Spell Descriptions:




All the spells below will be listed in the following format.


Name: Description of what the spell looks like, and it's general properties.

Strong Junctions: All attributes listed here recive 1 point per spellshard when junctioned to the spell.

Weak Junctions: All attributes listed here recive only 1 point per 3 spellshards junctioned, rounded up. (Any attributes not listed recive 2 points per 3 spellshards, again, rounded up.)

Elemental Attack: The bonus here adds elemental damage directly to physical attacks, increasing the attack damage, and making the entire attack do magical damage of that element type.

Elemental Defense: The bonus described here is added to the Spirit attribute of the character junctioning it, when resisting an attack of the same element.

Status Attack: The number listed here is the number by which a character must exceed the Dodge rating of an enemy to inflict the status in question.

Status Defense: The bonus described here adds directly to the Magic Evade attribute when being targeted by the status in question.

Mana Cost: The Mana required to cast the spell when the caster has all the spellshards.

Element: The element of the spell, if any.

Damage: The damage rating in the case of damage spells, or the amount healed for healing spells. For spells that neither deal nor heal damage, specific game effects will be described here.



Tier 1


Blind: When cast, Blind generates an inky black cloud that surrounds the head of the target. (Or the eyes, if they aren't located on the head.) This spell blinds the target, making it very hard to hit anything in physical combat. All physical attacks recive a -10 Action Value penalty while the spell lasts. Spells can be cast normally, as the victim of this spell can still sense magical weaves, but physical sight is reduced to a uniformly dark blur. Blind can be cured with the Esuna spell, with Eyedrops, or with a Remedy. If left untreated, the spell wears off naturaly when the listed duration ends.
Strong Junctions: Perception; Dexterity; Agility
Weak Junctions: Strength; Toughness; Constitution; Spirit; Speed; Luck All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: 20, minus 5 points per Spellshard.
Status Defense: 2 points per Spellshard.
Mana Cost: 5
Element: None
Damage: Spell Duration is the caster's Vis + 30 shots.

Blizzard: Shards of ice appear around the target and slam inward, cutting and freezing the target. The resultant ice sticks around on the ground and target afterwards, but the water that results when it melts is not potable. As with Fire and Thunder, it junctions well to Strength and Vis. Ice GFs will enjoy junctioning this spell, but Fire GFs will be angered.
Strong Junctions: Appearance; Willpower; Spirit
Weak Junctions: Perception; Dexterity; Agility; Strength; Vis; Luck All Primary Attributes.
Elemental Attack: Each shard adds 1 point of damage to physical attacks.
Elemental Defense: 2 points per shard.
Status Attack: NA
Status Defense: NA
Mana Cost: 5
Element: Ice
Damage: Vis + 15

Cure: Green and blue sparkles flow around the target, infusing them with healing energy. This is your standard issue healing spell, don't leave home without it. It junctions well to Toughness and Constitution, as well as Spirit. While few or no GFs will be particularly happy about junctioning, no GF dislikes junctioning it. As with all healing magic, it does damage to the undead.
Strong Junctions: Constitution; Spirit; Toughness
Weak Junctions: Strength; Vis; Magic Evade; Evade; Agility; Luck All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: NA
Mana Cost: 5
Element: None / Healing
Damage: Vis +20 hitpoints healing.

Fire: A burst of flame curls out of nowhere, scorching an enemy badly. It can also be used to ignite flammable materials. Fire and other such direct damage spells junction best to Strength, or Vis. Junctioning Fire elemental magic will make a Fire GF happy, and it will irritate any Ice GFs you might have junctioned.
Strong Junctions: Strength; Vis; Charisma
Weak Junctions: Willpower; Intellegence; Perception; Constitution; Magic Evade; Luck; All Primary Attributes
Elemental Attack: Each Shard adds 1 damage to weapon.
Elemental Defense: 2 points per shard.
Status Attack: NA
Status Defense: NA
Mana Cost: 5
Element: Fire
Damage: Vis + 15

Scan: Some sort of visual representation of investigation appears before the caster of the spell, overlaying the target of the spell. SeeDs report seeing everything from a targeting reticle to a big magnifying glass. This spell reveals elemental weaknesses and immunities, general strengths, and makes all of the Target's drawable spellshards known to the caster. Scan is a unique spell in that it cannot be resisted. Low level though it might be, only an Anti-Magic aura or the Reflect spell stops Scan.
Strong Junctions: Perception; Intellegence; Dexterity
Weak Junctions: Speed; Strength; Vis; Magic Evade; Evade; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: NA
Mana Cost: 2
Element: None
Damage: -

Silence: When cast, Silence generates a thin, unpleasant looking white cloud that is drawn in as the victim breathes in. This spell seals away the ability to cast magic, draw spellshards, use Blue Magic abilities, and summon Guardian forces. While under the influence of this status, the character is also totally unable to speak. It can be cured by the Esuna spell, by the Echo Screen item, or by a Remedy item. Otherwise it lasts for the duration indicated under Damage.
Strong Junctions: Magic Evade; Spirit; Charisma
Weak Junctions: Constitution; Toughness; Vis; Perception; Appearance; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: 20, minus 5 points per spellshard.
Status Defense: 2 ponts per Spellshard.
Mana Cost: 3
Element: None
Damage: Spell Duration is the caster's Vis + 30 shots.

