I guess we never quite finished one? In the game Gems was for, this was sort of a hidden one no one knew about and was planned to be introduced later on at a point that the game didn't quite make it to. Probably not too hard to fill in the blanks though.
Each gem has three abilities: Disaster lust, then two other abilities that aren't from the same group (sustain, physical, magical, support)
Essentials
Disasterlust
Ability Slot Cost: 2
Type: Action
Stance, Multi-Action
Target: Self
?D F15
The character takes increased damage until their next action - but the next time they don't use disasterlust, they gain an additional action. The first time disasterlust is used, the Delay is 50D and incoming damage is increased by +25%. If disasterlust is used a second time in a row, the delay is instead 40D and incoming damage is +50% while granting a total of two extra actions. If disasterlust is used a third time in a row, the delay is 30D with +100% incoming damage and a total of three extra actions are granted, giving the character four actions on the following turn. Additional uses of disasterlust in a row beyond the third grant no additional actions, but you will continues to take increased damage. When performing multiple actions on a single turn, take the largest CT of all used abilities, and the largest delay of all used abilities, and pay only those time cost for the turn; any HP, MP, detrimental effects or other such costs are all paid in full for each action, and the abilities themselves function as normal.
CoS: 100
Energy Conversion
Ability Slot Cost: 3
Type: Action
Magic
Target: Self
30D F15
The character loses 20% of their Maximum HP. In exchange, they gain Temporary MP equal to the amount of HP lost.
CoS: 100
Raised Stakes
Ability Slot Cost: 3
Type: Action
Technique, Recovery
Target: Self
40D F15
Reduce the character's HP by (10 x WIL + d10) - in exchange, gain double that amount of THP. Until the character loses all their THP, they receive +25% incoming damage.
CoS: 100
Adjustment: +5 Power per tier above 1.
Lime Light
Ability Slot Cost: 3
Type: Action
Technique, Recovery
Target: Single
40D F15 CT10 MP: 30
Restores (12 x WIL + d12) HP to an ally. Until the end of your next turn, that ally takes +25% incoming damage.
CoS: 100
Adjustment: +6 Power per tier above 1.
Tantrum
Ability Slot Cost: 3
Type: Action
Technique, Stance, Weapon
Target: Self
[W]D F[W]
Enter a stance which last until your next turn. Any time an enemy uses a Row or Group target move, immediately attack for weapon damage with a x2 power multiplier.
CoS: 100 (for the stance, 80 for the attack)
Distraction
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
7+[W]D F[W]
Deals weapon damage and places a condition on the target - if the enemy does not target you with its next action, from then until its turn after that it takes +25% incoming damage from your allies (but not you).
CoS: 80
Drafting
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 30
Deals weapon damage to the target, and if the enemy does not target you with its next action, immediately reduce your delay by 20D.
CoS: 80
Adjustment: +10 MP per tier above 1.
Warning
Ability Slot Cost: 3
Type: Action
Technique, Stance, Weapon
Target: Self
50D F15
Mark an ally and enter a stance which last until your next turn. Any time an enemy reduces that ally's HP into SoS levels, or an enemy attacks the ally while the ally is in SoS ranged, immediately deal (10 x ATK + d10) physical damage to the offending enemy. If an enemy KOs the ally, deal the counter damage to the entire enemy party, rather than just the offending enemy.
CoS: 100
Air Scythe
Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Jinn
Target: Single
40D F15 CT10 MP: 60
An invisible blade cuts through the air for (8 x MAG + d8) magical Jinn damage. If the enemy fails to target you with its next action, the blade catches them on its return trip for (8 x MAG) magical Jinn damage before that action can resolve.
CoS: 100
Adjustment: +4 Power, +20 MP per tier above 1.
Rumble
Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Gnome
Target: Single
40D F15 CT10 MP: 60
A burst of cuboid pillars form the earth inflicts (8 x MAG + d8) magical Gnome damage. If the enemy fails to target you with its next action, the pillars burst up again all at once, hurling the enemy up into the air for (8 x MAG) magical Gnome damage before its action can resolve.
