Post by Cosmos on Nov 26, 2010 3:04:52 GMT -5
~Much Kudos to Ultimacea and co for this list!~
† Magic: Spell List †
There are four types of magic, White Magic, Black Magic, Time Magic and Forbidden Magic, each type has two subgroups known as Fields.
White Magic is a mix of Restorative Spells and Supportive Spells, Restorative spells are any "Healing" spell, Supportive Magic are any magic spells that "Supports". Black Magic consist of Primal and Saboteur spells, Primal is known as "Human Magic" in the sense that it is the magic that humans are taught, Saboteur are any spells that harm the other person's health (opposite of Supportive). Time Magic is made up of Time and Space, both are derived from White and Black Magic. Time Spells are anything that manipulates or controls Time, Space Spells are anything that controls Space or Density. Forbidden Magic is made up of Fiendish magic or Forbidden spells, Fiendish magic is based on the four Fiend elements (Fire, Earth, Water and Wind), using complicated Fiendish magic is only allowed by Aeons or Fiends, Forbidden spells are any spell which is banned for use, both Human and Fiends.
Many spells are "Crossovers" between two types, the "Dominant" form is listed first, for example: the common "Regen" spell, heals over time, is listed as "Restorative/Time Magic Spell", meaning it is first a White Magic spell before a Time Spell but is made up of both types, both White Mages and Time Mages may learn this spell if they have some knowledge of both Restorative or Time magic.
White Magic:
White Magic is a mix of Restorative Spells and Supportive Spells such as Cure or Protect (Respectively). Basic White Magic is easy to learn and many people may know one or two spells. The more complicated spells are primarily used by either White Mages or Paladins, but can be used by anyone who has trained under the arts.
Cure - Basic Recovery spell, may harm undead.
--Variants include Cura, Curaga, and Curaja.
Full-Cure - Fully Recovers.
Raise - Revives knocked out or recently deceased people (Few minutes).
Arise - Revives people who have been dead for a moderate amount of time (Few Hours).
Auto-Life - Anyone who has this effect is revived after they die.
Confuse - Temporarily confuses anyone.
Beserk - Temporarily puts someone in a rage.
Silence - Temporarily mutes someone, disallows spellcasting.
Mini - Temporarily makes someone shrink, casting it again will make them grow to normal size.
--Variants include Toad.
Esuna - Removes negative effects.
Float - Makes you lifted off the ground, negates minor earth spells and allows dodging of traps.
Libra (Scan) - Gains information on the target.
Protect - Increases resistance to Physical Damage.
--Not to be confused with Shield, Protectga casts it on multiple people.
Shell - Increases resistance to Magical Damage.
--Shelga casts it on multiple people.
Shield - Creates a Shield that blocks all damage, after it breaks there is a downtime before it can be cast again.
Bar-Spells - Increases resistance to one specific element.
Nul-Spells - Completely immune to one specific element, one use, powerful spells can break through.
Bravery - Makes an Ally's Physical attacks stronger.
Faith - Makes an Ally's Magical attacks stronger.
Aura - A Wind based spell that begins to give strength to it's target.
Blind - Makes the target less likely to hit.
(Black Mages have a Saboteur Variant known as Fog)
Dia - Damages Undead,
--Variants include: Diara and Diaga.
En-Spell - Supportive/Primal/Other Magic Spell - Empowers Weapon with an element (Bases of Sword Art)
Sleep - Supportive/Saboteur Magic spell - Puts foes to a dulled state.
Dispel - Saboteur/Support Magic spell - removes positive effects from enemy.
Drain - Saboteur/Restorative Magic spell - Recovers one person by hurting another.
*Social Stigma surrounds this spell*
--Sacrifice is a Variant of this spell.
Sacrifice - Restorative/Forbidden Magic Spell - User Sacrifices self to recover another person.
Osmose - Restorative/Saboteur Magic spell - Gives Magic to one person by taking it away from another.
Regen - Restorative/Time Magic Spell - Recovers over time.
Reflect - Supportive/Space Magic Spell - Reflect makes most Black, White and Time magic bounce back.
Blink (Evade) - Supportive/Time Magic Spell - Creates mirror images of the target to increase evasion.
