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Fira- The basic Fire Spell. Causes Burn levels on targets equal to the level.
Level 1-5: 10 Damage and 2 unit range per level in target 2×2 area Explosion. Can Strike Ground Based Characters.

Firaga- The Advanced Fire spell. Causes Burn levels on targets equal to the level.
Level 6-10: 15 Damage and 2 unit range per level in target 3×3 area Explosion. Can Strike Ground Based Characters.

Firaja- The Final Fire spell. Causes Burn levels on targets equal to the level.
Level 11-15: 25 Damage and 2 unit range per level in target 4×4 area Explosion. Can Strike Ground Based Characters.

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Osmose- Basic spell Drains MP from an enemy but will invert if used against the undead.
Level 1-5: 10 Mana is drained from the Target. At 4 units range per level. Can Strike both Ariel and Ground Based Characters.

Osmoga- Advance spell Drains MP from an enemy and gives it to the caster, but will invert if used against the undead.
Level 6-10: 10 Mana is drained from the Target and 10 Mana restored to the castor per level of the spell. At 4 units range per level. Can Strike both Ariel and Ground Based Characters.

Osmoja- Final spell Drains MP from afflicts Flux an enemy and gives it to the caster, but will invert if used against the undead.
Level 11-15: 20 Mana is drained from the Target and 20 Mana restored to the castor per level of the spell. At 4 units range per level. Can Strike both Ariel and Ground Based Characters.

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Quakra- The basic Earth elemental spell. it can target all enemies, and is ineffective against flying enemies or those with the Float status.
Level 1-5: 10 Damage per level to all targets. Can Strike Ground Based Characters.

Quaga- The advance Earth elemental spell. it can target all enemies, and is ineffective against flying enemies or those with the Float status.
Level 6-10: 15 Damage per level to all targets Causes Prone Status. Can Strike Ground Based Characters.

Quakeja- The final Earth elemental spell. it can target all enemies, and is ineffective against flying enemies or those with the Float status.
Level 11-15: 25 Damage per level to all targets Causes Prone Status. Can Strike Ground Based Characters.

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Thundara- Basic Lightning-elemental spell. Deals Critical Damage to targets in metal armor and Machines and Water creatures.
Level 1-5: 10 Damage and 4 units range per level Can Strike both Ariel and Ground Based Characters.

Thundaga- The advance Lightning-elemental spell. Deals Critical Damage to targets in metal armor and Machines and Water creatures.
Level 6-10: 20 Damage and 4 units range per level. Strikes 2 targets. Can Strike both Ariel and Ground Based Characters.

Thundaja- The Final Lightning-elemental spell. Deals Critical Damage to targets in metal armor and Machines and Water creatures.
Level 11-15: 10 Damage and 4 units range per level. Strikes 3 targets. Can Strike both Ariel and Ground Based Characters.

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Watera- Basic Water-elemental spell. Strikes in a wave that moves forward.
Level 1-5: 10 Damage and 1 unit range per level 1 +1 Unit wide moving forward 2 units per level. Can Strike Ground Based Characters.

Waterga- The Advance Water-elemental spell. Strikes in a wave that moves forward sweeping any it hits into its path dealing additional damage for each unit the character is swept
Level 6-10: 15 Damage and 1 unit range per level 1 +1 Unit wide moving forward 2 units per level. Can Strike Ground Based Characters.

Waterja- The final Water-elemental spell. Strikes in a wave that moves forward sweeping any it hits into its path dealing additional damage for each unit the character is swept. All additional damage is Bashing.
Level 11-15: 15 Damage and 1 unit per level 1 +1 Unit wide moving forward 2 units per level. Can Strike Ground Based Characters.

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Demi- The basic Gravity spell non elemental crushes target dealing 15% of current health in bashing damage.
Level 1-5: Reduces armor by 2 and 2 units range per level and lasts 1 round per odd level. Can Strike both Ariel and Ground Based Characters.

Graviga- The advance Gravity spell non elemental crushes target dealing 25% of current health in bashing damage.
Level 6-10: Reduces armor by 4 and 2 units range per level and lasts 1 round per odd level. Can Strike both Ariel and Ground Based Characters.

