Spells and Magic Items

Magical Items
Offensive
Defensive
Support
Ailment
Auguments
Other

Magical Items

Magical Items in the Overworld cause different things to happen that are related to magical arts. These items don't do anything if the user cannot use magic.

Tomes/Books ♦

Tomes and books are reusable items that allow or teach one how to use the spell inside. Books typically teach the user how to use one particular spell. Tomes on the other hand allow the user to use a spell right away. Tomes can also possess multiple spells, but tomes that possess more than one spell require the user to mentally select which to use. It is more practical to learn the spells from tomes that contain more than one spell rather than use them for spells. While tomes and books have a variety of spells contained within them, they will not contain summoning spells. Typically White and Black magic are found in tomes though some monster magics may also be found in books and tomes. Tomes with a single spell and books can have card effects applied. Tomes with multiple spells cannot have card effects applied. Attempting to do so will have no effect.

Scrolls ▲

Magical Scrolls allow magic users to use the spell contained once and once only. Nearly all magical scrolls will disintegrate after being used. Most users obtain multiple scrolls of the same type. Since learning a spell usually requires more than one cast of it, multiple scrolls is often a necessity. Since you can learn spells from magical scrolls you will not need any additional scrolls once you have learnt the spell. Summons, monster magics and some extra spells/techniques can be found in magical scrolls. There are also technique scrolls, but these are reusable and not related to magical spells. Scrolls cannot be augumented with cards.

Cards ♣

Cards are augments to magics. They can be used to raise different stats in addition to the base effect of a magic spell. Cards can also add effects such as providing a status rate such as poison, paralysis, etc.. The most popular application of cards is glamour, such as adding sparkles or a gentle glow around a spell. Most glamour are purely cosmetic, however some with bright/blinding effects can sometimes inflict the appropriate status ailment on opponents (or everyone looking).

It is worth noting that augmenting too many cards to a spell can cause reliability of augments to lower, they may start to periodically fail to activate or have their effects reduced. Other effects to too many cards to one spell can cause card effects to randomly override other active cards. There is also a risk of damaging a card's abilities if spells are overaugumented often.

Here is a list of different spells found in the Overworld. Any PL member can edit this page if they have a spell they want to add.

♣ = Can be found in cards
♦ = Can be found in books/tomes
▲ = Can be found in scrolls
- = Cannot be found/learned or character specific

