Pyrargite

Pyrargite is crystal from which silver is smelted. Jewelry that remembers where gems are from have a special power - though the most popular jewelry pieces may have Pyrargite plucked from Jumi, even that hewn from the earth has the ability to cure and protect.

And here is a story about that:

The doctor, dressed in silver, worked tirelessly, night and day, to the very limit of her age, treating all that came to the door of her sanctum. In the very height of the white death, in the reign of the second dynasty, a shadow - that of the White Death himself - came to call upon her, in disguise.
He said: "My skin is as bones, my breath foul and noxious, my skin glistening and toxic, and all I have visited have turned me away. Will you, oh doctor, invite me into your sanctum?"
And to this, the doctor assented, and she led him deep within the earth, to her sanctum - carved into a cave deep within the earth.
And the White Death removed his cowl: "You are a fool, oh doctor, for into your sanctum you have invited the White Death."
And the doctor smiled, shut the door, and extinguished the torches, one by one.

Simon the Sassy Sapling Says: When checking out Pyrargite Gems, make sure that it has at least one Essential Recovery ability, and one Essential Cleanse type ability! If it doesn't, it's not a real Gem at all! Really, what sort of Mana Goddess would allow a healing gem without basic healing abilities to exist?!

Essential Abilities

Heal

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

Restores (12 x WIL + d12) HP to the target.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Pinch Heal

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

Restores (8 x WIL + d12) HP to the target. If the target is below 50% of their maximum HP, apply a x1.5 power modifier to the HP restored. If the target is in SoS, apply a x2 power modifier to the HP restored instead.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Quick Heal

Ability Slot Cost: 3
Type: Action
Magic, Spell, Recovery
Target: Single
40D F15 MP: 48

Restores (8 x WIL + d8) HP to the target.
CoS: 100
Adjustment: +16 MP, +4 Power per tier above 1.

Healrora Curealis

Ability Slot Cost: 3
Type: Action
Magic, Spell, Recovery
Target: Group (1 Target Front and Back)
35D F15 CT15 MP: 75

Restores (10 x WIL + d10) HP to the targets with a curtain of shimmering light.
CoS: 100
Adjustment: +25 MP, +5 Power per tier above 1.

Band Aid

Ability Slot Cost: 3
Type: Action
Magic, Recovery
Target: Single
35D F15 CT15

Grants (8 x WIL + d8) Temporary HP to the target.
CoS: 100
Adjustment: +4 Power per tier above 1.

Repair Magic

Ability Slot Cost: 2
Type: Action
Magic, Spell, Cleanse
Target: Single
30D F15 CT10 MP: 30

Removes the Debrave, Defaith, Deprotect, Deshell, Slow and Evasion Down status effects from the target.
CoS: 100
Adjustment: +10 MP per tier above 1.

Spell Medicine

Ability Slot Cost: 2
Type: Action
Magic, Spell, Cleanse
Target: Single
30D F15 CT10 MP: 30

Removes the Poison, Amnesia, Blind, Zombie and Headache status effects from the target.
CoS: 100
Adjustment: +10 MP per tier above 1.

Rescue Magic

Ability Slot Cost: 2
Type: Action
Magic, Spell, Cleanse
Target: Single
30D F15 CT10 MP: 30

Removes the Toad, Lock, Danger, Discharge, Provoke and Sleep status effects from the target.
CoS: 100
Adjustment: +10 MP per tier above 1.

Condition Clear

Ability Slot Cost: 2
Type: Action
Magic, Spell, Cleanse
Target: Single
25D F15 CT10 MP: 30

Removes a single negative condition from the target.
CoS: 100
Adjustment: +10 MP per tier above 1.

Protect

Ability Slot Cost: 3
Type: Action
Magic, Spell, Enhancement: Protect
Target: Single
30D F15 CT10 MP: 45

Bestows Protect (5).
CoS: 100
Adjustment: +15 MP per tier above 1.

Shell

Ability Slot Cost: 3
Type: Action
Magic, Spell, Enhancement: Shell
Target: Single
30D F15 CT10 MP: 45

Bestows Shell (5).
CoS: 100
Adjustment: +15 MP per tier above 1.

