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Final Fantasy Zero: Design Diary continued


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I'm A Banana

Potassium-Rich
All right, then, here's the Geomancy spell list. Geomancers don't use MP (usually), they roll randomly for the Rank they can access depending on the terrain. High-level geomancers can choose from different terrains and gain a whole lot of movement abilities.

Rock it.

Geomancy
Aquatic/Under Water/Beach
This environment specializes in cold and water damage, and has a few Instant Death abilities.
Habitat Aspect:+5 Swim, Underwater Breathing, deal Water damage with attacks
Underwater Breathing: Can breathe normally in liquids
Rank I: Wild Bear: Heals 1d4 hp/MAG, grants a +5 bonus to Swim checks for 1 rd.
Rank II: Waterspout: Deals 1d6 water damage/MAG to one target
Rank III: Ice Pillar: Deals 1d6 damage/MAG to one target. Damage is ½ Cold, ½ Physical
Rank IV: Sliprain: Deals 1d6 water damage/MAG plus Slow rider
Rank V: Rapids: Ejects target from battle
Rank VI: Freezeblink: Deals 1d8/MAG cold damage to all enemies
Rank VII: Frog Song: As toad spell on all enemies.
Rank VIII: Water Ball: Deals 1d10 water damage/MAG plus Toad rider
Rank IX: El Niño: Deals 2d6 water damage/MAG to all enemies
Rank X: Whirlpool: Inflicts Instant Death on all enemies

Desert
This environment is sacred to many and time appears to flow differently.
Habitat Aspect: +5 Endurance, Heatproof, deal Fire damage with attacks
Heatproof: Immune to nonlethal damage due to extreme environmental heat
Rank I: Lagomorph: Heals 1d4 hp/MAG, grants a +5 bonus to Survival (desert) checks for 1 rd.
Rank II: Sand Storm: Deals 1d4 wind damage/MAG, burrowing immune, flying 1d6/MAG to all enemies plus Obscure rider
Rank III: Mongoose: Target looses their next turn
Rank IV: Kitty: As haste on entire party
Rank V: Fire Whip: Deals 1d8/MAG fire damage plus Disable rider
Rank VI: Quicksand: Deals 1d8/MAG water damage plus Doom rider
Rank VII: Soil Evidence: Deals 1d10 earth damage/MAG to all enemies
Rank VIII: Chocobo Rush: Deals 1d12 physical damage/MAG
Rank IX: Unicorn: Heals 2d6 hp/MAG to entire party
Rank X: Star Cross: Deals 2d6 holy damage/MAG to all enemies

Forest/Swamp/Jungle
This environment specializes in air damage and has a large amount of ailment-inducing powers.
Habitat Aspect: +5 Sneak, Sustained, deal Wind damage with attacks
Sustained: No need to eat or drink
Rank I: Squirrel: Deals your damage to any creature in the encounter. Flying creatures are immune.
Rank II: Wind Slash: Deals 1d6 wind damage/MAG, burrowing immune, flying 1d8/MAG to all enemies
Rank III: Catnip: Inflicts Berserk on target; +4 MAG if creature is [feline] subtype.
Rank IV: Elf Fire: Deals 1d6 fire damage/MAG plus Sleep rider
Rank V: Kamaitachi: Deals 1d8/MAG air damage plus Disable rider, burrowing immune, flying 1d10/MAG damage
Rank VI: Hell Ivy: Deals 1d8/MAG physical damage plus Immobilize rider
Rank VII: Rage: Deals 1d12 wind damage/MAG, burrowing immune, flying 2d8/MAG to all enemies.
Rank VIII: Falcon: Deals damage equal to ¾ the target’s current hp.
Rank IX: Friend: Calls a random summoned beast to attack
Rank X: Harvester: As esuna on entire party.

Mountain/Canyon
This environment specializes in damaging others, mostly through Earth-based attacks.
Habitat Aspect: +5 Climb, Catfall, deal Earth damage with attacks
Catfall: ½ falling damage
Rank I: Wild Boar: Deals your damage to any creature in the encounter. Flying creatures are immune.
Rank II: Earth Heal: Heals 1d6 hp/MAG as earth elemental
Rank III: Local Quake: Deals 1d6/MAG earth damage plus Muddle rider, flying immune, burrowing 1d8/MAG damage
Rank IV: Gusty Wind: Deals 1d6/MAG wind damage plus Slow rider
Rank V: Sonic Boom: Reduces one target’s current hp by ½ plus Knocked Down rider
Rank VI: Heavy Dust: Deals 1d8/MAG earth damage plus Immobilize rider
Rank VII: Prominence: Deals 1d10/MAG fire damage to all enemies
Rank VIII: Land Slide: Deals 2d6/MAG earth damage to a single target.
Rank IX: Ice Storm: Deals 1d12/MAG cold damage to all enemies
Rank X: Earthquake: Deals 2d8/MAG earth damage to all enemies, flying immune, burrowing 2d10/MAG damage

