Post by Libra on Sept 13, 2016 3:06:40 GMT
04. Combat and Abilities
not as much math as you may have expected!
Weaponry
Besides their Persona, each combat-permitted character generally utilizes some sort of weapon. Weapons are divided into three damage types: Strike, Slash and Pierce, each one affecting enemies differently. Attacking with a weapon is generally not as strong as utilizing a Skill, but in return it doesn't use up any of your HP or SP and acts as a backup when Skills are blocked from use by status or exhaustion. You can typically buy them at under-the-table retailers, borrow them from clubs or find a few in the world of the Dark Hour. They come in two varieties- long range and short range. Short range weapons are generally more accurate, but have trouble hitting foes from afar. Long range are the opposite- not as accurate, but have the ability to hit foes at a long distance. Weapons are ranked E through S, much like stats, ranking them by strength.
Slashing weapons may include such things as swords, knives, and other things you tend to swing.
Striking weapons may include such things as knuckles, combat shoes, and all varieties of blunt objects.
Piercing weapons may include such things as a bow and arrow, spears, and firearms of all varieties.
Skills
Skills are techniques that a character can learn through various means to graft onto their Persona. Ranging from free control of elemental forces to physical barrages that no normal human could manage, Skills are each labeled with a specific power rank, an HP/MP cost and a range. While Skills are powerful and can mitigate Shadows in a variety of ways, they also exhaust a Persona-user far more quickly than attacking normally, and it's recommended to end a night of exploration and head back home when you're low on HP (health points) or SP (soul power) and have no simple means of healing yourself. Stronger Skills have more physical cost, but a seasoned Persona-user can build up the stamina to use them reliably. Running out of SP makes one exhausted and unable to concentrate, while running out of HP causes one to pass out cold. Skill types include:
Status
Some Skills, items and abilities cause status ailments. Ranging from simply being put into a deep sleep or taking residual poison damage to being charmed into helping an enemy or being petrified solid, status ailments can be a joy to inflict on foes and a burden when you or a friend is afflicted by one. Each has a specific item or Skill-based remedy, and all are cured once the Dark Hour ends. They are as follows:
Statistics
Each character and Shadow possesses stats- measures of how proficient they are at various parts of a battle. Beginning at a base rank E (signifying very weak) and ending at the top rank of S, each rank higher demonstrates more potential in that particular ability. Some passives can increase stat ranks automatically. Upon making a character, they will have the absolute base of stats, but upon successfully completing a mission or night of exploration, they have the option to rank up one stat of their choosing. he list is as follows:
Besides their Persona, each combat-permitted character generally utilizes some sort of weapon. Weapons are divided into three damage types: Strike, Slash and Pierce, each one affecting enemies differently. Attacking with a weapon is generally not as strong as utilizing a Skill, but in return it doesn't use up any of your HP or SP and acts as a backup when Skills are blocked from use by status or exhaustion. You can typically buy them at under-the-table retailers, borrow them from clubs or find a few in the world of the Dark Hour. They come in two varieties- long range and short range. Short range weapons are generally more accurate, but have trouble hitting foes from afar. Long range are the opposite- not as accurate, but have the ability to hit foes at a long distance. Weapons are ranked E through S, much like stats, ranking them by strength.
Slashing weapons may include such things as swords, knives, and other things you tend to swing.
Striking weapons may include such things as knuckles, combat shoes, and all varieties of blunt objects.
Piercing weapons may include such things as a bow and arrow, spears, and firearms of all varieties.
Skills
Skills are techniques that a character can learn through various means to graft onto their Persona. Ranging from free control of elemental forces to physical barrages that no normal human could manage, Skills are each labeled with a specific power rank, an HP/MP cost and a range. While Skills are powerful and can mitigate Shadows in a variety of ways, they also exhaust a Persona-user far more quickly than attacking normally, and it's recommended to end a night of exploration and head back home when you're low on HP (health points) or SP (soul power) and have no simple means of healing yourself. Stronger Skills have more physical cost, but a seasoned Persona-user can build up the stamina to use them reliably. Running out of SP makes one exhausted and unable to concentrate, while running out of HP causes one to pass out cold. Skill types include:
- Physical (Slash/Strike/Pierce)
- Elemental (Fire/Ice/Elec/Wind/Light/Dark/Alm)
- Status
- Healing (HP or Status)
- Buffs and Debuffs
- Analytical
- Passive
Status
Some Skills, items and abilities cause status ailments. Ranging from simply being put into a deep sleep or taking residual poison damage to being charmed into helping an enemy or being petrified solid, status ailments can be a joy to inflict on foes and a burden when you or a friend is afflicted by one. Each has a specific item or Skill-based remedy, and all are cured once the Dark Hour ends. They are as follows:
- Poison: Causes a character to lose 5% of their Health Points per turn. Physical Skill and weapon power is cut in half. If it causes a character to faint, it will be healed upon their revival.
