Stock RPG Spells


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    In an RPG, the first thing you need is spells. Status Buffs, Elemental Powers, healing powers... here at All The Tropes, we've compiled this list of them. If you want to Write An RPG, it's useful to check out this page first. The suffix "a" is for the second level, while the suffix "ga" is for the third (and strongest) level.

    Black Magic

    Black Magic spells are usually Elemental Powers or Non-Elemental. Usually the fare of the Magician Classes.

    Fire

    A basic fire elemental spell. - Fira, Firaga

    Ice

    A basic ice elemental spell. - Ica, Icaga

    Thunder

    A basic lightning elemental spell. - Thundera, Thundaga/Thordain

    Quake

    A basic earth elemental spell. - Quaka, Quakega

    Aero

    A basic wind elemental spell. - Aera, Aeroga/Tornado/White Wind

    Drain

    A spell for draining HP from the enemy - Draina, Drainaga

    Shade

    Dark-elemental - usually doesn't appear in Elemental Rock-Paper-Scissors.

    Bio

    Non-Elemental - usually quite powerful.

    Stop

    Stops the opponent from moving.

    Slow

    Makes the opponent take turns every 2 turns. - Slowa, Slowga

    Sap

    Sucks away the opponents HP every turn, usually doesn't heal the user. - Sapa, Sapga

    Hurt

    Does Non-Elemental damage, and is usually quite powerful. - Hurta/Hurtmore, Hurtaga/Hurtmost

    Death

    Instant KO. - Deatha (all enemies), Deathaga (assimilates HP of foe into caster's HP)

    Toad

    Interesting spell - strikes Toad enemies more effectively. - Toada, Toadaga

    Flare

    Non-Elemental, but strong. Something like Bio, only different. - Flara, Flaraga

    Meteor

    Usually the most powerful spell, and strikes all enemies. No elements. - Meteora, Meteorga

    White Magic

    Healing magic that usually restores a character's status or HP, or provide beneficial effects. It's usually a valuable magic to have. Usually the fare of the Cleric classes.

    Heal

    Most basic White Magic spell, restores HP. - Heala, Healus

    Cure

    Cures all Standard Status Effects.

    Cures

    Like Cure, but more specific - usually comes in Poison, Burn, Sleep, Paralyze, Stun, Panic, Confuse, Stink, Freeze, and Petrify.

    Revive

    Revives a KO'd party member. - Reviva (Revives everyone), Previve (Takes effect when the character dies, cast before death)

    Dispel

    Removes Magical effects from the opponent.

    Libra

    Balances out HP of characters (i.e. gives everyone the average/mean HP).

    Regen

    When cast on a party member, they will regain HP every turn.

    Holy

    Light-elemental, but not appearing on Elemental Rock-Paper-Scissors. - Holya, Holyga

    Haste

    A move that causes a character to act twice every turn. - Hasta, Hastega

    Start

    Causes the target to take a turn instantly - if they haven't taken their turn yet, they still will - this just provides an extra turn.

    Support Magic

    Magic that help allies or hinders enemies. It's usually good for a tricky player, and provides more strategy when it's not White Magic. Usually the fare of the Monk classes.

    Statuses

    They give Standard Status Effects to the enemies. Comes in Poison (purple), Burn(dark red), Paralyze (yellow), Sleep (dark blue), Stun (blue), Confuse (bright red), Panic (orange), Petrify (brown), Stink (pink), and Freeze (green).

    Buffs

    Comes in Attack Up, Defence Up, Speed Up, Magic Up, and Luck (Healing power)Up. - Attacka, Attackaga, Defenca, Defencga, Speeda, Speedga, Magica, Magicaga, Lucka, Luckaga

    Deflect

    Lowers accuracy of the enemy.

    Cancel

    Stops any charge on an enemy (the more powerful it gets, the later it is, because turns show up on the charge meter).

    Anchor

    Lowers evasion on the enemy.

    Barrier Magic

    Magic for shielding the party and stopping enemy attacks from hitting the party. Usually the fare of the Knight classes.

    Shield

    Causes enemy attacks to do less damage. - Shielda, Shieldaga

    Trapfloor

    When an attack connects, the opponent will take damage. - Trapfloora, Trapflooraga

    Shell

    Causes enemy magic to do less damage. - Shella, Shellaga

    Wall

    The whole party get a neutralizing shield. - Walla, Wallaga

    Reflect

    Sends enemy attacks on the user back at them. - Reflecta, Reflectus

    Heal Up

    Boosts healing abilities (without boosting Luck specifically).

    Resist

    Prevents status ailments from hitting the party. - Resista, Resistus

    Block

    Prevents the next attack. - Blocka, Blockus

    Protect

    A character who should be defeated by the next attack gets their HP down to one by the attack instead. - Protecta, Protectus

    Sword Skills

    Physical skills imbued with magic. Often used by the Token Human and Badass Normal, and The Hero (who tends to be the other two as well). Often the fare of the Hero Classes.

    Elemental Swords

    Physical skills imbued with the elemental magic. Comes in Fire, Ice, Lightning, Wind, Earth, Light, and Darkness. - Fira Sword, Firaga Sword, Ica Sword, Icaga Sword, Thundera Sword, Thunderaga Sword, Aera Sword, Aeroga Sword, Quaka Sword, Quakega Sword, Holya Sword, Holyaga Sword, Shada Sword, Shadaga Sword

    Particle Sword

    A sword imbued with the Drain spell. - Particla Sword, Particlaga Sword

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