Guardian Force Techniques
From Final Fantasy VIII-2
Abilities of GFs and Accessories
Anti-Magic - Athena's Guidance - Armor - Ashes to Ashes - Autoitem - Autolife - Autosupportspell - Bountiful Summon - Bounty - Break Bonds - Break Damage Limit - Break Hp limit - Break Mana Limit - Burrow - Buzo - Card - Card Refine - Chi Sense - Clairvoyance - Counter - Cover - Crafting - Crushing - Cult of Personality - Danger Sense - Darkness - Delay Buster - Demi-Life - Devour - Dim Mak - Divine Favor - Doom - Doublecast - Elementeater - Elementproof - Elementward - Elemental Attack - Elemental Defense - Energy Strike - Envenom - Evade & Counter - Expend 2-1 - Expend 3-1 - Extra Terrestrial - Fertility - Final Attack - Firewalker - Fox's Retreat - Friendship - Generalist - Glider - Gravity-Life - Haggle - Heal Force - Healing Hands - Hover - Hp Bonus - Hp Stroll - Iceblood - Iron Thread - Item Refine - Item Upgrade - Initiative - Jack of all Trades - Joker - Judgement - Lancet - Lightbringer - Long Range Magic - Long Range Summon - Magic Boost - Magic Counter - Magic Null - Magic Reels - Mp Bonus - Medicine Upgrade - Medium Range Magic - Med Range Summon - Medusian Shield - Mer-Transformation - Mime - Moving Dream - Mp Stroll - Multi Magic X - Night - Nullelement - Nymian Hide - Omen - Omnimagic - Piercing - Pixie Wings - Poetic Soul - Quick Hit - Rage - Ranged - Restore - Revive - Sanctuary - Scent of Running Water - Scrying Stone - Short Out - Slow Petrify - SOS Spell - Spell - Spellpool - Spellspring - Spirit Armor - Spring Rain - Status Attack - Status Defense - Status Reels Statusproof - Statusstrike - Statustouch - Statusward - Summon Boost - Thief's Eye - Tireless Travel - Trackless Step - Treatment - Type Magic Refine - Unlock - Unyielding Spirit - Vengeance - Wall of Ice - Wall Walk - Weaver’s Ward - Woe
For these abilities, if no shot cost is given, and the ability requires activation, assume a 4 shot cost.
Anti-Magic:
This item property seals the user from using magic of any kind. It can be specific to the wearer of an item, or it can be extended in a field. To date, no one has been able to extend a field into an unconstrained area. In other words, an outside area cannot be blanketed with Anti-Magic. The area must be completely enclosed by walls, or at least be surrounded by equipment. This ability is not as difficult to produce as it might seem. It only stops the generation of magic from inside it's area, shutting magic down before it can get started. Magical forces that come from the outside, that have already manifested, can persist inside an Anti-Magic area. Thus, someone sealed away from using magic can still be attacked by it. The prohibition against using magic includes techniques and powers that use mana, but not more innate things like Limit Breaks.
Athena’s Guidance:
Athena reveals a hidden weak point in the enemy's defenses. Each party member's attack against that foe, or enemy type is crushing, for the next attack only. This ability does not last beyond the current battle.
Shot Cost: 2
Mana Cost: 0
Armor:
This ability grants an increase in Toughness that counts as armor. I.E., it is ignored by the Piercing ability. Armor will always be followed by a number indicating the increase in Toughness, i.e. Armor 5 means that the character or monster gains +5 to Toughness, except against Piercing attacks.
Ashes to Ashes:
Sends the target's soul to the Underworld, preventing the target from being revived from KO, even if nothuman. It also gives the user of Ashes to Ashes life and mana back equal to the target's Vis.
Shot Cost: 1
Mana Cost: 0
Autoitem:
Whenever the character is damaged, or inflicted with a status effect, or otherwise experiences a condition that can be improved by an item, they automatically respond by using the appropriate item at no shot cost. This ability does consume the character's item stocks, and does not function if there are no items to consume. Certain status effects, like Break, Stop, and KO will also prevent the character from using this ability. This ability will be specific to a particular item, like Autopotion, or to a type of item, like Automedicine, or Autotreatment.
Autolife:
When a character with this beneficial status drops to KO, they are automatically revived by a Life spell so that they can continue fighting. Being KOd and revived has a 1 Shot Cost, in other words, the character's next action is delayed by one shot. Once revived, the character is out of Autolife status, and must have an ability that grants the power used on them again. In general, items or GFs that grant this ability will put the character in Autolife status at the beginning of each battle, and not restore that status after the Autolife has been used up. Some GFs will provide this as a castable ability however, and that will be indicated if it is the case, otherwise, assume that it's simply a standard Autolife ability.
Autosupportspell:
A variety of spells, including but not limited to Haste, Reflect, Shell, and Protect can be automatically activated at the beginning of a battle by this kind of ability. These spells generally last for the entire combat, they do not have a duration that expires. Essentially, this ability represents a particular beneficial status that will always be on the character in combat. The spell in question will be specifically named, for instance, Autoregen puts the user permanently in the Regen status.
Blademistress:
The GF herself guides the blade of her junctioned companion, putting unnatural speed and skill into any strikes made with a bladed weapon. Whenever this ability is junctioned, the character's base damage with any kind of blade (League, Trabian, Centran, or Gunblade) is increased by her Speed attribute.
Bloodthirst:
The GF's lust for blood infuses the user, and she no longer finds extended combat quite as draining, spilling blood becomes it's own reward. Combo mana costs are reduced by 1/2, rounded down. Thus, a level 5 combo counts as a level 2 combo for the purposes of mana cost. A level 1 combo attack is free. In addition, at the end of a battle, the user gains 100x C Hitpoints and 10x C Mana, where C is the highest Combo level she achieved during that combat.
Blood Frenzy:
The fury of battle consumes the one who activates this GF ability. While affected by Blood Frenzy, the character cannot be made immune or resistant to Berserk, not even by a Ribbon. However, this ability allows the user to transfer the full effect of Combo Attacks to other foes without losing the power of the combo. To transfer Combos to a new foe, one of the following requirements must be met: The foe must have struck the Combo user; The Foe is the last enemy standing; The Combo user delivered a killing blow to her last enemy. In the final case, the Combos can be transfered to any enemy. A Blood Frenzy lasts for 20 shots.
Mana: 30
Shots: 0 (Cannot be activated until the user's first active shot)
Back To Top
Bountiful Summon:
With this upgrade to Athena's summon, all recipients of her power are healed for the Summoner's Vis, Upgrade 5.
Bounty:
This power is exactly the same as the Thief Gambling Technique 'Item Reels'. It is essentially a fate magic that calls forth a very random item, and uses it on the battle area. This item if curative will usually be used on the party, and if damaging will usually be used on the enemies. However, there is a small but real chance of getting a bad result. The list of items that could possibly appear is extremely large, and is not detailed here.
Break Bonds:
A character with this ability can eventually escape most forms of confinement. While actual prisons may be too much for this ability, some judicious Strength or Dexterity rolls will allow him to wiggle or break free of most handcuffs, ropes, zip-ties, and other such impediments to freedom. The difficulty of the roll depends on the sophistication and durability of the restraints.
Break Damage Limit:
This powerful ability allows attacks to become truly unlimited in their damage potential. In general, there's a sheer limit to the amount of power than any person can put behind a single blow or magical spell, no matter how powerful. People simply have limits. This ability breaks that barrier, allowing single attacks to do 1,000 hitpoints of damage or more! Note that the damage limit does not prevent multi-hit spells or techniques from going over 1,000 total, the limit applies to single hits only.
Break Hitpoint Limit:
Most humans, and even monsters, have an upper limit to the total amount of life energy they can cram into their own bodies, fancy hitpoint bonuses and powerful Constitution junctions notwithstanding. This ability shatters those limits, allowing the construction of a potentially unlimited "mobeius" lifeforce. Characters or monsters with this ability can have hitpoints that exceed 999 points, crossing over into the realm of thousands without further limit.
Break Mana Limit:
Mortal minds are finite, and limited, just as mortal bodies are. This ability allows for infinite extra dimensional storage space for magical energy. Once a character or monster possesses this ability, the maximum mana limit of 499 mana is lifted.