- Panic: Causes a character to become severely disoriented, activating primal fight-or-flight instincts. Attacks are aimed wildly and the afflicted may see their friends as foes, having an equal chance of trying to hit anyone on the field. Lasts about three turns.
- Rage: Causes a character to attack only a single target with their weapon or basic attack. Throwing them into blind wrath, they become unable to dodge attacks and magic-users and healers drop their better judgement to bum-rush the enemy even if they're significantly outnumbered.
- Sleep: Causes a character to drop on the spot. Despite causing them to pass out, it's not considered HP depletion. They stay asleep and unable to act until they take damage.
- Charm: Causes a character to move to the enemy side and assist whoever put them under. Temporarily under mind control, their healing abilities will be directed towards foes and their offensive abilities towards teammates. Lasts about three turns.
- Fear: Similar to Panic, but perhaps a bit less dangerous. Terrified characters will have a 50% chance of being unable to act on a given turn and won't attack with their weapon. If low on HP, they might exit the battle altogether and flee. It lasts about three turns.
- Bound: Binding comes in three varieties- Physical, Magic and Agility. Physically bound characters find their arms locked, unable to attack with a weapon. Magically bound characters find themselves muted and unable to use Skills by calling their Persona. Agility bound characters find their legs immobile, leaving them wide open to any attack the foe deals. All of these fade within two turns.
- Stun: Caused exclusively by critical hits and attacking a character with a Skill or weapon type they have a weakness to, this causes that character to lose a turn and take increased damage. It heals the next turn and it takes two more turns until it can be inflicted again. Certain Shadows are immune to being stunned!
Statistics
Each character and Shadow possesses stats- measures of how proficient they are at various parts of a battle. Beginning at a base rank E (signifying very weak) and ending at the top rank of S, each rank higher demonstrates more potential in that particular ability. Some passives can increase stat ranks automatically. Upon making a character, they will have the absolute base of stats, but upon successfully completing a mission or night of exploration, they have the option to rank up one stat of their choosing. he list is as follows:
- HP: A numerical stat, unlike most. Rank E represents a base of 100 HP, and each rank up increases it by 50 more points.
- SP: The other numerical stat. Rank E represents a base of 30 SP, and each rank up increases it by 30 more points.
- Strength: An indication of a Persona-user's strength. Has effect on the power of a weapon, and also dictates how much damage physical Skills do. A rank of C or higher allows the Auto-critical command, which can be used to guarantee a critical hit with a weapon or physical skill once per fight.
- Intellect: An indication of how well-versed a Persona-user is in magical Skills. Not only does it increase elemental and analytical power, but it increases the accuracy of special Skills such as Hama and Mudo. A rank of C or higher allows the Insight command, which can be used to see what skills and items a foe has equipped and any auto-shields or buffs they might have up
- Stamina: An indication of how much of a beating a character can take. Higher ranks reduce the amount of damage a character takes from physical attacks, and a rank of C or higher unlocks the Guard command, which can be used instead of a technique to reduce damage to 1/3rd to a turn.
- Mind: An indication of how resistant a character is to magical attacks. In addition to that, it also dictates the strength of healing skills such as Dia. A rank of C or higher allows the strength of healing items such as medical kits to increase as well when the character uses them.
- Agility: An indication of how physically fast an agile a character is. The higher their Speed rank is, the more likely they are to dodge enemy physical attacks and land their own. A rank of C or higher allows them to attack with a weapon twice in one turn.
- Luck: An indication of simple luck of the draw- some people have it, some don't. The higher your luck stat is, the more likely you will land accurate attacks magic attacks and dodge magic. It also increases the chances of landing a critical hit. In addition, a rank of C or higher causes buffs to last for an extra turn.
skill listing
fasten your seatbelts
Offensive skills come in a few rankings, C through S. C ranked attacks are the most basic and can be picked up by most Persona-users early on (typically starting with 2) and learning more as time goes on, while S ranks are considered the most difficult to learn and can only be picked up by intermediates who are able to give in to the harsh physical and mental cost.
