AIOFA
Fae 1 | Wind Voice | 2MP | |
Target 5m Radius/15 | Range/Area 100m/Target | Duration 3 minutes (18 rounds) | Resist - |
The caster can hear sounds in the area and transmit his own sounds. | |||
Effect: The caster can send sounds into the chosen area, and converse with creatures within the area. The area must be in line of sight and outdoors. |
Fae 1 | Healing Water | 3MP | |
Target Any Point | Range/Area Touch | Duration 3 minutes (18 rounds) | Resist - |
Draws a small amount of healing water out of the air. | |||
Effect: Creates water that heals Power 10 + Magic Power HP when drunk. The water may be drunk out of hands or containers. Drinking the water is a Major Action. The water disappears when the spell's duration expires. |
Fae 1 | Fairy Wish | 1MP | |
Target Caster | Range/Area Self/- | Duration 1 hour | Resist - |
You make a request of the fairies, and they guide your own decisions. | |||
Effect: At any point during the spell's duration, you may ask a fairy for aid and receive a +1 bonus on a roll. You must decide to ask for the fairy's help before you make the roll. When you cast this spell, choose a fairy you have contracted with. That fairy appears by your side and hovers near you until the spell is discharged. If you can speak the fairy's language, you can communicate your precise request to the fairy. However, you may not give it an order or force it to do anything. |
Fae 2 | Whisper Heal | 4MP | |
Target 3m Radius/5 | Range/Area 30m/Target | Duration Instant | Resist Neg |
Heals shallow wounds with a fairy's breath. | |||
Effect: Heals the target for Magic Power HP. This spell has no effect on Undead or Constructs. |
Fae 2 | Wind Guard | 3MP | |
Target One Character | Range/Area 30m/Target | Duration 3 minutes (18 rounds) | Resist Neg |
Turns aside or stops the wind with a tiny shield of air. | |||
Effect: The target takes -3 damage from all Wind-type attacks. |
Fae 2 | Snare | 3MP | |
Target One Character | Range/Area 30m/Target | Duration Instant | Resist Neg |
Earth fairies grab the enemy's legs and pull it to the ground. | |||
Effect: The target is knocked prone. Creatures with multiple body sections or three or more legs are unaffected. |
Fae 2 | Fire Bolt | 4MP | |
Target One Character | Range/Area 10m/Shot | Duration Instant | Resist Half |
Attacks by firing a bolt of flame. | Type Fire | ||
Effect: Deals Power 10 + Magic Power damage. |
Fae 3 | Wind Cutter | 3MP | |
Target One Character | Range/Area 30m/Shot | Duration Instant | Resist Half |
Slices the enemy with a blade of air pressure. | Type Wind | ||
Effect: Deals Power 10 + Magic Power damage. |
Fae 3 | Water Screen | 3MP | |
Target One Character | Range/Area 10m/Target | Duration 3 minutes (18 rounds) | Resist - |
Protects the target with a curtain of water. | |||
Effect: The target takes -3 damage from all Fire-type attacks. |
Fae 3 | Stone Guard | 4MP | |
Target One Character | Range/Area 30m/Target | Duration 3 minutes (18 rounds) | Resist - |
Stones orbit the target, warding off attacks. | |||
Effect: Once, when the target would take physical damage from a melee or ranged attack, they may activate this spell, preventing 5 damage from that attack. The affected creature chooses whether or not to use this effect. Once it has been used once, the spell ends. |
Fae 3 | Purification | 2MP | |
Target Up to 100l of water | Range/Area Touch/- | Duration Instant | Resist - |
Purges water of impurities and solutes, making it pure and clean. | |||
Effect: Up to 100 liters of water the caster is touching become pure water. |
Fae 4 | Chaos Shot | 5MP | |
Target One Character | Range/Area 10m/Shot | Duration Instant | Resist Half |
Attacks by firing a bolt of flame. | Type Energy | ||
Effect: Deals Power 20 + Magic Power damage. |
Fae 4 | Sanity | 3MP | |
Target One Character | Range/Area Touch/- | Duration Instant | Resist Neg |
Restores the target to his normal state of mind. | |||
Effect: Dispels all Psychic-type spells and abilities on the target. If the spell or ability you are trying to dispel had a roll, make a contested roll against it. |
