Calaverite

Calaverite is a crystal that shines with a white mirror-sheen. Processes are known which may transmute it to gold - the crystal is usually placed within jewelry with a note of irony, as if to say "this could be gold if I wanted it to be." It is favored by those who consider themselves masters of science, magic and the elements.

And here is a story about that:

The great magician was summoned to the far end of the world, so that his intellect could be consulted on a great puzzle, a crime of such impossible genius that only a peer of the great magician could have committed it: A hundred treasures were spirited away from the locked chambers of a palace, coupled with the disappearance of a princess and the murder of a queen by no known earthly weapon. Doctors, the magician was told, found no trace of poison. Inspectors found no fingerprints.

He arrived to the palace, and listened to the song of spirits, to see if magic was employed. And no magic was employed! He interrogated all servants and gentry - such is the majestic authority of the great magician - with his truth potions, and their testimonies held. He wracked his brain and paced the halls at all hours.

Eventually, the great magician summoned all present to the grand hall of the palace:

"The only person who could have committed such a crime is me!"

Simon the Sassy Sapling Says: Any REAL Calavarite has at least two different elemental attacks on it! Only the biggest loser magicians can get shut down by a single resistance!

Essentials

Gale

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Jinn
Target: Single
35D F15 CT15 MP: 60

Deals (12 x MAG + d12) magical Jinn damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Rockfall

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Gnome
Target: Single
35D F15 CT15 MP: 60

Deals (12 x MAG + d12) magical Gnome damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Firebolt

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Salamander
Target: Single
35D F15 CT15 MP: 60

Deals (12 x MAG + d12) magical Salamander damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Aqua Surge

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Undine
Target: Single
35D F15 CT15 MP: 60

Deals (12 x MAG + d12) magical Undine damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Wild Spell

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Varies
Target: Single
50D F15 MP: 60

Deals (12 x MAG + d12) magical damage. When casting the spell, roll a d8 to determine the element of the damage inflicted. On a 1, Jinn. 2, Gnome. 3, Salamander. 4, Undine. 5, Wisp. 6, Shade. 7, Luna. 8, Dryad.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Power Surge

Ability Slot Cost: 3
Type: Action
Magic, Spell, Multi-Hit
Target: Random
40D F15 CT10

Deals (4 x MAG + d6) magical damage to two randomly selected targets.
CoS: 100
Adjustment: +2 Power per tier above 1.

Superball

Ability Slot Cost: 3
Type: Action
Magic, Spell
Target: Random
40D F15 MP: 60

Summons a magical superball, which is erratically thrown into the enemy party. When used, create a Superball turn marker on 30D, 60D and 90D. Each time that the Superball marker reaches zero, a random enemy is struck for (6 x MAG + d6) magical damage. Additional castings of Superball from any combatant removes any previous turn markers for Superball before placing three new ones at the appropriate init ticks.
CoS: 100
Adjustment: +20 MP, +3 Power per tier above 1.

Muted Blast

Ability Slot Cost: 3
Type: Action
Magic, Spell, Condition
Target: Single
40D F15 CT10 MP: 60

Deals (10 x MAG + d10) magical damage and places a condition on the enemy. As long as the enemy is not provoked on the caster, if the enemy targets the caster with it's next action, it does so with a -20 CoS penalty and inflicts -25% damage on a hit.
CoS: 100
Adjustment: +20 MP, +5 Power per tier above 1.

Chain Lightning

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Jinn
Target: Double
35D F15 CT15 MP: 60

Deals (8 x MAG + d8) magical Jinn damage.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Avalanche

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Gnome
Target: Double
35D F15 CT15 MP: 60

Deals (8 x MAG + d8) magical Gnome damage.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Lava Spout

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Fire
Target: Group (1 Front, 1 Back)
35D F15 CT20 MP: 75

Deals (10 x MAG + d10) magical Salamander damage.
CoS: 100
Adjustment: +25 MP, +5 Power per tier above 1.

Rolling Wave

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Water
Target: Group (1 Front, 1 Back)
35D F15 CT20 MP: 75

Deals (10 x MAG + d10) magical Undine damage.
CoS: 100
Adjustment: +25 MP, +5 Power per tier above 1.

Eye Beams

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Water
Target: Double (Same Row)
35D F15 CT20 MP: 75

Deals (10 x MAG + d10) magical Wisp damage.
CoS: 100
Adjustment: +25 MP, +5 Power per tier above 1.