Offensive

♦Vine: Lv 1 nature spell
♦Duovine: Lv 2 nature spell
♦Trivine: Lv 3 nature spell
▲Tangle: Lv 1 nature area spell. Slows enemies
▲Strangle: Lv 2 nature area spell. Enemies steadily lose HP
▲Root: Lv 3 nature area spell. HP is slowly absorbed from enemies
♦Water: Lv 1 Water spell
♦Duowater: Lv 2 Water spell
♦Triwater: Lv 3 Water spell
▲Stream: Lv 1 Water area spell. Lowers attack success rate
▲River: Lv 2 Water area spell. Enemies slowly lose HP.
▲Waterfall: Lv 3 Water area spell. Enemies moderately lose HP.
♦Fire: Lv 1 Fire spell
♦Duofire: Lv 2 Fire spell
♦Trifire: Lv 3 Fire spell
♦▲Flame: Lv 1 Fire area spell. Lowers fire resistance
▲Duoflame: Lv 2 Fire area spell. Causes burns
▲Explosion: Lv 3 Fire area spell. Induces knockback
♦Wind: Lv 1 Wind spell
♦Duowind: Lv 2 Wind spell
♦Triwind: Lv 3 Wind spell
♦▲Gust: Lv 1 Wind area spell. May interrupt enemy attack
▲Gale: Lv 2 Wind area spell. Might throw enemy into another
▲Cyclone: Lv 3 Wind area spell. Small chance to blow enemy out of battle
♦Spark: Lv 1 Electric spell
♦Duospark: Lv 2 Electric spell
♦Trispark: Lv 3 Electric spell
♦▲Bolt: Lv 1 Electric spell. High magic attack power, but target is random and bolt can miss
♦▲Lightning: Lv 2 Electric area spell. Moderate attack power, targets all, but bolt can miss
▲Discharge: Lv 3 Electric area spell. Moderate attack power
♦Quake: Lv 1 Ground or Rock spell
♦Duoquake: Lv 2 Ground or Rock spell
♦Triquake: Lv 3 Ground or Rock spell
♦▲Crack: Lv 1 Ground area spell. May interrupt enemy attack
▲Fissure: Lv 2 Ground area spell. May paralyze enemy
▲Rockslide: Lv 2 Rock area spell. Chance of second hit on each enemy
♦Bullet: Lv 1 Steel spell
♦▲Duobullet: Lv 2 Steel spell
♦▲Tribullet: Lv 3 Steel spell
▲Steamroller: Lv 1 Steel area spell. Paralyzes enemy, but raises enemy defence
▲Crusher: Lv 2 Steel area spell. Lowers enemy speed
▲Sawblade: Lv 3 Steel area spell. Random targets
♦Frost: Lv 1 Ice spell
♦Duofrost: Lv 2 Ice spell
♦Trifrost: Lv 3 Ice spell
♦▲Snowstorm: Lv 1 Ice area spell. May cause enemy to stumble
♦▲Blizzard: Lv 1 Ice area spell. May freeze enemy
▲Cold Snap: Lv 1 Ice area spell. May induce frostbite
♦Poison: Lv 1 Poison spell. Enemy steadily loses HP
♦Toxic: Lv 2 Poison spell. Enemy moderately loses HP
▲Radioactive: Lv 3 Poison area spell. Enemies suffer random ailment
♦▲Lavaflow: Lv 1 Lava area spell. Induces burn
▲Geyser: Lv 2 Lava spell. Random targets. Moderate chance to induce burn
▲Volcano: Lv 3 Lava wide area spell. Random targets, including allies
♦▲Flash: Lv 1 Light spell. High chance to blind enemy
▲Duoflash: Lv 2 Light spell. May stun enemy. May blind enemy.
-Triflash: Lv 3 Light spell. Low chance to instant kill (non-boss). May stun enemy. May blind enemy.
-Whiteout: Lv 4 Light area spell. Blinds and confuses enemy.
♦▲Dark: Lv 1 Dark spell. High chance to induce confusion
▲Duodark: Lv 2 Dark spell. May confuse enemy. May blind enemy.
▲Tridark: Lv 3 Dark area spell. Slight chance of confusion, blind and/or fear
-Pitch Black: Lv 4 Dark area spell. May kill each enemy.
▲Throw: Lv 1 Mind spell. Enemy may bounce, dealing additional damage
▲Shockwave: Lv 2 Mind area spell. All enemies may bounce dealing additional damage
♦▲Shade: Lv 1 Shadow spell. May induce fear
▲Depths: Lv 2 Shadow spell. May induce fear. Absorb a little HP from enemy
-Nightmare: Lv 3 Shadow spell. High chance of fear. Low chance of death. Absorb half of enemy HP if death occurs.
-Bite: Lv 1 Blood spell. Absorb induced damage as HP
-Drain: Lv 2 Blood spell. Absorb induced damage as HP. Enemy's highest stat is given to user as buff
▲Shards: Lv 1 Crystal spell
▲Unleash Element: Unleash elemental attack based on element absorbed
♦▲Asteroid: Lv 1 Celestial. Random target
▲Comet: Lv 2 Celestial. 3 random targets
-Meteor: Lv 3 Celestial. High magic attack power. 6 random targets, but meteors can miss
-Madness: Lv 1 Chaos. Inflicts random ailment and reduces magic attack
-Backstab: Lv 2 Chaos. Force enemy to do one action at your will
-Chaos Rain: Lv 3 Chaos area. Deals fixed damage to all enemies regardless of defence
-Rainbow Wave: Lv 2 Rainbow area. Moderate attack power. Enemy may steadily lose HP or become stunned
-Rainbow Geyser: Lv 2 Rainbow. 8 random targets. Can launch or burn enemy
-Elemental Raid: Lv 1 Rainbow. Attack once per tier 1 and 2 element
-Rainbow Beam: Lv 5 Rainbow. Immense magic attack power. Target and surrounding targets
-Purify: Lv ? Pure spell. High chance of inflicting instant death

Defensive

▲Bark Wall: Raises defence of self and surrounding allies
▲Refract: Changes incoming attack(s) to target random (anyone)
▲Flame Body: Physical attackers take damage and can receive burn
▲Direction Shift: Redirects incoming attacks to a different ally and halves accuracy of attack
♦▲Electrify: Physical attackers take damage and can become paralyzed
♦▲Rock Wall: Reduces incoming attacks power
▲Rock Body: Raises physical and elemental defence
▲Loose Ground: Attackers become trapped in the ground
▲Steel Armour: Greatly raises physical defence
♦▲Poison Body: Attackers become poisoned
▲Poison Trap: Attacker's attack is cancelled and attacker takes damage. May poison as well
♦Lava Stream: Ground attackers take damage during attack and may receive burn
▲Impending Eruption: Direct attacker will receive damage, get knocked back and may become stunned
♦Shield: Raises self defence
♦Barrier: Raises self resistance
▲Dark Rift: Attacker is warped to random location in battlefield
▲Illusion: Create a fake copy of user
♦▲Vanish: Fade into invisibility
♦Appear: Fade into visibility
♦Emerge: Rise up from the shadows
♦▲Shadow Merge: Merge with shadow
-Mother's Love: Protectively hug an ally. Nullifies attacks to protected ally and halves attacks towards protector
-Embrace: Embrace an ally. Half of attack damage towards ally and protector, and can cause depression in enemy
▲Lover's wish: Choose an action to trigger if you get KOed
♦Absorb Element: Crystal spell. Absorb an elemental spell for later use
-Crystallize (Self): Raises magic and physical defence, but lowers speed
-Death's Chain: If user is KOed, attacker becomes KOed
-Space Bubble: Attacker's attack is moved to a different area. Small chance of attacker taking damage
-Rainbow Barrier: Triggers at battle start. Strong barrier around user to block all damage up to a certain amount
-Light's Void: Attacker is absorbed in pure light
▲Hide: Allows the target to completely hide themselves from all but deity, at the expense of magic use (magic use takes the status effect down).
▲Shadow Pin: Causes the victim to be trapped in place as a sharp object (usually a pin) keeps their shadow and spirit from moving.

