Black Magic

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## Learning Magic

The initial process of learning magic is as simple as paying to have entry-level spells taught to the character. However, since only ☆ amd ☆☆ level spells are available for purchase, the rest must be learned through dedicated study. Casting spells gives you a chance to learn spells of that school, but you only have a chance of learning a spell if you possess at least one spell that is no more than ☆ lower than it.

For example: You cannot learn Vorpal Essence (☆☆☆☆) if your only spell is Flashbang (☆☆), but you could learn Sunlight (☆☆) or Daybreaker (☆☆☆).

Under normal circumstances, one cannot know spells from opposing schools. The list of schools are as follows:

* Sol ≠ Lunar
* Fire ≠ Water ≠ Earth ≠ Wood ≠ Metal ≠ Fire
* Fate ≠ Mirage
* Time ≠ Space

The elemental schools follow a slightly different set of rules. It is possible to learn multiple schools of elemental magic, but a character cannot learn elemental magics adjacent to one another on the wheel (unless they are ☀Universalist; see the Feats page for more information).

Unlike weapon groups, black magic adeptness is measured by both gifts and current affinity. One cannot cast a spell if they do not meet the current affinity level even if they know it. Additionally, what levels of magic can be learned are locked based on whether they are a Novice, Gifted, or Master level.

Novice: Can go up to ☆☆ after the first ability is learned.

Gift: Can learn up to ☆☆☆☆.

Master: Automatically learns all spells in the school, including the exclusive master-only ☆☆☆☆☆ spell.

## The Gift

Receiving the gift grants the user access to higher levels of magic in that tree. In addition, the MP cost of all spells cast in that school are reduced by 1. To obtain the Gift, one must complete the trial associated with that individual gift.

Becoming the Master of a discipline is far more challenging; the current master must be slain in combat. Accomplishing this further reduces the MP cost of all spells in that school, to a total discount of 2. Only one master can exist per school at any given time.

## Solar

[☆] Sunray: Single target energy damage light spell.

* UPGRADE: Inflicts Blind.

[☆☆] Sunlight: Single target heal. High base for level.

[☆☆] Flashbang: Blinds all enemies and lowers their Evasion. High success chance.

[☆☆☆] Day Breaker: Instant-kill against undead. Deals high energy damage to bosses instead.

[☆☆☆] Consecration: Grants AoE regen to all allies. Effect is doubled on Light aligned. Does not affect Lunar aligned. Negates Lunar Blessing.

[☆☆☆☆] Vorpal Essence: Grants a target +2 crit rate.

[☆☆☆☆] White Reflection: Creates a morphing light weapon that changes based on which ability you are using. ATK stat is based on your INT+PSY.

[☆☆☆☆☆] Supernova: Extreme AoE light energy damage. Most powerful AoE offensive spell in the game.

## Lunar

[☆] Shadowdart: Single target energy damage dark spell.

* UPGRADE: Inflicts Silence.

[☆☆] Moonshine: Single target heal that removes mental status effects.

[☆☆] Moonglow: Increases target's PSY and WIL. This increase is higher on Lunar aligned.

[☆☆☆] Power Drain: Steal HP from the target (no damage type). If they have stat buffs, steal those as well.

[☆☆☆] Lunar Blessing: Grants AoE regen to all allies. Effect is doubled on Lunar aligned. Does not affect Light aligned. Negates Consecration.

[☆☆☆☆] Dark Sphere: Heavy single target energy dark damage.

[☆☆☆☆] Lunar Dial: Removes a % of the target's current health (no damage type). Damage dealt is hidden.

[☆☆☆☆☆] Shadow Servant: Creates a clone that copies actions. Absorbs one hit for the caster.

## Fire

[☆] Firebolt: Single target energy damage fire spell.

* UPGRADE: Inflicts Daze.

[☆☆] Engulfing Flames: Enchant a weapon with enhanced fire property. Bonus STR increase when cast on earth aligned.

[☆☆] Flash Fire: Minor AoE energy damage fire spell.

