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Miscellany

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#1468058 ·published 2009-06-20 22:04 UTC
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Black Magic(Spells rooted in destruction or aiding/abetting destruction)

Fireball - A fireball of varying sizes forms and explodes into a wave of heat upon impact. Size is affected by time spent casting.

Shock - An instantaneous, but small burst of electrical energy courses through the target.

Needle Cracker - Ice needles of various size are condensed in mid-air and launched at the intended target.

Aqua Rake - A geyser of water is called up from and heated underground, creating a column of boiling water where required. This spell can be used to lesser effect without utilizing the groundwater.

Aero - Air is concentrated and launched at a target, forcing them back and possibly causing injury.

Ray - Light is focused in a scorching beam in one direction.

Darkness - Light is thrown out of an area, heating it up significantly and plunging it into darkness at the same time.

White Magic(Spells rooted in protection and healing)

Barrier - Creates a bubble force-field that stops physical objects from the outside and absorbs kinetic energy. The amount of punishment the barrier can take is affected by the time spent casting.

Coat - Creates a clingy, magic-dispersing force-field that causes magical spells to falter when they come into contact with it. The amount of magical energy the coat can effectively neutralize is affected by the time spent casting.

Cure - Uses magical energy to close wounds and staunch bleeding.

Heal - A stronger and more costly form of Cure; it also purges the body of poison and may have positive regenerative effects on nearby living beings.

Esuna - Resets the user's body to its' natural state of health, removing poison and dispelling negative magical effects.

Red Magic(Magic that is used to alter, or altered from Black and White Magic spells)

Dispel - A concentrated burst of chaotic magical energy that disrupts spells.

Scour - The target is bombarded with magical energy, stripping away any magical effects and causing intense pain.

Ice Missile - Garr can combine Needle Cracker needles into one huge, ridable missile that will explode on impact.

Aero Rake - Dust and small debris are swept up and flung at extremely high speeds along an Aero spell, creating an effect similar to a sandstorm.

Earth Wall - A block of solid dirt and stone slides up from the ground in front of Garr.

Lunar Arrow - Magical missiles are fired that phase through solid objects while still piercing them. Ignores armor and barriers.

Lunar Lance - The same magic used in Lunar Arrow can be applied to the tip of Garr's halberd for a single strike.

Haste - Garr's reaction times and movement speed are almost tripled for a time.

Slow - Slows down a target's movement speed and reaction times.

Time Stop - For a short time, the target is frozen in time and cannot affect anything. Anything other than the target's current location is impossible to change during this time.

Other Abilities

Fire Breath

Acid Breath

Dragoon Jump - A high-speed, high-altitude jump that can easily touch clouds. Kinetic energy from the jump is stored and then released to cause the user to barrel down at incredible speeds.

Speed Cast - Garr can, through immense focus, force himself to fire off up to five spells without stopping or gathering the energy for them. This leaves him dazed briefly.

Double Cast - Through clever twisting of magical incantations, Garr can cast two spells at exactly the same time. This requires four times the effort it would normally take.

Ultra-Flare - A special ability unique to Garr, he can charge and store magical energy, then unleash it in a massive blast of chaotic force. This does damage opposite to what the target expects, and temporarily disables electronics, psychic powers, magic, superpowers, and anything that would be considered "fantastic". This disabling applies to Garr as well.