Evasion Up

Ability Slot Cost: 3
Type: Action
Magic, Spell, Enhancement: Evasion Up
Target: Single
30D F15 CT10 MP: 45

Bestows Evasion Up (6).
CoS: 100
Adjustment: +15 MP per tier above 1.

Barrier

Ability Slot Cost: 3
Type: Action
Magic, Spell, Enhancement: Barrier
Target: Single
30D F15 CT10 MP: 45

Bestows Barrier (6).
CoS: 100
Adjustment: +15 MP per tier above 1.

Resist

Ability Slot Cost: 4
Type: Action
Magic, Spell, Enhancement: Resist
Target: Single
35D F15 CT15 MP: 105

Bestows Resist (4).
CoS: 100
Adjustment: +35 MP per tier above 1.

Veil

Ability Slot Cost: 3
Type: Action
Magic, Spell, Enhancement: Veil
Target: Single
35DF15 CT15 MP: 90

Bestows Veil (5).
CoS: 100
Adjustment: +30 MP per tier above 1.

Regen

Ability Slot Cost: 3
Type: Action
Magic, Spell, Enhancement: Regen
Target: Single
30D F15 CT10 MP: 60

Bestows Regen (6) on the target.
CoS: 100
Adjustment: +20 MP per tier above 1.

Refresh

Ability Slot Cost: 3
Type: Action
Magic, Spell, Enhancement: Refresh
Target: Single
40D F15 MP: 21

Bestows Refresh (6) upon a single target.
CoS: 100
Adjustment: +3 MP per tier above 1.

Debrave

Ability Slot Cost: 3
Type: Action
Magic, Spell, Status: Debrave
Target: Single
30D F15 CT10 MP: 45

Inflicts Debrave (5).
CoS: 75
Adjustment: +15 MP per tier above 1.

Defaith

Ability Slot Cost: 3
Type: Action
Magic, Spell, Status: Defaith
Target: Single
30D F15 CT10 MP: 45

Inflicts Defaith (5).
CoS: 75
Adjustment: +15 MP per tier above 1.

Slow

Ability Slot Cost: 3
Type: Action
Magic, Spell, Status: Slow
Target: Single
30D F15 CT10 MP: 45

Inflicts Slow (5).
CoS: 70
Adjustment: +15 MP per tier above 1.

Sleep

Ability Slot Cost: 3
Type: Action
Magic, Spell, Status: Sleep
Target: Single
35D F15 CT15 MP: 48

Inflicts Sleep (4).
CoS: 70
Adjustment: +16 MP per tier above 1.

Blind

Ability Slot Cost: 3
Type: Action
Magic, Spell, Status: Blind
Target: Single
30D F15 CT10 MP: 48

Inflicts Blind (5).
CoS: 70
Adjustment: +16 MP per tier above 1.

Headache

Ability Slot Cost: 3
Type: Action
Magic, Spell, Status: Headache
Target: Single
30D F15 CT10 MP: 48

Inflicts Headache (5).
CoS: 70
Adjustment: +16 MP per tier above 1.

Inheritance

Passive Slot Cost: 3
Type: Reaction
Recovery
Target: Group
Trigger: Being KOd by an ability.

The character's Party members all have their HP and MP restored by (8 x WIL + d8)
CoS: 100
Adjustment: +4 power per tier above 1.

Overtime

Passive Slot Cost: 3
Type: Support

For every member of the character's party that is currently KOd, apply a +25% situational modifier to any Life effects that the character uses.

Boon

Passive Slot Cost: 3
Type: Support

When you apply an Enhancement to an ally, increase the timer of all Enhancements already on the ally by (1).

Jinn Lock

Soft Wind

Ability Slot Cost: 3
Type: Action
Magic, Spell, Life, Enhancement
Target: Single
35D F15 CT15 MP: 105

Revives a target with (8 x WIL + d8) HP, and bestows Regen (4) to that same target.
CoS: 100
Adjustment: +35 MP, +4 Power per tier above 1.