Fae 4 | Distraction | 4MP | |
Target One Character | Range/Area 10m/Target | Duration 10 seconds (1 round) | Resist Neg |
Stirs the target's mind with chaotic thoughts. | |||
Effect: The target's concentration is broken, preventing them from casting spells for the duration (though they may take any other action freely). |
Fae 4 | Basic Healing | 5MP | |
Target One Character | Range/Area 10m/Target | Duration Instant | Resist - |
Showers the target in a healing light. | |||
Effect: Heals the target for 4 + Magic Power HP. This spell has no effect on Undead or Constructs. |
Fae 5 | Ice Bolt | 4MP | |
Target One Character | Range/Area 10m/Shot | Duration Instant | Resist Half |
Shoots an arrow of ice at the target. | Type Water | ||
Effect: Deals Power 10 + Magic Power damage. If the target fails to resist, it also suffers a -2 penalty to its defense for 30 seconds (3 rounds). |
Fae 5 | Silent Move | 6MP | |
Target One Character | Range/Area Touch/- | Duration 1 hour | Resist - |
You move without making a sound. | |||
Effect: All of your movements become completely silent. Your footsteps and other such noises are inaudible, and even actions like opening and closing doors are silent. Stepping on a creaking floor would make no sound. This spell does not prevent sounds from things the caster is not touching. For example, a flower pot knocked to the ground would be clearly audible. If the caster says anything or deliberately makes a noise, that noise is audible and the spell immediately ends. |
Fae 5 | Hovering | 5MP | |
Target Caster | Range/Area Self/- | Duration 3 minutes (18 rounds) | Resist - |
Buoys you up on a column of wind, allowing you to float 10cm above the ground. | |||
Effect: You can move above any terrain, or the surface of water. For the spell's duration, the caster's Agility is halved (round up). |
Fae 6 | Advanced Healing | 7MP | |
Target One Character | Range/Area 10m/Target | Duration Instant | Resist - |
Heals the target with the power of light fairies. | |||
Effect: Heals the target for 8 + Magic Power HP. This spell has no effect on Undead or Constructs. |
Fae 6 | Shoot Arrow | 6MP | |
Target One Character | Range/Area 30m/Shot | Duration Instant | Resist Can't |
Imbues an arrow with magical power and fires it. | |||
Effect: Deals Power 20 + Magic Power damage. This spell cannot be resisted for half damage, but the target's Defense is applied normally. To use this spell, you must be holding an arrow or heavy arrow, which is consumed by the spell. A bullet cannot be used for this purpose. |
Fae 6 | Virtual Toughness | 4MP | |
Target One Character | Range/Area 10m/Target | Duration 3 minutes (18 rounds) | Resist - |
Weaves fairy magic through a creature's body, momentarily increasing its resistance. | |||
Effect: Increases both the current and maximum HP of the target equal to the caster's Magic Power. These extra HP are lost first when the creature takes damage. |
Fae 6 | Brave Heart | 5MP | |
Target One Character | Range/Area 10m/target | Duration 30 seconds (3 rounds) | Resist - |
Fairies lift the target's spirits, momentarily strengthening its willpower. | |||
Effect: The target becomes immune to all Psychic- and Curse-type spells and effects. This has no effect on effects already on the target. |
Fae 7 | Chaos Blast | 7MP | |
Target 5m radius/15 | Range/Area 30m/Shot | Duration Instant | Resist Half |
An attack powered by the efforts of multiple fairies. | Type Energy | ||
Effect: Deals Power 20 + Magic Power damage. |
Fae 7 | Heat Metal | 5MP | |
Target One Character | Range/Area Touch | Duration Instant | Resist Neg |
Turns metal cherry red with heat. | Type Fire | ||
Effect: A metallic item or armor worn by the subject glows red hot for a moment, dealing Power 30 + Magic Power damage. If the targeted item is a weapon or tool held in the hand, a Willpower check can be made to drop the item, resulting in no damage. |
Fae 7 | Fairy Wish II | 2MP | |
Target Caster | Range/Area Self/- | Duration 6 hours | Resist - |
