Post by Terra on Jul 22, 2010 21:50:11 GMT -5
Hello, kupo~! Not very inclined to magic; yet still want to be able to use that power in battle? Then, let's try and be productive learners! Some people are born naturals, while others... Kupo, I remember this one crazy that didn't seem to get things right but still was powerfully scary. Kupo... Some people can't use certain spells. A-ah, anyways, I'll help you learn spells - I'll even throw in an Ether when you Master that spell's use; kupo! Here's my spellbook and... KUPO?! I can't remember more than the base types at this point! And I think it's because I'm out of practice. Well, Kupo...I'll need to relearn the higher parts of spells~!
Fire - This won't be a chilling experience... In fact, it may make the recipient too warm! It does minor Fire damage, but may Ignite your foe 10% of the time. Recovery time after use: 1 post Cost: 100 Munny
Blizzard - Be collected as you give your enemies the literal cold shoulder... In fact, it might give the recipient cold feet! It does minor Ice damage, but may Freeze your foe 10% of the time. Recovery time after use: 1 post Cost: 100 Munny
Thunder - Be dazzling as you cast this spell... In fact, it might make the recipient quite shocked! It does minor Thunder damage, but may Jolt your foe 10% of the time. Recovery time after use: 1 post Cost: 100 Munny
Cure - If you're feeling weak, then things will look up after a single cast... It heals the body and mends the clothes! It heals your HP by 30% of MAX, but doesn't remove ailments save Unconscious without a wait. In that case, this spell restores 25% of the Target's HP. Recovery time after use: 2 posts Cost: 150 Munny
Aero - Offense? Defense? If you can't decide... Why not look to Aero? It acts as both a damage-reduction and damage-dealer; but it is a little unreliable at times. It can launch your foe in the air 10% of the time, should they strike directly. However, your susceptablity to all magic-based Ailments, save Stun, are increased by 10% during that same time. It will spin the gimmick platforms out of reach in PVP! Its duration 2 posts, but the Recovery time is 4 posts Cost: 150 Munny
Stop - So much to do and not enough time? Then, this is always enough to hault your target! Provided that you're in range, this will remove one roll of the ~Generic Enemies~ for 1 post; caster's choosing. Does not work in PVP; unless there's a gimmick platform that grows and shrinks over time, in that case, it won't change or move for 1 post. It has a 30% failure rating. Recovery time after use: 2 posts Cost: 300 Munny
Gravity - Wanting to put others down usually isn't a good thing. Unless, of course, it's the ~Generic Enemies~! If in the spell's radius, the enemies will be squished to the floor, causing them a 33% damage out of their MAX HP, but isn't fatal. In PVP, this moves a gimmick platform to the ground; only allowing one person to access it! Recovery time after use: 2 posts Cost: 200 Munny
Zero-Gravity - Like the name implies, there's not much that's keeping foes feet on solid ground; or just plain upright! Though, there are some enemies with an immunity; those are hard to find. If in the spell's radius, the enemies will be floating for two of their respective turns, spinning slowly with minor damage for each turn. If hit during this time; they might become confused on contact with the ground! Unlike Gravity, this can kill those foes that are on the verge of death. In PVP; this raises the height of gimmick platforms for two turns and randomizes their directions. Duration: 2 posts, Recovery: 3 posts. Cost: 250 Munny
Magnet - Are the enemies always run, run, running away? Bring them back to you, as this spell will act as a safer black hole... If in range, the enemies will halve their accuracy rolls as well as do some minor non-elemental damage, but their attacks will be aimed at the caster. During PVP, it will gather all the Gimmick platforms, and their rewards to the Caster - beware, that reward has a consequence - the caster cannot guard during that time of one post! It has a 30% failure rating. Recovery time after use: 2 posts Cost: 200 Munny
My pompom is itchy, so that's all I can afford to tell you about right now~.
Fire - This won't be a chilling experience... In fact, it may make the recipient too warm! It does minor Fire damage, but may Ignite your foe 10% of the time. Recovery time after use: 1 post Cost: 100 Munny
Blizzard - Be collected as you give your enemies the literal cold shoulder... In fact, it might give the recipient cold feet! It does minor Ice damage, but may Freeze your foe 10% of the time. Recovery time after use: 1 post Cost: 100 Munny
Thunder - Be dazzling as you cast this spell... In fact, it might make the recipient quite shocked! It does minor Thunder damage, but may Jolt your foe 10% of the time. Recovery time after use: 1 post Cost: 100 Munny
Cure - If you're feeling weak, then things will look up after a single cast... It heals the body and mends the clothes! It heals your HP by 30% of MAX, but doesn't remove ailments save Unconscious without a wait. In that case, this spell restores 25% of the Target's HP. Recovery time after use: 2 posts Cost: 150 Munny
Aero - Offense? Defense? If you can't decide... Why not look to Aero? It acts as both a damage-reduction and damage-dealer; but it is a little unreliable at times. It can launch your foe in the air 10% of the time, should they strike directly. However, your susceptablity to all magic-based Ailments, save Stun, are increased by 10% during that same time. It will spin the gimmick platforms out of reach in PVP! Its duration 2 posts, but the Recovery time is 4 posts Cost: 150 Munny
Stop - So much to do and not enough time? Then, this is always enough to hault your target! Provided that you're in range, this will remove one roll of the ~Generic Enemies~ for 1 post; caster's choosing. Does not work in PVP; unless there's a gimmick platform that grows and shrinks over time, in that case, it won't change or move for 1 post. It has a 30% failure rating. Recovery time after use: 2 posts Cost: 300 Munny
Gravity - Wanting to put others down usually isn't a good thing. Unless, of course, it's the ~Generic Enemies~! If in the spell's radius, the enemies will be squished to the floor, causing them a 33% damage out of their MAX HP, but isn't fatal. In PVP, this moves a gimmick platform to the ground; only allowing one person to access it! Recovery time after use: 2 posts Cost: 200 Munny
Zero-Gravity - Like the name implies, there's not much that's keeping foes feet on solid ground; or just plain upright! Though, there are some enemies with an immunity; those are hard to find. If in the spell's radius, the enemies will be floating for two of their respective turns, spinning slowly with minor damage for each turn. If hit during this time; they might become confused on contact with the ground! Unlike Gravity, this can kill those foes that are on the verge of death. In PVP; this raises the height of gimmick platforms for two turns and randomizes their directions. Duration: 2 posts, Recovery: 3 posts. Cost: 250 Munny
Magnet - Are the enemies always run, run, running away? Bring them back to you, as this spell will act as a safer black hole... If in range, the enemies will halve their accuracy rolls as well as do some minor non-elemental damage, but their attacks will be aimed at the caster. During PVP, it will gather all the Gimmick platforms, and their rewards to the Caster - beware, that reward has a consequence - the caster cannot guard during that time of one post! It has a 30% failure rating. Recovery time after use: 2 posts Cost: 200 Munny
My pompom is itchy, so that's all I can afford to tell you about right now~.