Gravity Slam

Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Shade
Target: Double (Same Row)
35D F15 CT20 MP: 75

Deals (10 x MAG + d10) magical Shade damage.
CoS: 100
Adjustment: +25 MP, +5 Power per tier above 1.

Lunar Curtain

Ability Slot Cost: 2
Type: Action
Magic, Spell, Stance, Elemental: Luna
Target: Single
50D F20 MP: 60

Deals (8 x MAG + d8) magical Luna damage, and the casters enters a stance which last until his next turn. If the enemy struck by Lunar Curtain targets the caster, it's immediately struck for (8 x MAG) magical Luna damage.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Nature's Wrath

Ability Slot Cost: 2
Type: Action
Magic, Spell, Stance, Elemental: Dryad
Target: Single
50D F20 MP: 60

Deals (8 x MAG + d8) magical Dryad damage, and the casters enters a stance which last until his next turn. If the enemy struck by Nature's Wrath targets the caster, it's immediately struck for (8 x MAG) magical Dryad damage.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Overture

Ability Slot Cost: 2
Type: Action
Magic, Stance
Target: Single
30D F15

You enter a stance which lasts until you cast a spell; The cost of that spell is reduced by 50%.

Magic Burst

Ability Slot Cost: 3
Type: Action
Magic.
Target: Single
[S]+10D F[S] CT[S]

Select and target a single target Spell as the character begins charging Magic Burst, and cast it as Magic Burst resolves. If the target is struck by a Weapon or Aimed Technique performed by an ally during this CT, apply a x1.5 power multiplier to the spell. If the target is not struck during the Spell's CT, then magic burst fails: simply cast the spell as normal, with no power multiplier or increased delay.

Cloaked in Power

Passive Slot Cost: 3
Type: Support

Improves your defense factor by 1/5 whenever you're charging a spell CT.

Staccato

Passive Slot Cost: 3
Type: Support

After taking two non-spell actions, enter a stance that grants +25% damage to the next Spell you cast.

Encore

Passive Slot Cost: 3
Type: Support

Anytime the character KOd an enemy, recover (6 x WIL) MP.
Adjustment: +2 Power per tier above 1.

Fanfare

Passive Slot Cost: 3
Type: Support

The character deals +25% damage against targets at maximum HP.

Maestro

Passive Slot Cost: 3
Type: Support

Anytime the character hits an elemental weakness with a Spell, the character deals +75% damage, rather than +50%.

Song of the Spirits

Passive Slot Cost: 0
Type: Support

Allows communication with spirits.

+ Jinn Lock+

Tornado

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Jinn
Target: Single
35D F15 CT20 MP: 81

Deals (16 x MAG + d12) magical Jinn damage.
CoS: 100
Adjustment: +27 MP, +8 Power per tier above 1.

Disappear

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Jinn, Condition
Target: Single
35D F15 CT15 MP: 60

With a snap of fingers and a rush of air, Disappear inflicts (12 x MAG + d12) magical Jinn damage and spirits the target away to another dimension - create a Disappeared timer with 10D. Until that timer reaches 0, the target is under a condition where they cannot target others or be targeted by others.
CoS: 80
Adjustment: +20 MP, +6 Power per tier above 1.

Thunderclap

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Jinn
Target: Row
40D F15 CT15 MP: 81

With a crash of thunder and lightning, inflicts (10 x MAG + d10) magical Jinn damage. The loud noise drowns out magic - the next magic ability used in the battle, unless it's used by you, has -40 CoS.
CoS: 100
Adjustment: +27 MP, +5 Power per tier above 1.

Ghost Saw

Ability Slot Cost: 3
Type: Action
Magic, Spell, Effect: Death
Target: Single
10D F10 CT40 MP: 156

Ghost Saw reduces the target's HP to 0. Select a target for Ghost Saw as you begin casting it - If you suffer damage from any source other than that enemy while charging Ghost Saw, the spell's CoS drops to 0. Enemies can also save themselves from Ghost Saw by taking a 40D F20 Running-For-Their-Lives action. If they do so, they suffer +25% incoming damage until their next action.
CoS: 100
Adjustment: +52 MP per tier above 1.

Gathering Storm

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Jinn
Target: Group
30D F15 CT30 MP: 90

With a crash of thunder and lightning, inflicts (8 x MAG + d8) magical Jinn damage. While Gathering Storm is charging, any enemy that targets the caster is hit by a stray bolt of lightning and suffers (6 x MAG) magical Jinn damage after the action resolves.
CoS: 100
Adjustment: +30 MP, +4 Power to the group attack, +3 Power to the stray bolt per tier above 1.

