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Wind Spells - P1
Hear is the first list of Wind Spells that are available in Magical Atmosphere.
Quick notes - as of the original posting of this, all spells may be missing some info as it is still a WIP, this post will be edited with updates when necessary.
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Some Spells can be upgraded, with a upgraded spell being indicated by a + if it has been upgraded once & a ☆ if it has been upgraded twice.
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Name: Sparrow Dive
Description: Power 30 damage
MP Cost: 5
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Sparrow Dive +
Description: Power 90 damage
MP Cost: 20
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Sparrow Dive ☆
Description: Power 300 Damage + 10% Dizzy
MP Cost: 80
Status Effect: 10% Dizzy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Hawk Dive
Description: Power 400 Damage + 20% Dizzy
MP Cost: 100
Status Effect: 20% Dizzy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Wind Talon
Description: Power 20 Damage + 5% Dizzy
MP Cost: 10
Status Effect: 5% Dizzy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Wind Talon +
Description: Power 80 Damage + 10% Dizzy
MP Cost: 30
Status Effect: 10% Dizzy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Wind Talon ☆
Description: Power 200 Damage + 40% Dizzy
MP Cost: 60
Status Effect: + 40% Dizzy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Dizzying Breeze
Description: Inflicts an opponent with the Dizzy Status
MP Cost: 10
Status Effect: + 30% Dizzy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Dizzying Breeze +
Description: Inflicts an opponent with the Dizzy Status
MP Cost: 30
Status Effect: + 60% Dizzy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Dizzying Breeze ☆
Description: Inflicts an opponent with the Dizzy Status
MP Cost: 90
Status Effect: + 90% Dizzy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Wind Spells - P2 - Link
Magic & Combat Master Post - Link
#magical atmosphere#MagicAndCombat#magical starsign fanproject#magical starsign#magical vacation#magical vacation fanproject#fan project#fandom#spells
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Magic Basics
Overview:
In the Setting of Magical Atmosphere there is magic of witch there are 10 types of. the types of magic are also referred to elements or affinity, below is listed the 10 kind of magic:
Water
Fire
Plant
Wind
Stone
Electric
Light
Shadow
Metal
Love
Water
Water is one of 10 possible magic type that someone can possibly have an affinity with. Water mages most often use Water magic for either healing party support or quick attacks.
Strong Against: Fire
Weak Against: Electric
Resist: Plant
Fire
Fire is one of 10 possible magic type that someone can possibly have an affinity with. Fire mages most often use Fire magic for ether hard hitting attacks or quick multi-target attacks.
Strong Against: Plant
Weak Against: Water
Resist: Wind
Plant
Plant is one of 10 possible magic type that someone can possibly have an affinity with. Plant mages most often use Plant magic for either light multi-target attacks or general party support.
Strong Against: Wind
Weak Against: Fire
Resist: Stone
Wind
Wind is one of 10 possible magic type that someone can possibly have an affinity with. Wind mages most often use Wind magic for either general party support or quick attacks.
Strong Against: Stone
Weak Against: Plant
Resist: Electric
Stone
Stone is one of 10 possible magic type that someone can possibly have an affinity with. Stone mages most often use Stone magic for either defensive party support or hard hitting attacks.
Strong Against: Electric
Weak Against: Wind
Resist: Water
Electric
Electric is one of 10 possible magic type that someone can possibly have an affinity with. Electric mages most often use Electric magic for either quick attacks or light multi-target attacks.
Strong Against: Water
Weak Against: Stone
Resist: Fire
Light
Light is one of 10 possible magic type that someone can possibly have an affinity with. Light mages most often use Light magic for either general party support or hard hitting attacks
Strong Against: Shadow
Weak Against: Shadow
Resist: None
Shadow
Shadow is one of 10 possible magic type that someone can possibly have an affinity with. Shadow mages most often use Shadow magic for enemy interference or hard hitting attacks.
Strong Against: Light
Weak Against: Light
Resist: None
Metal
Metal is one of 10 possible magic type that someone can possibly have an affinity with. Metal mages most often use Metal magic for either defensive party support or enemy interference.