You make a request of the fairies, and they guide your decisions. | |||
Effect: Same as "Fairy Wish", except the bonus granted is increased to +2, and the duration is greatly extended (as noted above). |
Fae 7 | Seabed Walk | 4MP | |
Target One Character | Range/Area 30m/Target | Duration 1 hour | Resist - |
Allows the target to walk under water. | |||
Effect: The target will be able to breathe and function underwater without restriction. Movement penalties while underwater do not apply to the character for the duration of the spell. |
Fae 8 | Windstorm | 9MP | |
Target 6m radius/20 | Range/Area 30m/Target | Duration Instant | Resist Half |
Creates a windstorm. | Type Wind | ||
Effect: Deals Power 20 + Magic Power damage. All creatures that fail to resist this spell are knocked prone, regardless of the number of segments they have. |
Fae 8 | Extended Healing | 9MP | |
Target One Character | Range/Area 10m/Target | Duration Instant | Resist - |
Heals from a distance with a light fairy's aid. | |||
Effect: Heals the target for 12 + Magic Power HP. This spell has no effect on Undead or Constructs. |
Fae 8 | Fairy Step | 4MP | |
Target Any Point | Range/Area 30m/Target | Duration 3 minutes (18 rounds) | Resist - |
Calls earth fairies to create a bridge or stairs. | |||
Effect: Creates a bridge, staircase, ladder, etc. reaching from the caster's side to the chosen point. This creation is incredibly sturdy, and will not crumble unless willed by the caster or the duration ends.
These structures cannot penetrate walls or other objects, however. |
Fae 8 | Missile Protection | 5MP | |
Target One Character | Range/Area 10m/Target | Duration 3 minutes (18 rounds) | Resist - |
A wall of wind deflects some projectiles. | |||
Effect: When being attacked by ranged weapons, before Evasion is rolled, roll 1d. On a [1]~[3], the target needs to make an Evasion check as normal. On a [4]~[6], however, the projectile is deflected, and the attack misses automatically (no Evasion roll required). |
Fae 9 | Sink | 6MP | |
Target One Character | Range/Area 10m/Target | Duration 3 minutes (18 rounds) | Resist Neg |
Summon vengeful water fairies to drown a person. | |||
Effect: The target's natural buoyancy is lost, causing them to sink into the water. The target descends with a Movement Speed of 20m per round, sinking until they reach the seabed. No damage is dealt directly by this spell, but this spell does not protect against drowning or water pressure.
This spell has no effect on characters with the racial trait [Sword's Salvation/Gentle Water]. |
Fae 9 | Stone Blast | 7MP | |
Target One Character | Range/Area 30m/Target | Duration Instant | Resist Half |
The earth itself attacks the chosen target. | Type Earth | ||
Effect: Deals Power 30 + Magic Power damage. If the target fails to resist this spell, they will receive a -2 penalty to all physical damage dealt for the next 30 seconds (3 rounds). |
Fae 9 | Fairy Master | 10MP & 5pt. Mako Stone | |
Target Any Point | Range/Area 10m/Target | Duration 1 hour | Resist - |
Calls upon a powerful fairy. | |||
Effect: Summons a Fairy Level 7 or less to serve the caster. The summoned fairy will carry out any orders to the best of its ability, including those commands that may end up being harmful to the fairy. Commanding the summoned fairy is a Minor Action.
This spell requires 10 MP as well as a Mako Stone with at least 5 MP to cast. Larger Mako Stones can be used, and will reduce the MP required of the caster. |
Fae 9 | Mist Hide | 4MP | |
Target One Character | Range/Area 10m/Target | Duration 10 seconds (1 round) | Resist - |
Covers the target in a haze, making it difficult to see them. | |||
Effect: The target gets a +2 bonus to all Evasion checks against melee attacks. |
Fae 10 | Ice Coffin | 8MP | |
Target One Character | Range/Area Touch/- | Duration Permanent | Resist Neg |
Locks the target in a coffin made of ice. | Type Water/Ice | ||
Effect: Has no effect unless the target has 20 HP or less, if the target is larger than the Ice Coffin, or has multiple body segments.
If the target fails to resist this spell, they are encased in ice 1m radius, 2m tall. Entrapped characters are unconscious, but do not age. The Ice Coffin itself does not melt at room temperature, and will remain indefinitely. If attempting to attack the Ice Coffin, it has 0 Defense and 100 HP, but all damage dealt is applied to the character inside as well. If the entrapped character is brought to 0 HP or lower, they are immediately killed with no Death Check. If attempting to melt the Ice Coffin, it takes 24 hours via torch, or half that (12 hours) via bonfire. If attempting to use magic on the Ice Coffin, the spell needs to beat the Magic Power of the Ice Coffin's caster to affect it. Regardless of how they're released, the character trapped by the Ice Coffin will remain unconscious for 1 hour. |
Fae 10 | Evil Dream | 10MP | |
Target One Character | Range/Area Infinite/- | Duration Permanent | Resist Neg |
Haunts the target with horrific nightmares. | Type Curse | ||
Effect: This spell can be cast without line of sight to the target, so long as the caster possesses a part of the intended target's body (i.e. a lock of hair will work).
If the target fails to resist this spell, they will be haunted every night by terrible nightmares, disrupting their sleep and preventing any natural HP recovery. The specific content of the nightmares is up to the caster. This spell takes 1 hour to cast, and requires a 1 hour ritual every 24 hours in order to maintain effectiveness. This ritual can be performed anywhere, but requires the part of the body of the target originally used when casting the spell. If this ritual cannot be performed, the spell ends. Additionally, the caster cannot perform any Actions while casting the spell or performing the ritual. |
Fae 10 | Crack | 9MP | |
Target 6m radius/20 | Range/Area 10m/Target | Duration Instant | Resist Half |
Breaks the earth, causing quakes and massive damage. | Type Earth | ||
Effect: Deals Power 40 + Magic Power damage. Any characters dealt damage by this spell fall prone.
The caster cannot use the Combat Feat 《Magic Control》 with this spell. This spell has no effect if the target is in the sky, or if the caster is not standing on the ground or underwater. |
Fae 11 | Water Edge | 8MP | |
Target One Character | Range/Area 30m/Shot | Duration Instant | Resist Half |
Attack with a blade of water | Type Water/Ice | ||
Effect: Deals Power 20 + Magic Power damage. Targets that fail to resist this spell receive a -2 penalty to Accuracy for 30 seconds (3 rounds). |
Fae 11 | Forget | 16MP | |
Target One Character | Range/Area 10m/Target | Duration 7 days | Resist Neg |
Dark fairies rob a week of memories | Type Psychic | ||
Effect: The target immediately forgets everything that has happened over the past week, including the memory of losing their memories. This does not cause the loss of class levels or Combat Feats. When this spell ends, the missing memories immediately return. |
Fae 11 | Flame Coat | 7MP | |
Target One Character | Range/Area 30m/Target | Duration 3 minutes (18 rounds) | Resist - |
Fiery garment protects from cold | |||
Effect: The target takes -5 damage from all Water/Ice-type effects. Additionally, any penalties from adventuring in cold weather or snowstorms are ignored for the duration of the spell. |
Fae 12 | Invisibility ☆ | 16MP | |
Target Caster | Range/Area Self/- | Duration 10 seconds (1 round) | Resist - |
Light fairies hide the caster | |||
Effect: The target cannot be seen by those that use 5 Senses for perception for the duration of the spell. The caster stays invisible regardless of their movement, and any character attacking or attacked by the caster receives a -4 penalty, as if "Both eyes cannot be used" to accurately attack or evade.