CoS: 100
Adjustment: +4 Power, +20 MP per tier above 1.
Heartburn
Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Salamander
Target: Single
35D F15 CT15
When Heartburn finishes casting, reduce the character's Current HP by 10% of their Maximum HP. Deals (12 x MAG + d12) magical Salamander damage.
CoS: 100
Adjustment: +6 Power per tier above 1.
Overfrost
Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Undine
Target: Single
35D F15 CT15
When Overfrost finishes casting, reduce the character's Current HP by 10% of their Maximum HP. Deals (12 x MAG + d12) magical Undine damage.
CoS: 100
Adjustment: +6 Power per tier above 1.
Twilight
Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Wisp
Target: Single
30D F15 CT30 MP: 30
While Twilight is charging, the character gains a 3/5ths Defense Modifier. When Twilight resolves, instantly reduce your HP to 1. Twilight then deals (14 x MAG + d12 + The HP Lost when being reduced to 1) magical Wisp damage.
CoS: 100
Adjustment: +7 Power, +10 MP per tier above 1.
Subtraction
Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Shade
Target: Single
30DF15 CT30 MP: 30
While Subtraction is charging, the character gains a 3/5ths Defense Modifier. When Subtraction resolves, instantly reduce your HP to 1. Subtraction then deals (14 x MAG + d12 + The HP Lost when being reduced to 1) magical Shade damage.
CoS: 100
Adjustment: +7 Power, +10 MP per tier above 1.
Law of the Wild
Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Dryad
Target: Special
35D F15 CT15 MP: 60
A herd of phantom gazelle stampedes across the battlefield - Law of the Wild deals (8 x MAG + d8) magical Dryad damage to any enemy which has attacked you since your last turn.
CoS: 100
Adjustment: +4 Power, +20 MP per tier above 1.
Stardust Twister
Ability Slot Cost: 2
Type: Action
Magic, Spell, Elemental: Luna
Target: Special
35D F15 CT15 MP: 60
A tornado of nebula-dust cuts a swathe of destruction across the battlefield - Stardust Twister deals (8 x MAG + d8) magical Luna damage to any enemy which has attacked you since your last turn.
CoS: 100
Adjustment: +4 Power, +20 MP per tier above 1.
Glass Cannon
Passive Slot Cost: 2
Type: Support
Every time the character starts a turn, increase the damage that the character deals by +25%. This bonus stacks without limit, but is removed for the remainder of the battle the first time the character takes damage, and does not start back up until your next encounter.
Call to Arms
Passive Slot Cost: 2
Type: Reaction
Target: Single
Trigger: An ally is KO'd.
MP: 30
Reduce an ally's delay by 10.
CoS: 100
Adjustment: +10 MP per tier above 1.
JINN LOCK
So It Goes
Ability Slot Cost: 3
Type: Action
Technique, Stance, Speedy
Target: Self
30D F15
The character enters a stance which last until the end of the battle, or until they choose to end the stance at the beginning of any following turns. While the stance is active, the character loses ([14 - WIL] x 4) HP every turn, but deals +25% damage.
CoS: 100
Adjustment: +2 Power per tier.
Meridian Dance
Ability Slot Cost: 3
Type: Action
Technique, Stance
Target: Self
50D F15 MP: 60
The character enters a stance until his next turn. If an enemy takes an action and fails to deal damage to you with it, deal (12 x MAG + d12) magical Jinn damage to the enemy with a brilliant ray of crackling thunder.
CoS: 100
Adjustment: +6 Power, +20 MP per tier above 1.
Messiah Complex
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Jinn, Life.
Target: Group
40D F20 CT20 MP: 120
Deals (8 x MAG + d8) magical Jinn to all enemies and yourself in a burst of luminous clouds. Additionally, revive a single ally with (6 x WIL + d6) HP.