Support

♦Heal: Heals target slightly
♦Duoheal: Heals target
♦Triheal: Heals target greatly
♦Regenerate: HP gradually recovers
▲Rejuvenate: MP gradually recovers
♦Defend: Raises target's defence
♦Resist: Raises target's resistance
♦Reflect: Counters single target magic attacks
♦Deflect: Counters single target physical attacks
▲Hug: Love spell. A hug that heals HP and can raise attack or magic attack
▲Protect: Take damage in place of an ally
▲Ailment Reflect: Reflect ailments directed towards target
♦▲Stat Regeneration: Debuffs will gradually fade
♦▲Fast: Raises speed and sometimes allows an extra turn
♦▲Haste: Allows one to move faster and to react much more quickly to oncoming attacks and threats. Can be doubled or tripled.
▲Dark Heal: Heals the target through the use of dark magic.
-Reviva: Allows the user to automatically self-revive after death at the cost of a lifepoint. It can be used on people other than the spellcaster if they sacrifice a lifepoint for it or the target has multiple of their own to use. Master-level Life Magic spell. There is no lifepoint system in RPPL.

Ailment

-Arouse: Causes target's priorities to change to seeking courtship
▲Charm: Inflicts charm on target
-Drunk: Lowers accuracy and attack success rate of target
▲Flashy: (Charm Lv 2)Inflicts infatuation on target
♦Curse: Lowers luck of target and raises chances of having ailment inflicted
-Death: Low (moderate for Death element) chance to cause KO on target
-Disease: Random negative effects on target
-Doom: Causes target's max HP to gradually decrease until at zero, when target's KOed
▲Enrage: Causes target to grow angry and perform random uncontrolled actions
▲Headache: Lowers magic attack
♦▲Mind Control: Take control of a (non-boss) target
♦Slow: Lowers target's speed
▲Suffer: May cause target to flinch. Target gradually loses HP
-Hunger: Causes the victim to become ravenous and can cause them to lose the will to fight.

Augments

-Charm: Adds chance of charm to a spell
♣Confetti: Glamour - Adds confetti to a spell
♣Dark Aura: Glamour - Adds a dark effect to spell based buffs
-Death: Adds chance of death to a spell
♣Glow: Glamour - Adds a glowing effect to a spell
♣Health of 1: Adds 10 HP restoration to a spell
♣Health of 2: Adds 20 HP restoration to a spell
♣Health of 3: Adds 30 HP restoration to a spell
♣Health of 4: Adds 40 HP restoration to a spell
♣Health of 5: Adds 50 HP restoration to a spell
♣Health of 6: Adds 70 HP restoration to a spell
♣Health of 7: Adds 90 HP restoration to a spell
♣Health of 8: Adds 120 HP restoration to a spell
♣Health of 9: Adds 150 HP restoration to a spell
♣Health of 10: Adds 200 HP restoration to a spell
♣Heart: Glamour - Adds heart effect to a spell
♣Leaf: Glamour - Adds leaves effect to a spell
♣Lovey Aura: Glamour - Adds a pink lovey aura to spell based buffs
♣Mana of 1: Adds 1 MP restoration to a spell
♣Mana of 2: Adds 2 MP restoration to a spell
♣Mana of 3: Adds 3 MP restoration to a spell
♣Mana of 4: Adds 4 MP restoration to a spell
♣Mana of 5: Adds 5 MP restoration to a spell
♣Mana of 6: Adds 7 MP restoration to a spell when not casting spell
♣Mana of 7: Adds 9 MP restoration to a spell when not casting spell
♣Mana of 8: Adds 12 MP restoration to a spell when not casting spell
♣Mana of 9: Adds 15 MP restoration to a spell when not casting spell
♣Mana of 10: Adds 20 MP restoration to a spell when not casting spell
♣Mist: Glamour - Adds mist effect to a spell
♣Petal: Glamour - Adds petals effect to a spell
♣Poison: Adds chance of poison to a spell
♣Sleep: Adds chance of sleep to a spell
♣Smoke: Glamour - Adds smoke effect to a spell upon landing
♣Snowflake: Glamour - Adds snowflake effect to a spell
♣Sparkle: Glamour - Adds sparkles effect to a spell
♣Stars: Glamour - Adds stars effect to a spell
♣Warp: Adds chance of warping an enemy elsewhere to a spell

Other

-Materialize: Create an object that you previously stored