C rank attacks are generally simple and accurate. They deal small injuries to other people (scrapes and bruises, first degree burns, numbness, etc.) and are only very dangerous if one is up against many. To intermediates in defense, they're easy to weather and cause almost no damage.
B rank attacks are a bit stronger, but have more cost behind them. They deal stronger damage, can eliminate most lesser Shadows without much problems and can wound other people (deep cuts, painful knockdowns, second degree burns, mild frostbite, etc.) and can be very dangerous to novices.
A rank attacks are where we breach the big leagues. Having a fairly monumental cost that requires intense concentration and can exhaust people easily regardless of skill, they're effective even against boss-level Shadows. They can cause serious damage to humans (gashes, broken bones, serious burns, immobility, etc.) and even defensively strong characters can take a beating from them. Those who are not defensively trained can be permanently scarred and impaired, so use of healing magic is a must.
S rank attacks are the most powerful types of attacks recorded. While they're not always accurate and have a devastating cost, they have incredible range and power that is very rare to witness, let alone master. They cause intense wounds (concussions, snapped joints, incineration, cryo-freezing, instant loss of consciousness, etc.) if not guarded and even the most solid defensive walls can be injured. Novices risk fatality if exposed to even part of an S-ranked attack, and injuries from these skills should be healed as quickly as possible.
SLASH (PHYSICAL)
RANK C:
STRIKE (PHYSICAL)
RANK C:
PIERCE (PHYSICAL)
RANK C:
RANK B:
RANK A:
RANK S:
FIRE (MAGIC)
RANK C:
ICE (MAGIC)
(Note: all Ice spells have a 10% chance of freezing the opponent, rendering them immobile like stunning would.)
RANK C:
RANK B:
RANK A:
RANK S:
WIND (MAGIC)
RANK C:
RANK B:
RANK A:
RANK S:
ELECTRICITY (MAGIC)
(Note: Like Ice spells, Elec spells have a similar chance of temporarily paralyzing an opponent from shock.)
RANK C:
RANK B:
RANK A:
RANK S:
ALMIGHTY (MAGIC)
(Note: All Almighty spells have a high chance of stunning foes. One cannot have a weakness nor a resistance to Almighty.)
RANK B:
RANK A:
RANK S:
LIGHT (SPECIAL)
(Note: Spells associated with light and darkness, sometimes called 'instakills' by the fandom, will instantly remove a foe from the fight, either by making them faint on the spot or by erasing their willpower. On bosses and other plot-relevant enemies, they will do a fixed 100 damage per hit. Being weak to light or dark renders your evasion to these spells halved.)
RANK B:
RANK A:
DARK (SPECIAL)
RANK B:
RANK A:
RANK S:
HEALING
RANK C:
RANK B:
RANK A:
RANK S:
RECOVERY
AILMENT
BUFF
Tarukaja: costs 8 SP. Moderately raises target's strength for three turns.
Rakukaja: costs 8 SP. Moderately raises target's stamina for three turns
Sukukaja: costs 12 SP. Moderately raises target's agility for three turns.
Mind Charge: costs 10 SP. The next spell the user casts will be at triple the usual strength.
Power Charge: costs 10 SP. The next spell the user casts will be at triple the usual strength.
Heat Riser: costs 40 SP. Moderately raises the target's strength, stamina and agility for three turns.
Dekunda: costs 20 SP. Removes all stat penalties from the entire party.
DEBUFF
Tarunda: costs 6 SP. Lowers a target's strength for three turns.
Rakunda: costs 6 SP. Lowers a target's stamina for three turns.
Sukunda: costs 10 SP. Lowers a target's agility for three turns.
Debilitate: costs 30 SP. Moderately lower's the target's strength, stamina and agility for three turns.
Dekaja: costs 10 SP. Removes all buffs from a single target.
ANALYTICAL
RANK C:
RANK B:
RANK A:
C rank attacks are generally simple and accurate. They deal small injuries to other people (scrapes and bruises, first degree burns, numbness, etc.) and are only very dangerous if one is up against many. To intermediates in defense, they're easy to weather and cause almost no damage.
B rank attacks are a bit stronger, but have more cost behind them. They deal stronger damage, can eliminate most lesser Shadows without much problems and can wound other people (deep cuts, painful knockdowns, second degree burns, mild frostbite, etc.) and can be very dangerous to novices.
