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Reine
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Default [S?] Black Magic Chart for FFA..

Okay, after revision of the chart I had drawn up, which was basically tables with all kinds of crap, I decided to write a somewhat detailed version that explained the spells and their functions. It ended up partially in story form, and so forth.

A few people have been waiting for me to complete this, so im posting it here for everyone to take a look.

So, did I pretty much do well, or is it utter crap? Opinions please

okay, here goes

Final Fantasy Advanced: The First Era
Advanced Black Magic Chart

Do you truly believe that “Black” magic is the art of devil summoning and other associated dark arts, in this day and age? How the artes have fallen from their former grace…

- Arakhan, surprised and disgusted with the decline of the magic artes upon Earth


Black Magic, the most commonly used, and most destructive school of the magic artes

Not to be confused with the “black magic” of medieval Earth, Black Magic is widely taught and widely used all through human civilisation. It mainly revolves around creating firestorms, blizzards, hurricanes and the like to harm opponents with elemental force, and debilitating opponents abilities through poison, petrification, freezing and so forth. The most powerful spells in this school break the elemental tradition in favour of “pure” magical artes, such as sucking the lifeforce and mind energy from an adversary, nuclear fission “piercing” spells, to the customary Forbidden Arte of the school

The name “Black” came about when the magic system was divided into multiple groups. Initially, magic was simply magic, and its students were often limited to certain kinds, elements, or a certain number of spells. However, to attract more students, and to make the system easier, a decision was made to split known spells into two different “schools”, and the decision was “positive” and “negative”, which in turn, were named the Black and White schools.

Black Magic uses the Magic power of the caster to fuel its power, and like all artes, uses mental energy to cast. Also, the power and energy consumption can be augmented with the Magic Booster ability.

These are the current Black Magic artes from the time period 2107 AN, the methods used upon Earth


The Fire Series
Generates flames to burn the enemy in a variety of methods, power and temperature

Fire
This spell is one of the most basic elemental spell in the school, and the also the most commonly used. When used, it engulfs the adversary’s body in weak flames, causing mild to serious burns

Fira
The second level of the Fire series, this is a vast improvement. Developed mainly for serious combat, this spell invokes a fiery whirlwind, while raining down fire from above, usually resulting in serious burns, if not killing outright.

Firaga
The third level. Purely for combat purposes, this advanced spell is the most powerful single target Fire spell in the school. Engulfs the enemy in spiraling pillar of intense fire, while particles within the air collide with the pillar and explode, furthering the devastation. Usually kills outright, but the more sturdy and fire resistant creatures will have sustained extreme burns and melted and charred flesh. Take care when using against fellow humans.

Firaja
The fourth level, and normally, the highest attainable level. This one was made for one purpose: crowd control. When Firaga isn’t enough to deal with masses of enemies, one by one, this is the perfect alternative. It creates a great hell storm of extremely intense blue fire, which snakes throughout the enemy ranks, incinerating everything it touches. Consider an enemy “worthy” if it can survive the pure destruction of this spell. Be careful if you plan on using this when surrounding the enemy from both sides…

Firava
If you thought Firaja was overkill, then this is one for the maniacs. Recently developed from studying Pyroseon, this is the pinnacle of Fire based Black Magic. Normally unavailable, this spell requires great concentration and mental power. In effect, it bathes the whole battlefield in cleansing white flames that leave nothing but ash as the flames fade. Unless the caster and his associates are protected from fire, this spell will obliterate them too. Pyroseon was known to use this ability with reckless abandon, healing itself while obliterating the enemy. Great planning is needed if one plans to use this on a regular basis (Also great as a last ditch effort when you know you’re finished!)

