Magick

From Dynasts End

Contents

[edit] Technology

[edit] Electricity

With the discovery and harnessing of electricity, it was suddenly possible to operate devices of a far larger scale than ever before conceived. However, the vast quantity of solid fuel required to generate electrical power, and the development of methods to artificially condense Mist, led to the latter supplanting the former as the dominant usable energy source in Ivalice. Only the most energy-hungry devices still use electricity today.

[edit] Airships

Airborne craft, developed by the moogles centuries ago. They float by the power of skystone, and are given direction and speed by means of propeller or glossair ring. Currently, they are one of the most popular forms of transport in Ivalice, and the skyroutes are comfortably the busiest of the highways linking the major cities. Airships range in size from private yachts to giant military warcraft. Unable to fly in jagd, where skystone is ineffective.

[edit] Terrestrial Conveyances

We all are told at one time or another, but how many of us recall that Ivalice is covered with mimic-germinites? Easy to forget, as they have little impact on living creatures, but any moogle worth his hammer could tell you the horribly corrosive effect the little devils have on the metals most often used for engines and vehicles. All the better for airships, which fly high above the germinite clouds, yet a sorry state of affairs for those who would make their journeys on land. The next time you see a party traveling by chocobo and chocobo-led wagon, you will know why they're the preferred means of overland transport, won't you?

[edit] Magick

[edit] Magicite

Common name for stones containing magickal power, or as it is commonly manifest, Mist. There exist varieties: Spellstone, being used for the preparation and working of magicks, Skystone, giving flight to airships, and Memstone, holding fast sounds heard and visions seen, that they might be experienced again. Though their color, shape, and size may differ, these have no bearing on the quality of the stone. Some of the smallest stones are the most powerful, and some of the largest contain only a small amount of Mist, and are as good as useless. It is a property of magicite that it loses its Mist over time, and once spent, a stone's Mist cannot be renewed. Magicite without Mist is mere rock. The ability to manufact magicite of some power has only recently been attained, and this after many long years of research.

[edit] Nethicite

A variety of magicite with the unusual property of absorbing Mist, thereby nullifying the effects of magick. Though there is some mention of nethicite in ancient tomes, it had been lost, or perhaps consumed, with no mention or record appearing for several centuries. Sky pirates call it the magicite of legend. Latterly, methods of manufacting nethicite have been developed in Archades, and at the time of writing, several test samples are in active use.

[edit] Types of Magick

[edit] White Magick

It focuses mainly on recovery and support magic, although there is usually some strategic magic in the skillset.

  • Cure - the basic health recovery spells. This spell can also be used to harm the undead.
  • Life - Also called Raise, revives someone who has been knocked out.
  • Confuse - Causes a target to act randomly, attacking both allies and foes alike.
  • Mini - Reduces an enemy's size, decreasing physical attack power.
  • Esuna - Removes various negative status effects.
  • Libra - Allows a character to find out an enemy's stats, health/spiritual power, and weaknesses.
  • Reflect - Makes all spells bounce off the target and return to the caster.
  • Dispel - Removes one or more positive buffs from an enemy.
  • Holy - This is one of only a few damage dealing White Magick spells. It deals holy elemental damage to a foe. It's super-effective against the undead.

[edit] Black Magick

It focuses mostly on spells that deal direct damage, although some strategic magic is often included as well.

  • Fire - Deals fire elemental damage to one or more targets.
  • Blizzard - Deals ice elemental damage to one or more targets.
  • Thunder - Deals lightning elemental damage to one or more targets.
  • Bio - Deals poison elemental damage to one or more targets and inflicts the Poison status.
  • Water - Deals water elemental damage to one or more targets.
  • Aero - Deals air elemental damage to one or more targets.
  • Quake - Deals earth elemental damage to one or more targets.

[edit] Green Magick

It focuses on using status effects to buff the party and weaken enemies.

  • Sleep - This spell puts one or all targets into a deep sleep.
  • Silence - Also called Mute, temporarily prevents the target from speaking or casting spells.
  • Protect - This spell increases a target's defense or halves damage from physical attacks.
  • Shell - This spell increases a target's magick defense or halves damage from magical attacks.
  • Blind - Temporarily blinds a target.
  • Toxify - Poisons all targets over time.
  • Bravery - Increases the target's physical strength temporarily.
  • Faith - Increases the target's magical strength temporarily.

[edit] Blue Magick

A set of spells consisting of abilities used by monsters. Most of the time, a character who can use Blue Magick, known as a Blue Mage, learns the ability through being hit by a spell and surviving the battle.

  • Any spell from any type of magick can be learned by a Blue Mage. However, the number of spells a Blue Mage can master is limited, with the most talented learning no more than 7.

[edit] Time Magick

A form of magic that alters the reality around a target or targets.

  • Haste - Haste speeds up an action of a target, allowing them to move at unnatural speeds.
  • Slow - Slows down the actions of a target.
  • Warp - Warp allows Time Mages to escape from battle or area they're currently in.
  • Immobilize - Prevents a character from picking their feet off the temporarily.
  • Gravity - Reduces a target's health by one quarter of its total.
  • Float - Causes the target to float about a foot off the ground.
  • Meteor - This spell deals non-elemental damage to all targets, hitting several times.
  • Vanish - The target turns intangible, immune to physical attacks, but in exchange its magical evasion is nullified.

[edit] Arcane Magick

Extremely harmful magick that focuses on destroying a target, one way or another.

  • Drain - This spell drains health from an enemy and gives it to the caster.
  • Osmose - This spell drains spiritual power from an enemy and gives it to the caster.
  • Toad - This spell turns a target into a Toad and back again.
  • Break - This spell petrifies a target.
  • Death - This spell instantly kills a target. Casting it will also bring death upon the caster as well.
  • Flare - This spell usually deals non-elemental damage to a target.
  • Ultima - This spell usually deals heavy non-elemental damage to all targets.
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