Grants
Evocation [Good], [Light]
Level: Divine Pilot 1, Magic Knight 1, Magitech Knight 1, Mecha Marine 1
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: Line
Duration: See text
Saving Throw: Will negates damage.
Spell Resistance: No
Basic light technique. Crystallizes photons, producing arrows of light that rain down on the target.
This spell deals piercing damage based on the action spent to cast it. There's a chance targets are Blinded for 1 round. Targets vulnerable to light take double damage.
Immediate: 1 damage per CL, 20% chance.
Swift: 1d2 damage per CL, 40% chance.
Standard: 1d4 damage per CL, 60% chance.
Fullround: 1d6 damage per CL, 80% chance.
1-round: 1d8 damage per Cl, 100% chance.
Megid
Evocation [Dark], [Evil]
Level: Divine Pilot 1, Magic Knight 1, Magitech Knight 1, Mecha Marine 1
Components: V, S
Casting Time: See text
Range: Close (25 feet plus 5 feet per 2 CL)
Duration: See text
Saving Throw: Fort negates damage.
Spell Resistance: No
Basic dark technique. Photons are condensed and track the target, exploding on contact.
This spell deals negative energy damage based on the action spent to cast it. There's a chance targets are Sickened for 1 round.
Immediate: 1 damage per CL, 20% chance.
Swift: 1d2 damage per CL, 40% chance.
Standard: 1d4 damage per CL, 60% chance.
Fullround: 1d6 damage per CL, 80% chance.
1-round: 1d8 damage per Cl, 100% chance.
Zan
Evocation [Air]
Level: Divine Pilot 1, Magic Knight 1, Magitech Knight 1, Mecha Marine 1
Components: V, S
Casting Time: See text
Range: Short (25 feet+5 feet per 2 CL)
Area: 5 feet radius spread.
Duration: Instantaneous
Saving Throw: Reflex Negates
Spell Resistance: No
Basic wind technique. Unleash boomerangs of sharp winds towards the enemy.
This spell deals slashing damage based on the action spent to cast it.
Immediate: 1d2 damage per CL.
Swift: 1d4 damage per CL.
Standard: 1d6 damage per CL.
Fullround: 1d8 damage per CL.
1-round: 1d10 damage per CL.
Deband
Evocation [Cold]
Level: Arcane Pilot 2, Divine Pilot 2, Magic Knight 2, Magitech Knight 2, Mecha Marine 2
Components: V, S
Casting Time: See text
Range: Personal
Area: 30 feet radius centered on you.
Duration: 5 rounds.
Saving Throw: None
Spell Resistance: No
Basic ice technique. Generate a defensive active field.
This spell grants a Morale bonus to AC and Saves to all allies inside the area depending on the action spent to cast it.
Immediate: +1 bonus.
Swift: +2 bonus, can never lose Dex bonus to AC.
Standard: +3 bonus, cannot be tripped.
Fullround: +4 bonus, cannot be disarmed.
1-round: +5 bonus, only affected by area effects if inside the first half of their range.
Resta
Evocation [Good], [Healing], [Light]
Level: Divine Pilot 2, Magic Knight 2, Magitech Knight 2, Mecha Marine 2
Components: V, S
Casting Time: See text
Range: Close (25 feet plus 5 feet per 2 CL)
Area: See text
Duration: See text
Saving Throw: Will negates (harmless)
Spell Resistance: No
Health restoration technique. Heals wounds and restores lost health with photon energy.
This spell restores HP to a target whitin range depending on the action spent to cast it. If it's a mecha, the pilot is healed by the same amount.
Immediate: 1d4 HP per CL.
Swift: 1d6 HP per CL.
Standard: 1d8 HP per CL.
Fullround: 1d10 HP per CL.
1-round: 1d12 HP per CL.
Shifta
Evocation [Fire]
Level: Arcane Pilot 2, Divine Pilot 2, Magic Knight 2, Magitech Knight 2, Mecha Marine 2
Components: V, S
Casting Time: See text
Range: Personal
Area: 30 feet radius centered on you.
Duration: 5 rounds.
Saving Throw: None
Spell Resistance: No
Basic fire technique. Generates an offensive active field.
You and allies in range gain a morale bonus on attack and damage rolls depending on the action spent to cast this.
Immediate: +1 to attack rolls and +1 on damage rolls.
Swift: +2 to attack rolls and 1+1/4 CL on damage rolls, allied weapons gain the Concussive property.
Standard: +3 to attack rolls and 2+1/3 CL on damage rolls, allied weapons gain the Downfall property.