Burning Rage:
While this ability is junctioned, the character gains an additional U2 to all fire-based attacks. The attack MUST do Fire damage when all is said and done to recive this upgrade. As a 0 shot action, the character may spend 10 mana to provide the same increase to any ally.
Bushido Potion:
One with this ability junctioned can call up the power of Bushido to keep them whole even in the worst circumstances. When struck in combat by magic or melee, the Samurai rolls Martial Arts and consults the following chart. A potion effect of the listed type is applied to the Samurai. A critical success on the roll always results in a Megalixer effect. If the Samurai is at 20% health or less, the Bushido Potion effect has no mana cost.
Mana: 25;
Shots: 0
| 25 or less | Potion | |
| 26-50 | Hi Potion | |
| 51-75 | Potion+ | |
| 76-100 | Hi Potion+ | |
| 101-125 | X Potion | |
| 126-150 | Elixer | |
| 151-175 | Megapotion | |
| 176-200 | Megalixer |
Burrow:
This ability allows the character or monster to burrow through the earth as if it were water. The user of this ability need not worry about air, though food, water, and rest are certainly considerations after enough time. In general, earth, sand, and some tundra or shale can be burrowed through, but hard rock and exceptionally hard soils may require rolls, or may simply be impassable. The creature or character moves at his normal Move rate while burrowing.
Buzo:
Pronounced, "Bue-tho", this ability is the Gypsy power to fleece the stupid, or even the somewhat unwary. Essentially, it allows the character to pull off a scam that will get a great deal of money out of some unfortunate person. The user of this ability rolls Charisma + Appearance, and compares this roll to the targets Deceit AV. If it succeeds, the target is fooled and gives up his or her money. The amount gained depends on the wealth of the person being fleeced, and the success of the roll. Coming up with a particularly good scheme can enhance the power as well. Usual amounts to steal from someone with this power range from 20% to 50% of the target's total wealth. Certain thief and gypsy groups will welcome someone who has a reputation for pulling off a particularly elegant Buzo.
Camouflage:
This ability masks a character from enemy sight, preventing any direct attacks. Omni-magical effects will still hit the camouflaged character, and allies can still target her freely. This ability has a duration of 10 shots.
Card:
Though Triple Triad cards can be produced by particularly gifted artists, certain Guardian Forces have the ability to transform a hapless monster into a card. Not every monster can be so transformed, but the vast majority of them can. This power must be used on a weakened monster, and the user rolls Sorcery to make the attack. If it succeeds, by beating the higher of the creature's Spirit or Magic Evade, then the creature becomes a card. If not, nothing happens other than a nice light show. Creatures receive a bonus to their resistance to this power based on how healthy they are, it will be nearly impossible to use this power on a monster that has full hitpoints, unless the user is an extremely accomplished mage.
Card Refine:
The process that 'seals' a Triple Triad card and makes it impervious to damage, and authenticates it so that it becomes tournament legal also imbues it with certain magical essences. Some GFs can refine these cards down into useful items that can yield medicines, components for weapon upgrades or accessory crafting, or even spellshards. Every true Triple Triad card can be refined in this manner, fakes will not possess the right kind of magic. Once a card has been refined it is gone forever, unless another of the same kind can be made somehow.
Catseye:
Feline GFs often grant the power to see in the dark as well as, or better than cats. This ability allows the user to see in darkness is there is any light at all, with a sort of flat vision that allows objects and creatures to be discerned, but not the reading of symbols that are painted or printed on anything. This power is always available, but it must be summoned forth, a sort of relaxing of the eyes that allows the different style of vision to take over. When using this ability, the user's eyes become slitted like a cat's.
Cat's Paws:
They say that cats always land on their feet. So too, do those blessed by the guardianship of a cat spirit. This ability, always active, gives the user great agility and quick reflexes. Any agility rolls made to maintain balance, walk on treacherous terrain, or climb are made at U2. The user of this ability takes only half damage from falling, and even then only on falls of at least fifty feet. Any fall of a lesser distance will not damage the user at all. People with this ability often delight in leaping off things, usually as much for the way it startles others as for the joy of freefall.
Chi Sense:
This ability grants the user an extra sense when used, allowing the detection of nearby living beings. With a simple Awareness roll of 5 or better, the user can determine if there are any living creatures nearby, that is, within 10x yards of the Awareness AV of the user. For every additional 5 points on the roll, the user can choose to add one of the following bits of information: The Number of Creatures, Their General Direction, Their General Disposition, Distinguish between Humans, Animals, and Monsters (Lunars), Include the Undead in the Chi-Sense. To sense ALL of these things at once requires a roll of 30, so few are capable of getting such detailed information at first blush. Using Chi-Sense takes 1 full minute for the first use, and 5 minutes for each use thereafter, thus, it is best suited to a slow and sneaky intrusion that features the user of this power making their way in very carefully and slowly, building a mental map of every nearby creature. Of course, it's also useful to get a simple roll of say, 10, and know that yes, there is something nearby, and it is A: Lunar, or B: Undead.
Circle of Summoning:
When activated, this ability lays a massive rune covered circle on the battle area, attuned to Lich's host and his allies. A master summoner, Lich can open the gates of the Spirit World wide, so that Guardian Forces friendly to his allies can come easily. Similarly, GFs belonging to enemies will find it slightly harder to arrive.
While the Circle of Summoning is down, all shot costs to Summon a GF are reduced by 1, to a minimum of one, thus giving summoners with compatibility issues a bit of a break. Further, the actual summon attack/power cost is reduced, as the GF has a great deal of energy to draw on from the circle. Summon abilities have their shot cost reduced by 1/2, rounded down. So the standard 5 shot summon attack takes only 2 shots.
Using the ability to reduce the summon ability cost draws a lot of energy from the Circle of Summoning, and temporarily puts the character out of synch from the Circle's energies. Any individual character may only reduce the summon ability once every 10 shots, as it takes that long for the Circle to re-attune itself to the character. So if a summon occurs on Shot 3, and the cost is reduced, the character would not be able to reduce the shot cost of a summon ability again until shot 13. Regardless of being in synch with the Circle or not, all summons benefit from the reduced cost of the actual summon, unless the summoner is at the highest possible compatability. Summons to use a Super-J ability do benefit from the reduced summoning cost.
Enemy summons suffer a +2 shot cost penalty to the summoning cost, and a +1 shot cost penalty to the Summon Ability shot cost.
Once activated, the Circle of Summoning persists for the entire battle, and can only be dispelled by Deyleroth antimagic or Sorceress level dispels.
Mana: -
Shots: 1
Clairvoyance:
The power of far-sight. This ability allows the user to scan areas not normally visible to normal sight. The distance away one can look is the user's Sorcery AV in miles if there are no physical obstructions between the target and the user, or the user's Sorcery AV in yards if the line of sight is blocked. Either way, it's a very useful power for information gathering. The scene appears directly in the users head, and is not visible to bystanders, nor can it be recorded by any currently known recording device. Of course, it's possible the Odine labs have a solution to this, but if they do, it's not something that has been released to the general public.
Counter:
When physically struck in melee combat, a character with this ability can immediately make a Martial Arts, Weapon Focus, or Guns attack against the creature or person that struck her at zero shot cost.
Cover:
When this ability is used, any physical attack that strikes an ally of the user in melee combat is instead mystically transferred to the covering character. The Dodge rating of the character struck is used normally, but the covering character uses his own Toughness to determine damage, including any interactions between Piercing and Armor. Cover transfers damage from all incoming physical attacks with the following exceptions. Omni-physical attacks are not protected against with this ability. Also, if the user is KO'd, Cover breaks immediately and all additional attacks are distributed to the various targets that recived the blows. In the case of many hits coming in during a single shot, where the Cover user may be KO'd, all damage from hits that actualy struck the person using Cover are calculated first.
Crafting:
Smith-like GFs, or simply more artistic ones may possess the power to create custom weapons and accessories, without recourse to a Junk Shop or Gearhead. The user must have all of the necessary components at hand, and makes a Sorcery roll at difficulty 10. If the roll succeeds, the item is created. If it fails, consumable components, i.e. highly magically charged stones and monster parts, are consumed. On a critical failure, all the components are destroyed. On a critical success, the item may gain an extra ability, at the GM's discretion.