Gravija- The Final Gravity spell non elemental crushes target dealing 50% of current health in bashing damage.
Level 11-15: Reduces armor by 6 and 2 units range per level and lasts 1 round per odd level. Can Strike both Ariel and Ground Based Characters.

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Ultima- Final Spell Non-Elemental based attack that gets though all defenses.
Level 1-15: 20 damage and 4 units range per level bypassing all defense and reduction abilities. Can Strike both Ariel and Ground Based Characters.

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Meteor- Basic Non-Elemental Celestial based spell. Deals Massive ‘Concussive’ Damage
Level 1-5: 20 Damage per level in a 2×2 Unit wide area at 2 units range per level. Can Strike both Ariel and Ground Based Characters.

Metera-
Level 6-10: 25 Damage per level in a 4×4 Unit wide area at 2 units range per level. Leaves characters who receive damage prone. Can Strike both Ariel and Ground Based Characters.

Metega-
Level 11-15: 30 Damage per level in a 2×2 Unit wide area at 2 units range per level. Leaves characters who receive damage prone and they must check for a wound. Can Strike both Ariel and Ground Based Characters.
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White Magic

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Holy α – Basic Holy Non-Elemental Based Attack, targets 3×3 unit area adjacent units and explodes.
Level 1-5: 10 Damage per level at 2 units range per level. Can Strike Ground Based Characters. Does not strike friendly targets.

Holy Θ – Advance Holy Non-Elemental Based Attack, targets 4×6 unit area adjacent units and explodes.
Level 6-10: 20 Damage per level at 2 units range per level. Can Strike Ground Based Characters. Heals friendly targets equal to ¼ damage.

Holy Ω- Basic Holy Non-Elemental Based Attack, targets 5×7 unit area adjacent units and explodes.
Level 11-15: 10 Damage per level at 2 units range per level. Can Strike Ground Based Characters. Does not strike friendly targets. Heals friendly targets equal to ½ damage.

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Dispel α- Magic energy disrupts ongoing Spells of equal or lesser level and removes status effects afflicting the target.
Level 1-5: Dispels target ongoing spell of equal level at 2 units per level. Every odd level removes 1 non-wound status effect. Can Strike Ground Based Characters.

Dispel Θ- Magic energy disrupts ongoing Spells of equal or lesser level and removes status effects afflicting the target.
Level 6-10: Dispels target ongoing spell of equal level at 2 units per level. Every odd level removes 1 non-wound status effect. Can Strike Ground Based Characters.

Dispel Ω- Magic energy disrupts ongoing Spells of equal or lesser level and removes status effects afflicting the target.
Level 6-10: Dispels target ongoing spell of equal level at 2 units per level. Every odd level removes 1 non-wound status effect. Can Strike Ground Based Characters.

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Protect – Magic surrounds the target dampening damage as armor
Level 1-5: Provides 5 armor per level Duration lasts for 1 round per level of spell; effects that are armor piercing are still reduced by this effect. Range is Touch

Protera – Magic surrounds the target dampening damage as armor
Level 6-10: Provides 10 armor per level Duration lasts for 1 round per level of spell; effects that are armor piercing are still reduced by this effect. Range is 2 units per level.

Protega- Magic surrounds the target dampening damage as armor
Level 11-15: Provides 15 armor per level Duration lasts for 1 round per level of spell; effects that are armor piercing are still reduced by this effect. Range is 4 units per level.

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Reflect- Redirects magical attacks back at the caster; reflects both damaging and aid spells. (SPELL CANNOT BE CAST OUT OF COMBAT)
Level 1-5: Provides 5% armor per level Duration lasts for 1 round per level of spell; effects that are armor piercing are still reduced by this effect. Range is Touch

Reflectara- Redirects magical attacks back at the caster; reflects both damaging and aid spells. (SPELL CANNOT BE CAST OUT OF COMBAT)
Level 6-10: Provides 5% armor per level Duration lasts for 1 round per level of spell; effects that are armor piercing are still reduced by this effect. Range is Touch

Reflectaga- Redirects magical attacks back at the caster; reflects both damaging and aid spells. (SPELL CANNOT BE CAST OUT OF COMBAT)
Level 11-15: Provides 5% armor per level Duration lasts for 1 round per level of spell; effects that are armor piercing are still reduced by this effect. Range is Touch

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Shell- Magic surrounds the target granting magic cancellation as armor this spell lasts for uses equal to 1 x level of spell; effects that are armor piercing are still reduced by this effect.
Level 1-5: +5% Chance per level to resist any spell cast on target.

