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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="I'm A Banana" data-source="post: 3576347" data-attributes="member: 2067"><p>All right, then, here's the Geomancy spell list. Geomancers don't use MP (usually), they roll randomly for the Rank they can access depending on the terrain. High-level geomancers can choose from different terrains and gain a whole lot of movement abilities. </p><p></p><p>Rock it.</p><p></p><p>Geomancy</p><p>Aquatic/Under Water/Beach</p><p>This environment specializes in cold and water damage, and has a few Instant Death abilities.</p><p>Habitat Aspect:+5 Swim, Underwater Breathing, deal Water damage with attacks</p><p> Underwater Breathing: Can breathe normally in liquids</p><p>Rank I: Wild Bear: Heals 1d4 hp/MAG, grants a +5 bonus to Swim checks for 1 rd.</p><p>Rank II: Waterspout: Deals 1d6 water damage/MAG to one target </p><p>Rank III: Ice Pillar: Deals 1d6 damage/MAG to one target. Damage is ½ Cold, ½ Physical</p><p>Rank IV: Sliprain: Deals 1d6 water damage/MAG plus Slow rider</p><p>Rank V: Rapids: Ejects target from battle</p><p>Rank VI: Freezeblink: Deals 1d8/MAG cold damage to all enemies </p><p>Rank VII: Frog Song: As toad spell on all enemies.</p><p>Rank VIII: Water Ball: Deals 1d10 water damage/MAG plus Toad rider</p><p>Rank IX: El Niño: Deals 2d6 water damage/MAG to all enemies</p><p>Rank X: Whirlpool: Inflicts Instant Death on all enemies </p><p></p><p>Desert</p><p>This environment is sacred to many and time appears to flow differently.</p><p>Habitat Aspect: +5 Endurance, Heatproof, deal Fire damage with attacks</p><p> Heatproof: Immune to nonlethal damage due to extreme environmental heat</p><p>Rank I: Lagomorph: Heals 1d4 hp/MAG, grants a +5 bonus to Survival (desert) checks for 1 rd.</p><p>Rank II: Sand Storm: Deals 1d4 wind damage/MAG, burrowing immune, flying 1d6/MAG to all enemies plus Obscure rider</p><p>Rank III: Mongoose: Target looses their next turn</p><p>Rank IV: Kitty: As haste on entire party</p><p>Rank V: Fire Whip: Deals 1d8/MAG fire damage plus Disable rider</p><p>Rank VI: Quicksand: Deals 1d8/MAG water damage plus Doom rider </p><p>Rank VII: Soil Evidence: Deals 1d10 earth damage/MAG to all enemies </p><p>Rank VIII: Chocobo Rush: Deals 1d12 physical damage/MAG</p><p>Rank IX: Unicorn: Heals 2d6 hp/MAG to entire party</p><p>Rank X: Star Cross: Deals 2d6 holy damage/MAG to all enemies</p><p></p><p>Forest/Swamp/Jungle</p><p>This environment specializes in air damage and has a large amount of ailment-inducing powers.</p><p>Habitat Aspect: +5 Sneak, Sustained, deal Wind damage with attacks</p><p> Sustained: No need to eat or drink</p><p>Rank I: Squirrel: Deals your damage to any creature in the encounter. Flying creatures are immune.</p><p>Rank II: Wind Slash: Deals 1d6 wind damage/MAG, burrowing immune, flying 1d8/MAG to all enemies</p><p>Rank III: Catnip: Inflicts Berserk on target; +4 MAG if creature is [feline] subtype.</p><p>Rank IV: Elf Fire: Deals 1d6 fire damage/MAG plus Sleep rider</p><p>Rank V: Kamaitachi: Deals 1d8/MAG air damage plus Disable rider, burrowing immune, flying 1d10/MAG damage</p><p>Rank VI: Hell Ivy: Deals 1d8/MAG physical damage plus Immobilize rider </p><p>Rank VII: Rage: Deals 1d12 wind damage/MAG, burrowing immune, flying 2d8/MAG to all enemies.</p><p>Rank VIII: Falcon: Deals damage equal to ¾ the target’s current hp.</p><p>Rank IX: Friend: Calls a random summoned beast to attack</p><p>Rank X: Harvester: As esuna on entire party. </p><p></p><p>Mountain/Canyon</p><p>This environment specializes in damaging others, mostly through Earth-based attacks.