Crushing:
This ability is the more powerful version of Piercing attacks. Crushing attacks not only ignore Armor, and Spirit Armor, but they ignore Toughness and Spirit as well. Crushing attacks apply their full damage directly, without checking for damage resistance at all.
Cult of Personality:
A person imbued with this power becomes much more fascinating to other people, his or her charisma is improved, but only when he or she actively uses it. The recipient of this ability gains +50% to all Charisma based Action Values, and will be more likely to be remembered by the people who witness his or her acts of leadership, intimidation, seduction, etc.
Curiosity:
A GF possessed of this ability will gain 1 additional AP when given a compatibility item. This ability cannot function more than five times in a single week.
Danger Sense:
The character with this ability junctioned or in an accessory will feel a warning sensation moments before some kind of danger, allowing time to react when there would normally be none. This can sometimes avert the danger entirely, or at least reduce it's impact. If Danger Sense warns of an ambush, the character with this ability gains +5 to his initiative on the first round.
Danse Macabre:
The uncanny and feared ability to animate corpses and make them move at your whim. This ability can be used to create undead servents who can move large objects, put dead enemies to use guarding your rear, or some quick cannon fodder in the middle of battle. The skeletal structure of a creature or person must be at least 75% intact to be a target of this ability, and it must be dead and inert. Danse Macabre is only effective in corpses that have no spirit inside them. Animated undead, free willed undead, and other non-living creatures with souls or spirits cannot be affected by this power. Once commanded to rise, the creations will dance to Lich's tune until released. They are not intellegent, but can follow simple orders, such as: "Dig all the rubble out of that hole.", "Kill anyone who tries to pass who does not identify themselves as a SeeD.", "Walk around this building and attack anyone with a uniform different than mine.". As a 'default', they will attack anyone who attacks Lich's host, unless ordered not to.
Creatures or persons raised with Danse Macabre have traits that are roughly based on their traits in life, with some traits being enhanced by the process and some being removed entirely. Zombies or Skeletons raised by this power have no Social attributes at all. Thus, they lack any Charisma, and their Appearance is considered zero due to their poor condition. They cannot reason, and have no sense of self preservation. Intellegence, Magic Evade, and Evade are all at zero. Finally, they have no spark of a soul, they are puppets animated by necromantic energies, thus, they have no Luck score. The Speed attribute is reduced by 1/2, rounded down.
However, they do become stronger in a raw physical sense. The Toughness of a creature animated by this power increases by U2. The creature retains any elemental resistances it had in life (at least natural ones), and also gains Darknessward, Poisonproof, and Lightningproof. If they already had a resistance to Darkness, that resistance is upgraded one level. If the creature was already resistant to poison or lightning, the stronger of the two takes hold. Thus, anything that was Poisonwarded or Poisonproof would remain Poisonproof after animation. A Poisoneater would keep the higher natural resistance. Animated creatures do not gain a weakness to Holy, but they take damage from Curative magic as they are considered to be in permenant Zombie status.
As for other status effects, the creature retains any natural status resistances, and also gains the following: Berserkproof, Poisonproof, Sleepproof, Deathproof, Confuseproof, Doomproof, Curseproof, and Auraproof.
As for combat capability, the creatures become much stronger. Their Str increses by U2, or becomes equal to the Caster's Vis U2, whichever is greater. They are considered to have a Martial Arts skill at +3, and a Guns skill at +1. No other skills, including Weapon Focus skills, survive the transition to undeath. If given weapons, the undead will use them. Otherwise they attack with their hands and teeth, inflicting damage as a +3 Level 1 Weapon. With each Summoning upgrade that Lich learns, the undead he creates gain upgrades to their weaponry, so with a single Summoning upgrade the undead do +6 damage with their natural weapons, etc.
The undead have their hitpoint total from life increased by U1. As with the weaponry, each Hitpoint upgrade that Lich learns increases the hitpoints of the undead by an additional upgrade, to a maximum possible of U5 total. Danse Macabre can affect up to 20 human bodies at once, or an equivilant mass of monsters. Monster corpses larger than 20 human bodies can be affected, but one at a time.
Mana: 50
Shots: 3
Darkness:
This powerful but foolhardy attack consumes the user's Constitution in Hitpoints every time it is used, but the base damage of a physical attack gains U2, and made Omnimagical and Ranged. That is to say, it hits all foes in the immediate battle area, in the form of a sweeping wave of black and red energy. The damage remains physical, and is resisted by toughness, assuming that the original attack is a normal, physical attack. If the user's weapon is imbued with an Elemental Attack junction, or a Ninja-ken Spirit Venom, then the Darkness attack will carry the same element type as the weapon does.
Deathbreaker:
The Undead cannot stand against the Master of Souls. This U-Ability enables Lich's host to call upon Lich's expertise in matters of where and how to strike against an undead foe so as to do the maximum damage. Attacks against undead, when this ability is added in, do Double (+100%) damage after all Upgrades are counted, but before Spirit or Toughness are subratcted.
It makes attacks a bit slower, and more expensive in terms of energy, as the host is coordinating a sort of double attack with himself and Lich. This ability modifies any other attack, spell, or limit, and can be used with or without Zerika's Algorithem. The mana cost of this power is added on to the cost of any spell used, and must be paid even if the character is using a limit that reduces the spell's mana cost to zero.
Mana: 25
Shots: 1
Deathlord:
Junctioning this ability gives the user the following status proofs: Deathproof, Doomproof; Gravityproof; Blowawayproof.
Defiant Strikes:
This power grants the user extra potency against creatures of Darkness. When junctioned, this power gives the user U1 to all damage against creatures of Darkness. The bonus is replaced by a U2 bonus if the user also has Holy junctioned to Elemental attack.
Delay Buster:
A potent hit with the power of the user's Guardian Force behind it. This attack does Upgrade 2 damage, and Delays the target for 5 shots. However, it takes a lot out of the user.
Mana: 20
Shots: 6
Demi-Life:
This ability, almost always possessed by a Darkness oriented GF, makes the user and a small group of allies occasionally flicker into a phased out state, making them momentarily vanish, and interrupting any tracks they may be making. This greatly reduces the chance that the party will encounter monsters that they are not specifically seeking, making long distance foot travel a little safer. It does not occur often enough to be of use in boosting Intrusion rolls.
Devour:
This disgusting ability would only be granted by the darkest and most grim of GFs, but it can be very potent. When a monster is weakened, as per the Card ability, the user can crush the monster down to a bloody magical essence, and consume that mixture. This can refresh the character's hitpoints, mana, or give a temporary boost to attributes. Certain really potent monsters may even permanently increase attributes when they are consumed. This is among the most rare of GF abilities.
Dim Mak:
The user gains Deathstrike and Doomstrike.
Divine Favor:
This power is cast upon an ally, and lasts for 20 shots. While the target is protected by Divine Favor, any damage that would KO them is instead ignored, and the target is healed for 100 instead. Divine Favor is consumed by protecting the target from a single source of damage. It can be dispelled via the Dispel spell, and similar abilities.
Shot Cost: 2
Luck: 1
Draw Blood:
Make a melee attack against an enemy with any technique, limit, or basic attack against an enemy who did not attack you directly on it's last active shot (Omni-powers do not count as an attack against you specifically). This attack's power is increased by U2, and the enemy in question will almost certainly attack you when it next has an opportunity.
Doom:
This ability simply puts one enemy in the Doom status, unless they are immune to that status. In three rounds, if the enemy has not already been killed, it drops instantly to KO, even if it is immune to the Death status.
Doublecast:
This incredibly potent ability essentially puts the user in permanent Double status, though the second spell cast must be the same as the first. The two spells can have different targets however. As with the Double spell, the mana cost of the spell must be paid twice, once for each casting. There is no shot cost increase beyond the standard for whatever spell the user is casting.
Elementeater:
This ability will always refer to a particular magical element, such as Eartheater. The character absorbs all damage from the indicated element, without checking for spirit resistance. In other words, the character is healed by the total damage of the spell in question.
Elementproof:
As with Elementeater, this refers to a specific element. The character ignores all magical damage from the selected element, simply taking zero damage from any such attack. Note that some spells that do a specific kind of damage may be able to inflict a status effect, even if the character is immune to the elemental damage.