Strong Against: All
Weak Against: None
Resist: All
Love
Love is one of 10 possible magic type that someone can possibly have an affinity with. Water mages most often use Water magic for either healing party support or enemy interference / disruption
Strong Against: None
Weak Against: None
Resist: None
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Notes:
Element symbols design for: Electric, Love & Metal are by: @aforgotto
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Magic & Combat Master Post - Link
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Skills
Skills Info
Skills are a regular battle action with no need for magic to use any of them, Skills includes things such as Garding, Fleeing from Battle and a bunch of physical attacks
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Gard
Description: The user takes a defensive stance as to reduce incoming damage.
Front Row Use: Y
Back Row Use: Y
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Move
Description: The user changes there position in battlefield.
Front Row Use: Y
Back Row Use: Y
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Flee
Description: The user will run away from the current encounter. this may not always work.
Front Row Use: Y
Back Row Use: Y
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Slap
Description: The user will take an opportunity to slap the opponent, typically on the face.
Front Row Use: Y
Back Row Use: N
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Tackle
Description: The user will take a run up start and tackle the opponent the best they can.
Front Row Use: Y
Back Row Use: N
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Punch
Description: The user will punch the opponent often aiming for the gut.
Front Row Use: Y
Back Row Use: N
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Cross Punch
Description: The user will jab the opponent with a couple of quick but tough punches
Front Row Use: Y
Back Row Use: N
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Hook Punch
Description: The user will hit an opponent with a punch that comes from a horizontal angle that is aimed at the head.
Front Row Use: Y
Back Row Use: N
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Kick
Description: The user will attack the opponent with a kick witch is typically aimed at the torso
Front Row Use: Y
Back Row Use: N
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Side kick
Description: The user hit the opponet with a powerful and swift kick to the side
Front Row Use: Y
Back Row Use: N
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Front Kick
Description: The user hits the opponent with a up movie kick to the head or upper torso
Front Row Use: Y
Back Row Use: N
-----------------------------------------------------------------------------Drop Kick
Description: The user takes a running start and then jump into kicking the opponent from above.
Front Row Use: Y
Back Row Use: Y
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Head Butt
Description: The user will take an opportunity to headbutt the opponent. most effect with those with hard heads.
Front Row Use: Y
Back Row Use: N
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Tail Swipe
Description: The user will knock over there opponent with a hit form there tail. tailess people can not use this move
Front Row Use: Y
Back Row Use: N
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Magic & Combat Master Post - Link
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Wind Spells - P2
Hear is the Second list of Wind Spells that are available in Magical Atmosphere.
Quick notes - as of the original posting of this, all spells may be missing some info as it is still a WIP, this post will be edited with updates when necessary.
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Name: Cyclone Rush
Description: Power 20 damage to 2 random opponents
MP Cost: 20
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Cyclone Rush +
Description: Power 60 damage to 3 random opponents
MP Cost: 50
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Cyclone Rush ☆
Description: Power 100 damage to all opponents + 5% Dizzy
MP Cost: 100
Status Effect: 5% Dizzy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Healing Feather
Description: Heals Stuck status
MP Cost: 40
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Whirling Winds
Description: summons Hurricane weather for 2 turns
MP Cost: 40
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Whirling Winds +
Description: summons Hurricane weather for 4 turns
MP Cost: 80
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Mach Nine
Description: raises Agility for party members by 1 for 3 turns
MP Cost: 40
Status Effect: /
Stat Change: + 1 Agility
Front Row Use: tba
Back Row Use: tba
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Name: Mach Nine +
Description: raises Agility for party members by 2 for 5 turns
MP Cost: 100
Status Effect: /
Stat Change: + 2 Agility
Front Row Use: tba
Back Row Use: tba
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Name: Gale Force
Description: decreases Agility of an opponent by 1 for 3 turns
MP Cost: 40
Status Effect: /
Stat Change: - 1 Agility
Front Row Use: tba
Back Row Use: tba
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Name: Swirling Winds
Description: Power 100 damage to all opponents + 60% Clumsy
MP Cost: 100
Status Effect: + 60% Clumsy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Wind Spells - P1 - link
Magic & Combat Master Post - Link
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Plant Spells - P1
Hear is the first list of Plant Spells that are available in Magical Atmosphere.