Haste - Time/Supportive Magic Spell - Increases the speed of a person for a short time, attack speed, casting speed and movement are all covered.
Holy - Ultimate Spell - Massive Holy-elemental damage to a foe or foes. Super-effective against undead.
Black Magic:
Black Magic is a mix of Primal and Saboteur Spells such as Firaga or Poison (Respectively). Basic Black Magic is not hard to learn though it does take time, most Black Mages usually stick to Fire, Fira, Firaga and the same variants for Thunder and Blizzard, though some like to branch off. It was not until recently that Water, Aero and Stone were allowed to be learned by Humans, but at the same time it's still a lot less common due to social stigma surrounding those spells. Heavy Black Magic spells are usually only used by Mages, though anyone who trained under the arts can learn them.
Fire - Deals Fire Damage.
--Variants include Fira, Firaga and Firaja.
Blizzard - Deals Ice Damage.
--Variants include Blizzara, Blizzaga and Blizzaja.
Thunder - Deals Thunder Damage, also known as Bolt.
--Variants include Thundara, Thundaga and Thundaja.
Dark - Deals Darkness Damage.
--Variants include Darka, Darkaga and Darkaja.
Bio - Deals Damage and may inflicts Poison.
--Variants Include Biora and Bioga.
Poison - A status in which damages over time.
--Time Mages have a Variant Known as "Bleed".
Fog - Reduces the chance a target can hit with physical attacks.
Daze - Dazes opponent, may stop spellcasting.
Death - Attempts to kill.
Stone - Fiendish/Primal Magic Spell - Deals Earth Damage.
--Variants Include Stona, Stonaga and Quake.
Water - Fiendish/Primal Magic Spell - Deals Water Damage.
--Variants Include Quara, Quaga and Flood.
Aero - Fiendish/Primal Magic Spell - Deals Wind Damage.
--Variants Include Aeora, Aeoroga and Tornado.
En-Spell - Supportive/Primal/Other Magic Spell - Empowers Weapon with an element (Bases of Sword Art)
Sleep - Supportive/Saboteur Magic spell - Puts foes to a dulled state.
Dispel - Saboteur/Support Magic spell - removes positive effects from enemy.
Drain - Saboteur/Restorative Magic spell - Recovers one person by hurting another.
Osmose - Restorative/Saboteur Magic spell - Gives Magic to one person by taking it away from another.
Slow - Time/Saboteur Magic Spell - Slows down a person.
--Slowga casts it on multiple people.
Stop - Time/Saboteur Magic Spell - Freezes a person in place.
Warp - Primal/Time/Space Magic Spell - Teleports caster a distance.
Demi (Gravity) - Space/Primal Magic spell - Releases the power of Gravity to damage opponents.
--Variants include Gravira, Graviga, and Gravija)
Flare - Ultimate Spell - Massive Non-elemental Damage, some caster may make it Fire-elemental.
Time Magic:
Time Magic is a mix of Time and Space magic such as Haste or Gravity (Respectively). It should be noted, Time and Space magic derived from White and Black magic. Simple Time spells such as Haste, Slow or Demi, are usually taught to most Mages since many consider Time and Space spells to be "Support" Spells in the sense that they are spells they learn on the side to help out. But more elaborate time spells such as Immobilize or Bleed can only be used by anyone who specializes in one of the two fields.
Haste - Time/Supportive Magic Spell - Increases the speed of a person for a short time, attack speed, casting speed and movement are all covered.
-Hastaga casts it on multiple people.
Slow - Time/Saboteur Magic Spell - Slows down a person.
--Slowga casts it on multiple people.
Stop - Time/Saboteur Magic Spell - Freezes a person in place.
Demi (Gravity) - Space/Primal Magic spell - Releases the power of Gravity to damage opponents.
Regen - Restorative/Time Magic Spell - Recovers over time.
Bleed - Deals Damage over time.
--Black Mages have their own Variant, Poison.
Doublecast - Makes target able to cast two spells at the speed of one, or one long spell for half duration.
Reflect - Supportive/Space Magic Spell - Reflect makes most Black, White and Time magic bounce back.
Warp - Primal/Time/Space Magic Spell - Teleports caster a distance.
Blink (Evade) - Supportive/Time Magic Spell - Creates mirror images of the target to increase evasion.