This spell may be cast as a Minor Action. |
Fae 12 | Current | 24MP | |
Target Special | Range/Area 30m/Target | Duration 1 day | Resist - |
Ask water fairies to change rivers and tides | |||
Effect: This spell targets one river or stream within the caster's sight. The caster can choose the speed at which the water flows, from "slowly walking" up to "50 km/h", as well as changing the direction the water flows. With this spell, a river can be a roaring stream uphill while slowing a raging waterfall to a gentle sprinkle.
If the caster is in a boat, this spell affects the water directly underneath them instead. |
Fae 12 | Firestorm | 13MP | |
Target 5m Radius/15 | Range/Area 30m/Target | Duration Instant | Resist Half |
Call fire fairies to dance and attack | Type Fire | ||
Effect: Deals Power 40 + Magic Power damage. |
Fae 13 | Fairy Treatment | 12MP | |
Target One Character | Range/Area Touch/- | Duration Instant | Resist - |
Ask fairies to help remove bad ailments | |||
Effect: The caster is able to remove any number of bad ailments or effects the target may be suffering from, except Curse-type effects. |
Fae 13 | Maelstrom | 13MP | |
Target 6m Radius/20 | Range/Area 30m/Target | Duration Instant | Resist Half |
Creates a fierce vortex of water | Type Water/Ice | ||
Effect: Deals Power 30 + Magic Power damage. If any targets are underwater, those targets receive an additional 5 damage. |
Fae 13 | Whirlwind | 8MP | |
Target One Character | Range/Area 30m/Target | Duration 1 hour | Resist - |
Carry the target in a fairy's wind | |||
Effect: The target takes flight and automatically heads towards a location set by the caster which is either known or within sight. The target can fly at any speed, up to 50 km/h, but cannot take Major Actions while flying this way. |
Fae 14 | Earthquake | 28MP | |
Target 6m Radius/20 | Range/Area Self/- | Duration Instant | Resist Half |
Violently shake and crack the earth | Type Earth | ||
Effect: Deals 50 damage. Targets who fail to resist this spell fall prone. This spell has no effect on creatures who aren't standing on the ground.
While casting the spell, the caster must have both hands on the ground. They can remain in this pose and keep the earthquake going, dealing no additional damage, but causing anyone moving through the area to take a -2 penalty to all actions due to poor footing. If the caster keeps the earthquake going for 10 minutes (60 rounds), all buildings and structures within the range will collapse. If the caster moves or takes any other action, the earthquake ends. |
Fae 14 | Tornado | 13MP | |
Target Any Point | Range/Area 50m/Line | Duration Instant | Resist Half |
Create a tornado that attacks everything in its way | Type Wind | ||
Effect: Deals Power 40 + Magic Power damage. |
Fae 14 | Neutralize | 44MP | |
Target 6m Radius/20 | Range/Area Self/- | Duration 3 minutes (18 rounds) | Resist Can't |
Suppresses the elements | |||
Effect: While within the area, any Fire-, Water/Ice-, Earth-, or Wind-type effects are negated, spells and unique skills of those types cannot be used, and all damage of those types is reduced to 0. This applies even if the source of the damage is outside of and casting into the range of this spell. |
Fae 15 | Avoid Fairy | 15MP | |
Target One Character | Range/Area 30m/Target | Duration Instant | Resist Neg |
Causes fairies to flee | |||
Effect: Fairies Level 15 or lower flee as far as possible from the caster. If the target is a fairy called by the caster, this spell cannot be resisted. |
Fae 15 | Chaos Smash | 18MP | |
Target 6m Radius/20 | Range/Area 30m/Target | Duration Instant | Resist Half |
Combine the power of all fairies to attack | Type Energy | ||
Effect: Deals Power 60 + Magic Power damage. |
Fae 15 | Fairy Lord | Special MP | |
Target Any Point | Range/Area Touch/- | Duration 10 seconds (1 round) | Resist - |
Call a powerful Fairy for an errand | |||
Effect: Summons a Fairy Level 17 or less to serve the caster. The summoned fairy will carry out any orders to the best of its ability, including those commands that may end up being harmful to the fairy. Commanding the summoned fairy is a Minor Action.
This spell costs "Summoned Fairy's Level x 3" MP to cast. |