Quick notes - as of the original posting of this, all spells may be missing some info as it is still a WIP, this post will be edited with updates when necessary.
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Some Spells can be upgraded, with a upgraded spell being indicated by a + if it has been upgraded once & a ☆ if it has been upgraded twice.
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Name: Rose Thorns
Description: Power 30 damage
MP Cost: 5
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Rose Thorns +
Description: Power 90 damage
MP Cost: 20
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Rose Thorns ☆
Description: Power 300 Damage + 10% Itchy
MP Cost: 80
Status Effect: + 10% Itchy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Pepper Thorns
Description: Power 400 Damage + 20% Itchy
MP Cost: 100
Status Effect: + 20% Itchy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Brier Patch
Description: Power 20 Damage + 5% Itchy
MP Cost: 10
Status Effect: + 5% Itchy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Brier Patch +
Description: Power 80 Damage + 10% Itchy
MP Cost: 30
Status Effect: + 10% Itchy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Brier Patch ☆
Description: Power 200 Damage + 40% Itchy
MP Cost: 60
Status Effect: + 40% Itchy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Nettle Leaves
Description: Inflicts an opponent with the Itchy Status
MP Cost: 10
Status Effect: + 30% Itchy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Nettle Leaves +
Description: Inflicts an opponent with the Itchy Status
MP Cost: 30
Status Effect: + 60% Itchy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Nettle Leaves ☆
Description: Inflicts an opponent with the Itchy Status
MP Cost: 90
Status Effect: + 90% Itchy
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Plant Spells - P2 - link
Magic & Combat Master Post - Link
#MagicAndCombat#magical atmosphere#magical starsign fanproject#magical starsign#magical vacation fanproject#magical vacation#fan project#fandom#spells
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Fire Spells - P2
Hear is the Second list of Fire Spells that are available in Magical Atmosphere.
Quick notes - as of the original posting of this, all spells may be missing some info as it is still a WIP, this post will be edited with updates when necessary.
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Name: Heat Fondue
Description: Power 20 damage to 2 random opponents
MP Cost: 20
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Heat Fondue +
Description: Power 60 damage to 3 random opponents
MP Cost: 50
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Heat Fondue ☆
Description: Power 100 damage to all opponents + 5% Scorched
MP Cost: 100
Status Effect: + 5% Scorched
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Warming Ember
Description: Heals Cold status
MP Cost: 40
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Scotching Sun
Description: summons Heatwave weather for 2 turns
MP Cost: 40
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Scotching Sun +
Description: summons Heatwave weather for 4 turns
MP Cost: 80
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Blazing Heat
Description: Raises Strength for party members by 1 for 3 turns
MP Cost: 40
Status Effect: /
Stat Change: + 1 Strength
Front Row Use: tba
Back Row Use: tba
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Name: Blazing Heat +
Description: Raises Strength for party members by 2 for 5 turns
MP Cost: 100
Status Effect: /
Stat Change: + 2 Strength
Front Row Use: tba
Back Row Use: tba
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Name: Overheat
Description: Decreases Strength of an opponent by 1 for 3 turns
MP Cost: 40
Status Effect: /
Stat Change: - 1 Strength (on opponent)
Front Row Use: tba
Back Row Use: tba
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Name: Lava Spuds
Description: Power 200 damage to a random number of opponents
MP Cost: 100
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Fire Spells - P1 - Link
Magic & Combat Master Post - Link
#MagicAndCombat#magical atmosphere#magical starsign fanproject#magical starsign#magical vacation fanproject#magical vacation#fan project#fandom#spells
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Fire Spells - P1
Hear is the first list of Fire Spells that are available in Magical Atmosphere.