+ Gnome Lock+

Smash Pillar

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Gnome
Target: Single
35D F15 CT20 MP: 81

Deals (16 x MAG + d12) magical Gnome damage.
CoS: 100
Adjustment: +27 MP, +8 Power per tier above 1.

Poltergeist

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Gnome
Target: Single
35D F15 CT15 MP: 60

Levitates an object, then hurls it at an enemy for (12 x MAG + d12) magical Gnome damage. While Poltergeist is charging, you can levitate the object in front of a single ally, reducing damage they suffer by -25%.
CoS: 100
Adjustment: +20 MP, +6 power per tier above 1.

Gem Burst

Ability Slot Cost: 4
Type: Action
Magic, Spell, Elemental: Gnome, Stance
Target: Row
40D F15 CT20 MP: 81

Gems explode upwards underneath a row, striking for (10 x MAG + d10) magical Gnome damage. Enter a stance until your next action: Whenever an enemy performs a melee weapon action, inflict an additional (6 x MAG) Gnome damage to them.
CoS: 100
Adjustment: +27 MP, +5 power to initial strike, +3 damage to aftershock per tier above 1.

Big Band

Ability Slot Cost: 3
Type: Support

Big Band boosts damaging spells when the last action taken by an ally was also a damaging spell by +25%. For each consecutive action that the user takes, as long as that action is casting a spell after the last acting ally also cast a spell, increase the damage bonus up to a maximum of +100%.

Pitfall

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Gnome, Condition
Target: Single
35D F15 CT15 MP: 60

The ground beneath the target opens up, dealing (10 x MAG + d10) magical Gnome damage and placing a condition upon them. The target applies a -25% situational modifier to their next action taken.
CoS: 100
Adjustment: +20 MP, +5 power per tier above 1.

Salamander Lock

101 Guns

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Salamander
Target: Single
35D F15 CT20 MP: 81

Deals (16 x MAG + d12) magical Salamander damage with a phantom arsenal.
CoS: 100
Adjustment: +27 MP, +8 Power per tier above 1.

Fireworks

Ability Slot Cost: 4
Type: Action
Magic, Spell, Elemental: Fire
Target: Row
40D F15 CT15 MP: 81

Fireworks inflicts (10 x MAG + d10) magical Salamander damage. If the caster's MP is below half of maximum before paying this MP cost, it gains a x1.2 power modifier. If the caster's MP is below one quarter of maximum, it gains a x1.4 power multiplier.
CoS: 100
Adjustment: +27 MP, +5 power per tier above 1.

Unflappable

Passive Slot Cost: 3
Type: Support

Resistances only grant a -25% modifier against damage you inflict, not a -50% modifier.

Flame Pillar

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Fire, Effect: Dispel
Target: Row
40D F15 CT15 MP: 81

Flame Pillar inflicts (10 x MAG + 1d10) magical Salamander damage, with a 50% CoS to strip one Enhancement (of your choice) from struck targets.
CoS: 100
Adjustment: +27 MP, +5 power per tier above 1.

Fury Conduction

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Fire, Effect: Delay
Target: Single
35D F15 CT20 MP: 72

Fury Conduction inflicts (14 x MAG + d12) magical Salamander damage with a prominence of leaping fire. If it strikes a target charging a CT, they are delayed by 10.
CoS: 100
Adjustment: +24 MP, +7 power per tier above 1.

Undine Lock

Ice Needles

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Undine
Target: Single
35D F15 CT20 MP: 81

Deals (16 x MAG + d12) magical Undine damage.
CoS: 100
Adjustment: +27 MP, +8 Power per tier above 1.

Tuning

Passive Slot Cost: 2
Type: Support

After finishing casting a Spell, the character can elect to enter a Tuning stance. While in the Tuning stance, any Spell that the character performs that bears the same elemental keyword as the spell used has a x0.8 multiplier applied to its delay or -5D (which ever is better) and -5F. Additionally, the character gains a Weakness to the opposite element used (Jinn <-> Gnome, Undine <-> Salamander, etc) until the stance ends. The character can choose to end the effects of the stance at the beginning of any of their future turns.

Geyser

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Undine
Target: Group (Row)
50D F20 MP: 81

When Geyser is used, place a 40D Geyser timer in the initiative list. When the Geyser timer reaches 0, it deals (10 x MAG + d10) magical Undine damage to a row.
CoS: 100
Adjustment: +27 MP, +5 Power per tier above 1.