A rank attacks are where we breach the big leagues. Having a fairly monumental cost that requires intense concentration and can exhaust people easily regardless of skill, they're effective even against boss-level Shadows. They can cause serious damage to humans (gashes, broken bones, serious burns, immobility, etc.) and even defensively strong characters can take a beating from them. Those who are not defensively trained can be permanently scarred and impaired, so use of healing magic is a must.
S rank attacks are the most powerful types of attacks recorded. While they're not always accurate and have a devastating cost, they have incredible range and power that is very rare to witness, let alone master. They cause intense wounds (concussions, snapped joints, incineration, cryo-freezing, instant loss of consciousness, etc.) if not guarded and even the most solid defensive walls can be injured. Novices risk fatality if exposed to even part of an S-ranked attack, and injuries from these skills should be healed as quickly as possible.
SLASH (PHYSICAL)
RANK C:
- Cleave: costs 5% HP. Uses a sword, scythe or claw to slice the enemy. About 90% accurate.
- Tempest Slash: costs 8% HP. Cuts wildly at the enemy three times in a row, hitting foes randomly. About 70% accurate.
- Bane Slice: costs 8% HP. A cutting attack that also inflicts fear on an enemy 1/3rd of the time. About 80% accurate.
RANK B:
RANK A:
RANK S:
- Fatal End: costs 15% HP. Takes a turn to charge, but afterwards executes an extremely strong slash. 100% accurate.
- Hex Slice: Costs 12% HP. A demonic cutting attack that has 1/3 of a chance of inflicting fear on an enemy. 80% accurate.
- Zan-ei: costs 10% HP. A slashing attack that moves in the shape of a crescent, it does more damage the closer the moon is to being new. 90% accurate.
- Getsu-ei: costs 10% HP. A slashing attack that moves in a circular pattern, it does more damage the closer the moon is to being full. 90% accurate.
- Blade of Fury: costs 12% HP. A graceful slash attack that hurts up to three enemies at the same time. 70% accurate.
RANK A:
- Vorpal Blade: costs 18% HP. A heavy cutting attack mimicking a sword, it does a high amount of damage. 80% accurate.
- Deathbound: costs 20% HP. A devastating slash attack that hurls sharpened blades at all foes in radius. 60% accurate.
- Tempest Slash: costs 18% HP. A strong cutting attack like a raging storm that always hits two times. 80% accurate.
- Soul Slice: costs 20% HP. A bewildering attack with a blade that has 1/3 of a chance of inflicting fear on an opponent. 80% accurate.
RANK S:
- Heaven's Blade: costs 30% HP. The strongest slash attack currently known, it's said to cleave through any enemy it comes into contact with without fail. 75% accurate.
STRIKE (PHYSICAL)
RANK C:
- Bash: costs 6% HP. Assaults an enemy with a solid punch, kick or tackle. About 80% accurate.
- Rampage: costs 8% HP. Wildly attacks every enemy in range, strong but inaccurate. About 40% accurate.
- Teardrop: costs 6% HP. An attack that picks the enemy up and throws them, it lowers Stamina temporarily. About 70% accurate.
- Skull Cracker: costs 11% HP. A sharply aimed blow to the enemy's head, it has about a 50/50 chance of causing panic. About 70% accurate.
RANK B:
RANK A:
- Assault Dive: costs 10% HP. A speedy striking attack that involves flying or jumping before landing a kick, it's basically guaranteed to make contact with the foe. About 100% accurate.
- Sonic Punch: costs 12% HP. A moderate striking attack notable for its speed, it's guaranteed to hit twice. About 75% accurate.
- Moondrop: costs 15% HP. A stronger version of Teardrop, it tosses the enemy violently and lowers Stamina temporarily. About 60% accurate.
- Brain Shake: costs 18% HP. A sister skill to Skull Cracker, it harshly chops into the enemy's head and has a 50/50 chance of causing panic. About 60% accurate.
RANK A:
- Vile Assault: costs 20% HP. A powerful full assault on the enemy, it does extra damage to an enemy that's already stunned. About 70% accurate.
- Revenge Blow: costs 20% HP. A heavy striking attack, it does more damage proportionally to how much damage the attacker has taken. About 80% accurate.
- Kidney Smash: costs 23% HP. A very strong attack that aims at the back of an opponent, it has a 50/50 chance of panicking the opponent. About 60% accurate.