Fullround: +4 to attack rolls and 2+1/2 CL on damage rolls, allied weapons gain the Pinning property.
1-round: +5 to attack rolls and 1+CL on damage rolls, allied weapons gain the Area (your choice, same for everybody) property.
Gigrants
Evocation [Good], [Light]
Level: Divine Pilot 3, Magic Knight 3, Magitech Knight 3, Mecha Marine 3
Components: V, S
Casting Time: See text
Range: Touch
Duration: Instantaneous
Saving Throw: Will for half damage.
Spell Resistance: No
Intermediate light technique. Creates a blade of light to drive away surrounding enemies.
This spell creates a weapon of crystallized photons and then you make a melee touch attack with it at a number of targets depending on the action used to cast this. Targets hit take piercing damage based on the action used to cast it and are Blinded for 1 round. Creatures vulnerable to light take double damage.
Immediate: 1d2 damage per CL, 2 targets.
Swift: 1d4 damage per CL, 3 targets.
Standard: 1d6 damage per CL, 4 targets.
Fullround: 1d8 damage per CL, 5 targets
1-round: 1d10 damage per CL, all targets whitin range.
Gimegid
Evocation [Dark], [Evil]
Level: Divine Pilot 3, Magic Knight 3, Magitech Knight 3, Mecha Marine 3
Components: V, S
Casting Time: See text
Range: 60 feet
Area: Cone
Duration: See text.
Saving Throw: Fortitude for Half damage.
Spell Resistance: No
Intermediate dark technique. Condensed photons seek your target and rain destruction down on them.
This spell deals negative energy damage to all enemies in the area, sickens them for 1 round and has a chance of inflicting 1d6 Con damage.
Immediate: 1d2 damage per CL, 20% chance.
Swift: 1d4 damage per CL, 40% chance.
Standard: 1d6 damage per CL, 60% chance.
Fullround: 1d8 damage per CL, 80% chance.
1-round: 1d10 damage per CL, 100% chance.
Gizan
Evocation [Air]
Level: Divine Pilot 3, Magic Knight 3, Magitech Knight 3, Mecha Marine 3
Components: V, S
Casting Time: See text
Range: Personal
Area: 30 feet radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
Intermediate wind technique. A change in pressure caused by photons creates a whirlwind that slices all enemies around the caster.
This spell deals Slashing damage to everything you don't perceive an ally inside the area based on the action spent to cast it and has a chance of making them Knocked Down.
Immediate: 1d2 damage per CL, 20% chance.
Swift: 1d4 damage per CL, 40% chance.
Standard: 1d6 damage per Cl, 60% chance.
Fullround: 1d9 damage per CL, 80% chance.
1-round: 1d10 damage per CL, 100% chance.
Ragrants
Evocation [Good], [Light]
Level: Divine Pilot 4, Magic Knight 4, Magitech Knight 4, Mecha Marine 4
Components: V, S
Casting Time: See text
Area: see text.
Duration: Instantaneous
Saving Throw: Will half damage and negates Blindness.
Spell Resistance: No
Intermediate light technique. Crystallize photons to form a single lance of light that is fired forward.
This spell deals piercing damage to all in the area depending on the action spent to cast it and blinds them. Creatures vulnerable to light take double damage.
Immediate: 1d2 damage per CL, line 20 feet long 5 feet wide
Swift: 1d4 damage per CL, line 40 feet long 10 feet side.
Standard: 1d6 damage per CL, line 80 feet long 20 feet wide.
Fullround: 1d8 damage per CL, line 160 feet long 40 feet wide.
1-round: 1d10 damage per CL, line 320 feet long 80 feet wide.
Ramegid
Evocation [Dark], [Evil]
Level: Divine Pilot 4, Magic Knight 4, Magitech Knight 4, Mecha Marine 4
Components: V, S
Casting Time: See text
Range: Personal
Area: 30 feet radius spread centered on you
Duration: Instantaneous
Saving Throw: Fortitude halves damage.
Spell Resistance: No
Intermediate dark technique. A mass of condensed photons pours out of the sky and gathers all around you.
This spell deals Cold damage to all enemies in the area, Sicknens them for 1 round and has a chance of inflicting 1d8 Con damage.
Immediate: 1d2 damage per CL, 20% chance.
Swift: 1d4 damage per CL, 40% chance.
Standard: 1d6 damage per CL, 60% chance.
Fullround: 1d8 damage per CL, 80% chance.
1-round: 1d10 damage per CL, 100% chance.
Razan
Evocation [Air]
Level: Divine Pilot 4, Magic Knight 4, Magitech Knight 4, Mecha Marine 4
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: 40 feet radius spread.