Immobilize - Freezes Enemy in track, much like Stop but more powerful.
Banish - Ultimate Spell - Deals Heavy Non-elemental Physical and Psychological damage to a person by tempoarily removing their spirit from their body. While their spirit is away it is in Massive amounts of pain, when it returns the person feels lost. Summons feel even more physical pain but less psychological pain from this spell.
Forbidden Magic:
Forbidden Magic is a mix of Fiendish and any banned magics such as Tornado or Meteor (Respectively). Majority of Magic used by Summons would be listed under "Fiendish" Magic. Fiendish magic revolves around the Four Elements of the Planet, Fire, Earth, Water and Wind, with the exception of Fire, many humans find social stigma when trying to learn Earth, Water or Wind spells.
Fire - Deals Fire Damage.
--Variants include Fira, Firaga and Firaja.
-Fiendish Variant: Scortch.
Stone - Fiendish/Primal Magic Spell - Deals Earth Damage.
--Variants Include Stona, Stonaga and Quake.
Water - Fiendish/Primal Magic Spell - Deals Water Damage.
--Variants Include Quara, Quaga and Flood.
Aero - Fiendish/Primal Magic Spell - Deals Wind Damage.
--Variants Include Aeora, Aeoroga and Tornado.
Scortch - Deals Heavy Fire Damage.
Inferno - Ultimate Fiend Fire Spell, made famous by Rubicante, deals Massive Fire Damage to a number of people.
Flood - Deals Heavy Water Damage.
Tsunami - Ultimate Fiend Water Spell, made famous by Cagnazzo, deals Massive Water Damage to a number of people.
Tornado - Deals Heavy Wind Damage.
Maelstrom - Ultimate Fiend Wind Spell, made famous by Barbariccia, deals Massive Wind Damage to a number of people.
Quake - Deals Heavy Earth Damage.
Earthquake - Ultimate Fiend Earth Spell, made famous by Scarmiglione, deals Massive Earth Damage to a number of people.
Sacrifice - Restorative/Forbidden Magic Spell - User Sacrifices self to recover another person.
Comet - Deals Non-elemental Damage.
--Variants include Cometeo, lesser versions include Stardust and Choco Meteor.
Stardust - A weak Version of Comet, deals Non-elemental damage and blinds someone with light.
Choco Meteor - Only usable by chocobos, same effect as Cometeo.
Meteor - Ultimate Spell - Calls down a Meteor, deals Massive Non-Elemental Damage.
Special Spells:
Ultima - Ultimate Spell - Deals Grandeur amounts of Damage.
---
Remember, not all spells have to be used by casters, for example a grenade that casts Daze, an oil that casts EnFire on your sword, a pill that causes Beserk. Not all spells have to be used for battle purposes either! If your going to be executed by poison you can drink a potion of Auto-Life, if your a spy you can have goggles that use Libra, hourglasses that cast Haste or Slow, if your going to abduct someone you can use a cloth or powder that makes them Sleep, if your trying to hide maybe take a pill that would make you Mini.
Disclaimers: These are not the ONLY spells that are possible, example: Ultimecia has many of her own spells (Apocalypse, Time Crush, Shockwave Pulsar), these are more for the well known spells.
Do note, just because this is what the spell does, does not mean that is EXACTLY how it works. Take Firaga for example, even if it says Deals Fire Damage, does not mean it has to be exactly like that... Is it an explosion? Does it attack like a stream? Will it erupt from the ground? Rain from the skies? Just because the description of it's effect is there does not mean that is the exact way it will appear. This is an RP, have fun and experiment with it!!
A prime example is the Spell Meteor! These are all spells from Dissidia, watch how different they are!
† Magic: Spell List †
There are four types of magic, White Magic, Black Magic, Time Magic and Forbidden Magic, each type has two subgroups known as Fields.