Quick notes - as of the original posting of this, all spells may be missing some info as it is still a WIP, this post will be edited with updates when necessary.
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Some Spells can be upgraded, with a upgraded spell being indicated by a + if it has been upgraded once & a ☆ if it has been upgraded twice.
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Name: Dragon's Breath
Description: Power 30 damage
MP Cost: 5
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Dragon's Breath +
Description: Power 90 damage
MP Cost: 20
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Dragon's Breath ☆
Description: Power 300 Damage + 10% Scorched
MP Cost: 80
Status Effect: + 10% Scorched
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Dragon's Roar
Description: Power 400 Damage + 20% Scorched
MP Cost: 100
Status Effect: + 20% Scorched
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Afterburner
Description: Power 20 Damage + 5% Scorched
MP Cost: 10
Status Effect: + 5% Scorched
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Afterburner +
Description: Power 80 Damage + 10% Scorched
MP Cost: 30
Status Effect: + 10% Scorched
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Afterburner ☆
Description: Power 200 Damage + 40% Scorched
MP Cost: 60
Status Effect: + 40% Scorched
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Feverish Might
Description: Inflicts an opponent with the Scorched Status
MP Cost: 10
Status Effect: + 30% Scorched
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Feverish Might +
Description: Inflicts an opponent with the Scorched Status
MP Cost: 30
Status Effect: + 60% Scorched
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Feverish Might ☆
Description: Inflicts an opponent with the Scorched Status
MP Cost: 90
Status Effect: + 90% Scorched
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Fire Spells - P2 - Link
Magic & Combat Master Post - Link
#MagicAndCombat#magical atmosphere#magical starsign fanproject#magical starsign#magical vacation fanproject#magical vacation#fandom#fan project#spells
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Water Spells - P2
Hear is the Second list of Water Spells that are available in Magical Atmosphere.
Quick notes - as of the original posting of this, all spells may be missing some info as it is still a WIP, this post will be edited with updates when necessary.
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Name: Hailstorm
Description: Power 20 damage to 2 random opponents
MP Cost: 20
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
-----------------------------------------------------------------------------
Name: Hailstorm +
Description: Power 60 damage to 3 random opponents
MP Cost: 50
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Hailstorm ☆
Description: Power 100 damage to all opponents + 5% Cold
MP Cost: 100
Status Effect: + 5% Cold
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Fresh Drop
Description: Heals Scorched status
MP Cost: 40
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Snowstorm
Description: summons Snowfall weather for 2 turns
MP Cost: 40
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Snowstorm +
Description: summons Snowfall weather for 4 turns
MP Cost: 80
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Cleansing Rain
Description: Raises Accuracy for party members by 1 for 3 turns
MP Cost: 40
Status Effect: /
Stat Change: + 1 Accuracy
Front Row Use: tba
Back Row Use: tba
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Name: Cleansing Rain +
Description: Raises Accuracy for party members by 2 for 5 turns
MP Cost: 100
Status Effect: /
Stat Change: + 2 Accuracy
Front Row Use: tba
Back Row Use: tba
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Name: Icy Mist
Description: Decreases Accuracy of an opponent by 1 for 3 turns
MP Cost: 40
Status Effect: /
Stat Change: - 1 Accuracy (on opponent)
Front Row Use: tba
Back Row Use: tba
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Name: Tidal Pool
Description: Power 100 damage to all opponents + 60% Numb
MP Cost: 80
Status Effect: + 60% Numb
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Water Spells - P1 - Link
Magic & Combat Master Post - Link
#MagicAndCombat#magical atmosphere#magical starsign fanproject#magical starsign#magical vacation fanproject#magical vacation#fan project#fandom#Spells
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Water Spells - P1
Hear is the first list of Water Spells that are available in Magical Atmosphere.
Quick notes - as of the original posting of this, all spells may be missing some info as it is still a WIP, this post will be edited with updates when necessary.