Shellara- Magic surrounds the target granting magic cancellation as armor this spell lasts for uses equal to 1 x level of spell; effects that are armor piercing are still reduced by this effect.
Level 6-10: +5% Chance per level to resist any spell cast on target. This spell also stops ranged physical attacks.

Shellaga- Magic surrounds the target granting magic cancellation as armor this spell lasts for uses equal to 1 x level of spell; effects that are armor piercing are still reduced by this effect.
Level 11-15: +5% Chance per level to resist any spell cast on target. This spell also stops ranged physical attacks and melee attacks.

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Null- Magical energy is used to fortify the target against a desired element of the caster’s choice. The caster may choose between Earth; Fire; Water; Wind; Ice; Thunder; Bio; and Demi
Level 1-5: Reduces damage taken from chosen element damage by 10 per level

Nullara- Magical energy is used to fortify the target against a desired element of the caster’s choice. The caster may choose between Earth; Fire; Water; Wind; Ice; Thunder; Bio; and Demi
Level 6-10: Reduces damage taken from 2 chosen elements damage by 10 per level

Nullaga- Magical energy is used to fortify the target against a desired element of the caster’s choice. The caster may choose between Earth; Fire; Water; Wind; Ice; Thunder; Bio; and Demi
Level 11-15: Reduces damage taken from 3 chosen elements damage by 10 per level

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Haste- Magical energy races around the target increasing the Initiative and Reaction Speed and granting additional actions on the targets next turn. This spell lasts 1 round.
Level 1-5: Increases speed +2% SP per level. Gain 1 Beta action at level 1/ Gain 1 Omni at level 5.

Hastetara- Magical energy races around the target increasing the Initiative and Reaction Speed and granting additional actions on the targets next turn. This spell lasts 1 round.
Level 6-10: Increases speed +2% SP per level. Gain 1 Beta action at level 6/ Gain 1 Omni at level 10.

Hastetaga- Magical energy races around the target increasing the Initiative and Reaction Speed and granting additional actions on the targets next turn. This spell lasts 1 round.
Level 11-15: Increases speed +2% SP per level. Gain 1 Beta action at level 11/ Gain 1 Omni at level 15.

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Slow- Magical energy clings to the target decreasing the Initiative and Reaction Speed and removing additional actions.
Level 1-5: Inflict one level of stun to a target and -2% Speed penalty per level. On one target at a range of 1 unit per level, can strike both Ariel and Ground based targets.

Sloara- Magical energy clings to the target decreasing the Initiative and Reaction Speed and removing additional actions.
Level 6-10: Inflict one level of stun to 2 targets and -2% Speed penalty per level. On one target at a range of 2 units per level, can strike both Ariel and Ground based targets.

Sloaga- Magical energy clings to the target decreasing the Initiative and Reaction Speed and removing additional actions.
Level 11-15: Inflict one level of stun to 3 targets and -2% Speed penalty per level. On one target at a range of 4 units per level, can strike both Ariel and Ground based targets.

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Cure- Magical forces surge through the target instantly healing damage, removing wounds and scars.

Level 1-5: 10 Life points restored per level, on one target. Touch range.

Curara- Magical energy clings to the target decreasing the Initiative and Reaction Speed and removing additional actions.

Level 6-10: 20 Life points restored per level, on one target, remove fatigue. Touch range.

Curaga- Magical energy clings to the target decreasing the Initiative and Reaction Speed and removing additional actions.

Level 6-10: 30 Life points restored per level, on one target, remove fatigue, one wound level. Touch range

White MAJIK

Black MAJIK

Red MAJIK

Blue MAJIK

Final Fantasy Magik

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