White Magic is a mix of Restorative Spells and Supportive Spells, Restorative spells are any "Healing" spell, Supportive Magic are any magic spells that "Supports". Black Magic consist of Primal and Saboteur spells, Primal is known as "Human Magic" in the sense that it is the magic that humans are taught, Saboteur are any spells that harm the other person's health (opposite of Supportive). Time Magic is made up of Time and Space, both are derived from White and Black Magic. Time Spells are anything that manipulates or controls Time, Space Spells are anything that controls Space or Density. Forbidden Magic is made up of Fiendish magic or Forbidden spells, Fiendish magic is based on the four Fiend elements (Fire, Earth, Water and Wind), using complicated Fiendish magic is only allowed by Aeons or Fiends, Forbidden spells are any spell which is banned for use, both Human and Fiends.
Many spells are "Crossovers" between two types, the "Dominant" form is listed first, for example: the common "Regen" spell, heals over time, is listed as "Restorative/Time Magic Spell", meaning it is first a White Magic spell before a Time Spell but is made up of both types, both White Mages and Time Mages may learn this spell if they have some knowledge of both Restorative or Time magic.
White Magic:
White Magic is a mix of Restorative Spells and Supportive Spells such as Cure or Protect (Respectively). Basic White Magic is easy to learn and many people may know one or two spells. The more complicated spells are primarily used by either White Mages or Paladins, but can be used by anyone who has trained under the arts.
Cure - Basic Recovery spell, may harm undead.
--Variants include Cura, Curaga, and Curaja.
Full-Cure - Fully Recovers.
Raise - Revives knocked out or recently deceased people (Few minutes).
Arise - Revives people who have been dead for a moderate amount of time (Few Hours).
Auto-Life - Anyone who has this effect is revived after they die.
Confuse - Temporarily confuses anyone.
Beserk - Temporarily puts someone in a rage.
Silence - Temporarily mutes someone, disallows spellcasting.
Mini - Temporarily makes someone shrink, casting it again will make them grow to normal size.
--Variants include Toad.
Esuna - Removes negative effects.
Float - Makes you lifted off the ground, negates minor earth spells and allows dodging of traps.
Libra (Scan) - Gains information on the target.
Protect - Increases resistance to Physical Damage.
--Not to be confused with Shield, Protectga casts it on multiple people.
Shell - Increases resistance to Magical Damage.
--Shelga casts it on multiple people.
Shield - Creates a Shield that blocks all damage, after it breaks there is a downtime before it can be cast again.
Bar-Spells - Increases resistance to one specific element.
Nul-Spells - Completely immune to one specific element, one use, powerful spells can break through.
Bravery - Makes an Ally's Physical attacks stronger.
Faith - Makes an Ally's Magical attacks stronger.
Aura - A Wind based spell that begins to give strength to it's target.
Blind - Makes the target less likely to hit.
(Black Mages have a Saboteur Variant known as Fog)
Dia - Damages Undead,
--Variants include: Diara and Diaga.
En-Spell - Supportive/Primal/Other Magic Spell - Empowers Weapon with an element (Bases of Sword Art)
Sleep - Supportive/Saboteur Magic spell - Puts foes to a dulled state.
Dispel - Saboteur/Support Magic spell - removes positive effects from enemy.
Drain - Saboteur/Restorative Magic spell - Recovers one person by hurting another.
*Social Stigma surrounds this spell*
--Sacrifice is a Variant of this spell.
Sacrifice - Restorative/Forbidden Magic Spell - User Sacrifices self to recover another person.
Osmose - Restorative/Saboteur Magic spell - Gives Magic to one person by taking it away from another.
Regen - Restorative/Time Magic Spell - Recovers over time.
Reflect - Supportive/Space Magic Spell - Reflect makes most Black, White and Time magic bounce back.
Blink (Evade) - Supportive/Time Magic Spell - Creates mirror images of the target to increase evasion.
Haste - Time/Supportive Magic Spell - Increases the speed of a person for a short time, attack speed, casting speed and movement are all covered.
Holy - Ultimate Spell - Massive Holy-elemental damage to a foe or foes. Super-effective against undead.
Black Magic:
Black Magic is a mix of Primal and Saboteur Spells such as Firaga or Poison (Respectively). Basic Black Magic is not hard to learn though it does take time, most Black Mages usually stick to Fire, Fira, Firaga and the same variants for Thunder and Blizzard, though some like to branch off. It was not until recently that Water, Aero and Stone were allowed to be learned by Humans, but at the same time it's still a lot less common due to social stigma surrounding those spells. Heavy Black Magic spells are usually only used by Mages, though anyone who trained under the arts can learn them.