The Ice Series
Uses frozen water and air and such materials to impale and freeze the enemy

Blizzard
Has a myriad of uses, such as cooling large objects and the like, but when used for battle against minor enemies, it creates a small blizzard, assailing the enemy in sharp ice shards and freezing snow

Blizzara
The second level, also for combat purposes, this spell creates blocks of ice at the enemies feet, partially burying them, while icicles rain down impaling and ripping frozen flesh. Especially effective against fiery enemies

Blizzaga
The second most powerful single target spell in the school, this completely encases in a great pillar of ice that emerges from blow the enemy. Once incased, the enemy is frozen with subzero temperatures, before huge icicles fly into the pillar, shattering it, and possibly impaling the victim within. Often leaves frostbite and freeze damaged skin and muscle. Again, highly effective on fiery creatures

Blizzaja
This one gives new meaning to the Blizzard series. As a multi target spell, it creates a raging blizzard throwing massive jagged ice shards and raising freezing pillars left right and centre. If outnumbered by innumerable fire types, and the third level spell wont cut it, release the fury of this arte and watch as their fires wink out one by one, extinguished by the frozen fury of the storm. Make sure not to cast this when attacking from both sides, unless the opposite is well equipped with Ice protection

Blizzava
In a few words: Blizzaja on steroids. Again, a new addition gained from studying Cryonis. This lunatic spell, unlike the previous level, which created a localised, contained blizzard, this has no limitations, and no containment, unleashing the full fury of the power of winter. As the cold howling winds rip apart, and the ice shards slice flesh and freeze the blood that follows, gigantic jagged icicles fall from the sky, while columns of ice smash upwards from the snow covered ground. It is not uncommon to find shattered corpses, blood and entrails frozen solid, lying in chunks, after the wrath of Cryonis calms. Unless you wish to join your newly dispatched enemies in the Spirit World, prepare your entire party with Ice protection before casting

The Lightning Series
Creates lightning and thunder from the atmosphere and assaults the enemy with electricity

Thunder
This basic spell, like Fire and Blizzard, is not only used for combat, it can be used to provide a jolt of electricity, and even provide a backup power source. When cast, creates a single aimed jolt of lightning, followed by the customary thunderclap. Results in burns and often, shock. Effective against some kinds of machines

Thundara
The improved version, this sends down several large aimed bolts, followed by a large thunderclap. Unlike the previous Ra spells, this one can actually be used similar to the Thunder spell, but with the higher cost, its often not worth it. Severely burns, and is known to stop the beating of the heart. Very effective against most machines

Thundaga
This is where the fireworks start to come out. This third level arte gathers up energy in the sky into one point, before channeling it down into a pillar like formation, in one huge gigantic continuous bolt. Cover your ears for the thunderous crack that follows! Expect a pile of ash or a charred corpse to be all that’s left when the lightning fades. Disables almost all machines with ease.

Thundaja
Boom! Crack! Are those thunderclouds up there? You guessed right. This arte creates a localised thunderstorm, raining down bolt after bolt, tearing the ground asunder, then releasing one gigantic one as the finisher. Smoking corpses and piles of ash are often found in the aftermath. Got an army of droids and machines heading your way? Unleash this and watch them malfunction, crash, detonate and assorted other happenings. Again, not wise to cast when attacking from both sides.

Thundava
The one for the maniacs. Effectively Thundaja with out the Limiter. It takes the most energy to cast of the four “basic elemental” fifth level artes, and is only learnable by the most powerful Black Magic users, and those aligned with Lightning for that matter. Also devised upon study of Electroneos. This calamitous arte sets loose a storm of unrivalled power, sending thousands of bolts and lighting pillars crashing down, amidst the ear splitting thunder. The storm rends earth and creature alike, and after several seconds of utter destruction, an immense gathering of charged particles forms and is thrown down to the ground, resulting in a massive explosion of electricity. I don’t think it needs to be said really. Don’t cast without protection!

The Water Series
Uses water to drown and suffocate, and also utilises water pressure to crush bodies

Water
This spell produces pure water for use in many everyday activities, and isn’t really great for attacking purposes. When used in battle, it creates a small flow of water that flows to the enemy at high speeds, then rips around them, drenching and getting inside their lungs causing damage. Naturally effective against some fire types, and against certain machines.