Elementward:
Once again, this ability refers to a specific element. Characters imbued with an Elementward gain 1/2 their spirit, rounded up, to resist the element in question. So a character with a Spirit of 7, imbued with Fireward, would have an effective Spirit of 11 when resisting Fire elemental damage.
Elemental Attack:
This ability simply allows a character to junction elemental magic to a physical or ranged attack. The effects of doing so are listed under each individual spell description. Monsters with this ability either add elemental damage to a physical attack, or, more commonly, have a physical attack that does magical elemental damage instead of physical damage. Multiple Elemental Attack abilities will grant multiple elements to the damage. In such a case, only the highest damage bonus from the various spells is used. When attacking, regardless of which damage bonus is being used, the target resists the damage as per their weakest elemental defense from among the junctioned Elemental Attacks.
Elemental Defense:
This ability allows a character to junction magic to her Elemental defense. As above, the effects of this ability are listed under the various spell descriptions. If the ability simply reads, "Elemental Defense" then only one spell can be junctioned. If multiple spells can be junctioned, the ability will be followed by x #, so an ability that allows a character to junction 4 spells to elemental defense will be listed as Elemental Defense x 4. Monsters with Elemental defenses simply have a boosted Spirit score against particular elements.
Embalmer's Grasp:
Necromancy can affect what happens not only to the dead, but those who are soon to be so. This ability, when used on an enemy, marks it for a special effect when the enemy dies. Embalmer's Grasp is a negative status effect, which is only removed by Elixer and Treatment level effects. When a creature with this status dies, the corpse explodes in a spectacular fountain of gore. That display is not the true purpose of this power, however. The bones, and in the case of some lunars, armored skin, of the creature fly out of the mess to surround the caster, or a person of his choice with a protective shield. If a target other than the caster is to be protected, that decision must be made at the time that Embalmer's Grasp is applied. The shield of bones has as many hitpoints as 1/3 of the dead enemy's maximum hitpoints, and protects the target in the same manner as a GF summon. All the hitpoints in the shield must be used up before the target can be damaged, and any 'overflow' damage does not carry over to the protected target. So a shield with 1 hp left protects entirely against an attack of 9,999. It is not usually possible to bypass the shield, and dispelling it requires Sorceress level magic or Anti-magic, it cannot be done with a simple dispel.
Mana: 10;
Shots: 0
Energy Strike:
The Caster fires a bolt of magic from the hand or weapon that does damage equal to his Base Damage + Vis. The damage is magical and non-elemental. If Changeling is channeling a spell, then the element of Energy Strike conforms to the element of that spell, and the Energy Strike gains the same upgrades that the Summon does, from the power of the Channeled spell.
Shot Cost: 4
Mana: 0
Envenom:
The user gains the Poisonstrike ability for 20 shots.
Shot Cost: 1
Mana: 0
Evade & Counter:
When a character with this ability is physicaly attacked, and the attack roll would have missed if the character were actively dodging, the character evades the attack, and may immediately counter, as per the Counter ability. This essentialy allows the character to be permenantly actively dodging against physical attacks, while also getting Counterattacks. Evade & Counter is blocked by abilities that prevent or ignore Active Dodging.
Example: A character with and Evade rating of 13 a Dodge rating of 17 is attacked. If the attack roll is 0-16, the attack misses normally. If the roll is 17 to 30, the attack still misses, and the character gains an immediate Counterattack. If the attack roll is 31 or more, the character is hit, and must suffer the damage without the ability to counter, unless they have the regular Counter ability as well. A character with Evade and Counter cannot spend shots to Actively Dodge and gain an even higher Dodge rating, as they are already actively dodging all incoming hits.
Expend 2-1:
A favorite of mages everywhere, this spell allows the user to cast a doubled spell, be it through Doublecast or using the Double spell, but only pay the mana cost for a single casting. It has no effect whatsoever on someone casting three spells via Triple, in such a case the person must still pay triple the mana cost.
Expend 3-1:
This ability is one of the best mana savers out there. When casting a doubled or tripled spell, the caster may simply pay the mana cost for a single version of the spell in question. If for some reason the caster is casting several different spells, the cost for the spell with the highest mana cost is paid.
Extra Terrestrial:
This ability grants the user the ability to survive in a hostile environment, in this case, the airless void of space. No space suit would be necessary, though the power does not compensate for a lack of food and water over an extended period.
Fertility:
This ability is cast on any ally. While Fertility enchants the Target, all healing effects cast or used on him gain an additional U2.
Shot Cost: 1
Mana: 0
Final Attack:
When a character or monster with this ability is brought to KO or killed, they may execute one final attack, presuming they still have the mana or any other cost necessary for executing it. The attack takes place on the shot the character is killed, and if the attack revives the character, the shot cost for the ability used must be paid normally. When this ability is selected, it must be linked to a specific ability, power, or spell. In some cases, the mechanism by which the character receives Final Attack may dictate which powers or abilities can be used, in other cases, anything may be chosen. Either way, the ability cannot be chosen or changed when the character reaches KO, it can only be changed before that time. Changing the effect of a Final Attack in the midst of combat is a 6 shot action.
Firewalker:
This ability grants total immunity to non-magical fire, up to extremely hot man-made fires like kilns, but not incredibly hot fires like molten metal, or lava. Non-magical flamethrowers will be incapable of harming the user.
Fox's Retreat:
This useful ability makes all the user's physical dodges increase his Dodge rating by Evade U2, instead of just Evade, with no increase in shot cost. It also increases active dodges against spells, making the active dodge MEv U2, instead of U1.
Friendship:
This ability represents some kind of affinity with the playful but fierce moombas. When used, a Spirit Moomba appears and attacks a designated target in a flurry of raging claw attacks. The damage done is dependent on how good of a friend the user is of moombas.
Generalist:
This potent ability is really a meta-ability, it takes up no slots. It allows a character to use 7 abilities, instead of the standard 4.
Glider:
A character with this power takes only half of any falling damage.
Gravity-Life:
As with Demi-Life, this power is granted usually by gravity or darkness GFs. It bends gravity and dimensions around the user and a few allies, making them nearly constantly phase in and out of reality. This makes the chance of being surprised or tracked by monsters close to nil. It also grants a U1 on all Intrusion rolls when used, though it will trip some magical sensors.
Great Leap:
The power to jump truly astonishing distances. Two story leaps upward, from a standing start, are easy with this ability. Great chasms may be crossed, and the character may leap from tree to tree or roof to roof with no difficulty.
Haggle:
This power gives a character a bonus to any attempt to haggle over the cost of goods and services. The result will either simply be more favorable, or, if rolls are being made, the character gains U1 to any rolls.
Heal Force:
This power heals everyone in the battle area, friend or foe, for 75 hitpoints.
Healing Hands:
While equipped, all healing spells cast by the user gain an additional U2.
Hover:
Using this ability puts a character in Float status for the rest of the battle, or for 10 minutes. The duration can be ended early with the Dispel spell.
Hp Bonus:
This ability will be listed with either a hard number or a percentage off to the side. In the first case, it increases the user's maximum hitpoints by the number in question. The percentage is a simple percentage increase. Someone with 30 hitpoints who receives Hp Bonus +5 would have 35 hitpoints. Someone with the same max hitpoints that receives Hp Bonus 20% would have their maximum raised to 36.
Hp Stroll:
This power substantially increases the rate of natural healing for the user, allowing her to regain her Constitution in hitpoints every hour, regardless of the activity the user is engaging in.
Hummingbird:
When equipped, this J-Ability increases all Active Dodges by U1.
Iceblood:
This ability makes the user immune to all effects of natural cold, including discomfort, frostbite, and other negative effects, regardless of the amount of clothing worn. It does not protect against the cold of space.
Item Refine:
A specific class of items will be refined out of more crude monster parts with this ability. For example, some abilities of this type might be Medicine Refine, or Status Medicine Refine. The items being refined are consumed in the use of this ability.
Item Upgrade:
Medicine, Tools, and other items can often be upgraded to a more potent form. This ability will be specific to one class of items, and always takes multiple copies of the weaker items, refining them into a single stronger item. See specific upgrade abilities for further information.
Initiative:
Characters or monsters with this simple but powerful ability will always act at the beginning of a combat round. After initiative is rolled, if the character with Initiative does not have the highest Init in the combat round, her first shot is set to 1.
Iron Fur:
This ability allows the GF's user to reduce Crushing and Piercing damage by the user's full Toughness and Armor, or Spirit and Spirit armor, whichever applies. The duration is 20 shots, and the shot cost is 1.
Iron Thread:
The target's thread of fate is very strong and unlikely to be cut. For the next 10 shots, the Target's Hitpoints increase 50%, both maximum and current. When this power ends, if the target has more hitpoints than their normal maximum, any extra points are lost. If the Target has less hitpoints than their normal maximum when this power ends, there is no further Hitpoint loss. This stacks with all Hitpoint +% powers and limit breaks like Tragedy.
Shot Cost: 4
Mana: 0
Jack of all Trades:
This coveted power allows a character to use a full 10 abilities, instead of the standard 4.
Joker:
This dangerous power randomly selects a single combatant, and inflicts Death on them, dropping them to KO. Both friend and foe are possible targets. Joker ignores Death resistance on any creature that does not have Nobility.
Judgement:
The User gains Cursestrike.
J-Status Proof:
The user junctions a spell to this junction, and gains complete immunity to whatever status or statuses it inflicts.
Lady's Chosen:
To bear the long-term favor of Lady Luck is something not to be discounted. If this power is maintained all day, the following day it allows the user to re-roll up to three rolls on the following day. The second roll must be kept, on any reroll. Removing this power from the user's junctions requires another full day to 'recharge' it. As long as the junction is maintained after the first day, the power can be used every day thereafter. Re rolls can be called on many rolls, even those the character's player does not make. However, a roll made by a NPC or another player can only be re-rolled with this power if it stands to benefit or harm the Chosen of Lady Luck in some way.
Lady's Favor:
A blessing from Lady Luck, and a powerful one. The target of this ability makes a critical success on his or her next important roll during the scene. The power may be used on any roll the target chooses, but if not used by the end of the scene, the benefit is lost. Unlike many of her powers, for this one Lady Luck demands some recompense.
Mana: 35
Shots: 4
Lancet:
The character summons a burst of magic out of the target, damaging it and draining mana. The user gains back the same amount of life and mana that was drained out of the target. Creatures and characters immune to the Drain status are immune to this spell as well. Lancet drains double the caster's Vis in hitpoints, and Mana equal to the Caster's Vis.
Lifesaver:
When this ability is junctioned, all effects that revive a character are at 1 shot cost, regardless of the ability's normal cost, slow effects, etc. Revive abilities that have a 0 shot cost for some reason do not have their cost increased. Healing abilities are at -1 shot cost, to a minimum of 1. This other reduction does stack with Haste effects.
Lightbringer:
This ability requires a touch, and instantly removes the Blind status from anyone suffering it. It has a 1 shot cost.
Long Range Magic:
This power extends a mage's ability to cast magic far beyond it's usual range, to anything the mage can see, regardless of distance. Like Long Range Summon, this power's exception starts at orbit. Mages on the ground cannot strike at orbital targets.
Long Range Summon:
Possessed by the greatest of GFs, this power enables a summoned GF to hit anything the summoner can see, regardless of distance, almost. The GF cannot actually hit objects in orbit, if the summoner is on the ground.
Lucky Strike:
This power is a reflexive one, to be used when the player rolls a 10 on the positive die, and something other than a 10 on the negative die. If the character was rolling for an attack, Lucky Strike converts the action into a critical success. This is accompanied by a flash of light, and if the victim of the strike survives, the wound will heal with a symbol of luck or gambling over the scar.
Mana: 10
Shots: 1 (Delays next active shot)
Magic Boost:
Expensive but useful, this ability increases the damage of all spells by 1/2, rounded up, but doubles the mana cost.
Magic Counter:
When attacked by a targeted, i.e. non-Omnimagical magic attack, the character may immediately make a Sorcery Roll and counter with a 4 Shot Spell of her choice, at zero shot cost. Mana cost is paid normally.
Magic Null:
This powerful ability nulls all magic in a specified area, usually the body of a person, but in very rare cases an entire room. Unlike Anti-Magic, Magic Null completely forbids the weaving of magic, be it from inside the null or outside. No magic of any kind occurs within a Magic Nulled area, and persons who have been Magic Nulled can neither cast magic, nor experience it. The Skills of Sorcery and Awareness are useless inside a Magic Null, no Limit Breaks can be used, and no abilities of any kind that require mana operate.
Magic Reels:
When this power is activated, a randomly chosen spell will inflict a friend or foe. There is a small chance of a negative effect, but in general the magic will help allies or hurt enemies. Roll 1d100 when casting, if multiple spells are listed, one will be chosen randomly. All spell damages and durations are calculated as if the user of Magic Reels had cast them. Shot Cost: 3; Mana: 0
Roll Spell Targets
1-3 Flare 1 Ally
4-10 Haste, Protect, Shell 3 Enemies
11-16 Fire, Blizzard, Thunder 1 Enemy
17-22 Fire, Blizzard, Thunder 3 Enemies
23-29 Fira, Blizzara, Thundara 1 Enemy
30-36 Confuse, Berserk, Zombie, Blind, Silence, Slow 5 Enemies
37-46 Blizzara, Thundara, Fira 3 Enemies
47-58 Blizzaga, Thundaga, Firaga 1 Enemy
59-68 Pain, Death, Stop, Break 3 Enemies
69-74 Aero, Water, Bio 3 Enemies
75-80 Tornado, Quake, Meltdown 3 Enemies
81-85 Aura, Full Cure, Full Life 1 Ally
86-90 Flare, Meteor, Darkness, Holy 1 Enemy
91-96 Ultima / Aura, Full Cure, Full Life Omni Enemy / Omni Ally
97-100 Doublcast: Ultima, Volcano, Nova, Soulfire,
Diamond, Lunar, Void, Tempest, Lifestream,
Ferryman
Magma Burst:
Marilith's host can call upon powers locked deep in the molten core of the earth. Magma rushes forth, burning all nearby foes terribly. Like a Flare spell, this leaves them weak. The next attack, by the user of this power or anyone else, that hits the affected foes gains the Crushing ability, and any status effects the attack bestows take effect unless the target is fully immune. Partial resistances are stripped away. Each foe takes this vulnerability only for the next hit, and is thence back to normal. There is nothing stopping the user from re-applying Magma Burst, however. Shot Cost: 1; Mana: 10
Mp Bonus:
As with Hp Bonus, this will be expressed as a number or a percentage, adding to the user's maximum mana.
Medium Range Magic:
This power allows the mage to hit more distant targets with magic, targeting creatures or persons that are up to ten times his Sorcery AV in yards distant. The mage must still have line of sight with the targets.
Medium Range Summon:
This power allows GFs to hit targets significantly farther away from the summoner than is normal, targeting things up to a half mile distant. The summoner must still have a line of sight with the targets.
Medicine Upgrade:
This ability allows the user to turn Medicine items into stronger ones, sometimes with a single item, sometimes combining them. It can only be used out of combat.
Item Upgrade Effect Potion Potion+ 25% Heal Hi Potion Hi Potion+ 50% Heal Hi Potionx3 X Potion 100% Heal Hi Potionx5 Megapotion Omni Heal 999hp Minor Status Items(Antidote etc.)x3 item+ Omni Ally Effect Remedy Remedy+ Treatment, All Allies Phoenix Down Phoenix Pinion Full Life Phoenix Pinionx5 Megaphoenix Omni-Full Life Ether Ether+ 50% Mana Restore
Medusian Shield:
The user of this ability gains Breakproof and Slow Petrifyproof.
Mer-Transformation:
A transformation that allows the user to live quite comfortably in water, with a minimum amount of shape-shifting. The character will be able to breathe water via subtly placed gills, and will have webbed hands and feet, that still allow for some finger articulation. This power lasts as long as the user wants it to.
Mountain Balance:
A simple but powerful junction ability from a GF that is quick and stable on its feet. The junctioner becomes immune to Delay, Gravity, Blowaway, and Stop.