Sleep: Sleep generates pleasant looking, soft white sparkles that lure the target into an enchanted sleep. Victims of this spell will not be awakened by a minor slap, or the impact of hitting the turf as they slump over, nor by loud noises, or any damage that comes from spells. Only physical damage, at least 1 hitpoint in amount, or some sort of recovery will awaken someone under the influence of this spell. Esuna and Remedy will both wake a sleeping character. Sleep will eventualy wear off on it's own, though if the target is already tired they may remain in a natural sleep after the spell wears off. Some insomniac SeeDs use this spell as a sleep aid.
Strong Junctions: Toughness; Constitution; Appearance
Weak Junctions: Charisma; Speed; Willpower; Spirit; Dexterity; Luck; All Primary Attributes
Elemental Attack: None
Elemental Defense: None
Status Attack: 20, minus 5 points per Spellshard.
Status Defense: 2 points per Spellshard.
Mana Cost: 7
Element: None
Damage: Sleep's duration is the caster's Vis + 20 shots.

Thunder: Appearing out of nowhere, a cloud of electrical arcs flow into a target and electrocute it. Not just good for damaging things, it is also good for frying unshielded electrical equipment. Like the Fire spell, it junctions well to Strength or Vis. Lightning GFs enjoy junctioning this spell, but Water GFs dislike it.
Strong Junctions: Agility; Vis; Intellegence
Weak Junctions: Appearance; Evade; Constitution; Toughness; Charisma; Luck; All Primary Attributes
Elemental Attack: Each Shard adds 1damage to the weapon.
Elemental Defense: 2 points per shard.
Status Attack: NA
Status Defense: NA
Mana Cost: 5
Element: Lightning
Damage: Vis + 15


Tier 2


Berserk: A swirl of vile-looking red and orange energy engulfs the target and sinks into them. On targets with eyes, the eyes glow an ugly orange color. Characters under the influence of Berserk may not take any combat actions other than to physicaly attack, and they must attack each time they have an opportunity to do so. If all the foes are dead, they will attack friends, but they can chose their targets. Berserk is healed by Esuna, or a Remedy.
Strong Junctions: Strength; Will; Speed
Weak Junctions: Evade; Intellegence; Charisma; Constitution; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: 20, minus 5 per Spellshard.
Status Defense: 2 per Spellshard.
Mana Cost: 7
Element: None
Damage: Berskerk's duration is the caster's Vis + 30 shots.

Confuse: A nightmare mishmash of colors, lights, and noises explodes around the target, totally disorienting them. Once under the influence of Confuse, the target can no longer distinguish friend from foe. Full-sensory hallucinations sometimes make allies appear as enemies, and vice-versa. There is no way for the Confused person to distinguish between friend and foe, if they chose to act they must simply pick a target and hope that it's the correct one. Either the Esuna spell, or a physical attack that does damage after Toughness will end a Confuse spell.
Strong Junctions: Intellegence; Perception; Willpower
Weak Junctions: Speed; Strength; Constitution; Toughness; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: 23, minus 3 per Spellshard.
Status Defense: 2 per Spellshard.
Mana Cost: 7
Element: None
Damage: Confuse's duration is the caster's Vis + 25 shots.

Haste: Glittering golden spirit-sand appears around the target and whirls into him in a mini-tornado, granting far greater speed. While under the influence of a Haste spell, all actions cost 1 less shot to perform. Any effect that casts Slow on the target will negate a Haste spell, as will the Dispel spell.
Strong Junctions: Speed; Agility; Evade
Weak Junctions: Strength; Vis; Spirit; Constitution; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: 2 points per Spellshard to defend against Slow.
Mana Cost: 10
Element: None
Damage: Haste lasts a number of shots equal to the caster's Vis + 20 shots.

Float: Beautiful Dove wings appear on the target's back and flap a few times, raising them approximately 2 feet off the ground. The target can still walk normally, as if they were touching the ground, but without ever actualy doing so. Any character who is Floating cannot be damaged by Earth elemental attacks. Float can slow a fall, cutting falling damage in half. It is also often used by SeeDs who just want to look cool, or who need to walk across a dangerous surface. Float can be cancelled by Dispel.
Strong Junctions: Evade; Magic Evade; Agility
Weak Junctions: Strength; Toughness; Vis; Dexterity; Intellegence; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: 2 points per Spellshard to defend against Earth magic.
Status Attack: NA
Status Defense: NA
Mana Cost: 7
Element: Wind
Damage: Float's duration is the caster's Vis + 25 shots.