CoS: 100
Adjustment: +4 Power (damage), +3 Power (revive), +40 MP per tier above 1.
Dance With Me
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Recovery
Target: Single
[W]D F[W] MP: 60
Deals normal Jinn weapon damage - and the target has a -10 CoS penalty applied to its next attack against targets that aren't you. Additionally, you recover (WIL x 6) HP for each target that the enemy misses on your next turn.
CoS: 80
Adjustment: +3 Power, +20 MP per tier above 1.
Offering
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Drain
Target: Single
[W]D F[W] MP: 30
Deals normal Jinn weapon damage to a single target. Reduce your own HP by (WIL x 4), then restore another ally's HP by that much, plus half the damage you dealt to the enemy.
CoS: 80
Adjustment: +2 Power, +10 MP per tier above 1.
GNOME LOCK
Kinship
Passive Slot Cost: 3
Type: Support
When you equip Kinship, select an ally. Whenever an enemy targets that ally, you deal +25% damage to it with your next action.
Obelisker
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Gnome
Target: Single
MP:
35D F15 CT20 MP: 72
Magnetizes the ground beneath the target, before striking beneath them with a sharp steel pillar for (12 x MAG) + d12 magical Gnome damage. Pebbles float off the ground near this spell's point of impact, and it becomes a locus of energy - the target takes +25% magical damage as long as this spell is charging.
CoS: 100
Adjustment: +24 MP, +6 power per tier above 1.
Seventh Gate
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Gnome
Target:
35D F15 CT15 MP: 60
Black iron chains lash onto the target and drag them into a fissure in the earth. The ground shifts and ripples for a few moments, like a great maw chewing on its prey, before spitting the target back out for (10 x MAG) + d10 magical Gnome damage. Seventh Gate inflicts +25% damage for each action an enemy took that damaged one or more of your allies while it was charging.
CoS: 100
Adjustment: +20 MP, +5 power per tier above 1.
Deep Grudge
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Condition
Target: Single
[W]D F[W] MP: 60
Strike a target for weapon damage and drive a giant phantom nail into them. Until the beginning of your next action, whenever a different enemy takes damage from an action, the nail pierces deeper, inflicting weapon damage to the chained enemy again with a x0.33 multiplier.
CoS: 80
Adjustment: +20 MP per tier above 1
Pile Driver
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Condition
Target:
[W]D F[W] MP: 72
Pile Driver lifts the target and slams them into the ground, inflicting Gnome weapon damage. The target's defenses are shattered until the beginning of your next action - any effect or property that would normally apply a negative situational modifier applies an opposite, positive one instead.
CoS: 75
Adjustment: +24 MP per tier above 1.
SALAMANDER LOCK
Hotter Than Hell
Passive Slot Cost: 3
Type: Support
If you've suffered bonus damage (ie a sit mod) since your last turn, you deal +26% damage on your turn.
Berserk Beat
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Salamander
Target: Single (Except When It's Group)
[W]D F[W] MP: 30
Deal Salamander weapon damage to a single target. Berserk Beat begins to build chain after the first strike, inflicting +50% damage with each subsequent strike to the same target (or any target, if the target has been KOd since your last action) up to a maximum of +150%. When the chain reaches +150% on your turn, remove the situational modifier from the attack and inflict Salamander weapon damage to the entire group, while ignoring the penalty for attacking into the back row. Failing to use Berserk Beat consecutively immediately ends the chain; additionally, any time an enemy strikes you for damage, lower the chain bonus by -25%.
CoS: 80
Adjustment: +10 MP per tier above 1.
Brimstone Kiss
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Drain, Elemental: Salamander
Target: Single
[W]D F[W] MP: 30
Inflicts Salamander weapon damage. Against targets below half HP, increase the CoS of Brimstone Kiss by 10, and drain the damage dealt by the attack in full.
CoS: 80
Adjustment: +10 MP per tier above 1.