Mime:
The most powerful of abilities... in certain circumstances. Mime copies the last technique, spell, or power used, though it does not copy Limit Breaks or summons. Mime does not cost any mana, and has only a 4 shot cost, regardless of the cost of the ability it is copying.
Moving Dream:
With this power, a character is far more tuned to hidden magical springs and draw points, and will not miss anything that is not deliberately hidden. Even then it's possible that the character may see the magic.
Mp Stroll:
The character's mana recovery rate greatly increases, returning at double the resting rate, regardless of activity.
Multi Magic X:
A character with this ability can hit multiple targets with a single spell. Alternately, some spells may possess this ability. The X determines how many separate targets within normal range can be hit, for instance, Multi Magic 3 denotes a spell that hits up to three targets. In the case of attacks that have this ability, the targets must often be grouped close together, but this is not always the case.
Night:
When cast, the user rolls Sorcery. The area darkens considerably, and sounds become hushed. All enemies who's Sleep status resistance was beaten by the caster's Sorcery roll immediately drop into Sleep status, which lasts 40 shots.
Shot Cost: 4
Mana: 0
Night Stalker:
Quiet and stealthy as a cat. For the rest of the scene, the user makes no sound from footsteps, falling, or any direct effect that results from movement. When used at night, the user can only be seen in special circumstances, to the casual eye he will be invisible. Only someone using Friend of Darkness, Catseye, or specifically using Awareness to detect camouflaged people will be able to see the user.
Nullelement:
A Nullelement spell or ability creates a special protective field or shield around a character that utterly nullifies the next magical attack of the appropriate element. Once it has provided this protection, the Null field ends, and must be recast if the protection is still desired. Null elements will be described as Shock, Blaze, Frost, Wave, Breeze, Rock, Venom, Gloom, and Pure. They nullify the elements of Lightning, Fire, Ice, Water, Wind, Earth, Poison, Darkness, and Holy respectively.
Nymian Hide:
When cast, the next damaging effect on the target is ignored. Nymian hide protects for 20 shots, or until one damage effect is absorbed.
Shot Cost: 4
Mana: 0
Obsidian Claws:
Some of the GF's ability to inflict terrible wounds is passed on to the junctioner. Having this ability junctioned adds U1 to all offensive abilities, against all targets.
Omen:
A mysterious ability, this power gives the user prophetic visions, in the form of waking visions, mysterious clues, or dreams, it is not predictable in any way. It also does not have to be slotted as an ability. Once learned, it is a permanent feature of the GF junction.
Omnimagic:
This power greatly expands the power of a magical spell. ALL targets within range are eligible for being hit by the spell. Usually, the caster can pick and choose among the available targets, excluding those he wishes to spare, but that is not always the case. In the case of a spell boosted to Long Range by Long Range Magic, Omnimagic can only hit all targets within 10 x the Sorcery AV of the caster from some center point that is chosen. No dousing an entire continent in magic. Example: If you're standing on a mountain, overlooking most of a continent, and you have both Long Range Magic and Omnimagic, you can cast anywhere you can see, but the spell will only hit things within 10x your Sorcery AV of your central targeting point.
Painful Summon:
Some GFs will give benefits to those who will eschew the damage shield that summoning provides, either out of a desire to not be hurt, or simply out of an interest in pain. Anyone summoning a GF with this ability may choose to take the damage instead of the GF, when struck in combat. The decision to take the hit must be made before it is known if the hit will land, and Cover cannot block damage to a character suffered because of Painful Summon. If the attack succeeds, and the character has chosen to take the hit instead of the GF, they may choose to reduce the Summoning Shot Cost or the Summon Ability Shot cost by 1. This ability may be used more than once during a single summon.
Patient Hunter:
As a great cat will lie-in wait for hours, waiting for the perfect moment to strike, the user of this ability can now be fully prepared for battle when they strike. The cost is that the prepatory time must be paid for after the battle, rather than before. Using this ability takes 3 shots, and triggers up to 9 shots of techniques or GF abilities that prepare a character for battle or 'buff' him and his companions. After the battle is over, the character will feel tired, in definite need of a short nap or rest to recharge his energy.
Piercing:
Attacks with this ability ignore extra armor, be it physical armor, or protection granted via the Armor or Spirit Armor ability, thus greatly reducing the spirit or toughness of especially difficult to hurt creatures.
Pixie Wings:
This power allows the user to float, fly, or levitate in any direction desired, at the speed of a fast walk or jog.
Poetic Soul:
This constant ability grants the user a +50% on all artistic ability roll outcomes. I.E. it multiplies the final number after the dice roll has been added to the AV by 1.5.
Pounce:
A character with this ability junctioned re-rolls all initiative dice that come up as a 1. In addition, the character gains +3 to his speed attribute.
Purifying Flame:
The user and all his allies are engulfed in flame! All Curse, Doom, and Zombie statuses are burned away and removed.
Shots: 3
Mana: 0
Quick Hit:
A great ability for characters who like to physically attack, this power reduces the shot cost of standard physical attacks from 4 to 2.
Rage:
This power puts the user in a state of Berserk for 10 shots, and has only a 1 shot cost.
Ranged:
This ability transfers a physical attack into a projected arc of force that hits a target at range, even if the original attack was melee. All aspects and abilities of the attack are transferred, along with normal damage, just as if the character had been close enough to hit in the usual way. Ranged can project an attack up to 100 feet or so.
Restore:
An ability granted by certain extremely powerful healing GFs, this ability casts Full Cure on one ally or the user, at no mana cost.
Shot Cost: 3
Revive:
Another potent healing GF ability, this power casts Full Life on a KO'd ally at no mana cost.
Shot Cost: 3
River of Souls:
It is said by Necromancers that the River of Souls flows through all the Underworld. Some say it has tributaries in the Netherworld as well. They even say that it flows through Gaia itself, manifesting in the living world as sacred Ley-lines and Dragon's Nests. As a master of Necromancy, Lich holds great sway over summoned or created creatures. River of Souls can affect any creature that is native to a dimension other than Gaia (excepting the Moon) and is on Gaia at the behest of another entity, or is not alive, but rather exists and is animate through a series of spells or spiritual forces.
Lich can allow his host to turn such minions against the master, usurping control of them. The player rolls his character's Sorcery skill, with a target number of the minon's controller's Sorcery. If the roll succeeds, then the minion will respond to the character's commands for at least 15 shots. If the roll succeeds by U1 over the controller's Sorcery AV, then the minion will remain under the character's control for the remainder of the battle, unless the Controller has some way to regain control. If the roll succeeds by U2 over the controller's Sorcery skill, the minion comes under the character's control indefinitely. Lich cannot take control of minions that manage to remain on Gaia past the death of their summoner/creator, such creatures have become their own masters.
Mana: Controller's Willpower
Shots: 4
Roll the Dice:
The character literally rolls the dice. If he doesn't have physical dice, Lady Luck will provide them. No matter what dice are used, they will be different when they hit the ground. Something weird will happen. Something good, something bad, something useless. The more compatible with Lady Luck the character is, the better chance of the dice giving a result that is good, or at least not bad.
Roll a standard 2d10 roll. Add Lady Luck's compatibility. On a positive roll of +3 or greater, something good happens, on a negative one of -3 or lower, something bad. Anything in between will be some useless effect. The actual nature of the effect is random every time, and determined by the GM. Useless effects tend to be situation-inappropriate, i.e. a combat effect when not in combat, or a noncombat effect when facing down foes.
Shots: 1
Sanctuary:
Ixchel may break off a Summoning to avoid a hit that would KO her, if she and her Summoner both desire. If Sanctuary is used, the Summoner takes any damage from the hit, and Ixchel must be re-summoned if desired. Any shots spent summoning before Sanctuary is used are lost. The Summoner may act again the shot after Sanctuary is used.
Sandstorm:
A microcosm of the GF's power, faster than a summon, but focused on a single target. This ability deals the user's Vis, U4 on any target. It also inflicts whatever status effects Djinn has unlocked for his regular summons. The damage is Meta-elemental, Earth and Wind.
Mana: 25
Shots: 3
Sandstorm Ammo Refine:
Djinn can refine the Major Elemental rounds, but only Wind and Earth.
Mana: -
Shots: -
Sandmaster:
The user gains Eartheater and Windeater.