Protect: A transluscent blue shield takes shape in front of the target. While under the influence of Protect, the target's Toughness attribute is increased by 50%, rounding up. Protect does not add to any bonuses from armor, but it does add to Toughness after the junctions have increased it. Protect can be cancelled by Dispel.
Strong Junctions: Toughness; Spirit; Strength
Weak Junctions: Magic Evade; Agility; Dexterity; Charisma; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: 2 points per Spellshard to defend against Fire, Lightning, or Ice elemental attacks.
Status Attack: NA
Status Defense: NA
Mana Cost: 10
Element: None
Damage: Protect's duration is the caster's Vis + 30 shots.

Shell: A globe of brilliant rose-colored energy surrounds the target. While augmented by a Shell spell, a character's Spirit attribute is increased by 50%, rounding up. Shell does not increase the power of magical armor, but it does increase Spirit after bonuses for junctions have been applied. Shell can be cancelled by Dispell.
Strong Junctions: Spirit; Toughness; Magic Evade
Weak Junctions: Evade; Perception; Appearance; Vis; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: 1 point per Spellshard to resist all elemental damage.
Status Attack: NA
Status Defense: NA
Mana Cost: 10
Element: None
Damage: Shell's duration is the caster's Vis +30 shots.

Slow: There is a sound of glass shattering, and glittering silvery spirit sand pours out of the target and dissapears. For the duration of the effect, all actions cost 2 more shots than usual. Slow can be cured by Esuna, or any item, spell, or ability that imbues the target with Haste.
Strong Junctions: Speed; Dexterity; Perception
Weak Junctions: Agility; Evade; Magic Evade; Intellegence; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: 23, minus 3 per Spellshard.
Status Defense: 2 per Spellshard.
Mana Cost: 7
Element: None
Damage: Slow's duration is the Caster's Vis + 30 shots.


Tier 3


Baelfire: Black energy pours out of the caster like a spear, or burst of liquid black flame. When struck, the target is simultaniously burned and corrupted, weakened and damaged both by the magic for more effect than you might expect from a spell of this power.
Strong Junctions: Intellegence; Willpower; Vis
Weak Junctions: Charisma; Appearance; Evade; Constitution; All Primary Attributes || Cannot Be Junctioned to Luck
Elemental Attack: 1 point of damage added to phyical attacks per shard.
Elemental Defense: 2 points per Spellshard.
Status Attack: NA
Status Defense: NA
Mana Cost: 18
Element: Darkness
Damage: Caster's Vis +45

Blizzara: A ten foot spike of ice shoots upward as it manifests, hitting and freezing the target. Like other ice magic, Fire GFs will not be pleased to junction it, but Ice GFs will be delighted. Also as with Blizzard, some of the ice persists, but the water generated by it is not potable.
Strong Junctions: Appearance; Willpower; Spirit
Weak Junctions: Perception; Dexterity; Agility; Strength; Luck; All Primary Attributes
Elemental Attack: 1 point of damage added to phyical attacks per shard.
Elemental Defense: 2 points per Spellshard.
Status Attack: NA
Status Defense: NA
Mana Cost: 15
Element: Ice
Damage: Caster's Vis +35

Cura: A pillar of green and blue light engulfs the target, infusing her whole body with healing magic. Cura is a good, midrange healing spell, that doesn't require a large number of Shards to make effective, and is pretty cheap to boot. It is probably the most used healing spell in the SeeD forces. As with all healing magic, it does damage to the undead.
Strong Junctions: Constitution; Toughness; Spirit
Weak Junctions: Strength; Magic Evade; Evade; Agility; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: NA
Mana Cost: 12
Element: None / Healing
Damage: Cura heals the caster's Vis + 50 hitpoints.

Drain: Dark red energy forms around the target and energizes as it damages, then flies back to the caster to deliver the stolen hitpoints to him. Drain isn't a terrificaly powerful spell but it's useful spell for healing at the same time that it damages the enemey, when most spells do only one or the other. It's also quite popular as a status junction spell, since any physical attack junctioned to Drain will confer some healing on the attacker, assuming that the attacker can damage the target of course.
Strong Junctions: Strength; Constitution; Vis
Weak Junctions: Appearance; Speed; Spirit; Willpower; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: 2 hitpoints healed per shard on physical attack, to a maximum of the damage delivered. Even with 9 shards, if the attacker only manages to do 5 damage, 5 hitpoints are the max that can be healed.
Status Defense: 2 points per shard to resist Drain.
Mana Cost: 12
Element: None
Damage: Caster's Vis + 25

