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NQM&M - Spells

 
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Raekuul
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PostPosted: Tue Mar 01, 2011 6:43 am    Post subject: NQM&M - Spells Reply with quote

Arcane
Novice (Requires 1x BLUE Component)
Mana Arrow - Non-elemental damage, single target. MAG versus DEF.
Haste - Increase speed of party by 10%. Starting spell.
Sparks - Air Damage, Optional Spread, Divide by spread, MAG versus WIL.
Temper - Increase ATK of target by 30%.
Fire Bolt - Fire Damage, single target, MAG versus WIL.
Shell - Increase RES of target by 20%.
Bubbler - Water Damage, single target, MAG versus DEF.
Guard - Increase DEF of target by 15%.
Macerush - Earth Damage, single target, ATK versus WIL, two hits.
Expert (Requires 2x BLUE Component)
Mana Ring - Non-elemental damage, single target. MAG versus DEF. 10% chance of Non-elemental damage to all enemies. Starting spell.
Muck - Earth Damage to Speed stat, spread, MAG versus WIL
Flailbomb - Earth Damage, Optional Spread, Divide by spread, MAG versus DEF.
Chiller - Water Damage to ATK stat, single target, MAG versus WIL.
Ice Lance - Water Damage, single target, MAG versus DEF. 10% chance of Paralyze
Meltdown - Fire Damage to MAG stat, single target, MAG versus WIL.
Fireball - Fire Damage, Single Target, MAG versus WIL. 80% chance of Fire Damage to all.
Dust Storm - Air Damage to AIM stat, spread, MAG versus WIL.
Lightning - Air Damage, Single Target, MAG versus WIL, 50% chance of Half Defense
Master (Requires 3x BLUE Components)
Inferno - Fire Damage, All enemies, MAG versus WIL. Starting Spell.
Red Fang - Drain ATK from Target. MAG versus DEF.
Starburst - Air Damage, All, MAG versus WIL.
Yellow Fang - Drain Speed from Target. MAG versus WIL.
Distortion - Earth Damage, single target, based on lost HP.
Green Fang - Drain DEF from Target. ATK versus WIL.
Tri Bubble - Water Damage, single target, MAG versus DEF, 33% chance of costless Tri Bubble.
Blue Fang - Drain WIL from Target. ATK versus DEF.
Arrow Rush - Non-Elemental Damage, Single Target, MAG versus WIL, seven hits.

Divine
Novice (Requires 1x YELLOW Component)
Mana Arrow (Starting Spell)
Poison - Poisons one target
Cure - Restore 30% of Target's HP
Stun - Stuns one target
Mute - Mutes one target
Regen - Target slowly recovers HP
Drain - Steal HP from target
Expert (Requires 2x YELLOW Components)
Fly Fist - Non-elemental, single target. ATK versus WIL. 20% chance of Stun.
Hellfire - Fire damage, single target. MAG versus WIL. 40% chance of Poison.
Cura - Restore 70% of target's HP
Heal - Each party member recovers 30% HP
Mass Stun - Stuns all foes
Berserk - Mutes all foes
HealAura - Regen to whole party
Osmose - Steal MP from target
Master (Requires 3x YELLOW Components)
Psy Shock - Non-elemental, single target. MAG versus WIL. 60% chance of Mute.
Mass Poison - Poison all enemies
Curaga - Fully recover HP. Can exceed maximum.
Healara - Each party member recovers 70% HP. Can exceed maximum.
Paralyze - Enemy can no longer act!
Osmore - Steal MP from all foes
Superegen - Faster HP recovery
Mass Drain - Steal HP from all (ATK versus DEF). Can exceed maximum
Mana Storm - Non-elemental damage to all foes (ATK versus WIL)
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Raekuul
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PostPosted: Tue Mar 01, 2011 7:44 am    Post subject: Reply with quote

I just notices the new Transmogrification settings on attacks... does this mean we can make Toad effects now?
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Moogle1
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PostPosted: Sat Mar 05, 2011 3:48 pm    Post subject: Reply with quote

Yes.
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Raekuul
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PostPosted: Sat Mar 05, 2011 5:17 pm    Post subject: Reply with quote

That works so well with what I want to do with Morpher/Shaman that I have no words left ^^
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FnrrfYgmSchnish
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PostPosted: Sat Mar 12, 2011 1:45 pm    Post subject: Reply with quote

It looks really odd to me that you have the Final Fantasy-ish Cure/Cura/Curaga in there along with all these other spells that don't sound like Final Fantasy magic names at all. I know healing spell names are kinda hard to come up with sometimes, since the higher-level ones all basically do the same thing but better... but it just looks weird to have one set of spells copy Final Fantasy while none of the others do.
Well, I guess Osmose is also borrowing a Final Fantasy spell name, but that doesn't stick out nearly as much as the something/somethingra/somethingaga pattern.

I'm also kind of confused about how Macerush and Arrow Rush are resisted by WIL rather than DEF, while the bubble spells are the opposite. Just seems like it would make more sense the other way around (physical defense vs. bashing/stabbing attacks, magic defense vs. more elemental-based stuff.)
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Raekuul
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PostPosted: Sat Mar 12, 2011 4:15 pm    Post subject: Reply with quote

Foo/Foora/Fooraga: It sounds better than Cure/Big Cure/Power Cure, and enough people are familiar with the FF naming pattern to know right off the bat that Foora is a more powerful version of Foo.

Osmose: I call it that in all my game ideas.

Macerush: It's already a weaker spell from relying on the attack stat of the caster rather than the magic stat, and I wanted a reason for people to use the Fire-element buff "Temper". It's mostly balance.

Bubbler: Counterintuitive, yes, but Water-weak enemies generally have really good magic resistance in other games I've played. Besides, being hit with a five-inch ball of water that's moving at 30 MPH isn't something you can just will away Wink

Arrow Rush: The only other Master Arcane spells that go Magic versus Will are the Air Element spells, Starburst and Yellow Fang. It's balance again.
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Nepenthe




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PostPosted: Sun Mar 13, 2011 4:36 pm    Post subject: Reply with quote

Speaking of Temper... that's the only spell name that bugged me. Because if you read it as a verb (as I do every single time), it means pretty much the exact opposite of what that spell does. Why not Anger or Enrage or something?
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Raekuul
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PostPosted: Sun Mar 13, 2011 6:53 pm    Post subject: Reply with quote

I may rename the Basic buffs and Expert Debuffs, I don't really like the names for most of them either.
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