Sandwalker:
The user gains Earthward and Windward.
Sandweller:
The user gains Earthproof and Windproof.
Scent of Running Water:
The User cannot be tracked or detected by scent, be it the nose of some keen-smelling creature, or technological devices that track pheremones.
Scrying Stone:
An odd little ability that has two uses. In the first, it can imbue a stone with magic, linking it to the GF. The stone should be small, pebble sized. The second use is to cast the user's sight through that stone, no matter how far away it may be. Only 3 stones may be maintained at any one time.
Seal Evil:
As Djinn was sealed, so can he seal the powers of his enemies. Every enemy in the battle area has Silence, Slow, and Slow Petrify cast on it. Unless immune, the enemies succumb. Partial resistances do not protect.
Mana: 25
Shots: 4
Short Out:
Attacks with the Short Out ability destroy the Shell, Protect, and Reflect positive status effects on the target when they hit, ignoring any benefit those powers might give as well as dispelling them. In general, Short Out is a junctionable ability that enhances a single attack or class of attacks the user possesses. For instance, the GF Ramuh provides Short Out to Thunder, Thundara, and Thundaga spells the user casts, as well as his own Summon attack, when the Short Out ability is junctioned.
Slow Petrify:
This power, when cast, begins to turn the target gray, assuming it is not immune to the slow petrify status. At the end of 15 shots, the target is turned to stone as per the Break spell, even if it is immune to Break.
SOS Spell:
When the user of this ability reaches hitpoints equal to or less than his Constitution, the named spell activates automatically, at zero shot and mana cost.
Spell:
Many times, an item will simply give the user access to a spell that he or she does not normally possess. In this case, the mana cost for the spell is paid normally, and the spell is cast using the user's Sorcery AV. This ability simply grants access to magical knowledge. Note that Spell Matrices do not have this ability, they provide Spellshards, and the GF's provide casting ability. The Spell ability is a very expensive one to imbue an item with, and any particular item can usually only hold one such ability, thus limiting forces that don't use GFs to just one or two spells per magic user.
Spellpool:
A legendary ability for magic users, this power reduces the cost of ALL spells and techniques that cost mana by half, rounding up. All powers must cost at least 1 mana. This power cancels the mana doubling effect of Magic Boost, returning the spells to their original cost.
Spellspring:
The penultimate mana saving ability. It reduces the cost of all spells and mana using techniques to zero, even if those spells are boosted.
Spirit Armor:
Like the Armor ability, this ability will be followed by a number indicating the increase in Spirit that the user gains. Piercing attacks ignore Spirit Armor's bonus.
Spirit Gate:
Passage between worlds, the dream of many a mage or spiritualist. Lich possesses the power to open portals to other dimensions, but it cannot be done just anywhere. Opening existing portals is easiest, opening a new portal in a place where the walls are thin is harder, but can be done. Making a permanent portal requires a great sacrifice. Lich is not much for sacrifices, so his host will have to provide the sacrifice.
Opening an existing portal requires either the key to the portal (which makes the opening effortless), or a little finesse backed by brute force. The player makes a Sorcery Roll, and spends the first listed mana cost. The target number depends on how tightly closed the portal is. If the roll succeeds, the portal opens, if not, the caster can try again. Either way, the first listed shot cost is payed.
Opening a portal where the walls are thin is much more difficult. First, the area is prepared by a spell. The player rolls Sorcery, and pays the second listed mana cost. This 'primes' the area where the portal will be opened. The first roll is an 'open' roll, it has no target number, but the better the player scores, the easier the second stage will be. There are visual effects appropriate to the amount of mana expended, and the type of portal during this stage. Engaging the first stage of the new portal takes the second listed shot cost. Once the caster can act again, he can try to open the portal fully. Doing so requires one luck point, and another Sorcery roll. This second roll has a target number based on the difficulty of opening a portal in the specific place chosen, and is never a trivially easy roll, except for the most powerful of mages. If this roll succeeds, then the portal is torn open, with some impressive visual/magical fireworks. If it fails, the caster can try again after the third listed shot cost. However, once stage 1 has begun, the caster has only 30 shots to get the portal open, or he must begin again. The portal will remain open for the rest of the scene.
Making a permanant portal is the same as making a new one, as described above, but requires the caster to also spend a 'permanant' Luck Point once the portal has been successfuly opened. The spent point can be purchased back with experience points.
Mana: 25 / 100
Shots: 4 / 6 / 10
Spring Rain:
A handy little hygiene spell, this ability restores the user to full cleanliness, and repairs any minor clothing damage, essentially making them presentable even after battle or extremely adverse conditions. It can totally replace a shower.
Status Attack:
This ability allows the user to junction magic to the status attack. The effects of this are explained in each individual spell description.
Status Defense:
Like Elemental defense, this allows junctioning of a spell to status defense. The effects are listed with the spell descriptions. By itself, this ability indicates that only one spell can be junctioned. If more can be junctioned, the total number will be listed after x, so Status Defense x 4 allows 4 spells to be junctioned.
Status Reels:
When used, this ability inflicts a random status on the enemy, or on allies. Roll 1d8 and 1d12, adding the results, and check the following chart. All status effects affect targets as if cast by the User, so a Sorcery roll is required to check for resistances. If multiple status effects are listed, all of them will attempt to strike the target.
Roll Effect Target
1 Curse 1 Ally
2-3 Slow, Blind 1 Ally
4-5 Berserk, 1 Enemy
6-8 Blind, Silence 3 Enemies
9-13 Confuse, Zombie 3 Enemies
14-16 Pain 3 Enemies
17-18 Curse, Blind, silence, Doom 3 Enemies
19 Death, Blowaway, Break, Slow
Petrify, Doom 3 Enemies
20 Stop, Vit 0, Spr 0, Evade 0 All Enemies
Statusproof:
This ability will refer to a specific status, such as Blindproof. It makes the monster or character totally immune to the listed status.
Statusstrike:
This attack ability automatically inflicts the listed status upon any hit which exceeds the target's dodge by 5 or more, unless the target is totally immune to that status.
Statustouch:
This attack ability inflicts the listed status on the target, whenever the target's dodge is beaten by 15 or more. This ability is defeated by immunities normally.
Statusward:
This ability allows the user to use his dodge rating, instead of Magic Evade, when trying to avoid a status spell. In the case of status spells that already must defeat the dodge rating, it gives an additional U1 bonus to Magic Evade.
Stairs of Smoke:
When used on a fire, this ability turns the fire's smoke into literal stairs. The caster and his companions may ascend the stairs, the gate will remain open until the caster goes through it, or until the fire goes out. Through the gate at the top is a weird realm of smoke. There are doors there, but the caster will only reconize some of them. The doors he will reconize lead to places where he has used this ability, and at least 100 beings of his race live on a permenant basis. Traveling through a door one does not reconize is VERY dangerous. Normal humans would likely die instantly. Even SeeDs could find themselves in great danger, or at least prevented from prusuing their goals for a time. Once used, the Stairs of Smoke do not allow passage back to the place the characters left, unless it is a dwelling place of at least 100 members of the user's race. Even right after the caster steps through the portal from a place that is not a city, the door closes forever, and the only way back is to return to the real world and then travel there normally.
Stormwarden:
As a reactive action, the posessor of this U-Ability may convert any Lightning, Wind, Water, or Storm element being created or cast during the current shot into Lightning, Wind, Water, or Storm. More than one elemental effect may be converted per shot, but the mana cost for this ability must be paid each time.
Stormwarden costs no shots, but requires 75 mana each time it's used.
This ability is a Senpai original!
Summon Boost:
This potent ability increases the summon damage of a GF by 50%, rounded up, but costs 30 mana.
Survivor:
While this ability is junctioned, the user is Deathproof and Doomproof.
Thief's Eye:
This ability has two uses. In the first, it identifies someone or something that is carrying a valuable item, even pointing the item out if it is easily visible. In the second, cast on a specific item, it appraises the item.
Tireless Travel:
As long as the character travels at a normal pace, not too burdened down with equipment, the act of walking will never tire her out. Simply being awake for a long time may necessitate rest, but even after a 16 hour hike, the character will be fresh and ready to fight.
