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Magic Materia
Topic Started: Nov 24 2008, 03:36 PM (1,063 Views)
Grendel
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Waterkick (Lv2)
Barrier [Barrier, MBarrier, Reflect, Wall: 0 AP] Level 1
Description: [500 AP Level 2; 1,000 AP Level 2, 1,500 AP Level 3] A materia that holds many secrets regarding Barrier and anti-magic spells.
Requirements: 10 Casting Level 1; 60 Casting Level 2; 100 Casting Level 3; 150 Casting Level 4.
Effect: Barrier cuts all physical damage by 30%; MBarrier cuts magic damage by 30%; Reflect reflects spells weaker than your Magic stat; Wall reduces all damage by 30%. All spells last only three posts.
Cost: 10 for Barrier; 10 for MBarrier, 20 for Reflect, 34 for Wall.

Bio [Bio, Bia, Biaga: 0 AP] Level 1
Description: [Level 2 500 AP; Level 3 1,000 AP] Unlike most spells, this one has a potential to cause a status alignment. This functions much like Fire where you create a strange series of poison bubbles around an opponent that burn on contact. If the targets current HP ends with an odd number they are poisoned, if it ends with an even number they aren't.
Requirements: 10 Casting Level 1; 60 Casting Level 2; 100 Casting Level 3.
Effect: One dice roll, Magic determines Sides for Level 1; Two dice rolls, Magic determines Sides for Level 2; Three dice rolls, Magic determines Sides for Level 3.
Cost: 6 Level 1; 12 Level 2; 24 Level 3.

Drain [Drain, Drainra, Drainaga: 0 AP] Level 1
Description: [650 AP Level 2; 1,200 AP Level 3] A red vacuum forms from your hand when this is used and will drain a person of their Health if they are near you. If they are within five feet of the vacuum they will begin to feel their very life drained from them. You would feel yours start to replenish.
Requirements: 30 Casting Level 1; 80 Casting Level 2; 150 Casting Level 3.
Effect: One dice half magic stat for sides drains from target HP to yours for Level 1: One dice with Magic stat as sides for Level 2: One dice with Magic stat X 1.5 in sides for Level 3.
Cost: 10 MP Level 1; 20 MP Level 2; 30 MP Level 3.

Earth [Fissure, Fissara, Fissaga: 0 AP] Level 1
Description: [500 AP Level 2: 1,000 AP Level 3] By harnessing the knowledge inside the Materia, one can utilize Earth by creating a split in the ground along with jagged shards of earth protruding. At higher levels it is more severe and larger. It is meant only for a single target.
Requirements: 10 Casting for Fissure; Level 2 and 50 Casting for Fissara; Level 3 and 100 Casting for Fissaga.
Effect: One dice roll, Magic determines Sides for Level 1; Two dice rolls, Magic determines Sides for Level 2; Three dice rolls, Magic determines Sides for Level 3.
Cost: 6 MP for Fissure; 12 MP for Fissara; 24 MP for Fissaga

Fire [Fire, Fira and Firaga: 0 AP] Level 1
Description: [500 AP Level 2: 1,000 AP Level 3] By harnessing the knowledge inside the Materia, one can utilize fire by sending a scorching flame at the opponent. At higher levels it is more severe and larger. It is meant only for a single target.
Requirements: 10 Casting for Fire; Level 2 and 50 Casting for Fira; Level 3 and 100 Casting for Firaga.
Effect: One dice roll, Magic determines Sides for Level 1; Two dice rolls, Magic determines Sides for Level 2; Three dice rolls, Magic determines Sides for Level 3.
Cost: 6 MP for Fire; 12 MP for Fira; 24 MP for Firaga.

Haste [Haste, Hastara, Hastaga: 0 AP] Level 1
Description: [500 AP Level 2; 1,000 AP Level 3] A materia that increases the speed of the target dramatically. This can be quite useful in a bind where speed matters.
Requirements: 20 Casting Level 1; 60 Casting Level 2; 160 Casting Level 3.
Effect: Level 1 Increases Speed by 20%; Level 2 Increases Speed by 40%; Level 3 Increases Speed by 60%. All effects only last only three posts.
Cost: Level 1 10 MP; Level 2 20 MP; Level 3 30 MP

