Character Sheets.   Posted by The Narrator.Group: 0
The Narrator
 GM, 9 posts
 Ryuujin
 Guiding Dragon Spirit
Fri 8 May 2020
at 01:08
Character Sheets

This message was last edited by the GM at 01:09, Fri 08 May 2020.

The Narrator
 GM, 10 posts
 Ryuujin
 Guiding Dragon Spirit
Fri 8 May 2020
at 01:23
Character Sheets
Yoshi's Spell Groups

Lightning Group: Elemental Spells whose main purpose is to deal Lightning-elemental damage. There are four Lightning spells:

Thunder, gained at level 1, costs 8 MP. Roll Fire vs Water, difficulty 0. If successful, deal 5 x Fire level Lightningelemental magical damage to a target.

Thundara, acquired at level 19, costs 24 MP. Roll Fire vs Water, difficulty 0. If successful, deal 11 x Fire level magical damage level to a target, or 7 x Fire level magical damage level to a group. This damage is Lightning elemental.

Thundaga, acquired at level 37, costs 58 MP. Roll Fire vs Water, difficulty 0. If successful, deal 17 x Fire level magical damage level to a target, or 10 x Fire level magical damage level to a group. This damage is Lightning elemental.

Overcharge, acquired at level 55, costs 110 MP. Roll Fire vs Water, difficulty 0. If successful, deal 23 x Fire level Lightning-elemental magical damage level to a target. Also, if your roll overcomes difficulty 70, inflict the Berserk status on the target until the end of the round.

Cosmic Group: Astral Spells whose main purpose is to deal Cut-elemental damage. It is the only reliable Spell a Time Mage may use to deal group-target damage. There are four Astral spells:

Burn Ray, acquired at level 1, costs 8 MP. Roll Fire vs Water, difficulty 0. If successful, deal 5 x Fire level Cut elemental magical damage to a target.

Ray Bomb, acquired at level 19, costs 24 MP. Roll Fire vs Water, difficulty 0. If successful, deal 11 x Fire level magical damage level to a target, or 7 x Fire level magical damage level to a group. This damage is Cut-elemental.

Quasar, acquired at level 37, costs 58 MP. Roll Fire vs Water, difficulty 0. If successful, deal 17 x Fire level magical damage level to a target, or 10 x Fire level magical damage level to a group. This damage is Cut-elemental.

Shockwave Pulsar, acquired at level 55, costs 112 MP. Roll Fire vs Water, difficulty 0. If successful, deal 23 x Fire level magical damage level to a target, or 17 x Fire level magical damage level to a group. This damage is Cutelemental.
The Narrator
 GM, 11 posts
 Ryuujin
 Guiding Dragon Spirit
Fri 8 May 2020
at 01:30
Character Sheets

The Narrator
 GM, 12 posts
 Ryuujin
 Guiding Dragon Spirit
Fri 8 May 2020
at 01:31
Character Sheets
Saved for Sparky's Geomancy Spells
The Narrator
 GM, 13 posts
 Ryuujin
 Guiding Dragon Spirit
Fri 8 May 2020
at 01:34
Character Sheets

This message was last edited by the GM at 01:35, Fri 08 May 2020.

The Narrator
 GM, 14 posts
 Ryuujin
 Guiding Dragon Spirit
Fri 8 May 2020
at 01:39
Character Sheets
Ardent's Spell Groups

Healing Group: These spells restore lost HP. They are the hallmark of White Mages. These Spells have no effect on targets with exactly zero HP. There are four Healing Spells:

Cure, acquired at level 1, costs 9 MP. Roll Fire vs Water, difficulty 0. On success, restore 5 x Fire level HP on a target.

Cura, acquired at level 19, costs 28 MP. Roll Fire vs Water, difficulty 0. On success, restore 11 x Fire level HP on a target or 7x Fire level HP on a group.

Curaga, acquired at level 37, costs 65 MP. Roll Fire vs Water, difficulty 0. On success, restore 17 x Fire level HP on a target or 10x Fire level HP on a group.

Renew, acquired at level 55, costs 115 MP. Roll Fire vs Water, difficulty 0. If successful, the target is healed an amount of HP equal to its maximum HP. If the target is under the Zombie status effect, the difficulty is increased to 50 and this spell reduce the targetís current HP to 1.

Purify Group: Heavenly Spells that remove negative statuses. They are an important aid to keep the groupís fighting condition. There are four Purify Spells:

Poisona, acquired at level 1, costs 6 MP. Roll Fire vs Water, difficulty 0. If successful, the target loses the Poison and Virus statuses.

Basuna, acquired at level 19, costs 20 MP. Roll Fire vs Water, difficulty 0. If successful, the target loses the Stone, Blind, Mute, Disable and Immobilize statuses.

Esuna, acquired at level 37, costs 65 MP. Roll Fire vs Water, difficulty 0. If successful, the target loses all negative statuses.

Vaccine, acquired at level 55, costs 130 MP. Roll Fire vs Water, difficulty 0. If successful, the group loses all negative statuses.