</p><p>Habitat Aspect: +5 Climb, Catfall, deal Earth damage with attacks</p><p> Catfall: ½ falling damage</p><p>Rank I: Wild Boar: Deals your damage to any creature in the encounter. Flying creatures are immune.</p><p>Rank II: Earth Heal: Heals 1d6 hp/MAG as earth elemental</p><p>Rank III: Local Quake: Deals 1d6/MAG earth damage plus Muddle rider, flying immune, burrowing 1d8/MAG damage</p><p>Rank IV: Gusty Wind: Deals 1d6/MAG wind damage plus Slow rider</p><p>Rank V: Sonic Boom: Reduces one target’s current hp by ½ plus Knocked Down rider </p><p>Rank VI: Heavy Dust: Deals 1d8/MAG earth damage plus Immobilize rider </p><p>Rank VII: Prominence: Deals 1d10/MAG fire damage to all enemies</p><p>Rank VIII: Land Slide: Deals 2d6/MAG earth damage to a single target.</p><p>Rank IX: Ice Storm: Deals 1d12/MAG cold damage to all enemies</p><p>Rank X: Earthquake: Deals 2d8/MAG earth damage to all enemies, flying immune, burrowing 2d10/MAG damage</p><p></p><p>Plains/Sky/Savannah</p><p>This environment specializes in damaging others, mostly through Air-based attacks.</p><p>Habitat Aspect: +5 Perception, Stormproof, deal Electricity damage with attacks</p><p> Stormproof: Immune to nonlethal damage due to environmental precipitation. </p><p>Rank I: Air Blade: Deals 1d6 wind damage/MAG, burrowing immune, flying 1d8/MAG</p><p>Rank II: Shining Air: Deals 1d4/MAG air damage plus Obscure rider</p><p>Rank III: 100% Wool: +MAG bonus to MND and VIT for caster</p><p>Rank IV: Bees: Deals 1d6/MAG physical damage to all enemies</p><p>Rank V: Sun Bath: Heals 1d6 hp/MAG for the entire party </p><p>Rank VI: Plasma: Deals 1d10/MAG electricity damage to a single target</p><p>Rank VII: Tempest: Deals 1d10/MAG electricity damage to all enemies</p><p>Rank VIII: Wild Tornado: Deals 2d6/MAG air damage to all enemies, burrowing immune, flying 2d8/MAG damage</p><p>Rank IX: Shadow Flare: Deals 2d8/MAG shadow damage to one target</p><p>Rank X: Earthquake: Deals 2d8/MAG non-elemental damage to all enemies. </p><p></p><p>Tundra/Glacier</p><p>This environment is good at healing and has a few all-or-nothing style attacks</p><p>Habitat Aspect: +5 Tumble, Freezeproof, deal Cold damage with attacks.</p><p> Freezeproof: Immune to nonlethal damage due to environmental cold. </p><p>Rank I: White Flame: Heals 1d4/MAG damage, grants +5 bonus to Endurance checks</p><p>Rank II: Sheep Count: Afflicts all enemies with Sleep status</p><p>Rank III: Snowball: Reduces target’s current hp by ¼ </p><p>Rank IV: Blizzard: Deals 1d6/MAG cold damage plus Seal rider</p><p>Rank V: Evil Gaze: Deals 1d6 hp/MAG shadow damage plus Muddle rider </p><p>Rank VI: Ice Rabbit: Heals 1d8 hp/MAG for the entire party</p><p>Rank VII: Deluge: Deals 1d10/MAG water damage to all enemies</p><p>Rank VIII: Snare: Instant Death to one target</p><p>Rank IX: Surge: Deals 2d6/MAG cold damage to all enemies</p><p>Rank X: Cuisine: Heals all hit point damage for one target </p><p></p><p>Urban/Artificial/Cave</p><p>This environment is heavy in status-altering effects and many Instant Death effects</p><p>Habitat Aspect: +5 Diplomacy, Night Vision, deal Shadow damage with attacks</p><p> Night Vision: Can see normally in environmental darkness. </p><p>Rank I: Poison Frog: Deals 1d4/MAG damage plus Venom rider</p><p>Rank II: Flame Burst: Deals 1d6/MAG fire damage to one enemy</p><p>Rank III: Specter: Afflicts all enemies with Muddle ailment </p><p>Rank IV: Pitfall: Deals 1d6/MAG earth damage plus Immobilize rider</p><p>Rank