Esuna: Pure white light radiates out of the target, burning away any negative status effects. Esuna cancels Blind, Silence, Sleep, Berserk, Confuse, Slow, Poison, Break, Zombie, Pain, Stop, and Vitality Down. It will cancel any and all negative status on the target, not just one effect. As the primary method of removing bad status, it is an indispensable spell. There are probably no experianced SeeD teams that operate without this spell.
Strong Junctions: Magic Evade; Intellegence; Dexterity
Weak Junctions: Speed; Vis; Toughness; Willpower; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: 1 point per shard to defend against all negative status spells. Having all the Esuna shards does not make one immune to all negative status.
Mana Cost: 15
Element: None
Damage: -

Fira: Snakelike trails of fire shoot from the caster to the target, along the ground, then explode upwards in a cone of flame, engulfing the target. Fira, in addition to doing plenty of damage, will ignite just about anything that's flammable. As with other fire magic, Fire GF's enjoy junctioning this spell, but it angers Ice GFs.
Strong Junctions: Strength; Vis; Charisma
Weak Junctions: Willpower; Intellegence; Perception; Constitution; Luck; All Primary Attributes
Elemental Attack: 1 point of damage addded to physical attacks per Shard.
Elemental Defense: 2 points per shard.
Status Attack: NA
Status Defense: NA
Mana Cost: 15
Element: Fire
Damage: Caster's Vis + 35

Thundara: Arcs of lightning roll up from the ground and flow through the target. As with Thunder, this spell is great for shorting out unshielded electrical equipment. Also as with Thunder, Lightning GFs will love this spell, while Water GFs will intensely dislike junctioning it.
Strong Junctions: Agility; Vis; Intellegence
Weak Junctions: Appearance; Constitution; Toughness; Charisma; Luck; All Primary Attributes
Elemental Attack: 1 point of damage added to physical attacks per shard.
Elemental Defense: 2 points per shard.
Status Attack: NA
Status Defense: NA
Mana Cost: 15
Element: Lightning
Damage: Vis + 35


Tier 4


Aero: A minor twister appears around the target, spinning quickly closed and buffeting them with wind from all sides. Wind GFs will welcome junctioning this spell, while Earth GFs will be greatly displeased. Casting this spell will refresh the air in a trapped space, though it will also kick up a LOT of dust. While it won't keep someone alive forever, it might help keep people breathing long enough to get rescued. It's too strong to be used inside a spacesuit, as it would damage the person in the suit and destroy the suit itself.
Strong Junctions: Agility; Dexterity; Evade; Perception
Weak Junctions: Strength; Toughness; Spirit; Charisma; Luck; All Primary Attributes
Elemental Attack: 1 point of damage added to physical attacks per shard.
Elemental Defense: 2 points per shard.
Status Attack: NA
Status Defense: NA
Mana Cost: 17
Element: Wind
Damage: Vis + 30

Bio: Bubbles of poisionous green liquid appear around the target and sink into his skin. The target will immediately feel ill when the damage strikes, and is also poisoned. Bio is a favorite spell of Guardian Forces that deal out a lot of Status effects, but is somewhat shunned by healing GFs.
Strong Junctions: Constitution; Willpower; Appearance; Magic Evade
Weak Junctions: Spriit; Dexterity; Agility; Evade; Speed; Luck; All Primary Attributes
Elemental Attack: 2 points of damage added to physical attacks per shard.
Elemental Defense: 2 points per shard
Status Attack: 29, minus 2 per shard.
Status Defense: 2 per shard to resist Poison effects.
Mana Cost: 17
Element: Poison
Damage: Vis +20, poisons if it exceeds the target's poison status resistance in addition to merely hitting.

Dark Pact: Dark Pact infuses the caster with some great power, charisma, strength, etc. It directly increases an attribute at the cost of mana, probably most of the mana if the attribute is to be greatly increased. For ever five points of mana fed into the spell, one attribute is increased by one point. If Constitution is targeted by this spell, only the maximum, not current hitpoints of the user increase. Only Secondary Attributes can be targeted.
Only one attribute can be targeted by Dark Pact at a time, and the spell is Self-Targeting only. Increasing an attribute to more than double is risky, on a negative net-diceroll, the spell does damage to the user by the amount the attribute increase exceeded double.
More than tripling an attribute always hurts, pushing it that far burns the user for all the life past double. So someone with an attribute of 10 who increased it to 21 would risk 1 damage. That same person pushing their attribute to 31 is garunteed to take 11 damage.
Strong Junctions: None
Weak Junctions: All Primary Attributes; Luck
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: 5 points per shard to avoid Attr 1/2 and 3 points per shard to Avoid Attr Down.
Mana Cost: Special
Element: None
Damage: 10 Shot Duration