Air Blades

Ability Slot Cost: ?
Type: Action
Magic, Spell, Element: Jinn, Enhancement
Target: Single
35D F15 CT15 MP: 60

Fires blades of air for (12 x MAG + d12) Jinn damage. If Air Blades inflicts at least +25% bonus damage, an ally gains Haste (3).
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Storm Wall

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

Bestows Protect (4) and Shell (4) to the target.
CoS: 100
Adjustment: +30 MP

Harmonic Cure

Ability Slot Cost: 3
Type: Action
Magic, Spell, Recovery
Target: Single
30D F15 CT10 MP: 48

Restores (8 x WIL + d8) HP to the target. Apply an x2 power multiplier if the caster's last action was casting Harmonic Cure on the same target.
CoS: 100
Adjustment: +16 MP, +4 Power per tier above 1.

Heaven Balance

Passive Slot Cost: 3
Type: Support

Targets of the caster's Recovery and Cleanse abilities are quickened by -3D.

Gnome Lock

Mystic World

Ability Slot Cost: 3
Type: Action
Magic, Stance
50D F20

Select an ally - you enter a stance until your next action that causes that ally's Target: Single spells to expand to Target: Row.
CoS: 100

Gem Missile

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

Lifts and hurls amethyst missiles for (12 x MAG + 1d12) magical Gnome damage. If Gem Missile inflicts at least +25% bonus damage, an ally gains Protect (3).
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Geo Dictum

Ability Slot Cost: 3
Type: Action
Magic, Spell, Recovery, Life
35D F15 CT15 MP: 105

Revives a target, setting their HP equal to your current value. The caster's HP value is then set to (12 x WIL + d12).
CoS: 100
Adjustment: +35 MP, +5 Power per tier above 1.

Double Cure

Ability Slot Cost: 3
Type: Action
Magic, Spell, Recovery
Target: Double
25D F10 CT25 MP: 60

Restores (8 x WIL + d8) HP to two different targets. Unlike most spells, the MP cost on Double Cure is paid when the ability is selected. One target is then immediately healed, while the second is healed after the CT resolves.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Helper

Passive Slot Cost: 3
Type: Support

Anytime you apply an Enhancement to a target or use a Cleanse ability to remove a status from them, the target also recovers (2 x WIL) HP.
Adjustment: +1 Power per tier above 1.

Undine Lock

Cure Water

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

Restores (10 x WIL + d10) HP to the target. The target gains a special condition: the very next time the target is struck for damage, apply a -25% situational modifier to it.
CoS: 100
Adjustment: +20 MP, +5 Power per tier above 1.

Freeze

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

Deals (12 x MAG + 1d12) magical Undine damage with a crash of ice. if Freeze inflicts at least +25% bonus damage, an ally gains Shell (3).
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Ward

Ability Slot Cost: 3
Type: Action
Magic, Stance
Target: Self
50D F15 MP: 90

The character enters a stance which last for (5) turns. Until then, the caster and his party applies a -50% situational modifier to incoming damage of a specific element, determined when Ward is first used. The element is determined by the element (or alignment - abilities behind Spirits Locks without elemental components, even if they do not inflict elemental damage) of the last acting ally. If no element is capable of being determined, such as if the previous acting ally had used a basic attack, then Ward's damage reduction applies to Undine damage.
CoS: 100
Adjustment: +30 MP

Rising Tide

Ability Slot Cost: 3
Type: Action
Magic, Spell, Life
Target: Single
35D F15 CT15 MP: 120

Revives the target with (10 x WIL + d10) HP. Each time that a member of the party has been KO while the character had Rising Tide equipped and was in the party, apply a +25% situational modifier to the amount of HP future targets are revived with. Track this bonus throughout the course of the day - setting it back down to zero only after a new day has officially begun.
CoS: 100
Adjustment: +40 MP, +5 Power per tier above 1.

Rain Dance

Ability Slot Cost: 3
Type: Action
Magic, Stance, Recovery
Target: Self
30D F30 MP 90

The character enters a stance which lasts until the start of their next turn. Any time the caster or one of his allies is targeted by an offensive ability, the caster immediately heals the ally for (6 x WIL + d6) HP.
CoS: 100
Adjustment: +30 MP, +3 Power per tier above 1.

Salamander Lock

Life Spark

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

Restores (6 x WIL + d6) HP to the target. After Life Spark is used, create two an initiative markers labeled 'Life Spark' - one at 30D and the other at 60D. Each time a Life Spark reaches 0D, the target has (6 x WIL + d6) HP restored. If Life Spark is used again while imitative markers for the previous use still exist, remove them before adding the two new markers.
CoS: 100
Adjustment: +20 MP, +3 Power per tier above 1.

