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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="I'm A Banana" data-source="post: 3364523" data-attributes="member: 2067"><p>Now, the Black Magic spell list.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>At the peak, most spells gain a "rider" and a more balanced curve.</p><p></p><p>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. <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>Rank 0</p><p>Firet: Deals 1d4 fire damage/MAG [is fast to cast]</p><p>Blizzet: Deals 1d4 cold damage/MAG [less penalty for multiple targets]</p><p>Thundet: Deals 1d4 electricity damage/MAG [no MND check]</p><p>Wateret: Deals 1d4 water damage/MAG [less mp]</p><p></p><p>Rank I</p><p>Quaket: Deals 1d6 earth damage/MAG, flying immune, burrowing 1d8/MAG</p><p>Aeret: Deals 1d6 wind damage/MAG, burrowing immune, flying 1d8/MAG</p><p>Bioet: Deals 1d4 shadow damage/MAG, chance of venom</p><p></p><p>Rank II</p><p>Fire: Deals 1d6 fire damage/MAG</p><p>Blizzard: Deals 1d6 cold damage/MAG</p><p>Thunder: Deals 1d6 electricity damage/MAG</p><p>Water: Deals 1d6 water damage/MAG</p><p></p><p>Rank III</p><p>Quake: Deals 1d8 earth damage/MAG, flying immune, burrowing 1d10/MAG</p><p>Aero: Deals 1d8 wind damage/MAG, burrowing immune, flying 1d10/MAG</p><p>Bio: Deals 1d6 shadow damage/MAG, chance of venom</p><p></p><p>Rank IV</p><p>Fira: Deals 1d8 fire damage/MAG</p><p>Blizzara: Deals 1d8 cold damage/MAG</p><p>Thundera: Deals 1d8 electricity damage/MAG</p><p>Watera: Deals 1d8 water damage/MAG</p><p></p><p>Rank V</p><p>Quakera: Deals 1d10 earth damage/MAG, flying immune, burrowing 1d12/MAG</p><p>Aera: Deals 1d10 wind damage/MAG, burrowing immune, flying 1d12/MAG</p><p>Biora: Deals 1d8 shadow damage/MAG, chance of venom</p><p></p><p>Rank VI</p><p>Firaga: Deals 1d10 fire damage/MAG</p><p>Blizzaga: Deals 1d10 fire damage/MAG</p><p>Thundaga: Deals 1d10 electricity damage/MAG</p><p>Waterga: Deals 1d10 water damage/MAG</p><p> </p><p>Rank VII</p><p>Quakega: Deals 1d12 earth damage/MAG, flying immune, burrowing 2d8/MAG</p><p>Aeraga: Deals 1d12 wind damage/MAG, burrowing immune, flying 2d8/MAG</p><p>Bioga: Deals 1d10 shadow damage/MAG, chance of venom</p><p></p><p>Rank VIII</p><p>Firaja: Deals 1d12 fire damage/MAG</p><p>Blizzaja: Deals 1d12 cold damage/MAG</p><p>Thundaja: Deals 1d12 electricity damage/MAG</p><p>Waterja: Deals 1d12 water damage/MAG</p><p></p><p>Rank IX</p><p>Flare: Deals 2d8 fire damage/MAG</p><p>Freeze: Deals 2d6 cold damage/MAG, chance of paralysis</p><p>Storm: Deals 2d6 electricity damage/MAG, chance of muddle</p><p>Tsunami: Deals 2d6 water damage/MAG, chance of seal</p><p>Quakeja: Deals 2d8 earth damage/MAG, flying immune, burrowing 2d10/MAG</p><p>Aeraja: Deals 2d8 wind damage/MAG, burrowing immune, flying 2d10/MAG</p><p>Bioja: Deals 2d6 shadow damage/MAG, chance of venom</p><p></p><p>Rank X</p><p>Tornado: Deals 2d8 wind damage/MAG, chance of ejection</p><p>Entomb: Deals 2d8 earth damage/MAG, chance of petrify</p><p>Disease: Deals 2d8 shadow damage/MAG, chance of instant death</p><p>Doomsday: Deals 2d10 shadow damage/MAG</p><p>Ultima: Deals 2d8 non-elemental damage/MAG; no reduction for multiple targets</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3364523, member: 2067"] 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 [/QUOTE]
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