Crash Wave

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Undine
Target: Group (Row)
35D F15 CT20 MP: 60

Select a single target - that target receives (12 x MAG + d12) magical Undine damage, while every other enemy in the target's row receives (6 x MAG + d6) magical Undine damage.
CoS: 100
Adjustment: +20 MP, +5 Power to the initial target and +3 Power to the other targets per tier above 1.

Rip-Tide

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Undine, Condition
Target: Single
35D F15 CT15 MP: 60

Deals (8 x MAG + d8) magical Undine damage and places a condition on the enemy. Anytime the enemy is targeted by an ally for the rest of the battle, the enemy takes an additional (2 x MAG) magical Undine damage.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Wisp Lock

Terrible Glow

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Wisp
Target: Single
35D F15 CT20 MP: 81

Deals (16 x MAG + d12) magical Wisp damage.
CoS: 100
Adjustment: +27 MP, +8 Power per tier above 1.

Crescendo

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Wisp
Target: Single
35D F15 CT15 MP: 60

Deals (10 x MAG + d10) magical Wisp damage. On a hit, the caster gains Faith (3).
CoS: 100
Adjustment: +20 MP, +5 Power per tier above 1.

Twinkle Beam

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Wisp
Target: Single
30D F10 CT5 MP: 42

Twinkle Beam may only be cast if your last action was a single target Wisp attack spell - you continue firing a ray against the same target, inflicting (8 x MAG + d8) magical piercing Wisp damage.
CoS: 100
Adjustment: +14 MP, +4 power per tier above 1.

Lucent Beam

Ability Slot Cost: 3
Type: Action
Target: Triple
35D F15 CT20 MP: 81

Lucent Beam strikes up to three separate targets for (10 x MAG + d10) magical Wisp damage with rays of light that bend sharply at right angles.
CoS: 100
Adjustment: +27 MP, +5 power per tier above 1.

Last Striking of Creation's Orchestra ~ Da Capo Aeternam

Ability Slot Cost: 4
Type: Action
Magic, Spell, Elemental: Wisp
Target: Single
50D F20 CT50 MP: 180

Deals (30 x MAG + d12) magical Wisp damage.
CoS: 999
Adjustment: +60 MP, +15 power per tier above 1.

Shade Lock

Shadematter Field

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Shade
Target: Single
35D F15 CT20 MP: 81

Deals (16 x MAG + d12) magical Shade damage.
CoS: 100
Adjustment: +27 MP, +8 Power per tier above 1.

Portal Intersection

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Shade, Multi-Hit
Target: Random
30D F15 CT30 MP: 90

Portal Intersection causes a number of hits equal to the number of enemies on the field at the start of the spell's casting. When the spell finishes casting, the hits are all randomly targeted and deal (8 x MAG + d8) magical Shade damage.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.

Opened Door

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Shade
Target: Group
35D F15 CT30 MP: 120

Opened Door inflicts (10 x MAG + d10) magical Shade damage to all enemies by opening up a flurry of gates beneath the feet of everyone present - as everyone lands in a new area, the targets land awkwardly and take damage from the fall. Opened Door inflicts damage by traveling to another area close by. The destination area can't be precisely targeted to achieve a goal, but it can be faintly directed. Opened Door generally won't travel to areas that haven't already been visited.
Adjustment: +40 MP, +5 power per tier above 1.

Evil Gate

Ability Slot Cost: 3
Type: Action
Magic, Spell, Effect: Eject
Target: Single
35D F20 CT15 MP: 150

On a hit, Evil Gate sucks an enemy into a pocket dimension, removing it from the battlefield. For each enemy contained in the Pocket Dimension, reduce the CoS of Evil Gate by 10 (to a minimum of 45) and its MP cost by 10 for each enemy contained within the pocket dimension at a time. If Evil Gate misses when its CoS is 45, monsters spill out everywhere. You can empty monsters out of the Evil Gate by flipping it upside-down and shaking it (with an item action, if in battle), whenever you have this ability equipped.
CoS: 95
Adjustment: +50 MP per tier above 1

Boxed Spell

Ability Slot Cost: 4
Type: Action
Magic, Spell
Target: Special
[S]D F[S] CT0

Cast a spell and put it in a box, naming a certain word or element. When an enemy uses an ability that contains that word or element, or speaks the named word, the Boxed Spell bursts open and the spell strikes them before that enemy's action or sentence resolves. Pay all costs when packaging the spell. Boxed spells don't dissipate when the battle ends, but they're big enough that you'd have to carry them around with both hands.
CoS: 100 to put spell in box, box opening CoS resolves as spell

Luna Lock

Golden Dagger

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Luna
Target: Single
35D F15 CT20 MP: 81

Deals (16 x MAG + d12) magical Luna damage.
CoS: 100
Adjustment: +27 MP, +8 Power per tier above 1.