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Some Spells can be upgraded, with a upgraded spell being indicated by a + if it has been upgraded once & a ☆ if it has been upgraded twice.
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Name: Icy Shard
Description: Power 30 damage
MP Cost: 5
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
-----------------------------------------------------------------------------
Name: Icy Shard +
Description: Power 90 damage
MP Cost: 20
Status Effect: /
Stat Change: /
Front Row Use: tba
Back Row Use: tba
-----------------------------------------------------------------------------
Name: Icy Shard ☆
Description: Power 300 Damage + 10% Cold
MP Cost: 80
Status Effect: + 10% Cold
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Frozen Shard
Description: Power 400 Damage + 20% Cold
MP Cost: 100
Status Effect: + 20% Cold
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Tidal Wave
Description: Power 20 Damage + 5% Cold
MP Cost: 10
Status Effect: + 5% Cold
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Tidal Wave +
Description: Power 80 Damage + 10% Cold
MP Cost: 30
Status Effect: + 10% Cold
Stat Change: /
Front Row Use: tba
Back Row Use: tba
-----------------------------------------------------------------------------
Name: Tidal Wave ☆
Description: Power 200 Damage + 40% Cold
MP Cost: 60
Status Effect: + 40% Cold
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Absolute Zero
Description: Inflicts an opponent with the Cold Status
MP Cost: 10
Status Effect: + 30% Cold
Stat Change: /
Front Row Use: tba
Back Row Use: tba
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Name: Absolute Zero +
Description: Inflicts an opponent with the Cold Status
MP Cost: 30
Status Effect: + 60% Cold
Stat Change: /
Front Row Use: tba
Back Row Use: tba
-----------------------------------------------------------------------------
Name: Absolute Zero ☆
Description: Inflicts an opponent with the Cold Status
MP Cost: 90
Status Effect: + 90% Cold
Stat Change: /
Front Row Use: tba
Back Row Use: tba
-----------------------------------------------------------------------------
Water Spells - P2 - Link
Magic & Combat Master Post - Link
#MagicAndCombat#magical atmosphere#magical starsign fanproject#magical starsign#magical vacation fanproject#magical vacation#fan project#fandom#Spells
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Magic Weather
About:
Magic Weather is a type of odd pheromone that has a strong amount of magic energy imbued in it.
Magic Weather can ether occur naturally in some area, or be summon by a spell or item. note that Magic Weather that is summon will fade away after some time.
Magic Weather can correspond to any of the types of magic, with what every type it is currently connected to getting a power boost, also the cosponsoring Elemental-Status effect gets a increased likeliness to be inflicted.
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Snowfall
Magic Boost: Water
Status Boost: Cold
Heatwave
Magic Boost: Fire
Status Boost: Scotched
Pollen Storm
Magic Boost: Plant
Status Boost: Itchy
Hurricane
Magic Boost: Wind
Status Boost: Dizzy
Sandstorm
Magic Boost: Stone
Status Boost: Stuck
Lighting Storm
Magic Boost: Electric
Status Boost: Shocked
Sunshine
Magic Boost: Light
Status Boost: Blinded
Moonlight
Magic Boost: Shadow
Status Boost: Cursed
Cloud Cover
Magic Boost: Metal
Status Boost: Locked
Rainbow
Magic Boost: Love
Status Boost: Charmed
Eclips
Magic Boost: Light & Dark
Status Boost: none
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Notes:
Includes suggestions and ideas from: CherryFlav003
#magical atmosphere#MagicAndCombat#magical starsign fanproject#magical starsign#magical vacation fanproject#magical vacation#fan project#fandom
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Other Status Effects
Certain spells and items can cause a status effect, some of witch have not affinity with a magic type. this is a list of non-elemental status effects
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Numb
Effect: Has no effect. However, if a target is numbed 3 the status will change into Coma.
Coma
Effect: Similar to the Shocked status effect but the target can not take any turn at all for the rest of the battle.
Clumsy
Effect: Target has higher odds of dropping items.
Confused
Effect: Target has a chance to attack those on there side.
Asleep
Effect: The target can not take there turn, but will recover more HM & MP then normal. wares off after 3 turns.
Relaxed
Effect: Causes the Targets HP to recover each turn. Wares off after 3 turns.
Trance
Effect: Raises the Targets MP recovery rate. Wares off after 3 turns.
Fever
Effect: Slightly boosts all the Targets stats. Wares off after 5 turns.
Emboldened
Effect: Highly boosts all the Targets stats. Wares off after 5 turns.
Wall
Effect: Increases targets resistance to physical skills. Wears off after taking a certain amount of damage from physical skills.
Shield
Effect: Increases targets resistance to magic. Wears off after taking a certain amount of damage from magic.
Barrier
Effect: Increases targets resistance to all attacks. Wears off after taking a certain amount of damage.
Miasma
Effect: Prevents opponent from summoning aid / help, lasts for the rest of the battle.
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#magical atmosphere#MagicAndCombat#magical vacation fanproject#magical starsign fanproject#magical starsign#magical vacation#fan project#fandom
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Elemental Status Effects
Certain spells and items can cause a status effect, hear is the page on the Elemental Status Effects
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Cold
Effect: The target cannot cast spells.
Alignment: Water
Scorched
Effect: Prevents the target from recovering MP.
Alignment: Fire
Itchy
Effect: The target takes damage at the end of their turn.
Alignment: Plant
Dizzy
Effect: Lowers the accuracy of the targets magic spells.
Alignment: Wind
Stuck
Effect: The target cannot doge, block, flee or use items.
Alignment: Stone
Shocked
Effect: The target has a chance on not taking there turn.
Alignment: Electric
Blind
Effect: Lowers accuracy of the targets physical skills.
Alignment: Light
Cursed
Effect: Prevents target from recovering HP.
Alignment: Shadow
Locked
Effect: The Target cannot used physical skills.
Alignment: Metal
Charmed
Effect: Prevents target from using any moves or items targeting the one who inflected the status
Alignment: Love
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Notes
Includes suggestions and ideas from: TraceTheDingo
#magical atmosphere#MagicAndCombat#magical starsign fanproject#magical vacation fanproject#magical vacation#magical starsign#fan project#fandom
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Stat Info
as Magical Atmosphere is a fan project on Turn-based JRPG, stats are a things so hear is a page on that.
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Health
aka: HP / Health Points
Health determines how much damage it take before a one is defeated.
Stamina
aka: MP / Magic points / Magic energy
Stamina determines how much magic one can use at the current moment.
Recovery
aka: MPR / MP recovery
Recovery determines how much stamina one recovered at the start of each turn.
Strength
aka: ATK / Attack / Physicals Attack
Strength determines how much damage is added to the initial damage of a physical attack.
Intelligence
aka: MAG / Magic Attack / M-ATK
Intelligence determines how much damage is added to the initial damage of a magical attack.
Defense
aka: DEF
Defense determines how much damage is reduced from the total damage of a physical attack.
Resistance
aka: MDF / MDE / Magic Defense / M-DEF
Resistance determines how much damage is reduced from the total damage of a magic attack.
Speed
aka: SPE
Speed determines who goes first, with the action order going from fastest to slowest.
Accuracy
aka: ACC
Accuracy determines how likely one will get a critical hit when attacking.
Reflexes
aka: REF
Reflexes determines how likely one will doge an attack.
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Magic & Combat Master Post
Battle Info
Stat Info - Link
Skills - Link
Magic Basics - Link
Elemental Status Effects - Link
Other Status Effects - Link
Magic Weather - Link
Magic & Spells
Water Spells - P1 - Link
Water Spells - P2 - Link
Fire Spells - P1 - Link
Fire Spells - P2 - Link
Plant Spells - P1 - Link
Plant Spells - P2 - Link
Wind Spells - P1 - Link
Wind Spells P2 - Link
Stone Spells
Electric Spells
Light Spells
Shadow Spells
Metal Spells
Love Spells
Unaligned Spells
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