[☆☆☆] Immolation: Places up a barrier that will instantly counter-attack enemies with fire energy damage who hit the caster in melee.

[☆☆☆] Fire Wall: Protects against fire and water damage and then will attack the enemy front row with fire energy at the end of the round.

[☆☆☆☆] Efreet Caress: Deal significant fire energy damage to a single target. Has a chance to inflict charm.

[☆☆☆☆] Pyroclasm: Massive fire energy damage to all enemies.

[☆☆☆☆☆] Reviva: Stokes one's life force into a burning flame. If they die, they are returned to full life once.

## Water

[☆] Aquarake: Single target energy damage water spell.

* UPGRADE: Inflicts Sleep.

[☆☆] Life Rain: Minor AoE healing. Double healing on those who are wood aligned.

[☆☆] Flash Flood: Chance of removing enemies from the battle. No EXP granted.

[☆☆☆] Acid Rain: Minor AoE water energy damage to all enemies. Reduces enemy DEF for 3 rounds.

[☆☆☆] Tsunami: Heavy water force damage to all enemies.

[☆☆☆☆] Undine's Kiss: Deal significant water energy damage to a single target. Has a chance to inflict silence.

[☆☆☆☆] Life Infusion: Highest single target heal in black magic. Full effect on KO'd targets.

[☆☆☆☆☆] Poseidon's Blessing: The entire party is given total control over their places in the turn order for 5 turns. This does not actually increase Quickness or prevent enemies with ☀Hermes from obtaining extra turns.

## Earth

[☆] Stonefist: Single target blunt damage earth spell.

* UPGRADE: Inflicts Stun.

[☆☆] Breath of Gaia: Increases a target's DEF and VIT. Bonus RES and WIL when cast on metal aligned.

[☆☆] Sandstorm: Deals slashing damage to all units on the battlefield every turn for three turns. Metal and earth aligned are immune.

[☆☆☆] Earthglide: Increase evasion dramatically. There is a 50% that single target effects will miss outright.

[☆☆☆] Cockatrice: High single target energy damage earth spell. High chance of causing petrify.

[☆☆☆☆] Berserk: Massively increases a target's STR, but renders them unable to cast spells during the duration.

[☆☆☆☆] Tectonics: High AoE earth force damage to all enemies. May cause stun. Ineffective against flying.

[☆☆☆☆☆] Weight of the Land: Boosts to DEF and VIT increase ATK and STR respectively. Boosts to RES and WIL boost PSY and INT respectively. Lasts 5 turns.

## Wood

[☆] Thornmarch: Single target piercing damage wood spell. Ineffective against flying.

* UPGRADE: Inflicts Poison.

[☆☆] Synthesis: Single target healing that removes physical status effects. Bonus regen when cast on fire aligned.

[☆☆] Web: Inflicts slow to a single target. If used against a unit with flying, the lose flying for three turns and take moderate wood energy damage.

[☆☆☆] Brambles: Partially protects the party from physical attacks for two rounds, reducing the damage taken. If hit in melee, they are counter attacked by thorns for minor piercing wood damage.

[☆☆☆] Pheromore: Attempts to afflict both sleep and charm to all enemies.

[☆☆☆☆] Willows: Deals wood energy damage to all units on the battlefield every turn for three turns. Gives all projectiles a 50% automatic miss chance and deals double damage against flying. The gifts of Wood and Fire grant immunity.

[☆☆☆☆] Poppy Storm: Heavy wood slashing damage to all enemies. May inflict sleep.

[☆☆☆☆☆] Bioshock: Deals extreme wood energy damage to a single target over time for five rounds. Reduces all healing to the target by half while this spell is active.

## Metal

[☆] Energy Chain: Single target energy damage metal spell.

* UPGRADE: Inflicts Paralysis.

[☆☆] Galvanize: Grants a barrier that blocks damage. Bonus DEF and RES buff to water aligned.

[☆☆] Glitter Dust: Evasion and accuracy down for all enemies. Removes invisibility.

[☆☆☆] Electrocution: Deals energy damage to all units touching the ground each turn. Wearing metal without the gift greatly increases this damage.