V: Cave In: Reduces target’s current hp by ¼ </p><p>Rank VI: Carve Model: Heals 1d8 hp/MAG plus Petrify rider</p><p>Rank VII: Magma: Deals 1d10/MAG fire damage to all enemies</p><p>Rank VIII: Black Hole: Causes Instant Death to one target </p><p>Rank IX: Lava Ball: Deals 1d12/MAG fire damage with Instant Death rider</p><p>Rank X: Tapir: As esuna on entire party</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3576347, member: 2067"] All right, then, here's the Geomancy spell list. Geomancers don't use MP (usually), they roll randomly for the Rank they can access depending on the terrain. High-level geomancers can choose from different terrains and gain a whole lot of movement abilities. Rock it. Geomancy Aquatic/Under Water/Beach This environment specializes in cold and water damage, and has a few Instant Death abilities. Habitat Aspect:+5 Swim, Underwater Breathing, deal Water damage with attacks Underwater Breathing: Can breathe normally in liquids Rank I: Wild Bear: Heals 1d4 hp/MAG, grants a +5 bonus to Swim checks for 1 rd. Rank II: Waterspout: Deals 1d6 water damage/MAG to one target Rank III: Ice Pillar: Deals 1d6 damage/MAG to one target. Damage is ½ Cold, ½ Physical Rank IV: Sliprain: Deals 1d6 water damage/MAG plus Slow rider Rank V: Rapids: Ejects target from battle Rank VI: Freezeblink: Deals 1d8/MAG cold damage to all enemies Rank VII: Frog Song: As toad spell on all enemies. Rank VIII: Water Ball: Deals 1d10 water damage/MAG plus Toad rider Rank IX: El Niño: Deals 2d6 water damage/MAG to all enemies Rank X: Whirlpool: Inflicts Instant Death on all enemies Desert This environment is sacred to many and time appears to flow differently. Habitat Aspect: +5 Endurance, Heatproof, deal Fire damage with attacks Heatproof: Immune to nonlethal damage due to extreme environmental heat Rank I: Lagomorph: Heals 1d4 hp/MAG, grants a +5 bonus to Survival (desert) checks for 1 rd. Rank II: Sand Storm: Deals 1d4 wind damage/MAG, burrowing immune, flying 1d6/MAG to all enemies plus Obscure rider Rank III: Mongoose: Target looses their next turn Rank IV: Kitty: As haste on entire party Rank V: Fire Whip: Deals 1d8/MAG fire damage plus Disable rider Rank VI: Quicksand: Deals 1d8/MAG water damage plus Doom rider Rank VII: Soil Evidence: Deals 1d10 earth damage/MAG to all enemies Rank VIII: Chocobo Rush: Deals 1d12 physical damage/MAG Rank IX: Unicorn: Heals 2d6 hp/MAG to entire party Rank X: Star Cross: Deals 2d6 holy damage/MAG to all enemies Forest/Swamp/Jungle This environment specializes in air damage and has a large amount of ailment-inducing powers. Habitat Aspect: +5 Sneak, Sustained, deal Wind damage with attacks Sustained: No need to eat or drink Rank I: Squirrel: Deals your damage to any creature in the encounter. Flying creatures are immune. Rank II: Wind Slash: Deals 1d6 wind damage/MAG, burrowing immune, flying 1d8/MAG to all enemies Rank III: Catnip: Inflicts Berserk on target; +4 MAG if creature is [feline] subtype. Rank IV: Elf Fire: Deals 1d6 fire damage/MAG plus Sleep rider Rank V: Kamaitachi: Deals 1d8/MAG air damage plus Disable rider, burrowing immune, flying 1d10/MAG damage Rank VI: Hell Ivy: Deals 1d8/MAG physical damage plus Immobilize rider Rank VII: Rage: Deals 1d12 wind damage/MAG, burrowing immune, flying 2d8/MAG to all enemies. Rank VIII: Falcon: Deals damage equal to ¾ the target’s current hp. Rank IX: Friend: Calls a random summoned beast to attack Rank X: Harvester: As esuna on entire party. Mountain/Canyon This environment specializes in damaging others, mostly through