Plains/Sky/Savannah
This environment specializes in damaging others, mostly through Air-based attacks.
Habitat Aspect: +5 Perception, Stormproof, deal Electricity damage with attacks
Stormproof: Immune to nonlethal damage due to environmental precipitation.
Rank I: Air Blade: Deals 1d6 wind damage/MAG, burrowing immune, flying 1d8/MAG
Rank II: Shining Air: Deals 1d4/MAG air damage plus Obscure rider
Rank III: 100% Wool: +MAG bonus to MND and VIT for caster
Rank IV: Bees: Deals 1d6/MAG physical damage to all enemies
Rank V: Sun Bath: Heals 1d6 hp/MAG for the entire party
Rank VI: Plasma: Deals 1d10/MAG electricity damage to a single target
Rank VII: Tempest: Deals 1d10/MAG electricity damage to all enemies
Rank VIII: Wild Tornado: Deals 2d6/MAG air damage to all enemies, burrowing immune, flying 2d8/MAG damage
Rank IX: Shadow Flare: Deals 2d8/MAG shadow damage to one target
Rank X: Earthquake: Deals 2d8/MAG non-elemental damage to all enemies.

Tundra/Glacier
This environment is good at healing and has a few all-or-nothing style attacks
Habitat Aspect: +5 Tumble, Freezeproof, deal Cold damage with attacks.
Freezeproof: Immune to nonlethal damage due to environmental cold.
Rank I: White Flame: Heals 1d4/MAG damage, grants +5 bonus to Endurance checks
Rank II: Sheep Count: Afflicts all enemies with Sleep status
Rank III: Snowball: Reduces target’s current hp by ¼
Rank IV: Blizzard: Deals 1d6/MAG cold damage plus Seal rider
Rank V: Evil Gaze: Deals 1d6 hp/MAG shadow damage plus Muddle rider
Rank VI: Ice Rabbit: Heals 1d8 hp/MAG for the entire party
Rank VII: Deluge: Deals 1d10/MAG water damage to all enemies
Rank VIII: Snare: Instant Death to one target
Rank IX: Surge: Deals 2d6/MAG cold damage to all enemies
Rank X: Cuisine: Heals all hit point damage for one target

Urban/Artificial/Cave
This environment is heavy in status-altering effects and many Instant Death effects
Habitat Aspect: +5 Diplomacy, Night Vision, deal Shadow damage with attacks
Night Vision: Can see normally in environmental darkness.
Rank I: Poison Frog: Deals 1d4/MAG damage plus Venom rider
Rank II: Flame Burst: Deals 1d6/MAG fire damage to one enemy
Rank III: Specter: Afflicts all enemies with Muddle ailment
Rank IV: Pitfall: Deals 1d6/MAG earth damage plus Immobilize rider
Rank V: Cave In: Reduces target’s current hp by ¼
Rank VI: Carve Model: Heals 1d8 hp/MAG plus Petrify rider
Rank VII: Magma: Deals 1d10/MAG fire damage to all enemies
Rank VIII: Black Hole: Causes Instant Death to one target
Rank IX: Lava Ball: Deals 1d12/MAG fire damage with Instant Death rider
Rank X: Tapir: As esuna on entire party
 

I'm A Banana

Potassium-Rich
For any who are still paying attention...;)

The Skills! I've largely finalized them, and you'll see a lot of similarities to SAGA edition Star Wars.
 

Attachments

  • Skills.pdf
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Slife

First Post
Arkhandus said:
Naaah, I don't think Bio really fits as an acidic spell....it's more like toxins, diseases, cancers, rot, radiation poisoning, or flesh-destroying. Of course, I really don't think it fits as a Shadow/Dark elemental spell, either.....Bio is called Bio because it attacks the living body, really.

I'd rather the Bio line just be separate poison/disease combination spells that afflict living bodies and have no elemental association, while some other Shadow/Dark spell replaces Bio as the life-force-destroying and undead-healing magic. IIRC, the Drain spell in some Final Fantasies is Shadow/Dark elemental, and when it targets an undead, it has a reverse effect and drains the caster's HP to heal the undead target. Maybe another line of spells is needed for Black Magic to have Shadow attack spells..... Defilet, Defile, Defila, Defilega, and Defileja? A life-attacking spell that has the reverse effect on undead, and causes gradual damage/healing?
In FF5, at least, Bio heals the undead.
 






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