[☆☆☆] Magnetize: Increases the encumbrance of metal items drastically. The gift of metal grants immunity.

[☆☆☆☆] Hand of Midas: Attempts instant kill on an enemy. Gain Gilder instead of EXP from that enemy. Higher chance of success if they are wounded.

[☆☆☆☆] Raigeki: Heavy metal energy damage to all enemies. May inflict Paralysis.

[☆☆☆☆☆] Gold Dragon: Grants unlimited resources and health. Take damage to one's LP instead of HP. [LIMITED]

## Fate

[☆] Chariot: Single target energy damage fate spell.

* UPGRADE: Increased damage.

[☆☆] Fool: All allies and enemies' STR reduced by 3/4.

[☆☆] Justice: The target takes force damage based on the total damage they've dealt by the end of the next turn.

[☆☆☆] Temperance: Neutralize all status effects on a single target.

[☆☆☆] Death: Attempt to instantly slay all enemies (high chance). The caster loses 1 LP for each enemy this spell fails to affect.

[☆☆☆☆] Emperor: Caster is shielded by two bodyguards and cannot take physical damage until they are slain. Bodyguards can counter attack against melee (slashing).

[☆☆☆☆] Wheel of Fortune: Grants random buffs to the entire party.

[☆☆☆☆☆] Tower: Extreme energy damage to a single target. Damage proportionate to remaining MP. Highest potential damage attack in the entire game.

## Mirage

[☆] Phantasm: Single target energy damage mirage spell.

* UPGRADE: Inflicts Charm.

[☆☆] Glass Shield: Creates a shield that blocks one attack. Shield retaliates with piercing damage if attack was melee.

[☆☆] Fascinate: Mesmerizes the target.

[☆☆☆] Bedazzle: Raises CHA of the entire party while lowering the WIL of all enemies.

[☆☆☆] Mirror Shade: Summons 1-4 Caster illusions in front of party members; illusions are destroyed upon taking damage

[☆☆☆☆] Crystalline Shell: Until the end of the turn, spells that affect the target are reflected back to the caster.

[☆☆☆☆] Parlor Trick: Renders all allies invisible. Wears off if hit by an AoE attack or if they attack.

[☆☆☆☆☆] Rose Mirror: Grants party magic immunity for 3 turns. [LIMITED]

## Space

[☆] Aerospear: Single target force damage air spell.

* UPGRADE: Removes buffs.

[☆☆] Vanish: Turn the target invisible. Wears off if hit by an AoE attack or if they attack.

[☆☆] Borne Aloft: Makes the target flying and increases their AGI.

[☆☆☆] Phase Armor: 35% of the damage you would take is instead inflicted on the target. Lasts 3 turns.

[☆☆☆] Reverse Gravity: Heavy AoE force damage air spell.

[☆☆☆☆] Vortex: Removes all status effects and attribute changes from the entire field, friend and foe.

[☆☆☆☆] World Door: Teleport to any visited location. Used in combat it dodges the first enemy attack used that turn.

[☆☆☆☆☆] Reality Twist: Makes all physical attacks hit as magic and vice versa for one turn. Has high priority.

## Time

[☆] Temporal Eclipse: Single target energy damage time spell.

* UPGRADE: Inflicts Petrify / Slow.

[☆☆] Chrono Shift: Drastically increases an allied target's AGI -*or*- drastically decrease an enemy target's AGI.

[☆☆] Time Alter: Increase the DEX of all allies and decrease the DEX of all enemies.

[☆☆☆] Rewind: Undoes all healing, damage sustained, and status effects inflicted to the target over the last turn. Does not refund MP and WP expenditure.

[☆☆☆] Chaos Stream: Attacks all enemies with time energy while inducing random status effects.

[☆☆☆☆] Time Leap: Skips the target's turn. Never misses. The gift of time grants immunity.

[☆☆☆☆] Time Twister: Targeted ally performs their selected action twice.

[☆☆☆☆☆] Time Stop: Caster gets to act for three turns in a row. Highest priority in the game. [LIMITED]