Fireball

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

Blasts a target with three buffets of flame for (12 x MAG + 1d12) magical Salamander damage. If Fireball deals at least +25% bonus damage, an ally gains Brave (3).
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Reraise

Ability Slot Cost: 3
Type: Action
Magic, Spell, Life
Target: Single
35D F15 CT15 MP: 105

When Reraise is used, select a single party member and apply a condition to them. The first time that the target receives a turn while KOd, they are immediately revived with (12 x WIL + 1d12) HP and can act as normal, taking a turn immediately.
CoS: 100
Adjustment: +35 MP, +6 Power per tier above 1.

Off Healer

Passive Slot Cost: 3
Type: Support

Anytime the character uses a Recovery or Life ability, on the next turn the character takes, any damage they inflict receives a +25% situational modifier. The off stands for "offense".

Burning Spirit

Passive Slot Cost: 3
Type: Support

Anytime the character used a single target Life, Recovery or Enhancement ability on another ally, the caster recovers (4 x WIL) HP.
Adjustment: +2 Power per tier above 1.

Wisp Lock

Cure Light

Ability Slot Cost: 3
Type: Action
Magic, Spell, Recovery
Target: Group
40D F15 CT20 MP: 90

Restores (8 x WIL + d8) HP to the entire party. While the charge time is resolving, the caster gains a 4/5ths Defense Factor.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.

Light Pillar

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

Revives the target with (12 x WIL + d12) HP.
CoS: 100
Adjustment: +30 MP

Clean Shine

Ability Slot Cost: 3
Type: Action
Magic, Spell, Cleanse
Target: Single
35D F15 CT15 MP: 75

Removes all negative status effects and negative conditions from the target.
CoS: 100
Adjustment: +25 MP.

Empower

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

Restores (10 x WIL + d10) HP to the target, and grants them a +25% situational modifier to the next ability they use.
CoS: 100
Adjustment: +20 MP, +5 Power per tier above 1.

Paling

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

Bestows Evasion Up (4) and Barrier (4).
CoS: 100
Adjustment: +30 MP

Shade Lock

Magic is Everything

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

Inflicts (6 x MAG + d6) magical Shade damage and applies a condition that last until the target is KOed, or the target attacks and hits itself for damage. For the duration of the condition, anytime a member of the caster's party deals damage to the target, they regain (6 x WIL) HP as a Recovery effect.
CoS: 100
Adjustment: +20 MP, +3 Power per tier above 1.

Curse Kettle

Ability Slot Cost: 3
Type: Action
Magic, Spell, Cleanse
Target: Single
50D F15 MP: 42

Removes all negative status effects from the target, and place them inside the Curse Kettle (keeping track between battles). For each unique status effect already inside the Curse Kettle at the time of its use, subtract 5 from the CoS of Curse Kettle. The Curse Kettle can be emptied in battle by taking a (40D F20) action with no MP cost, or by paying the MP cost of two Curse Kettle uses while out of battle.
CoS: 100
Adjustment: +14 MP.

Devil Saber

Ability Slot Cost: 2
Type: Action
Magic, Spell, Condition.
Target: Single
40D F15 MP: 60

Select a single target when Devil Saber is used, and pour out the contents of the Curse Kettle upon the targets weapon. For the duration of the battle, any Weapon ability used by the character has a 60% CoS to inflict all statuses that had been in the Curse Kettle with a duration of (4).
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Cure Spike

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

Select a single target - that target recovers (12 x WIL + d10) HP. Other allies in the target's row recover (6 x WIL + d6) HP as well.
CoS: 100
Adjustment: +20 MP, +5 Power to the initial target and +3 Power to the other targets per tier above 1.

Soul Steal

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Shade, Life
Target: Single
35D F15 CT15 MP: 75

Inflicts (12 x MAG + d12) magical Shade damage to a single target. If this attack KOs the target, immediately revive one of the caster's allies with (10 + WIL + d10) HP.
CoS: 100
Adjustment: +25 MP, +6 Power to the damage and +5 Power to the revive per tier above 1.

Luna Lock

Lunatwist

Ability Slot Cost: 4
Type: Action
Magic, Spell, Cleanse
Target: Single
30D F15 CT10 MP: 48

When Lunatwist is used, remove a single negative status effect from the target. After doing so, the target is granted a single enhancement with the duration of the status effect that was removed, with the enhancement depending on the specific status effect removed. If the CoS roll is between 1-10, remove and replace two negative status effects instead of one.
Status Enhancement : Status Enhancement : Status Enhancement
Amnesia Refresh Deshell Shell Provoke Tranq
Blind Accuracy Up Discharge Critical Up Sleep Tranq
Danger Resist Evasion Down Evasion Up Slow Haste
Debrave Brave Headache Barrier Toad Insight
Defaith Faith Lock Veil Zombie Insight
Deprotect Protect Poison Regen

CoS: 90
Adjustment: +18 MP per tier above 1.

MP Absorb

Ability Slot Cost: 3
Type: Action
Magic, Spell, Drain
Target: Single
35D F15 CT15 MP: 21

Iinflicts (10 x MAG + d10) magical damage to the target's MP. The caster gains MP equal to the damage dealt.
CoS: 100
Adjustment: +3 MP, +5 Power per tier above 1.

Starwax

Ability Slot Cost: ?
Type: Action
Magic, Spell, Recovery
Target: Single
35D F15 CT15 MP: 60

Grants the target (12 x WIL + d12) Temporary HP. For as long as the target retains some of the Temporary HP they may, at the start of any of their turns, choose to convert the remaining Temporary HP into MP, which is then instantly recovered.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Eh, It's Kind of Like a Heal Spell

Ability Slot Cost: 3
Type: Action
Magic, Spell, Element: Luna, Condition, Shmecovery
Target: Group
35D F15 CT15 MP: 60

The caster shrugs and applies a condition to each target. Whenever each individual target is hit for damage, the combatant that did the attacking immediately receives (6 x MAG + d6) magical Luna damage, and the condition on that target ends.
CoS: 100
Adjustment: +30 MP, +3 Power per tier above 1.

Weirding

Passive Slot Cost: 3
Type: Reaction
Recovery
Target: Self
Trigger: Being hit for damage.

The character recovers (4 x WIL) MP.
CoS: 100
Adjustment: +2 power per tier above 1.

Dryad Lock

Blossom Rain

Ability Slot Cost: 3
Type: Action
Magic, Spell, Recovery, Cleanse, Enhancement
Target: Single
35D F15 CT15 MP: 60

Restores (10 x WIL + d10) HP, and removes the Toad and Discharge status effects. If the target has been kissed by the caster before, the target gains a random enhancement (4) as well. Roll a d4 and consult the table below. If the target has been kissed by the caster earlier in the same day, the target may instead choose which enhancement they receive.
1 Tranq
2 Critical Up
3 Barrier
4 Insight

CoS: 100
Adjustment: +20 MP, +5 Power per tier above 1.

Flowerbed

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

Select a single target when Flowerbed is used. The first time that an enemy attacks that ally, the caster gains control of the enemy after its attacks effects resolve. The caster can then choose the ability and target(s) of that enemy's next action.
CoS: 100
Adjustment: +20 MP

HP Stroll

Passive Slot Cost: 3
Type: Support

Whenever the character move from one district or region to another, the entire party has (6 x WIL + d6) HP restored.
Adjustment: +3 Power per tier above 1.

Perseverance

Passive Slot Cost: 3
Type: Reaction
Recovery
Target: Self
Trigger: An ally is KOd by an ability.

The character recovers (12 x WIL + d12) MP.
CoS: 100
Adjustment: +6 power per tier above 1.

Mana Saber

Ability Slot Cost: 4
Type: Action
Magic, Spell, Condition
Target: Single
35D F15 CT15 MP: 75

Select a single target and bestow a positive condition upon a single character for the duration of the fight. Mana Saber increases the damage dealt by the targets weapon, depending on the amount of mana in the area.
When Mana is low, add +1 die per tier when making Weapon attacks.
When Mana is medium, apply a x1.25 power multiplier to targets base damage.
When Mana is high, apply a x1.25 power multiplier to targets base damage and all situational modifiers that reduce damage - except for elemental resistances - are ignored.
When Mana is extreme, it does something else!
CoS: 100
Adjustment: +25 MP

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