Dispel: One of the greatest anti-magic spells avaliable, Dispel will remove a great many temporary spell effets, both positive and negative. Dispel cancells Float; Haste; Protect; Shell; Reflect(and is not reflected); Regen; Double; Stop; Aura; and Triple. Dispel manifests as a spray of purple spikes out of the target and a shattering noise as the spells on the target are broken.
Strong Junctions: Intellegence; Vis; Spirit; Magic Evade
Weak Junctions: Strength; Constitution; Willpower; Agility; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: 2 points per shard to avoid Dispel
Mana Cost: 15
Element: None
Damage: -

Life: A beam of pure while light comes down from the sky and illuminates the fallen target. This spell restores the target's Constitution in Hitpoints, and removes KO status. It's an invaluable spell for returning comrades to battle quickly, after they've been knocked out. Using this spell on an undead creature requires that the caster beat the creature's dodge rating. If the spell hits, the creature has a 50/50 chance of losing it's unnatural existance and 'dying'.
Strong Junctions: Constitution; Toughness; Spirit; Charisma
Weak Junctions: Dexterity; Agility; Strength; Evade; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: 1 point per shard to resist all elements.
Status Attack: NA
Status Defense: 1 point per 3 shards to resist Death.
Mana Cost: 17
Element: None
Damage: -

Reflect: Ruby panes of crystalline light form a faceted shell in front of the target. Reflect will bounce away nearly any spell that reaches the target, the bounced spell hits a random enemy target for it's full effect, or an ally, if there are no enemies present. The only spells on the standard matrix that cannot be reflected are Dispel; Quake; and Meteor. Many monster abilities can be reflected, but many others cannot. GF Summon abilties typicaly are not reflected.
Strong Junctions: Dexterity; Agility; Spirit; Willpower
Weak Junctions: Strength; Vis; Appearance; Constitution; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: 1 point per shard to resist all negative status.
Mana Cost: 15
Element: None
Damage: Reflect's duration is the caster's Vis + 20 shots.

Regen: This spell appears as a lacy, almost vine-like network of green energy, wrapped in a collumn around the target. When imbued with this spell, characters appear flushed with health and vitality. Each time the character has an opportunity for action, she is healed for her constitution in hitpoints.
Strong Junctions: Consitution; Toughness; Spirit; Appearance
Weak Junctions: Strength; Speed; Evade; Magic Evade; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: NA
Mana Cost: 17
Element: None
Damage: Regen's duration is the Caster's Vis + 30 in shots.


Tier 5


Break: Flakes of stone appear around the target and fly inward, clinging to her skin. In moments, if the spell is successful, the target turns to living stone. Characters turned to stone do not need to eat, breathe, or drink, nor do they need rest. In fact, they live in a sort of strange waking dream, and are not aware of their surroundings. Few, if any, remember what they dreamed when they were stone. The stone that a living being becomes is VERY hard, the Spirit and Toughness attributes of a victim quintuple. No actions are possible when a character is enshrined in stone, the spell must be removed by someone else. Break is very difficult to cast properly, the caster must ovecome the target's Dodge rating, plus any bounuses for status defense. However, Break is permenant until cured.
Strong Junctions: Toughness; Spirit; Constitution; Evade
Weak Junctions: Dexterity; Agility; Vis; Speed; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: 25, minus 1 point per shard.
Status Defense: 2 points per shard to defend against Break.
Mana Cost: 20
Element: Earth
Damage: -

Demi: This spell creates strange dark distortions around the target, twisting them and their image with powerful gravity forces. This spell is powerful, as it removes a percentage of the target's hitpoints, but becasue of the gravitational nature of the Lunar Cry, many monsters have built up a resistance to Gravity effects.
Strong Junctions: Intellegence; Agility; Strength; Vis
Weak Junctions: Charisma; Intellegence; Perception; Dexterity; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: 2 points per shard to defend against Gravity attacks.
Status Attack: NA
Status Defense: NA
Mana Cost: 22
Element: Gravity / Darkness
Damage: 20% of the target's current Hitpoints.

Double: This simple but useful spell appears as a ring of crystals around the target. While it lasts, it allows the target to cast two spells with one 4 shot action. These two spells must be the same spell, one could cast Fira twice, but not Fira and Cura. The targets may be different, or they may be the same. The mana cost must be payed for both castings of the spell.
Strong Junctions: Intellegence; Speed; Magic Evade; Dexterity
Weak Junctions: Spirit; Toughness; Constitution; Appearance; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: NA
Mana Cost: 25
Element: None
Damage: Double's duration is the caster's Vis + 30

Water: A globe of water appears around the target, totally engulfing them and whirling them about. The water that this spell creates persists and is totaly fresh and drinkable, it is often used in the desert regions. Lightning GFs will be extremely reluctant to junction this spell, but Water GF's love it.
Strong Junctions: Perception; Charisma; Willpower; Evade
Weak Junctions: Vis; Spirit; Constitution; Magic Evade; Luck; All Primary Attributes
Elemental Attack: 2 points of damage added to physical attacks per shard.
Elemental Defense: 2 points per shard.
Status Attack: NA
Status Defense: NA
Mana Cost: 25
Element: Water
Damage: Caster's Vis + 50