- Stardrop: costs 22% HP. An attack that lifts the opponent and tosses them high into the air before plowing them into the ground, it temporarily reduces stamina. About 65% accurate.
Here Comes The Giant FistGod's Hand: costs 33% HP. The most devastating strike attack on current record, it summons a golem-like hand upon a single target that replicates the user's movements. Feel free to do the math on that one. About 60% accurate.
PIERCE (PHYSICAL)
RANK C:
- Skewer: costs 4% HP. A basic pierce attack that hurls a sharp projectile or lance against the enemy. About 90% accurate.
- Twin Shot: costs 8% HP. A light stabbing attack that hits the same enemy twice in a row. About 50% accurate.
- Broadshot: costs 7% HP. A spread-shot style attack that shoots a projectile that breaks into many smaller duplicates. About 70% accurate.
- Poison Arrow: costs 8% HP. A stabbing attack that shoots the enemy with a venom-covered projectile, causing Poison half the time. About 80% accurate.
RANK B:
- Knight's Thrust: costs 10% HP. A moderately-powered piercing attack that has a higher critical hit rate than normal. About 80% accurate.
- Double Fangs: costs 12% HP. A special piercing attack with split projectiles, it can hit two enemies at once. About 80% accurate.
- Myriad Arrows: costs 15% HP. This intermediate piercing skill causes arrow-like projectiles to rain down at random, striking random foes five times in a row. About 40% accurate.
- Rust Bullet: costs 12% HP. A piercing shot with a chemical-covered projectile that poisons enemies half the time. About 70% accurate.
RANK A:
- Primal Force: costs 20% HP. A powerful thrusting attack that ignores the enemy's buffs, resistances and immunities. About 80% accurate.
- Aeon Rain: costs 22% HP. A very strong pierce attack that strikes every foe in range with a volley of brightly-colored needles. About 80% accurate.
- Chemical Needle: costs 25% HP. A foul-smelling projectile that poisons enemies half the time. If the enemy is already poisoned, it inflicts more damage. About 75% accurate.
RANK S:
- Punishment: costs 40% HP. This legendary attack pierces the enemy straight through their heart, and does more damage the more buffs they have on their person. About 80% accurate.
FIRE (MAGIC)
RANK C:
- Agi: costs 3 SP. A basic fire spell that shoots red-hot embers towards an enemy, singing and burning. About 95% accurate.
- Maragi: costs 6 SP. A simplistic fire spell that sends a whirl of embers and flame towards every foe on the battlefield. About 80% accurate.
- Flame Link: costs 10 SP. A different take on fire magic, it combines heat with an attack of the user's weapon in order to make an attack that's both physical and magical in content.
RANK B:
RANK A:
- Agilao: costs 9 SP. Advanced fire magic, it hurls tongues of scarlet flame at the opponent in order to cause serious burns. About 90% accurate.
- Maragion: costs 18 SP. An advanced fire spell, it shoots a wave of intense heat towards anything in range that can make Shadows extra-crispy. About 85% accurate.
- Fusion Link: costs 20 SP. Like its predecessor, it combines a weapon with fire elemental magic, but it lasts for quite a bit longer instead of petering out immediately.
RANK A:
- Agidyne: costs 27 SP. Intense fire magic, it spews a continuous plume of flames at the opponent that is sure to leave a mark for times to come. About 80% accurate.
- Maragidyne: costs 40 SP. High-tier fire magic, it basically lights a firework-like blast of heat and smoldering fragments directly near the surrounding enemies in a show of severe fire. About 75% accurate.
- Scorching Link: costs 30 SP. Lights a weapon on fire in a way that causes it to burn for far longer, the magic effect lasting a significant three turns.
RANK S:
- Ragnarok: costs 55 SP. Named after the apocalypse of Scandinavian mythos, it summons a star-shaped burst of white-hot fire that is known to incinerate enemies that aren't prepared. About 70% accurate.
ICE (MAGIC)
(Note: all Ice spells have a 10% chance of freezing the opponent, rendering them immobile like stunning would.)
RANK C:
- Bufu: costs 4 SP. A mild Ice spell, it summons a freezing beam to strike the opponent. About 100% accurate.
- Mabufu: costs 8 SP. A ranged version of Bufu, it unleashes a chilling wind upon every enemy in range. About 95% accurate.
- Frost Link: costs 10 SP. Links the power of cold to a weapon, giving it magic power and a freeze chance for a turn.
RANK B:
- Bufula: costs 12 SP. A stronger Ice spell, it summons icy spears that directly strikes a foe. About 90% accurate.
- Mabufula: costs 24 SP. A ranged Ice spell, it summons a blinding snowstorm that robs opponents of internal heat. About 85% accurate.
- Subzero Link: costs 20 SP. Links the power of ice magic to a weapon for two turns, extending the strength increase.
RANK A:
- Bufudyne: costs 36 SP. Top-level ice magic, it creates a crystallizing ray of cold that can freeze anything solid. About 80% accurate.
- Mabufudyne: costs 48 SP. Combining Bufudyne's effect with a ranged spell, it summons a flash freeze the encases anything in its radius in solid glacial ice. About 75% accurate.
- Permafrost Link: costs 30 SP. Binds ice magic tightly to a weapon in such a way that it lasts for three turns.
RANK S:
- Niflheim: costs 60 SP. The most deadly Ice spell theorized to exist, Niflheim is named after the land of the dead in Norse mythology that is constantly chilled with intense storms. The magic causes a deadly snap freeze that crystallizes and shatters any object its laser-like range comes into contact with. About 70% accurate.
WIND (MAGIC)
RANK C:
- Garu: costs 3 SP. Very basic wind magic, Garu allows the caster to slash at the opponent with a sharpened blade of air. About 100% accurate.
- Magaru: costs 6 SO. Ranged wind magic, this spell creates a sudden torrent of air that can knock back opponents. About 95% accurate.
- Gale Link: costs 10 SP. A spell that temporarily binds wind magic to sharpen a weapon, it lasts for about a turn.
RANK B:
- Garula: costs 9 SP. A more advanced type of wind magic, this spell whips up a nasty cyclone that carries enough power to rip concrete from the roads. About 90% accurate.
- Magarula: costs 18 SP. A ranged wind spell, this wicked gust is sure to knock the opponent flat on their back, no matter how heavy.
- Storm Link: costs 20 SP. More durable than its sister spell, this magic binds the essence of wind to a weapon for two turns.
RANK A:
- Garudyne: costs 27 SP. High-level wind magic, this focused tornado tears apart and flings anything it comes into contact with. About 85% accurate.
- Magarudyne: costs 40 SP. A wind spell that's both ranged and powerful, this technique summons a hurricane-like gust that can send even a mighty foe crashing backwards into whatever they happen to land upon. About 80% accurate.
- Hurricane Link: costs 30 SP. The most powerful wind-type binding magic, it links the air's power with a weapon for three turns.
RANK S:
- Phanta Rhei: costs 55 SP. The strongest possible Wind technique, this wicked storm could destroy an entire building and leave only debris in its place. About 70% accurate.
ELECTRICITY (MAGIC)
(Note: Like Ice spells, Elec spells have a similar chance of temporarily paralyzing an opponent from shock.)
RANK C:
- Zio: costs 4 SP. Simple electricity magic, this spell summons a small electron bolt that courses through the enemy. About 95% accurate.
- Mazio: costs 8 SP. Ranged electricity magic, this negative particle cloud zaps anyone who comes too close.
- Circuit Link:
RANK B:
- Zionga:
- Mazionga:
- Bolt Link:
RANK A:
- Ziodyne:
- Maziodyne:
- Lightning Link:
RANK S:
- Thunder Reign:
ALMIGHTY (MAGIC)
(Note: All Almighty spells have a high chance of stunning foes. One cannot have a weakness nor a resistance to Almighty.)
RANK B:
- Megido: costs 30 SP. Almighty is the hardest type of magic to master, therefore there are no C Rank skills. Megido is a spell that fires a plasma-like violet ray, striking down anything it comes into contact with.
- Spirit Drain: no cost. Uses a mysterious link to steal 20 SP from a foe and add it to your own.
- Health Drain: no cost. Uses a mysterious link to steal 30 HP from a foe and add it to your own.
RANK A:
- Megidola: costs 60 SP. A very powerful Almighty spell, it creates a gigantic wave cannon that causes even the mighty before it to fall. It's capable of causing small earthquakes, and the aftershock can be felt for hours.
RANK S:
- Megidolaon: costs 90 SP. A spell only spoken of in word of mouth, it's said that only those capable of the spell know the extent of its power. Bending reality itself, it is theorized that being in the midst of a Megidolaon wave would be like exposure to powerful radioactivity.
