Final Fantasy Zero: Design Diary continued

More about the Elvaan:

I deliberately linked them to the "Saint Ajora" myth of the FFT/TA/XII saga rather than to their own god, because the Ajora myth has a deeper penetration in the series, and it adds an interesting dichotomy between their goddess and the other spiritual beings of great power (the Orisha).
 

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I've attached an update of the characters/extras and monsters/combat documents here. The characters have been edited for consistency, and now include a Dragoon and a Red Mage along with the Crusader, Black Mage, White Mage, and Thief. The monsters now include a Crab, a Wolf, and a Zombie, in addition to the Goblin and Bat.

I'm still hacking away at the Orisha, to finalize what they can offer, and at the way the Loot system is working, but it's coming together pretty nicely.
 

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Very cool. Question, though: This "Chronist" job, is it like the Time Mage from V? It's described as a "knight", so I assume not, but then where is it from? Inquiring minds must know, and all that jazz, although I'm probably just coming off as ignorant... ;-)

Really, I just dug the hats...
 

This "Chronist" job, is it like the Time Mage from V? It's described as a "knight", so I assume not, but then where is it from? Inquiring minds must know, and all that jazz, although I'm probably just coming off as ignorant... ;-)

A chronist is to time magic what a paladin is to white magic and a reaper is to black magic, e.g.: someone who uses it for a specific end.

Think something like Tidus in FFX: time magic spells that haste and slow and stop and go, and combine them with decent sword skills and a focus on speed.

FFV's time mage is basically the Gray Mage, so you'll find those hats here, too. ;)
 

Tantative White Magic Spell List

I'm starting to pull together some spell lists, now, to get a sense of how the FFZ's characters magic abilities rate next to d20's. They're significantly different, but I see that the individual spells are more limited (nothing will allow you to raise a target without a body, for instance), and more flexible (low-level spells can be fairly cheaply turned into multi-target spells: no extra MP is spent, the spell is just weaker). I'm torn often between simplifying the spell list (each spell should be useful at all levels, unless it's part of a chain that levels up...no spell should duplicate what another does with a minor variation) and keeping FF flavor (if Fire, Blizzard, and Thunder were all the same spell, it wouldn't feel right...)

So here's an early version of the White Magic spell list (note that it's even different from the sample characters in the Intro Adventure...remember what I warned you guys about having half-ideas of semi-put-together things. ;))

White Magic
Rank 0
Curet: Heals 1d4 hp/MAG
Comfort: Can Take 10 on Endurnace checks vs. the environment
Mend: Heals an object’s hp
Resist Ailment: Bonus to checks vs. certain ailments
Defensive Ability Knowledge: Reduces MND, MDF, DEF, max hp, or VIT penalties for 1 rd

Rank I
Elemental Force Field: Gives a “buffer” with its own hp against a specific element
Sanctuary: Creatures can’t attack target without a MND check; target can’t attack them
Magic Parry: Target can negate an attack with an ATK check
Unspell: One Boon on the target has its MAG value reduced.
Repose: Preserves a body so that it can be raised later.

Rank II
Cure: Heals 1d6 hp/MAG (From Curet)
Make Whole: Repairs an object fully (from Mend)
Overcome Ailment: Enables another save against certain ailments
Defensive Ability Surge: Gives MND, MDF, DEF, max hp, or VIT bonus for 1 rd
Shield Other: You take ½ of the damage dealt to another
Safe: +50% DEF and VIT.
Shell: +50% MND.
Spikes: Target is deals physical damage to their attackers

Rank III
Bar Element: Grants Elemental Resistance (From Elemental Force Field)
Dispel: Strips one Boon from the target
Barricade: A target is surrounded on all sides by a wall of material (From Sanctuary)
Prolong Life: Target can remain at Wounded status for 10 + Con Mod. more hp.
Wall of Blades: Obstruction deals damage to those passing through
Vanish: Target gains Vanish boon; cannot be targeted.

Rank IV
Cura: Heals 1d8 hp/MAG (From Cure)
Prevent Ailment: Prevents one occurrence of certain ailments
Defensive Ability Boost: Gives MND, MDF, DEF, max hp, or VIT bonus for 1 rd/MAG
Repel: Target keeps its distance
Barrier: ×2 DEF, VIT, and MND
Element Spikes: Target is deals elemental damage to their attackers

Rank V
Block Element: Element’s damage is halved (From Bar Element)
Nullspel: Strips all Boons from the target
Raise: Target is healed of Swoon status, and healed of 1 hp.
Spell Resistance: Target gains SR 12 + MAG
Wall of Element: Wall deals elemental damage to those passing through
Bubble: Target’s maximum hp doubles

Rank VI
Curaga: Heals 1d10 hp/MAG (From Cura)
Heal Ailment: Completely heals certain ailments
Defensive Ability Up: Gives MND, MDF, DEF, max hp, or VIT bonus for 1 day
Isolation: Target cannot enter the Front Row, or be forced to.
Peerless: Target becomes invulnerable to damage
Launched Spikes: Target deals damage even to ranged attackers

Rank VII
Null Element: Element’s damage is entirely negated (From Block Element)
Reraise: Target automatically is raised when they swoon.
Reflect: Reflects spells back to caster
Wall of Colors: Nested Wall of Element effects in one spell
Decoy: Willing target becomes the focus of enemy’s attentions

Rank VIII
Curaja: Heals 1d12 hp/MAG (From Curaga)
Astra: Blocks the next ailment you are struck with
Ability Preservation: Target becomes immune to ability damage
Attack Warp: Attacker is damaged instead of the target

Rank IX
Element Eater: Element is absorbed as healing (From Null Element)
Full Life: Target is healed of Swoon status, and healed to maximum hp
Adaptation: Target becomes immune to the next effect that damages it
Reverse: Damage heals a target; healing damages it.

Rank X
Full Cure: Heals all hit points (From Curaja)
Esuna: Completely heals all ailments
Defensive Ability Perfection: Gives MND, MDF, DEF, max hp, and VIT bonus for 1 day
 

Good to see you're still chugging along with this little project. Keep up the good work. :)

By the way, I see you are taking some elements from Ivalice settings, but are you specifically going to place Ivalice into the game, centrally or otherwise? Between FFT, FFXI and FFXII, there is a lot of setting-specific material to work with there. I don't know how much it fits with the mythos you're creating for your setting though... could just complicate things for you. But maybe you'd enjoy that. ;)
 

Ivalice will definitely be the name for the "default setting."

Of course, I plan on using it like D&D uses Greyhawk: something to use to drop names and to suggest specific examples, but something that the DM ultimately will make their own.

Like, there's no Lufenish in FFT, FFT-A, or FFXII, but, heck, they're gonna be in FFZ, so they'll be in FFZ's "Ivalice." :)

So, yeah, expect to see the name dropped. ;)
 

Now, the Black Magic spell list.

You'll see that in Rank 0, I also put how I plan on making all the elemental spells different from each other. Tentatively, the Fire/a/aga/aja spell suite will be quicker to cast, with a shorter SPD penalty than the others, making it useful when you are considering low SPD counts or extra turns. The Blizzard suite will have less of a MAG penalty for multiple targets, making it the perfect spell when going up against a group of creatures, sweeping a large, icy area. The Thunder suite won't allow the target to save against it (no MND check), making it great when you're looking to ensure you deal your damage. The Water suite costs slightly less mp than the rest, meaning it's essential for low-mp casters, or those who need a lot of staying power.

After that, it's pretty obvious: quake deals more damage vs. burrowing, and flying creatures are immune. Aero is the opposite of this coin, dealing more damage vs. flying, and burrowing creatures are immune. Bio is your basic "rider" spell that has a status effect tacked onto the end.

At the peak, most spells gain a "rider" and a more balanced curve.

And yes, this signifies a lot of potential dice rolling for damage at high levels. That's part of why the Average Damage will be a highly encouraged rule. ;)

Rank 0
Firet: Deals 1d4 fire damage/MAG [is fast to cast]
Blizzet: Deals 1d4 cold damage/MAG [less penalty for multiple targets]
Thundet: Deals 1d4 electricity damage/MAG [no MND check]
Wateret: Deals 1d4 water damage/MAG [less mp]

Rank I
Quaket: Deals 1d6 earth damage/MAG, flying immune, burrowing 1d8/MAG
Aeret: Deals 1d6 wind damage/MAG, burrowing immune, flying 1d8/MAG
Bioet: Deals 1d4 shadow damage/MAG, chance of venom

Rank II
Fire: Deals 1d6 fire damage/MAG
Blizzard: Deals 1d6 cold damage/MAG
Thunder: Deals 1d6 electricity damage/MAG
Water: Deals 1d6 water damage/MAG

Rank III
Quake: Deals 1d8 earth damage/MAG, flying immune, burrowing 1d10/MAG
Aero: Deals 1d8 wind damage/MAG, burrowing immune, flying 1d10/MAG
Bio: Deals 1d6 shadow damage/MAG, chance of venom

Rank IV
Fira: Deals 1d8 fire damage/MAG
Blizzara: Deals 1d8 cold damage/MAG
Thundera: Deals 1d8 electricity damage/MAG
Watera: Deals 1d8 water damage/MAG

Rank V
Quakera: Deals 1d10 earth damage/MAG, flying immune, burrowing 1d12/MAG
Aera: Deals 1d10 wind damage/MAG, burrowing immune, flying 1d12/MAG
Biora: Deals 1d8 shadow damage/MAG, chance of venom

Rank VI
Firaga: Deals 1d10 fire damage/MAG
Blizzaga: Deals 1d10 fire damage/MAG
Thundaga: Deals 1d10 electricity damage/MAG
Waterga: Deals 1d10 water damage/MAG

Rank VII
Quakega: Deals 1d12 earth damage/MAG, flying immune, burrowing 2d8/MAG
Aeraga: Deals 1d12 wind damage/MAG, burrowing immune, flying 2d8/MAG
Bioga: Deals 1d10 shadow damage/MAG, chance of venom

Rank VIII
Firaja: Deals 1d12 fire damage/MAG
Blizzaja: Deals 1d12 cold damage/MAG
Thundaja: Deals 1d12 electricity damage/MAG
Waterja: Deals 1d12 water damage/MAG

Rank IX
Flare: Deals 2d8 fire damage/MAG
Freeze: Deals 2d6 cold damage/MAG, chance of paralysis
Storm: Deals 2d6 electricity damage/MAG, chance of muddle
Tsunami: Deals 2d6 water damage/MAG, chance of seal
Quakeja: Deals 2d8 earth damage/MAG, flying immune, burrowing 2d10/MAG
Aeraja: Deals 2d8 wind damage/MAG, burrowing immune, flying 2d10/MAG
Bioja: Deals 2d6 shadow damage/MAG, chance of venom

Rank X
Tornado: Deals 2d8 wind damage/MAG, chance of ejection
Entomb: Deals 2d8 earth damage/MAG, chance of petrify
Disease: Deals 2d8 shadow damage/MAG, chance of instant death
Doomsday: Deals 2d10 shadow damage/MAG
Ultima: Deals 2d8 non-elemental damage/MAG; no reduction for multiple targets
 

Blizzaga: Deals 1d10 fire damage/MAG
Whoops.

Besides that, it has a good jive. It's an alternating set of spells which improve every other rank, just flattened at the top because we don't have a Rank XI. It's easy to remember. I tried to figure out if there was a like pattern on the White list, but I wasn't able to see it. Is there?

Also, I haven't played much in the way of later FFs. That set of seven elements are from where? I don't think I've seen them in I-VII or X, which are the ones I've played. Tactics and XII, perhaps?
 

Malhost Zormaeril said:
Also, I haven't played much in the way of later FFs. That set of seven elements are from where? I don't think I've seen them in I-VII or X, which are the ones I've played. Tactics and XII, perhaps?
The Tactics games do have a couple of shadow (or dark) element effects, and some of the others have shadow themed stuff, but FFXI and FFXII are the only ones where the element is commonly used. This set of seven (or eight with holy/light element) is what is used in those games. Also, only in FFXI is there an association between it and the bio series of spells.

The one thing here that is, so far as I know, completely new is the -et series of spells, the plainly named ones are usually the lowest tier available. It works here though, so I'm all for it.
 

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