Watera
Somewhat of an improvement, this spell summons a great whirling force of water underneath the enemy, spinning them at high velocities, and then submerges them where they are damaged by slight water pressure and water forced into their bodies. Highly effective against electrical machines and fiery creatures. Can also be used to incapacitate humans

Waterga
This third level arte submerges the adversary within a great floating sphere of water, which proceeds to spin, with ever greater velocity, crushing and buffeting them, and eventually flooding their lungs and drowning them

Waterja
This fourth level acts a little differently. First, it crashes water into the enemies from all directions, and then all enemies a sucked a great watery tornado, or “waterspout”, where they are ripped apart with the waters force, and also other objects that have been sucked into the funnel. They are then randomly thrown out, and land back on the ground forcefully. Once more, don’t use when doing a Side Attack

Waterva
This final level proves that water is not a useless elemental technique. Although the most cost efficient, it is just as powerful as the other three “basic elemental” fifth level artes. Derived from a study of Aquoseon, this arte floods the entire battlefield with a giant wave, then all the water curves in on itself, creating a great sphere, trapping everything present within its watery confines. Not only does it start to spin, it also rotates, and generates several internal waterspouts. The insane speed of rotation cause the water to heat up, boiling those inside, while trapped objects buffet them while they succumb to the immense water pressure. At a set point, it bursts, throwing the spinning victims into walls, roof, and floor. Not a technique to be taken lightly. Water protection needed

The Wind Series
Hurricanes and gales buffet and rip the targeted enemy

Aero
A basic combat spell for trainees, this wind spell outperforms Fire, Blizzard, Thunder and Water in almost every way combatwise, being an “advanced elemental” spell. This arte creates a small whirlwind that buffets the enemy. Excellent against flying types, it often causes them to fall from their lofty positions, or at least, it unsettles them.

Aera
An improvement, this spell is what wind magic apprentices strive to attain. This arte generates a cross formation with the winds, whipping across the ground to the target, where they converge into a tearing force that heaves upward, sending them spinning up in the air, being slashed by the winds long the way, until the funnel collapses, and they fall back to earth. Excellent against flying enemies and ground types alike.

Aeraga
The most powerful single target wind magic available. This curious arte generates a cross-shaped force in midair, a the centre of which an unfortunate victim resides, being ripped into with extreme velocity winds, while being spun at high speeds. The speed also produces heat, which also burns the victim. Flying types often plummet to the ground after being on the receiving end of this spell.

Aeraja
This spell captures the entire enemy group in a sphere of winds, then raise them high into the air, where rapid winds rip into them, one by one, increasing in speed and number, and eventually, lighting strikes are generated, frying their pained bodies. The sphere then dissipates, leaving them to freefall back to ground. Unlike the basic elementals, this is safe to use when attacking from both sides, as the sphere sucks in only the enemies. Works well against all manners of flying enemies

Aerava
This fifth level spell is essentially, the lower levels of the group merged into one, but much MUCH bigger. First, a spiraling circle of wind will tear up the very ground and throw the shattered earth and victims up in the air, followed by a great sphere imprisoning them in the heavens. Then all kinds of tearing winds and blades and pieces of rock will strike the victims, basically the effects of the earlier spells, but on a huge scale. Once the rending is complete, they will all fall back to earth for the last touch of damage. Like the basic elemental fifth levels, the advanced elementals also are unfocused, so don’t think you can’t lay off the wind protection and cast away. Again, devised from study of Aeraos

The Earth Series
Utilises earthquakes and tremors to damage ground enemies

Quake
Like Aero, this is considered a “training” spell, for it has little to no uses outside of combat. When used, tremors are sent to the target from four areas, converging on the ground underneath the target, shattering the ground and throwing up sharp rock shards. Target is damaged by the quake and also, the razor shards. Has no effect on flying types, and has minor effect on levitating enemies just above the ground

Quakara
This spell sends great tremors from the casters location, to the target, circling around the ground at its feet, causing the ground to collapse in, greatly damaging the target due to the fall and quake. Has no effect at all on any flying types. Deals heavy damage to those buried in the ground