Fire - Deals Fire Damage.
--Variants include Fira, Firaga and Firaja.
Blizzard - Deals Ice Damage.
--Variants include Blizzara, Blizzaga and Blizzaja.
Thunder - Deals Thunder Damage, also known as Bolt.
--Variants include Thundara, Thundaga and Thundaja.
Dark - Deals Darkness Damage.
--Variants include Darka, Darkaga and Darkaja.
Bio - Deals Damage and may inflicts Poison.
--Variants Include Biora and Bioga.
Poison - A status in which damages over time.
--Time Mages have a Variant Known as "Bleed".
Fog - Reduces the chance a target can hit with physical attacks.
Daze - Dazes opponent, may stop spellcasting.
Death - Attempts to kill.
Stone - Fiendish/Primal Magic Spell - Deals Earth Damage.
--Variants Include Stona, Stonaga and Quake.
Water - Fiendish/Primal Magic Spell - Deals Water Damage.
--Variants Include Quara, Quaga and Flood.
Aero - Fiendish/Primal Magic Spell - Deals Wind Damage.
--Variants Include Aeora, Aeoroga and Tornado.
En-Spell - Supportive/Primal/Other Magic Spell - Empowers Weapon with an element (Bases of Sword Art)
Sleep - Supportive/Saboteur Magic spell - Puts foes to a dulled state.
Dispel - Saboteur/Support Magic spell - removes positive effects from enemy.
Drain - Saboteur/Restorative Magic spell - Recovers one person by hurting another.
Osmose - Restorative/Saboteur Magic spell - Gives Magic to one person by taking it away from another.
Slow - Time/Saboteur Magic Spell - Slows down a person.
--Slowga casts it on multiple people.
Stop - Time/Saboteur Magic Spell - Freezes a person in place.
Warp - Primal/Time/Space Magic Spell - Teleports caster a distance.
Demi (Gravity) - Space/Primal Magic spell - Releases the power of Gravity to damage opponents.
--Variants include Gravira, Graviga, and Gravija)
Flare - Ultimate Spell - Massive Non-elemental Damage, some caster may make it Fire-elemental.
Time Magic:
Time Magic is a mix of Time and Space magic such as Haste or Gravity (Respectively). It should be noted, Time and Space magic derived from White and Black magic. Simple Time spells such as Haste, Slow or Demi, are usually taught to most Mages since many consider Time and Space spells to be "Support" Spells in the sense that they are spells they learn on the side to help out. But more elaborate time spells such as Immobilize or Bleed can only be used by anyone who specializes in one of the two fields.
Haste - Time/Supportive Magic Spell - Increases the speed of a person for a short time, attack speed, casting speed and movement are all covered.
-Hastaga casts it on multiple people.
Slow - Time/Saboteur Magic Spell - Slows down a person.
--Slowga casts it on multiple people.
Stop - Time/Saboteur Magic Spell - Freezes a person in place.
Demi (Gravity) - Space/Primal Magic spell - Releases the power of Gravity to damage opponents.
Regen - Restorative/Time Magic Spell - Recovers over time.
Bleed - Deals Damage over time.
--Black Mages have their own Variant, Poison.
Doublecast - Makes target able to cast two spells at the speed of one, or one long spell for half duration.
Reflect - Supportive/Space Magic Spell - Reflect makes most Black, White and Time magic bounce back.
Warp - Primal/Time/Space Magic Spell - Teleports caster a distance.
Blink (Evade) - Supportive/Time Magic Spell - Creates mirror images of the target to increase evasion.
Immobilize - Freezes Enemy in track, much like Stop but more powerful.
Banish - Ultimate Spell - Deals Heavy Non-elemental Physical and Psychological damage to a person by tempoarily removing their spirit from their body. While their spirit is away it is in Massive amounts of pain, when it returns the person feels lost. Summons feel even more physical pain but less psychological pain from this spell.
Forbidden Magic:
Forbidden Magic is a mix of Fiendish and any banned magics such as Tornado or Meteor (Respectively). Majority of Magic used by Summons would be listed under "Fiendish" Magic. Fiendish magic revolves around the Four Elements of the Planet, Fire, Earth, Water and Wind, with the exception of Fire, many humans find social stigma when trying to learn Earth, Water or Wind spells.