Earth-based attacks. Habitat Aspect: +5 Climb, Catfall, deal Earth damage with attacks Catfall: ½ falling damage Rank I: Wild Boar: Deals your damage to any creature in the encounter. Flying creatures are immune. Rank II: Earth Heal: Heals 1d6 hp/MAG as earth elemental Rank III: Local Quake: Deals 1d6/MAG earth damage plus Muddle rider, flying immune, burrowing 1d8/MAG damage Rank IV: Gusty Wind: Deals 1d6/MAG wind damage plus Slow rider Rank V: Sonic Boom: Reduces one target’s current hp by ½ plus Knocked Down rider Rank VI: Heavy Dust: Deals 1d8/MAG earth damage plus Immobilize rider Rank VII: Prominence: Deals 1d10/MAG fire damage to all enemies Rank VIII: Land Slide: Deals 2d6/MAG earth damage to a single target. Rank IX: Ice Storm: Deals 1d12/MAG cold damage to all enemies Rank X: Earthquake: Deals 2d8/MAG earth damage to all enemies, flying immune, burrowing 2d10/MAG damage Plains/Sky/Savannah This environment specializes in damaging others, mostly through Air-based attacks. Habitat Aspect: +5 Perception, Stormproof, deal Electricity damage with attacks Stormproof: Immune to nonlethal damage due to environmental precipitation. Rank I: Air Blade: Deals 1d6 wind damage/MAG, burrowing immune, flying 1d8/MAG Rank II: Shining Air: Deals 1d4/MAG air damage plus Obscure rider Rank III: 100% Wool: +MAG bonus to MND and VIT for caster Rank IV: Bees: Deals 1d6/MAG physical damage to all enemies Rank V: Sun Bath: Heals 1d6 hp/MAG for the entire party Rank VI: Plasma: Deals 1d10/MAG electricity damage to a single target Rank VII: Tempest: Deals 1d10/MAG electricity damage to all enemies Rank VIII: Wild Tornado: Deals 2d6/MAG air damage to all enemies, burrowing immune, flying 2d8/MAG damage Rank IX: Shadow Flare: Deals 2d8/MAG shadow damage to one target Rank X: Earthquake: Deals 2d8/MAG non-elemental damage to all enemies. Tundra/Glacier This environment is good at healing and has a few all-or-nothing style attacks Habitat Aspect: +5 Tumble, Freezeproof, deal Cold damage with attacks. Freezeproof: Immune to nonlethal damage due to environmental cold. Rank I: White Flame: Heals 1d4/MAG damage, grants +5 bonus to Endurance checks Rank II: Sheep Count: Afflicts all enemies with Sleep status Rank III: Snowball: Reduces target’s current hp by ¼ Rank IV: Blizzard: Deals 1d6/MAG cold damage plus Seal rider Rank V: Evil Gaze: Deals 1d6 hp/MAG shadow damage plus Muddle rider Rank VI: Ice Rabbit: Heals 1d8 hp/MAG for the entire party Rank VII: Deluge: Deals 1d10/MAG water damage to all enemies Rank VIII: Snare: Instant Death to one target Rank IX: Surge: Deals 2d6/MAG cold damage to all enemies Rank X: Cuisine: Heals all hit point damage for one target Urban/Artificial/Cave This environment is heavy in status-altering effects and many Instant Death effects Habitat Aspect: +5 Diplomacy, Night Vision, deal Shadow damage with attacks Night Vision: Can see normally in environmental darkness. Rank I: Poison Frog: Deals 1d4/MAG damage plus Venom rider Rank II: Flame Burst: Deals 1d6/MAG fire damage to one enemy Rank III: Specter: Afflicts all enemies with Muddle ailment Rank IV: Pitfall: Deals 1d6/MAG earth damage plus Immobilize rider Rank V: Cave In: Reduces target’s current hp by ¼ Rank VI: Carve Model: Heals 1d8 hp/MAG plus Petrify rider Rank VII: Magma: Deals 1d10/MAG fire damage to all enemies Rank VIII: Black Hole: Causes Instant Death to one target Rank IX: Lava Ball: Deals 1d12/MAG fire damage with Instant Death rider Rank X: Tapir: As esuna on entire party [/QUOTE]
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