Quakaga
This third level earth arte sends tremors down into the ground, which resurface under the enemy. The ground is forcefully heaved upwards in huge rocky crags that thrust into the enemy. The initial breakthrough may send the target in the air, which results in added damage, as they land back onto the earth crags. Depending on the flying type’s height, it may hit, but depending in height, the damage will be lessened to a certain degree. Deals heavy damage to those buried in the ground

Quakaja
This multi target spell creates a localised quake, that collapse the ground, tears it open and thrusts up glaives of rock. All non-flying types sustain heavy damage, while flying types receive less, or no damage, depending on height and location. This spell is actually used outside of combat at times, to break up rocky land for use in harvesting. Deals heavy damage to those buried in the ground. Not good to use in a Side Attack, unless bestowed with the Wings of Light spell

Quakava
The big one. Creates a gigantic earthquake that completely rends the land and all those upon it. As an added effect, dust is thrown up and gets into the eyes and lungs for added effects. Expect to see land crumbling into chasms and spears of rock thrust up and into the bodies of the land targets. As with all magical earth based spells, as the effect fades, the earth returns somewhat back to normal, leaving the battered and crushed remains of those unlucky enough to be caught in the quake. Again, flying types suffer minimal to no damage, and if the caster was somewhat smart, they would have gotten someone to cast “Wings of Light” prior to the quake to evade the unfocused arte. Almost entirely similar to the Air series, the Earth series features higher damage, but lower accuracy. A very devastating series, if it actually hits

The Poison Series
Uses toxins and hazardous substances to poison and debilitate the enemy

Bio
This relatively unsavory arte is a beginner spell in the Poison series. Unlike later counterparts, this version lacks the strength to actually inflict a lasting poison effect, and is really only used by beginners. Inn combat, it creates a seething mass of poisonous foam and smothers the enemy with it, doing slight damage. Lacks the strength to inflict an ongoing effect, and is entirely useless against stone and metal enemies. Effective against humans

Biara
An improvement over Bio, it still can’t manage to inflict an ongoing poison effect, but has greatly increased damage potential. This level two arte covers the enemy in toxic bubbling liquids and damages the outer tissues. Useless against machines and rock based enemies. Highly effective against humans

Biaga
A vast improvement. Traps the enemy under a large globule of a highly toxic substance, which infects tissue and gets into the blood, leaving an ongoing poison effect. The poison lingers and constantly weakens the victim over time, until the body manages to purge the poison, or until cured with magic or an antidote. Useless against machines and rock creatures. Highly effective against humans

Biaja
This version spews bubbling toxic foam and liquids all over the enemies, which attaches to their bodies and seeps into their blood and tissue, causing decay and atrophy. It also infects them with a powerful venom that saps their physical and mental strength with every action and move they make, as well as over time. The enemy will eventually succumb to the venom unless cured by magic or with an antidote. Again, useless against mechanical beings and rocklike beings, but very effective against humans

Biava
The extreme version of Biaja, by enhancing the amount and lethality of the various substances, everything is smothered in highly lethal radiation and other toxic substances. This variation causes the afflicted to suffer constant loss of health, as its lifeforce is drained away by atrophy and necrobiosis. Use of Full Dispel or surviving long enough for the effect to wear off is the only cure. It also mutates the bacteria already present on the victims, which help in the draining of life. A very nasty arte formed by studying Venomaran, mainly for warfare and mass genocide. It is also the most demanding spell of all the level five elemental artes, and requires much effort to learn and cast. Obliterates human foes, but is wasted against machines and rock types

The Debilitation Series
Focuses on inflicting enemies with a plethora of negative effects, from poison and freezing, to transfiguration and petrification

Poison
This spell was formed for those occasions when one must poison and escape quickly, or for those without the knowledge of Biaga. This simple arte takes the natural poisons from the immediate area, even from the victim’s own body, and smothers them in them, poisoning them. Works more often than Venom, but isn’t that powerful in actual serious combat

Venom
This advanced form of Poison magnifies the natural poisons to great extent before forcefully injecting them into the target’s body. Great for those without Biaja. Works less often than Poison, but is far more damaging. Can be useful for combat, due to the fact that Venom does not wear off over time, and it greatly diminishes the enemies’ actions