Zombie: Black, tar-like energy rises from the ground and gives the target an unhealthy greenish pallor. This feared status spell essentialy curses the target with a state that mimics undeath. Healing spells and items will do damage rather than heal the target. Recovery items will knock the target into KO status. Zombie is healed with Holy Water or Esuna. The spell will also wear off with time.
Strong Junctions: Appearance; Constitution; Strength; Toughness
Weak Junctions: Evade; Willpower; Speed; Intellegence; Luck; All Primary Attributes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: 20, minus 1 per spellshard.
Status Defense: 2 points per shard to avoid Zombie, 1 point per 3 shards to avoid Death.
Mana Cost: 20
Element: None
Damage: Zombie's duration is the caster's Vis + 50 shots.


Tier 6


Blizzaga: A blast of cold air fills the whole battle area in which Blizzaga is cast, the frosty breeze moving to the target and suddenly congealing into a forest of icy crystals that damage and freeze. Again, some of the ice persists but the resultant water will not be drinkable. Fire GFs may refuse to junction this spell, but Ice GFs will love the user for junctioning it.
Strong Junctions: Appearance; Willpower; Spirit; Vis
Weak Junctions: Perception; Dexterity; Agility; Luck; Magic; Mind; Reflexes
Elemental Attack: 2 points of damage added to physical attacks per shard.
Elemental Defense: 2 per shard.
Status Attack: NA
Status Defense: NA
Mana Cost: 30
Element: Ice
Damage: Vis + 70

Curaga: A green and blue glow surrounds the target as shining star-like white orbs appear and fly into her. This is the most powerful curative magic avaliable to average SeeD members, and it's Shards are sought out perhaps even more than the -aga class damage magic. As with all curative spells, it damages the undead, rather than healing them.
Strong Junctions: Constitution; Toughness; Spirit; Willpower
Weak Junctions: Strength; Magic Evade; Evade; Agility; Magic; Mind; Reflexes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: NA
Mana Cost: 25
Element: None
Damage: The caster's Vis + 100 hitpoints are healed.

Death: A black cloud appears around the target, partialy obscuring it. Suddenly, a red and silver slash flashes across the target's neck, head, or heart. If successful, the target drops instantly to KO status. Like Break, the caster must beat the target's Dodge rating to inflict Death.
Strong Junctions: Evade; Magic Evade; Spirit; Intellegence
Weak Junctions: Constitution; Toughness; Agility; Dexterity; Body; Mind; Reflexes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: 23, minus 1 per Spellshard.
Status Defense: 2 points per Spellshard to resist Death; 1 point per Spellshard to resist Zombie.
Mana Cost: 25
Element: None
Damage: -

Fireaga: A tiny ball of fire appears by the target and expands to a huge sphere of roiling flame. If it's in any way flammable, Firaga ignites it. In some cases, it will even ignite things that aren't normally flammable, like stone. Fire GFs love the chance to junction this spell, but many Ice GFs, including Shiva, will flat out refuse to junction them.
Strong Junctions: Strength; Vis; Charisma; Magic Evade
Weak Junctions: Willpower; Perception; Constitution; Luck; Body; Mind; Reflexes
Elemental Attack: 2 points of damage added to phyiscal attacks per shard.
Elemental Defense: 2 points per shard.
Status Attack: NA
Status Defense: NA
Mana Cost: 30
Element: Fire
Damage: Caster's Vis + 70

Thundaga: The target takes on a golden glow, and is suddenly beset by static electricity. Moments later a brilliant bolt of lightning drops from the sky conducting through the target to the ground, followed by a powerful peal of thunder. Thundaga blows out most electronic equipment, except that which is magicaly shielded against lightning. Lightning GFs love to junction this spell, but most Water GFs will simply refuse to do so.
Strong Junctions: Agility; Vis; Intellegence; Perception
Weak Junctions: Constitution; Toughness; Charisma; Luck; Body; Mind; Magic
Elemental Attack: 2 points of damage added to phyiscal attacks per shard.
Elemental Defense: 2 points per shard.
Status Attack: NA
Status Defense: NA
Mana Cost: 30
Element: Lightning
Damage: Caster's Vis + 70


Tier 7


Pain: A nasty little spirit of pain appears superimposed on the target, then explodes sending daggerlike shards into him. This spell inflicts the Blind, Silence, and Poison status effects. Every time that he has a chance for action, he takes his constitution in damage. Pain can be removed by Esuna or Remedy. The individual effects of Poison, Blind, and Silence can each be removed with the appropriate curative items.
Strong Junctions: Vis; Willpower; Perception; Constitution
Weak Junctions: Magic Evade; Evade; Spirit; Toughness; Body; Mind; Reflexes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: 26, minus 1 per Spellshard.
Status Defense: 2 points per Spellshard to avoid Pain, Blind, Silence, and Poison, including the Poison effect of Bio.
Mana Cost: 28
Element: None
Damage: Pain's duration is the caster's Vis + 50 shots.