Heal [Poisana, Esuna, Resist: 0 AP] Level 1
Description: [500 AP Level 2: 1,000 AP Level 3] By harnessing the knowledge inside the Materia, one can cure many status alignments. Poisana cures only poison status while Esuna can cure all the basic Status alignments. Resist however will protect you for five posts from status alignments.
Requirements: 10 Casting for Poisana; Level 2 and 50 Casting for Esuna; Level 3 and 100 Casting for Resist.
Effect: Poisana cures poison; Esuna cures all status alignments; Resist protects one from status alignments for five posts.
Cost: 7 MP for Poisana; 17 MP for Esuna; 24 MP for Resist

Ice [Blizzard, Blizzara and Blizzaga: 0 AP] Level 1
Description: [500 AP Level 2: 1,000 AP Level 3] By harnessing the knowledge inside the Materia, one can utilize Ice by creating spikes of ice from the ground. At higher levels it is more severe and larger. It is meant only for a single target.
Requirements: 10 Casting for Blizzard; Level 2 and 50 Casting for Blizzara; Level 3 and 100 Casting for Blizzaga.
Effect: One dice roll, Magic determines Sides for Level 1; Two dice rolls, Magic determines Sides for Level 2; Three dice rolls, Magic determines Sides for Level 3.
Cost: 6 MP for Blizzard; 12 MP for Blizzara; 24 MP for Blizzaga.

Restore [Cure, Cura, Regen and Curaga: 0 AP] Level 1
Description: [500 AP Level 2: 1,000 AP Level 3: 1,500 AP to Level 4] By harnessing the knowledge inside the Materia, one can utilize a healing magic that cures battle wounds and restores health.
Requirements: 10 Casting for level 1; 50 Casting for Level 2; 100 Casting for Level 3; 130 Casting for Level 4.
Effect: One dice roll, Magic determines Sides for Level 1; Two dice rolls, Magic determines Sides for Level 2; Restore Magic Stat X 0.5 for Regen each post, Three dice rolls, Magic determines Sides for Level 3.
Cost: 6 MP for Cure; 12 MP for Cura; 24 MP for Regen; 30 MP for Curaga.

Slow (Slowa, Slowaga)
Slow [Slow, Slowa, Slowaga: 0 AP] Level 1
Description: [500 AP Level 2; 1,000 AP Level 2] The opposite of Haste, this unique Materia instead of speeding you up, slows the target down. They are able to avoid the spell for it functions as a clock that's about ten meters wide in radius forms beneath them spinning backwards. If it spins a full circle then the spell is a success. The speed of the hour hand is equal to your Magic stat.
Requirements: 10 Casting Slow; 60 Casting Slowa; 120 Casting Slowaga.
Effect: Slow lowers Speed by 30%; Slowa lowers Speed by 50%; Slowaga lowers speed by 70%. Lasts for 3 posts.
Cost: 8 for Slow; 16 for Slowa; 32 for Slowaga

Thunder [Thunder, Thundara and Thundaga: 0 AP] Level 1
Description: [500 AP Level 2: 1,000 AP Level 3] By harnessing the knowledge inside the Materia, one can utilize lightning by creating a bolt of electricity to launch at the target. At higher levels it is more severe and larger. It is meant only for a single target.
Requirements: 10 Casting for Thunder; Level 2 and 50 Casting for Thundara; Level 3 and 100 Casting for Thundaga.
Effect: One dice roll, Magic determines Sides for Level 1; Two dice rolls, Magic determines Sides for Level 2; Three dice rolls, Magic determines Sides for Level 3.
Cost: 6 MP for Thunder; 12 MP for Thundara; 24 MP for Thundaga.

Water [Water, Watera, Wataga: 0 AP] Level 1
Description: [500 AP Level 2: 1,000 AP Level 3] By harnessing the knowledge inside the Materia, one can utilize water by sending a powerful thrust of water at the opponent. At higher levels it is more severe and larger. It is meant only for a single target.
Requirements: 10 Casting for Water; Level 2 and 50 Casting for Watara; Level 3 and 100 Casting for Wataga.
Effect: One dice roll, Magic determines Sides for Level 1; Two dice rolls, Magic determines Sides for Level 2; Three dice rolls, Magic determines Sides for Level 3.
Cost: 6 MP for Water; 12 MP for Watara; 24 MP for Wataga
Edited by Cloud, Jan 13 2010, 03:49 PM.
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[-Cloud-]
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Apocalypse (Lv4)
Next Generation:

Gravity [Gravity, Gravitara, Gravitaga: 0 AP] Level 1
Description: [500 AP Level 2: 1,000 AP Level 3] By bending time and space with your magical prowess, you can launch a gravity bending ball of energy at a target. If hit, they will find that gravity for their is much harsher than before. Their items, weapons and armor will all feel much heavier. This will not be a pleasent experience for them in the least.
Requirements: 20 Casting for Gravity; Level 2 and 70 Casting for Gravitara; Level 3 and 120 Casting for Gravitaga.
Effect: Doubles weight of all items on target if hit by Gravity, Triples weight of all items on target if hit by Gravitara, Quadruples weight if hit by Gravitaga.
Cost: 6 MP for Gravity; 12 MP for Gravitara; 24 MP for Gravitaga.

Aero [Aero, Aerora, Aeroga: 0 AP] Level 1
Description: [500 AP Level 2: 1,000 AP Level 3] By harnessing the knowledge inside the Materia, one can utilize the powers of wind and send a spinning blade of wind at the target. At higher levels the spinning blade looks similar to a tornado but not quite as large.
Requirements: 10 Casting for Aero; Level 2 and 50 Casting for Aerora; Level 3 and 100 Casting for Aeroga.
Effect: One dice roll, Magic determines Sides for Level 1; Two dice rolls, Magic determines Sides for Level 2; Three dice rolls, Magic determines Sides for Level 3.
Cost: 6 MP for Aero; 12 MP for Aerora; 24 MP for Aeroga.

Osmose [Osmose Osmoga: 0 AP ] Level 1
Description: [1,000 AP Level 2] Much like the Drain materia, one forms a vortex in their hand to drain the magical essence from a target. You only need to be within five feet of the target to successfully drain it. The vortex is colored blue.
Requirements: 50 Casting for Level 1; 120 Casting for Level 2.
Effect: One dice half magic stat for sides drains from target MP to yours for Level 1: One dice with Magic stat as sides for Level 2: One dice with Magic stat 1.5 in sides for Level 3.
Cost: 2 MP for Level 1: 10 MP for Level 2.

Destruct [Debuff, DeBarrier, Death: 0 AP] Level 1
Description: [500 AP Level 2; 1,500 AP Level 3] Utilizes magic to reduce opponents buffs, barriers and possibly even life.
Requirements: 30 Casting for Level 1; 60 Casting for Level 2; 180 Casting for Level 3.
Effect: Level 1 removes buffs with boosts lowere than Magic Stat x.7. Does not remove Accuracy, Dodge or Damage buffs; Level 2 Dispels Barrier, MBarrier, Wall and Reflect; Level 3 roll three seperate 1d6. If all three dice are six, it auto knocks out a target. If all three dice are five then it knocks out the user. MP is still spent regardless of roll.
Cost: 10 MP for Level 1; 10 MP for Level 2; 40 MP for Level 3

Transform [Mini; Toad: 0 AP] Level 1
Description: [500 AP Level 2;] Utilizes magic to change the form a target is in. Mini simply brings their melee damage to 1 regardless of their strength stat. Toad makes them incapable of using weapons, materia or items. Both make them about the size of a frog, only one makes them look like one. Both spells look like a purple beam of spiraling energy.
Requirements: 70 Casting for Level 1; 140 Casting for Level 2.
Effect: If spell hits the target and the users Magic > Targets Spirit then the spell works.
Cost: 20 MP

Mystify [Confuse; Berserk: 0 AP] Level 1
Description: [500 AP Level 2] Uses the power within the Materia to inflict status ailments on targets. The spell looks like a blue spiraling beam of energy.
Requirements: 40 Casting for Level 1; 60 Casting for Level 2.
Effect: Level 1 inflicts Confuse if Magic > Target's Spirit and impacts; Level 2 inflicts Berserk if Magic > Target's Spirit and impacts; All effects only last only three posts.
Cost: 20 MP

Seal [Sleep; Silence: 0 AP] Level 1
Description: [500 AP Level 2] By tapping into the spell one can inflict Sleep and Silence on a target. The spell looks like a green spiraling beam of energy.
Requirements: 60 Casting for Level 1; 90 Casting for Level 2
Effect: Level 1 inflicts Sleep if Magic > Target's Spirit and impacts; Level 2 inflicts Silence if Magic > Target's Spirit and impacts. All effects only last only three posts.
Cost: 20 MP
Edited by Cloud, Jan 13 2010, 03:48 PM.
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