Cosmic Rays

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Luna
Target: Group
40D F15 CT20 MP: 105

Deals (8 x MAG + d8) magical Luna damage. After Cosmic Rays finishes casting, the user may then move the turn marker of any currently KOd ally; additionally, any currently KOd ally may perform an action on their turn, provided it happens before the caster's next turn.
CoS: 100
Adjustment: +35 MP, +4 Power per tier above 1

Phantasmagoria

Ability Slot Cost: 3
Type: Action
Magic, Stance
Target: Self
50D F15

Strands of light and glowing fog drift around you as you enter a stance: The CTs of all actions you take are reduced by 10, and all MP costs you pay are halved. However, you take +25% damage from all sources, and cannot regain HP. When you cast a spell you've already cast in this Phantasmagoria, or take an action that is not a spell, this stance ends.
CoS: 100

Change Form

Ability Slot Cost: 4
Type: Action
Magic, Spell
Target: Single
30D F15 CT20 MP: 60

With a puff of smoke, an enemy is transformed into another enemy of the same tier, difficulty and rank. Sometimes magicians name a preference for the result of this transformation, but it doesn't always work. May fail against ranked targets if no destination monster is available. (You can always ask before using it, though.) HP and MP values stay the same as they were before the transformation, but may be reduced to account for the new maximums. The effect of this spell typically lasts no longer than one battle.
CoS: 70
Adjustment: +20 MP per tier above 1.

Moon Monster

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: ???, Status: ???, Condition, You Pays Your MP And You Takes Your Chances
Target: Group
30D F15 CT40 MP: 240

Moon Monster damages all enemies with a random moon monster. When casting Moon Monster, roll 1d12 to determine which one. At the very least, Moon Monster strikes all enemies for (14 x MAG + 1d12) magical damage of some element or another.
CoS: 100
Adjustment: +80 MP, +7 power per tier above 1.

Dryad Lock

Rosenvine

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Dryad
Target: Single
35D F15 CT20 MP: 81

Deals (16 x MAG + d12) magical Dryad damage.
CoS: 100
Adjustment: +27 MP, +8 Power per tier above 1.

Dove Burst

Ability Slot Cost: 3
Type: Action
Magic, Spell, Doves
Target: Row (Front)
30D F15 CT20 MP: 120

Dove Burst inflicts (8 x MAG + d8) magical damage with a flutter of phantom doves. For each successive day in which you feed the large flock of doves that dwell in Wisp district, Dove Burst's power increases by +2 the next day, as the flock grows. If a day is missed, damage returns to normal. (The doves have better things to do.) Amount of birdseed required increases with current flock bonus damage. Maximum power is 16.
Adjustment: +40 MP, +4 base power, +8 max power per tier above 1.
CoS: 100

Tempest

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Dryad
Target: Group
35D F15 CT20 MP: 90

Tempest inflicts (8 x MAG + d6) Dryad damage to enemies, with a sudden tempest. When out in bad weather, Tempest strikes with an x1.25 power multiplier. (The weather is bad when someone has sincerely complained about it.) As a koan, meditate on why a spell that attacks with a tempest is not a Jinn spell.
CoS: 100
Adjustment: +30 MP, +4 power per tier above 1.

Steal the Light in the Eyes

Ability Slot Cost: 3
Type: Action
Magic, Spell, Drain, Elemental: Dryad
Target: Single
35D F15 CT15 MP: 90

Steal the Light in the Eyes painlessly absorbs energy from the heart of the target, inflicting (10 x MAG + 1d10) Dryad damage, draining damage dealt. Steal the Light in the Eyes strikes with an x3 power multiplier against targets who have lost hope, or do not desire to win the battle. Steal the Light in the Eyes has the faint scent of lilac.
CoS: 100
Adjustment: +30 MP, +5 power per tier above 1.

Eclipse

Ability Slot Cost: 3
Type: Action
Magic, Spell
Target: Group (sometimes Special)
30D F15 CT30 MP: 240

Briefly occludes celestial light, inflicting (8 x MAG + d6) magical damage. Once per day, for each segment of the day that has passed, Eclipse gains +2 power: 10 at Morning, 12 at Noon, all the way to (22 x MAG + d6) during Viglum. If cast on Dryad's Day, at Night or later, Eclipse targets all enemies instead of just a group.
Adjustment: +80 MP, +4 base power, +1 power increase per tier above 1.
CoS: 100

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