Quake: The ground rumbles ominously, and then suddenly begins violently shaking and cracking under all enemies within 100 feet. Allies are spared only if the caster knows that they are within the spell effect and where exactly they are standing. This spell does damage to structures and vehicles at the GM's discretion. The ground will definently be broken up and cracked anywhere this spell is cast, so it's not a good idea to use it anyplace that you care about. Farmers especialy hate this spell, as it makes any battlefield damage to crops that much worse. Earth GFs love this spell, but most Wind GFs catagoricaly refuse to junction it. Persons under the influence of a Float spell are entirely immune to Quake.
Strong Junctions: Toughness; Spirit; Strength; Dexterity
Weak Junctions: Charisma; Intellegence; Luck; Agility; Mind; Magic; Reflexes
Elemental Attack: 2 points of damage added to physical attacks per shard.
Elemental Defense: 2 points per shard.
Status Attack: NA
Status Defense: NA
Mana Cost: 40
Element: Earth
Damage: Caster's Vis +60, Quake is Omnimagical

Stop: The sound of a ticking clock is heard, and it suddenly stops, as does all motion on the part of the target. This spell freezes the target in a temporary stasis. Unlike Break, the target is every bit as vulnerable as it was before... more, as the target's Dodge Rating drops to 0. This powerful spell is perhaps one of the worst status effects, as it takes a target out of combat but still allows them to be hurt. Stop can be removed with Dispel or Esuna.
Strong Junctions: Speed; Evade; Magic Evade; Appearance
Weak Junctions: Constitution; Spirit; Toughness; Luck; Body; Mind; Magic
Elemental Attack: NA
Elemental Defense: NA
Status Attack: 26, minus 1 per shard.
Status Defense: 2 points per shard to avoid Stop, 1 point per shard to avoid Slow.
Mana Cost: 30
Element: None
Damage: Stop's duration is the caster's Vis +15 shots.

Tornado: A great wind whips up around the target, lifting them into the air and buffeting them mercilessly, then dropping them to the ground. Tornado kicks up a LOT of dust, not enough to destroy visibility, but enough to make combat unpleasant. It will totally strip away most fogs and mists. Wind GFs love this spell, but most Earth GFs will refuse to junction it.
Strong Junctions: Speed; Agility; Dexterity; Perception
Weak Junctions: Appearance; Charisma; Spirit; Luck; Body; Mind; Magic
Elemental Attack: 2 points of damage added to physical attacks per shard.
Elemental Defense: 2 points per shard.
Status Attack: NA
Status Defense: NA
Mana Cost: 35
Element: Wind
Damage: Vis + 75


Tier 8


Aura: When cast, a glowing circle of beautifuly curved lines rises up around the target. The target begins to glow with a soft golden light, and gains 1 luck point, unless she is already at her max. This spell unlocks the greatest of ablities, the Limit Break. While under the effect of an Aura spell, the target need only roll Luck to attempt to use a Limit Break. Getting a 10 or better means the target can use a Limit Break without spending a Luck Point. If the roll fails, the target can wait until the next shot to try again, or perform some other action.
Strong Junctions: Luck; Speed; Evade; Magic Evade; Appearance
Weak Junctions: Intellegence; Willpower; Constitution; Body; Mind
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: 2 points per shard to avoid effects that inflict Curse.
Mana Cost: 35
Element: None
Damage: Aura's duration is the caster's Vis + 15 shots

Full Life: A strong white light beams down from above to spotlight the fallen target, as beautiful silver sparkles rain down like tears. This spell restors a target in KO status to full hitpoints, and removes the KO status. Cast on an undead creature, the Sorcery roll must beat the monster's Dodge rating, but if it hits, it KOs the monster.
Strong Junctions: Body; Constitution; Toughness; Spirit; Willpower
Weak Junctions: Vis; Strength; Speed; Magic; Reflexes
Elemental Attack: NA
Elemental Defense: 1 point per shard to resist all elemental damage.
Status Attack: NA
Status Defense: 2 points per shard to avoid Death; 1 point per shard to avoid Zombie and Break.
Mana Cost: 40
Element: None
Damage: -