Nuclear Fusion
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Salamander
Target: Single (Except When It's Group)
25D F15 CT25 MP: 60
Deals (12 x MAG + d12) magical Salamander damage to a single target. While Nuclear Fusion is charging, you receive +25% incoming damage. If you're in SoS when the spell's CT resolves, rather that targeting a single target, it targets the entire group instead.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.
Burning Trash
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Salamander
Target: Single
35D F15 CT15 MP: 60
Deals (10 x MAG + d10) magical Salamander damage. If you defeat the target with this attack, select a second target and apply the attack to them as well. Repeat as necessary.
CoS: 100
Adjustment: +20 MP, +5 Power per tier above 1.
UNDINE LOCK
Frozen State
Passive Slot Cost: 3
Type: Support
When you kill a target, gain bonus damage dealt with that action to your next action, also.
Stealing Time
Ability Slot Cost: 3
Type: Action
Magic, Spell, Condition
Target: Single
40D F15 MP: 60
Inflict a condition. When the target uses an action with a CT your next action's CT is discounted by that amount of CT.
CoS: 100
Adjustment: +20 MP per tier above 1.
Nailed to the River
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Undine, Condition
Target:
35D F15 CT15 MP: 60
Deals (10 x MAG + d10) magical Undine damage and Inflicts a condition (5). Actions targetting people other than you gain CT5 per other person.
CoS: 100
Adjustment: +5 Power, +20 MP per tier above 1.
Flip Kick
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Undine, Condition
Target: Single
[W]D F[W] CT10
Inflicts 1d12+[Largest amount of damage taken by an ally while you charge Flip Kick] physical Undine damage. If no ally suffers damage during Flip Kick, inflict weapon damage and Slow (2) instead.
CoS: 80
Sweetest Venom
Ability Slot Cost: 3
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] CT20
Deals weapon damage and cleanses the target of all negative statuses and conditions. Sweetest Venom deals +50% damage for each status or condition removed in this way.
CoS: 80
SHADE LOCK
Irresistable
Passive Slot Cost: 4
Type: Support
You inflict +25% bonus damage whenever you haven't been damaged since your last action.
Persuasion
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Shade
Target: Single
35D F15 CT15 MP: 60
Deals (8 x MAG + d8) magical Shade damage, and name the name of an ability they target knows which deals damage. If the target fails to use this ability on their next turn, the target suffers the damage of this spell again.
CoS: 100
Adjustment: +4 Power, +20 MP per tier above 1.
Subvert
Ability Slot Cost:
Type: Action
Magic, Spell, Elemental: Shade, Condition
Target: Single
35D F15 CT15 MP: 60
Deals (10 x MAG + d8) magical Shade damage and inflicts a condition: You can force anything that targets that enemy to only target you instead. (4)
CoS: 100
Adjustment: +5 Power, +20 MP per tire above 1.
Switch
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Shade
Target: Single
[W]D F[W] MP: 45
Deal Shade weapon damage to a single target, then swap delays with an ally. (That is, they take the delay from this action and you take theirs.)
CoS: 100
Adjustment: +15 MP per tier above 1.
Hijack
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Shade
Target: Single
[W]D F[W] MP: 60
Deals Shade weapon damage and inflicts a condition (4). If you're KOed, you control this monster's actions. The monster can't damage itself, and when the condition is cleansed, the monster gains a +25% damage bonus for each turn that it lost to the character.
CoS: 100
Adjustment: +20 MP per tier above 1.
WISP LOCK
In the Spotlight
Passive Slot Cost:
Type: Reaction
—-
Target: Single
Trigger: An ally takes damage.
MP: 30
Redirect damage from the ally onto yourself.
CoS: 100
Adjustment: +10 MP per tier above 1.