Immobilise
This spell is similar to Stop and Stopga, in that it stops the enemy. However, this variation merely locks them to the ground, stopping physical attacks and special moves. Some enemies, such as human foes, can still cast spells and use items however, so its use is not as great as the Stop series

Degenerate
A great arte indeed, this is often considered the most useful of all the non-damaging debilitation spells. In effect, it sends the mind into a state of shock and also sends tremors throughout the body, resulting in gradual health loss and mental health loss. Always works, unless the enemy has immunity, and is cheap to cast, but learning it is no easy task however

Transfigurate
This amusing spell alters the enemy’s body and turns it into that of a large toad! A subsequent cast will restore it to normal. While in toad form, all combat abilities besides basic attacks are not available, and all physical parameters will be greatly diminished. Also, effects of equipment will have no effect. Also, all spell casting is blocked, apart from the Transfigurate spell. Incredibly powerful, when an enemy isn’t immune to it

Whirlwind
This arte creates a ravaging whirlwind that brings those caught within to the brink of death. When it works, a single blow should be enough to finish it off, unless the attacker is incredibly weak. However, the stronger monsters and adversaries are obviously too tough to be affected by this spell

Break
This arte surrounds the enemy with a kind of rock, which emits energy that petrifies the body, leaving them nothing but a lifeless stone figure. It is possible to then smash the figure, preventing allies from restoring the afflicted to flesh and blood. Depending on the caster’s strength however, it might backfire and instead of petrifying them outright, leaving a “poison” that slowly petrifies the body instead, while the enemy gets weaker and slower.

Breakara
This is the strongest single target Earth arte of all the magic schools. In effect, it’s an extreme version of Break. It encases the enemy in a huge amount of stone, which may or may not petrify the enemy, and the enemy is crushed by the pressure of the stone (And suffocated, depending on size) and then the stone shatters, slicing and buffeting the enemy with stone fragments. This is the one Earth arte that is fully capable of damaging flying types, as the stone forms around them. It also affects those bestowed with Wings of Light.

Freeze
Similar to Break, but with Ice. This encases the enemy in Ice and attempts to freeze them solid. If it succeeds, the frozen victim may be instantly killed by striking them with a strong physical attack. If the attack is a critical hit, the body is usually shattered into fragments, preventing revival. Does not freeze fiery enemies.

Freezara
Similar to Breakara, this arte is a powered up Freeze spell. It traps the enemy in an extremely thick prison of ice, and freezes them to the very core, chilling the blood and lowering body temperature, and threatening to stop the heart itself, before shattering. If the freezing doesn’t kill the adversary, then they are usually frozen solid, just waiting for a good physical smack. Possibly the strongest single target arte, along with the Frozen Rain skill from the Sage magic school

The Drain Series
These four artes specialise in draining the life and mental energies from the targets

Drain
This special spell grabs ahold of the enemy’s lifeforce, and saps some of its lifeforce, which is then sucked into the caster and absorbed, restoring lost vitality. Has a reverse effect on the undead. Also, the drain is limited to need, hence, the less vitality, the more that can be drained, while at full strength, Drain has no effect at all

Hyper Drain
This spell is similar to Drain, yet is not limited to health. This spell will always inflict full damage, as it tears out a chunk of the target’s lifeforce and absorbs it, whether or not the body needs the health boost. Again, it has the opposite effect on the undead

Osmose
This is a similar spell to Drain, yet it is entirely separate. This arte draws upon the target’s mind energy, and absorbs it, replenishing lost mental power. It too, is limited by current mental reserves, and is also reversed when used against an undead creature

Hyper Osmosis
A more powerful Osmose spell. This variation ignores the mind’s current energy reserves, and does full mind damage. However, it is not always effective, some beings have high mind resistance, and some are immune all together. This spell has reverse effects when used against undead (Yet they can freely cast it upon you without penalties)

The Rest of the School
These are the most powerful and exclusive spells in the Black Magic school, and are often very hard to master, and require extreme amounts of vitality and mentality to cast