Meltdown: This spell creates a whirling vortex of firey energies that streatch out in a column to hit a target. Meltdown does non-elemental damage to it's target, and cuts the target's Toughness down to 0 for the duration of the combat.
Strong Junctions: Vis; Strength; Toughess; Charisma; Dexterity
Weak Junctions: Spirit; Evade; Magic Evade; Reflexes; Mind
Elemental Attack: NA
Elemental Defense: NA
Status Attack: 29, minus 1 per shard to inflict Toughness 0
Status Defense: NA
Mana Cost: 45
Element: None
Damage: Vis +50

Triple: A series of jeweled circles, arranged in a sphere formation around the target appear, spin, and vanish. This powerful spell allows the target to cast thee spells in one 4 shot action. All the spells must be the same spell, 3 Meltdowns, 2 Full Lifes's etc. The mana cost for each spell must be paid when they are all cast.
Strong Junctions: Intellegence; Speed; Vis; Willpower; Perception
Weak Junctions: Strength; Toughness; Spirit; Body; Reflexes
Elemental Attack: NA
Elemental Defense: NA
Status Attack: NA
Status Defense: NA
Mana Cost: 40
Element: None
Damage: Triple's duration is the caster's Vis + 50 shots


Tier 9


Darkness: Pure Darkness ripples out, and does hellacious damage. This spell produces a burning torrent of pure darkness energy that engulfs and tries to literaly snuff out the target. Not a spell to be trifled with.
Strong Junctions: Body; Strength; Magic Evade; Charisma; Toughness
Weak Junctions: Luck; Appearance; Intellegence; Dexterity; Mind
Elemental Attack: 2 damage added to physical attacks per shard.
Elemental Defense: 2 per Spellshard.
Status Attack: NA
Status Defense: NA
Mana Cost: 45
Element: Darkness
Damage: Vis + 90

Flare: An ominous humm is followed by an increadibly bright flash of light and searing yellowish ball of energy that engulfs the target. Flare does non-elemental damage to the target, and as a Tier 9 spell, it packs a hefty punch. It's useful against just about anything that isn't immune to magic.
Strong Junctions: Magic; Vis; Strength; Spirit; Dexterity; Agility
Weak Junctions: Evade; Speed; Luck; Body; Mind
Elemental Attack: NA
Elemental Defense: 2 points per spellshard. Damage is Fire, Ice, or Lightning elemental, whatever the enemy is weakest to.
Status Attack: NA
Status Defense: NA
Mana Cost: 50
Element: None
Damage: Vis + 125 damage.

Holy: Glimmering white orbs appear around the target, rotate, lock in place, and then fire powerful beams of pure white fire into the target. This spell does Holy elemental damage, something that few monsters have any resistance again. On top of that, only Flare does more raw magical damage than Holy. Holy related GFs will be quite happy to junction this spell, but Darkness related ones may be unable to do so.
Strong Junctions: Mind; Appearance; Constitution; Intellegence; Perception
Weak Junctions: Magic Evade; Evade; Spirit; Toughness; Reflexes
Elemental Attack: 2 damage added to physical attacks per shard.
Elemental Defense: 2 per Spellshard.
Status Attack: NA
Status Defense: NA
Mana Cost: 45
Element: Holy
Damage: Vis + 90

Meteor: Rocks fall, everybody dies. Or anyway, all the targets of this spell probably do. Meteor attacks all targets designated by the caster within 100 feet of the center of the spell, by dropping rocks on them. Small, very heavy, very fast moving rocks. Unlike every other attack spell in the standard spell matrix, the damage that Meteor does is Physical damage, and is resisted by Toughness, not Spirit. The targeting of the spell itself is still resisted by Magic Evade. Meteor can hand has destroyed buildings, damage to structures and vehicles is at the GM's discretion.
Strong Junctions: Reflexes; Evade; Magic Evade; Speed; Agility
Weak Junctions: Constitution; Appearance; Charisma; Mind; Reflexes
Elemental Attack: NA
Elemental Defense: 2 points per shard to resist Wind and Earth magic.
Status Attack: NA
Status Defense: NA
Mana Cost: 45
Element: None / Physical
Damage: Vis + 125 Physical Damage


Tier 10


Ultima: What is there to say? The ultimate destructive magic for those who aren't Blue Mages or Sorceresses. A green-black light blasts out in all directions, inflicting grevious harm on anything that isn't specificaly marked for safety by the caster of the spell. Ultima devestates everything that lives, as well as the environment into which it is cast. It is definently an omnimagical spell, and cannot be focused down to single point uses.
Strong Junctions: Magic; Mind; Vis; Spirit; Constitution; Toughness; Agility; Appearance; Intellegence; Willpower; Strength
Weak Junctions: Charisma; Perception; Dexterity; Magic Evade; Luck
Elemental Attack: NA
Elemental Defense: 5 points per shard to resist all elements.
Status Attack: NA
Status Defense: NA
Mana Cost: 90
Element: Non Elemental
Damage: Vis + 255 Non Elemental Magic Damage

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