Trackless Step:
A character with this ability leaves no record of his passing, regardless of the conditions, as long as the travel is essentially normal and non-destructive. One could walk through a bucket of multicolored paint and cross a pure white carpet without leaving the faintest trace, or cross deep, untouched snow without marking it. Deliberately breaking windows, doors, walls, etc, to gain passage exceeds the bounds of this spell, and such destruction is not covered up.
Treatment:
This ability removes all negative status except KO from one target.
Shot Cost: 3
Treetop Haven:
What do cats use their perch in the treetops for? Ambush, and sleeping safely. This ability is also dual purpose. Used out of combat, it protects an area from wandering monster attacks for as long as the caster remains there, and as long as it is the highest place in the local area.
Used in combat, or rather, right before one, it hides the character so that he can make a nasty ambush attack. The character's first attack in the combat gains an additional U2, but the shot cost is increased by this ability's shot cost. The shot cost adds directly to the ability's shot cost, so it can be reduced normally by haste effects.
Shots: 1
True Essence:
This powerful Use ability purges all negative status from the character, even special ones that cannot be removed by Elixers. It can be used when the character is unable to act, because of a status such as Break, Stop, or Confuse, but if used when the character would not normally be able to activate an ability, the shot cost increases by 2.
Shot Cost: 1
Type Magic Refine:
This ability takes magical items charged with a certain kind of energy and turns them into usable Spellshards for putting into a Spell Matrix. Each shard can be used only once, more items will have to be refined to generate another, if needed. This ability will always refer to a specific kind of magic, like Wind Magic Refine.
Unlock:
The character with this ability need only touch a locking mechanism, and roll Sorcery, Fix-It, or Intrusion, whichever is higher. The complexity and sophistication of the locking device determines the difficulty of the roll. If the character succeeds, the device unlocks normally, and will not trigger any alarms or traps, unless a the proper method of unlocking would also do so.
Unyielding Spirit:
For the next 10 shots, Unyielding Spirit protects the target. During that time, the target cannot take more than 10% of his maximum hitpoints in damage from any single source of damage. Multi-hit abilities are considered a single damage source as long as all hits strike on the same shot. This damage reduction takes place after any Toughness and Spirit and/or armor have been applied.
This ability is so potent that it can be used only once per battle.
Shot Cost: 1
Mana: 25
Vampiric Blade:
When this J-Ability is equipped, the user gains health and energy back each time she strikes an opponent. Each time the character strikes a target successfully, doing at least 1 net point of damage to the foe, she gains 25 health and 10 mana. If the character gets the killing blow in on an enemy, then she gains her Con in Hitpoints and her Spirit in Mana. Only attacks that actually kill the enemy count for this upgraded vampiric gain, and only killing blows in the heat of combat count. Executing downed or helpless enemies after combat does not trigger this ability at all. Multiple strikes in the same round, via a Renzokuken, or other multi-hit technique or limit trigger the ability multiple times.
Vengeance
Revives an ally at 100% health and mana. That ally will automatically KO again after 20 shots have passed.
Shot Cost: 1
Mana: 0
Back To Top
Wall of Ice:
This ability instantly erects a twelve foot high, thirty foot long, two foot thick wall of ice. The wall must be straight. If it runs into an object along it's path, it simply does not manifest where the object is, but the rest of the wall forms. It can be placed anywhere within 20 yards of the caster, but it must be standing up like a wall, it cannot be dropped on a target as a flat plane.
Wall Walk:
With this power junctioned, the user may crawl along walls, ceilings, or any other surface normally too steep/inverted for normal travel. No handholds are nessisary, and the slipperyness of the surface does not matter. However, the target can be pulled off the wall with the same amount of force that would lift them completely off the ground.
Waters of Death:
Within the River of Death lie all the stories that were told as the countless souls traveled to their destination, marking the time by telling their lives to those who journeyed with them. More than one Sorceress, Blue Mage, or merely magically adept mortal has sat in the Ferryman's boat, explaining secrets that no longer seemed important to keep. But the River listens, and does not forget. One who has junctioned the spirit of the Waters of Death can call upon small magics to amuse, impress, or simply make life a bit easier. Any cantrip-type magic can be pulled forth, though the caster may not always get exactly what he asked for. The results are never disastrous, however, and if one effort fails, he may merely try again. Examples of spells that would fit are minor telekinisis, making small and obvious illusions, causing a small sound away from the caster, lighting small fires, creating a small amount of water or some other element, crafting a witchlight, making a surface suddenly spic and span, and many more. The spells created cannot cause more than 5 hp of damage, but they still may be useful in creative ways. Certainly, they will be entertaining.
In game terms, a character with this ability junctioned may make a Sorcery roll at any time to manifest some small, cantrip type magic. The Sorcery Roll has a Target Number of 10. If the caster fails to get a 10, then the cantrip pulled forth from the memory of Gaia will be something unexpected, this ability fails only on a critical failure. If the spell succeeds, the caster pulls forth the exact cantrip he desired. A Sorceress may absorb the knowlege of how to use any cantrip she creates with this ability. A Blue Mage will have discovered a cantrip based on Blue Magic any time a critical success is rolled on a Waters of Death roll. After such a success, the Blue Mage will be able to use that cantrip anytime, even without this ability junctioned, and without the GF even present. All cantrips, created by this ability, or absorbed for later use, have the following shot and mana costs.
Mana: 1
Shot Cost: 1
Back To Top
Weaver’s Ward:
For the next 24 hours, the caster protects an area equal to his Vis in Yards. That area cannot be scryed into by any ability as long as the user remains there. The Weaver ward is invisible to most scrying effects, such as Clairvoyance. However, Sorceress level scryers will notice that there is a Ward, but will not be able to penetrate it. Note that the Weaver Ward can be dispelled by powerful magic effects, and does not prevent teleportation into or out of the area. A Weaver Ward will not prevent mundane observation by someone merely standing nearby. It will however protect against technological survalience devices by causing them to stop functioning. Shot Cost: 10; Mana: 0
Wheel of Fortune:
The Wheel of Fortune turns turns turns! Of course, what every experianced gambler knows is that any gambling wheel is rigged to hell and gone. This ability lasts 20 shots when activated. All rolls of the caster and her allies that roll positive have the roll modifier doubled. All rolls for enemies that roll negative have the roll modifier doubled as well. So when this power is active, if the caster rolls a +3 on his attack, and his opponent rolls a -4 on hers, the rolls become +6 and -8. This ability multiplies rolls modified by exploding tens normally. The Shot Cost for Wheel of Fortune can be negated, but for a heavy cost.
Shots: 1 (or 50 Mana)
Whirling Blades:
This U-Ability grants the power to strike more than one foe. In the (usual) case of a person with only one weapon, and less than four arms, the character simply speeds up their attacks, striking in a circular, slashing pattern to lay down damage on several foes in the time it normally takes to hit just one. The character's physical attacks gain MM4 for 21 shots when Whirling Blades is activated.
Mana: 15
Shots: 1
Back To Top
Wrath of Awakening:
Those who wake the Djinni often suffer greatly. GFs will not harm their bonded companion, of course, so Djinn turns that wrath on the enemies he attacks. Djinn's first Summon in any battle gains an additional U2.
Woe:
This dangerous ability deals 100 damage to everyone in the battle area, friend and foe, even the caster. The damage is Darkness Elemental, and magical.
Zerika's Algorithm:
Zerika Suros may have had a heart as black as the Pit of Hattori, but she was brilliant in matters of Sorcery, even for a Sorceress. Her damaging spells were vicious and capable of penetrating nearly any defense. Using Zerika's Algorithm for spells is slower than regular casting, requires more time, but the effects are greater. Both Blue Magic and Sorcerous magic can be affected by the Algorithm, Zerika did not distinguish between magic types when she cast. In game terms, the spell is boosted by 50% (rounding up) after upgrades, and gains Piercing. On a critical success, the spell becomes Crushing, and the shot cost increase is reduced by 1.
Spells modified by Zerika's Algorithm can be sped up by Haste, but the shot cost is a direct addition to the spell's shot cost, so Haste only applies once. In the case of spells that are Doubled or Tripled, Zerika's Algorithm can be applied to all three spells without any additional shot cost increase.
Mana: 0
Shots: +2