LIGHT (SPECIAL)
(Note: Spells associated with light and darkness, sometimes called 'instakills' by the fandom, will instantly remove a foe from the fight, either by making them faint on the spot or by erasing their willpower. On bosses and other plot-relevant enemies, they will do a fixed 100 damage per hit. Being weak to light or dark renders your evasion to these spells halved.)
RANK B:
- Hama: costs 6 SP. A trap spell that exorcises the space where it's placed with divine light. While it's not easy to hit things with, it typically knocks a foe out immediately or else defeats their will to fight. About 25% accurate.
- Mahama: costs 18 SP. A trap spell similar to Hama, it differs in its size, leaving the exorcism circle able to affect multiple foes that step over it. About 30% accurate.
RANK A:
- Hamaon: costs 20 SP. A more focused version of a Hama trap that has a more accurate version of the light spell. About 50% accurate.
- Mahamaon: costs 40 SP. A somewhat deadly Hama variant, the trap created by this spell is both wide and accurate, able to debilitate many enemies at once. About 40% accurate.
- Samsara: costs 60 SP. The most accurate known light-type trap known, its exorcism grasp is the highest of any known spell along with making its mark most of the time. About 70% accurate.
DARK (SPECIAL)
RANK B:
- Mudo: costs 6 SP. The opposite of a light trap, Mudo is a darkness trap that lays a death curse upon the foe. About 25% accurate.
- Mamudo: costs 18 SP. A darkness trap with a wider radius, this pentagram-shaped circle lays a death curse on anyone in its range. About 20% accurate.
RANK A:
- Mudoon: costs 20 SP. This darkness trap is far more precise, taking down anyone who steps in. About 50% accurate.
- Mamudoon: costs 40 SP. A trap that combines Mamudo's range and Mudoon's sheer precision, this deadly darkness skill is good at taking out many foes. About 40% accurate.
RANK S:
- Die for Me!!: costs 60 SP. The most compelling darkness trap ever conceived, victims are lured into the curse circle by a sweet siren's voice. About 70% accurate.
HEALING
RANK C:
- Dia: costs 3 SP. The most basic of healing magic, a use of this spell can lift minor wounds such as cuts, bruises and mild burns as well as relieve exhaustion from fighting physically.
- Media: costs 6 SP. A form of the Dia spell, it functions the same except it has a radius-of-effect and can be used from afar as well as upon multiple people at once.
RANK B:
- Diarama: costs 8 SP. A more powerful version of Dia, it can stitch skin back together as well as cure painful burns and frostbite in order to bring someone's fighting spirit back.
- Mediarama: costs 16 SP. A combination of the Media and Diarama spells, it combines the former's range and effect on multiple people along with Diarama's general effectiveness.
- Recarm: costs 20 SP. A different flavor of healing spell, Recarm can awaken an unconscious or severely injured character and return them to about half of top condition.
RANK A:
- Diarahan: costs 24 SP. The strongest standard healing spell, it can mend serious injuries such as broken bones, heavy burns and paralysis in order to return someone to top condition.
- Mediarahan: costs 40 SP. The full-party version of Diarahan, it boasts the same strong healing ability along with notable range and multi-targeting.
- Samaerecarm: costs 50 SP. While it can only be used on one unconscious or heavily wounded character at a time, it restores them to near-top condition and mends even lethal wounds if need be.
RANK S:
- Salvation: injures the user seriously. This skill has no SP cost, but is considered incredibly risky due to its high chance of wounding or killing the user. Despite this, it will without fail turn back time and restore any ally in range to flawless condition in terms of both health and soul.
RECOVERY
- Patra: Costs 3 SP. The most simple healing technique, it relieves a single ally of a mental ailment (Rage, Fear and Panic)
- Me Patra: Costs 12 SP. An upgraded version of Patra, it heals all allies of mental ailments.
- Posumundi: costs 4 SP. Relieves an ally of poison and the effects that come with it.
- Charmdi: costs 4 SP. Snaps an ally out of the control of an enemy, charmed or otherwise.
- Re Patra: costs 12 SP. Snaps an ally out of stun, freeze, shock, or any other status that prevents action.
- Mutudi: costs 5 SP. Relieves an ally of any bind status effects.
- Pure Memento: costs 18 SP. Prevents status effects from being inflicted by any party for three turns.
- Amrita: costs 25 SP. Relieves the party of all status effects. Eliminates negative circles.
AILMENT
- Poisma: costs 5 SP. Poisons one enemy with 60% accuracy.
- Poison Mist: costs 12 SP. Poisons all enemies with 50% accuracy.