Shadow
The lesser shadow spell, this arte was primarily developed by the typical evil sorcerer, for use in all kinds of nefarious activities. However, it eventually gained a place in the school for use against the corrupt holy creatures that began to plague the lands at one time. Although less used, it still remains within the school, and is hard to master. In effect, it summons dark energy from Hell, and uses it to attack some unfortunate victim. It effectively shrouds the enemy in a dark mist, denied even the faintest of light. There, it sends corruptive demonic energy through the target’s being, taunting the victim with demonic voices and the like in an attempt to crush its sanity and subvert it to the cause of Hell. With refinement, it has been improved, and no longer has the undesirable effect of making victims demonic and brainwashed

Shadow Flare
This spell also utilises the Darkness, and is far superior to Shadow in damaging capabilities. Borrowing heavily from the Flare spell, this arte shrouds the enemy in impenetrable darkness, much like Shadow, however, the energy starts to “glow” or should I say, grow even darker than should be possible. Without warning, the darkness will suddenly implode, then resulting in a huge explosion of dark energy and dark matter so powerful it messes with reality and distorts the surroundings to appear negative during the effect. Usually, nothing remains, not even ash. A small taste of the misleading power of Hell..

Flare
For most magic wielders, this spell is the absolute best they can manage, if they can acquire it at all. As the only real arte without an attached element, it is most valuable and powerful. In effect, it creates a nuclear fission effect, completely bypassing magical shields, barriers, and natural defences, and cuts right into the enemy with utterly extreme heat and light. Although its damage isn’t too spectacular compared to the level five elemental spells and Breakara, Freezara and Shadow Flare spells, it is often hailed as the best, simply because of its defence piercing nature

Neo Flare
A very recent addition to the school, this ability was created by the demonic Akrad ten years ago, and used against Arian and his party of warriors. Following the return (and second defeat) of the demonic Akrad, Andros’ group was able to acquire the knowledge of the spell. According to Andros, Neo Flare is an enhanced Flare attack that not only has power comparable to Shadow Flare, but also blasts all enemies instead of only one, like Flare and Shadow Flare. Also it is apparently around the cost of Breakara/Freezara but a little higher…I await the day when Neo Flare becomes a true part of the school..

Ultima, The Forbidden Black Arte
The ultimate spell in the Black Magic School, it is what all practitioners of the school hope to attain. However, its not called the Forbidden Arte for nothing. Notoriously hard to learn, and requiring incredible vitality to cast, it is a rare occurrence for one to acquire this spell. In fact, no human for the last 9000 years has acquired it. Arian’s group and Andros’ after him, both managed to acquire it, but it is widely suspected that the Elder Gods had a part to play in that. In effect, it is THE ultimate Black spell. Almost unblockable, without an element, and inflicting the heaviest of damage, it is a spell that makes other spells in the school look like Fire and Blizzard….or so the rumours say. According to texts, it is entirely powered upon your own soul, and unleashes your own inherent latent power in an incredibly destructive force. The stronger your power, the stronger the spell. High magical ability also augments the spell, but since that is a requisite for even being able to cast it, its quite a moot point really. According to records of the incident both from 10 years ago, and just recently, monsters have been slinging the spell around like it was nothing. Are we humans really that magically deficient? All Arian had to say on the spell was “Its rather green…”, leaving us in the dark about its nature, apart from colour. Sadly, until humans are powerful enough to acquire Ultima normally, it shall remain a myth, the Forbidden Arte..

Neo Ultima
Reports from Arian Shadowvale state that during the apocalyptic showdown with Andreil 10 years ago, a new variation of Ultima was used, named “Neo Ultima”. Supposedly a superior version, and exceeding the regular Ultima in all areas…

There are also rumours that the recent defeat of Andreil’s spirit released the spell to Andros and his group…Obtaining the Unobtainable Arte is bad enough, but a far superior version too? I’ll believe THAT when I see it…

~~~

And so ends the list.



© Reine Darkstorn
Written on May 2006

“Version 3”

References and Ideas from Final Fantasy and other RPGs, my imagination, and Zannith’s suggestions and ideas
Old 05-13-2006, 12:49 PM
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