Fire - Deals Fire Damage.
--Variants include Fira, Firaga and Firaja.
-Fiendish Variant: Scortch.
Stone - Fiendish/Primal Magic Spell - Deals Earth Damage.
--Variants Include Stona, Stonaga and Quake.
Water - Fiendish/Primal Magic Spell - Deals Water Damage.
--Variants Include Quara, Quaga and Flood.
Aero - Fiendish/Primal Magic Spell - Deals Wind Damage.
--Variants Include Aeora, Aeoroga and Tornado.
Scortch - Deals Heavy Fire Damage.
Inferno - Ultimate Fiend Fire Spell, made famous by Rubicante, deals Massive Fire Damage to a number of people.
Flood - Deals Heavy Water Damage.
Tsunami - Ultimate Fiend Water Spell, made famous by Cagnazzo, deals Massive Water Damage to a number of people.
Tornado - Deals Heavy Wind Damage.
Maelstrom - Ultimate Fiend Wind Spell, made famous by Barbariccia, deals Massive Wind Damage to a number of people.
Quake - Deals Heavy Earth Damage.
Earthquake - Ultimate Fiend Earth Spell, made famous by Scarmiglione, deals Massive Earth Damage to a number of people.
Sacrifice - Restorative/Forbidden Magic Spell - User Sacrifices self to recover another person.
Comet - Deals Non-elemental Damage.
--Variants include Cometeo, lesser versions include Stardust and Choco Meteor.
Stardust - A weak Version of Comet, deals Non-elemental damage and blinds someone with light.
Choco Meteor - Only usable by chocobos, same effect as Cometeo.
Meteor - Ultimate Spell - Calls down a Meteor, deals Massive Non-Elemental Damage.
Special Spells:
Ultima - Ultimate Spell - Deals Grandeur amounts of Damage.
---
Remember, not all spells have to be used by casters, for example a grenade that casts Daze, an oil that casts EnFire on your sword, a pill that causes Beserk. Not all spells have to be used for battle purposes either! If your going to be executed by poison you can drink a potion of Auto-Life, if your a spy you can have goggles that use Libra, hourglasses that cast Haste or Slow, if your going to abduct someone you can use a cloth or powder that makes them Sleep, if your trying to hide maybe take a pill that would make you Mini.
Disclaimers: These are not the ONLY spells that are possible, example: Ultimecia has many of her own spells (Apocalypse, Time Crush, Shockwave Pulsar), these are more for the well known spells.
Do note, just because this is what the spell does, does not mean that is EXACTLY how it works. Take Firaga for example, even if it says Deals Fire Damage, does not mean it has to be exactly like that... Is it an explosion? Does it attack like a stream? Will it erupt from the ground? Rain from the skies? Just because the description of it's effect is there does not mean that is the exact way it will appear. This is an RP, have fun and experiment with it!!
A prime example is the Spell Meteor! These are all spells from Dissidia, watch how different they are!
~Meteor~
Being Cast by 6 Different People
Being Cast by 6 Different People
Emperor Mateus Mateus has his own version of Meteor known as "Starfall, unlike most of the others it takes seven entire seconds to cast (Has the Dissidia record of longest spell) where he has a magic circle evolve beneath him before he releases cataclysm. | |
Onion Knight The Onion Knight has a cute version of Comet where he spins sending small little comets before sending the big one. | |
Golbez Golbez' ExBurst in Dissidia is Twin Meteor in which his enemy is bombarded with small meteors until thrashed like a big one, much like Onion Knight's but more sophisticated. | |
Terra Terra, being known for Fire spells always hitting their mark, rains down 5-6 meteors to attack. | |
Kefka Kefka, as usual, puts a spin on his spell by making four meteors rain down, but when they hit the ground they quickly bounce back up to hit the opponent. | |
Sephiroth Sephiroth has his empowered version of Meteor known as Black Materia where he rains a huge Meteor down on his foe, much like Starfall but shorter cast time and less effective. |
(End Result of Mateus' Starfall) If you need to see any image larger, right click and hit "View Image". |
Do Note, they don't all Explode the same way! |