- Evil Touch: costs 5 SP. Instills fear in one enemy with 60% accuracy.
- Evil Smile: costs 12 SP. Terrifies all enemies with 50% accuracy.
- Pulinpa: costs 7 SP. Panics one enemy with 60% accuracy.
- Tentarafoo: costs 15 SP. Panics all enemies with 50% accuracy.
- Provoke: costs 2 SP. Enrages an enemy with 80% accuracy.
- Infuriate: costs 8 SP. Enrages all enemies with 60% accuracy
- Lady's Kiss: costs 2 SP. Puts one enemy to sleep with 70% accuracy.
- Lullaby Song: costs 8 SP. Puts all enemies to sleep with 40% accuracy.
- Marin Karin: costs 10 SP. Charms one enemy with 60% accuracy.
- Sexy Dance: costs 20 SP. Charms all enemies with 50% accuracy.
- Makajam: costs 8 SP. Binds an enemy's magic with 60% accuracy.
- Silence Circle: costs 20 SP. For three turns, every enemy has a 40% chance of magic bind.
- Disarm: costs 8 SP. Binds an enemy's strength with 60% accuracy.
- Decay Circle: costs 20 SP. For three turns, every enemy has a 40% chance of strength bind.
- Spiderweb: costs 8 SP. Binds an enemy's agility with 60% accuracy.
- Lethargy Circle: costs 20 SP. For three turns, every enemy has a 40% chance of agility bind.
BUFF
Tarukaja: costs 8 SP. Moderately raises target's strength for three turns.
Rakukaja: costs 8 SP. Moderately raises target's stamina for three turns
Sukukaja: costs 12 SP. Moderately raises target's agility for three turns.
Mind Charge: costs 10 SP. The next spell the user casts will be at triple the usual strength.
Power Charge: costs 10 SP. The next spell the user casts will be at triple the usual strength.
Heat Riser: costs 40 SP. Moderately raises the target's strength, stamina and agility for three turns.
Dekunda: costs 20 SP. Removes all stat penalties from the entire party.
DEBUFF
Tarunda: costs 6 SP. Lowers a target's strength for three turns.
Rakunda: costs 6 SP. Lowers a target's stamina for three turns.
Sukunda: costs 10 SP. Lowers a target's agility for three turns.
Debilitate: costs 30 SP. Moderately lower's the target's strength, stamina and agility for three turns.
Dekaja: costs 10 SP. Removes all buffs from a single target.
ANALYTICAL
RANK C:
- Enemy Scope: No cost. Take a turn to reveal a random weakness, resistance or immunity that an enemy possesses.
- Radar Sensory: Passive. See position of all other humans on a given floor, even ones not in the party.
- Dark Sensory: Passive. See general position of Shadows on a floor, but it's slightly blurry.
- Shield Scanner: No cost. Take a turn to reveal an enemy's passive skills and whether or not they have any buffs up.
- Recovery: costs 10 SP. Restores a small amount of health to all members of the party once per battle.
- First Aid: passive. Slightly restores party's health and SP after a battle has concluded.
- Prayer: No cost. A prayer to whoever may hear it, its effect upon the party and enemies are absolutely random.
RANK B:
- Full Analysis: costs 10 SP. Reveal all of an enemy's resistances, weaknesses and immunities.
- Guardian Glare: costs 10 SP. Temporarily gives ability to see traps such as Hama, Mudo and monster houses before they occur.
- Location Radar: Passive. See position of large objects on the floor such as items and the stairs.
- Renewal: costs 20 SP. Restores a moderate amount of health to all members of the party once per battle.
- Life Aid: passive. Moderately restores party's health and SP after a battle has concluded.
- Traesto: costs 10 SP. Allows user (and party, if desired) to teleport to a location that has been previously mapped.
RANK A:
- Third Eye: costs 30 SP.. Reveal all of an enemy's resistances, weaknesses and immunities, along with their highest stat and strongest skill.
- Infinity Map: passive. User has a full view of the floor and every person, Shadow and item within.
- Trapburst: costs 20 SP. Allows both for the scanning and destruction of traps such as Hama and Mudo.
- Tao Booster: costs 30 SP. Temporarily increases the accuracy of trap skills.
- Shield of Justice: costs 50 SP. Creates a barrier that protects the party from direct damage for a single turn.
- Zero Set: costs 30 SP. All of the party's attack costs are reduced to zero for one turn.