Slaying Seven at Six Gates
Ability Slot Cost:
Type: Action
Magic, Spell, Elemental: Wisp
Target: Group
30D F15 CT70 MP: 180
Deals (14 x MAG + d12) magical Wisp damage to the enemy group. While charging this spell, anytime an ally is struck, reduce your current delay by -10D.
CoS: 100
Adjustment: +7 Power, +60 MP per tier above 1.
Finishing Sword
Ability Slot Cost: 3
Type: Action
Magic, Spell, Weapon, Elemental: Wisp
Target: Single
50D F15 MP: 60
Wisp weaponspell that deals (12 x ATK + d12) physical Wisp damage, and benefits from sitmods as if it were both physical and magical, and all weapon properties, even ones that might not normally apply (such as Staff charges) function as normal.
CoS: 80
Adjustment: +6 Power, +2- MP per tier above 1.
Seize Victory
Ability Slot Cost: 3
Type: Action
Technique, Weapon, Elemental: Wisp
Target: Single
[W]D F[W] MP: 60
Deals Wisp weapon damage and inflict a condition. It suffers +25% damage. Healing, Enhancement, and Cleanse effects remove this condition and grant immunity to it.
CoS: 80
Adjustment: +20 MP per tier above 1.
Dawn Will Come
Ability Slot Cost:
Type: Action
Technique, Weapon, Elemental: Wisp
Target: Single
[W]D F[W] MP: 60
Inflict Wisp damage on an enemy and a condition (4): If you're KOed it suffers bonus damage and when that enemy dies you revive.
CoS: 100
Adjustment:
LUNA LOCK
Stellar Perfume
Passive Slot Cost:
Type: Support
When you're at max HP, and at least one monster has acted in this battle, your allies inflict bonus damage.
Scrambler
Ability Slot Cost:
Type: Action
???
Target:
D F MP:
Rearranges an ally's elemental properties as you wish, then punish enemies that strike those weaknesses with Luna magic.
CoS: 100
Adjustment:
Picking Favorites
Ability Slot Cost:
Type: Action
???
Target:
D F MP:
Heals one enemy to full, then inflicts Luna damage to another enemy equal to the amount healed.
CoS: 100
Adjustment:
Out for Blood
Ability Slot Cost:
Type: Action
???
Target:
D F MP:
Attack and enter a stance. When enemies take actions that don't damage you, you heal.
CoS: 100
Adjustment:
Starplasm
Ability Slot Cost:
Type: Action
???
Target:
D F MP:
Meld your weapon with amorphous starplasm. If you aren't damaged by your next action, you gain Accuracy IV. (6)
CoS: 100
Adjustment:
DRYAD LOCK
Lingering Heat
Ability Slot Cost:
Type: Reaction
—-
Target: Single
Trigger: Beginning of your action. Have not been KOed in the fight.
Inflict small Dryad damage to a target of your choice. Power increases linearly with each action you take in a battle until you are KOed.
CoS:
Eight Spirits
Ability Slot Cost:
Type: Action
???
Target:
D F CT MP:
Attack spell that stores each element you're struck by, taking on the element of each element stored. All elements are expended on cast. When striking with two opposite elements, weakness benefit is gained and resistance is ignored. Dryad element is inherent.
CoS: 100
Adjustment:
Burst Bounds
Ability Slot Cost:
Type: Action
???
Target:
D F MP:
Weapon strike that causes tremendous collateral damage, wrecking the environment to such a degree that natural hazards and unsealed power increase all further damage in the battle by +25%.
CoS: 100
Adjustment:
Will Remains
Ability Slot Cost:
Type: Action
Technique
Target: Single
D F MP:
Ally receives +50% sitmod to their next action (If S.T). +25% otherwise. Only usable while KOed.
CoS: 100
Adjustment:
Fairyland
Ability Slot Cost:
Type: Action
???
Target:
D F MP:
Strike the target for Dryad damage and wrap the battlefield into a subdimensional meadow that prevents anyone from departing or arriving until you're KOed.
CoS: 100
Adjustment: