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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="I'm A Banana" data-source="post: 3356444" data-attributes="member: 2067"><p><strong>Tantative White Magic Spell List</strong></p><p></p><p>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...)</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>White Magic</p><p>Rank 0</p><p>Curet: Heals 1d4 hp/MAG</p><p>Comfort: Can Take 10 on Endurnace checks vs. the environment</p><p>Mend: Heals an object’s hp</p><p>Resist Ailment: Bonus to checks vs. certain ailments</p><p>Defensive Ability Knowledge: Reduces MND, MDF, DEF, max hp, or VIT penalties for 1 rd</p><p></p><p>Rank I</p><p>Elemental Force Field: Gives a “buffer” with its own hp against a specific element</p><p>Sanctuary: Creatures can’t attack target without a MND check; target can’t attack them</p><p>Magic Parry: Target can negate an attack with an ATK check</p><p>Unspell: One Boon on the target has its MAG value reduced.</p><p>Repose: Preserves a body so that it can be raised later.</p><p></p><p>Rank II</p><p>Cure: Heals 1d6 hp/MAG (From Curet)</p><p>Make Whole: Repairs an object fully (from Mend)</p><p>Overcome Ailment: Enables another save against certain ailments</p><p>Defensive Ability Surge: Gives MND, MDF, DEF, max hp, or VIT bonus for 1 rd</p><p>Shield Other: You take ½ of the damage dealt to another</p><p>Safe: +50% DEF and VIT. </p><p>Shell: +50% MND.</p><p>Spikes: Target is deals physical damage to their attackers</p><p></p><p>Rank III</p><p>Bar Element: Grants Elemental Resistance (From Elemental Force Field)</p><p>Dispel: Strips one Boon from the target</p><p>Barricade: A target is surrounded on all sides by a wall of material (From Sanctuary)</p><p>Prolong Life: Target can remain at Wounded status for 10 + Con Mod. more hp.</p><p>Wall of Blades: Obstruction deals damage to those passing through</p><p>Vanish: Target gains Vanish boon; cannot be targeted.</p><p></p><p>Rank IV</p><p>Cura: Heals 1d8 hp/MAG (From Cure)</p><p>Prevent Ailment: Prevents one occurrence of certain ailments</p><p>Defensive Ability Boost: Gives MND, MDF, DEF, max hp, or VIT bonus for 1 rd/MAG</p><p>Repel: Target keeps its distance</p><p>Barrier: ×2 DEF, VIT, and MND </p><p>Element Spikes: Target is deals elemental damage to their attackers</p><p></p><p>Rank V</p><p>Block Element: Element’s damage is halved (From Bar Element)</p><p>Nullspel: Strips all Boons from the target</p><p>Raise: Target is healed of Swoon status, and healed of 1 hp.</p><p>Spell Resistance: Target gains SR 12 + MAG</p><p>Wall of Element: Wall deals elemental damage to those passing through</p><p>Bubble: Target’s maximum hp doubles</p><p></p><p>Rank VI</p><p>Curaga: Heals 1d10 hp/MAG (From Cura)</p><p>Heal Ailment: Completely heals certain ailments</p><p>Defensive Ability Up: Gives MND, MDF, DEF, max hp, or VIT bonus for 1 day</p><p>Isolation: Target cannot enter the Front Row, or be forced to.</p><p>Peerless: Target becomes invulnerable to damage </p><p>Launched Spikes: Target deals damage even to ranged attackers </p><p> </p><p>Rank VII</p><p>Null Element: Element’s damage is entirely negated (From Block Element)</p><p>Reraise: Target automatically is raised when they swoon. </p><p>Reflect: Reflects spells back to caster </p><p>Wall of Colors: Nested Wall of Element effects in one spell</p><p>Decoy: Willing target becomes the focus of enemy’s attentions </p><p></p><p>Rank VIII</p><p>Curaja: Heals 1d12 hp/MAG (From Curaga)</p><p>Astra: Blocks the next ailment you are struck with</p><p>Ability Preservation: Target becomes immune to ability damage</p><p>Attack Warp: Attacker is damaged instead of the target </p><p></p><p>Rank IX</p><p>Element Eater: Element is absorbed as healing (From Null Element)</p><p>Full Life: Target is healed of Swoon status, and healed to maximum hp</p><p>Adaptation: Target becomes immune to the next effect that damages it</p><p>Reverse: Damage heals a target; healing damages it.</p><p></p><p>Rank X</p><p>Full Cure: Heals all hit points (From Curaja)</p><p>Esuna: Completely heals all ailments</p><p>Defensive Ability Perfection: Gives MND, MDF, DEF, max hp, and VIT bonus for 1 day</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3356444, member: 2067"] [b]Tantative White Magic Spell List[/b] 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 [/QUOTE]
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