Duration: See text
Saving Throw: Fortitude half (affects objects)
Spell Resistance: No
Intermediate wind technique. Manipulate pressure under your target to generate a powerful tornado.
This spell deals slashing damage to everything you don't perceive an ally inside the area based on the action spent to cast it. Regardless of it, enemies and objects damaged by this are Knocked Down and there's a chance they're unable to move from their position for 1 round.
Immediate: 1d2 damage per CL, 20% chance.
Swift: 1d4 damage per CL, 40% chance.
Standard: 1d6 damage per Cl, 60% chance.
Fullround: 1d8 damage per CL, 80% chance.
1-round: 1d10 damage per CL, 100% chance.
Anti
Evocation [Good], [Healing], [Light]
Level: Divine Pilot 5, Magic Knight 5, Magitech Knight 5, Mecha Marine 5
Components: V, S
Casting Time: See text
Range: Close (25 feet plus 5 feet per 2 CL)
Area: See text
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: No
Status ailment cure technique. Through the purifying effects of photons, remove contaminants from the body and mind.
This spell ends one condition with a Duration other than instantaneous or permanent of your choice on a group of targets whitin range depending of the action spent to activate this (must choose the same condition for all targets).
Immediate: One target.
Swift: two targets.
Standard: three targets.
Fullround: four targets.
1-round: any number of targets whitin range.
Saner
Evocation [Air]
Level: Divine Pilot 5, Magic Knight 5, Magitech Knight 5, Mecha Marine 5
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: 30 feet radius spread
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: No
Intermediate wind technique. Manipulates wind to speed up allies.
You and allies in range gain a morale bonus to movement speeds depending on the action spent to cast this.
Immediate: +10 feet to movement speeds and Evasion.
Swift: +20 to all movement speeds and ignore hard terrain.
Standard: +40 feet to all movement speeds and gain Pounce.
Fullround: +60 feet to all movement speeds, any flying does not consume energy and becomes perfect maneuverability.
1-round: +100 feet to all movement speeds, gain Improved Evasion
Seals
Evocation [Dark], [Evil]
Level: Divine Pilot 5, Magic Knight 5, Magitech Knight 5, Mecha Marine 5
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: 30 feet radius spread
Duration: 20 rounds
Saving Throw: Fort partial (affects objects)
Spell Resistance: No
This spell inflicts a penalty on PL/IL/CL from creatures inside the area depending on the action spent to cast this in addition to rendering them unable to speak and Deaf, including electronic and magic communications. A Fort save reduces the duration to 1 round.
Immediate: -1 penalty
Swift: -2 penalty, cannot use spells/SLAs/powers.
Standard: -3 penalty, cannot use maneuvers.
Fullround: -4 penalty, cannot use spirits.
1-round: -5 penalty, all movement speeds halved.
Samegid
Evocation [Dark], [Evil]
Level: Divine Pilot 6, Magic Knight 6, Magitech Knight 6, Mecha Marine 6
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: 40 feet radius spread.
Duration: Instantaneous
Saving Throw: Fort halves damage.
Spell Resistance: No
Intermediate dark technique. Several condensed photon masses relentlessly track your target.
This spell deals negative energy damage to all enemies inside the area, Sickens them and has a chance of inflicting them one negative level.
Immediate: 1d2 damage per CL, 20% chance.
Swift: 1d4 damage per CL, 40% chance.
Standard: 1d6 damage per CL, 60% chance.
Fullround: 1d8 damage per CL, 80% chance.
1-round: 1d10 damage per CL, 100% chance.
Sar
Evocation [Good], [Healing], [Light]
Level: Divine Pilot 6, Magic Knight 6, Magitech Knight 6, Mecha Marine 6
Components: V, S
Casting Time: See text
Range: Close (25 feet plus 5 feet per 2 CL)
Area: one target
Duration: See text
Saving Throw: No
Spell Resistance: No
Advanced light technique. Heals and fortifies multiple allies.
This spell heals all allies inside range for an amount of HP based in the action used to initiate it. Any excess HP becomes temporary HP.
Immediate: 1d2 HP per CL.
Swift: 1d4 HP per CL.
Standard: 1d6 HP per CL.
Fullround: 1d8 HP per CL.
1-round: 1d10 HP per CL.
Sazan
Evocation [Air]
Level: Divine Pilot 6, Magic Knight 6, Magitech Knight 6, Mecha Marine 6
Components: V, S
Casting Time: See text
Range: Medium (100 feet plus 10 feet per CL)
Area: Cone
Duration: See text.
Saving Throw: Reflex Half
Spell Resistance: No
Intermediate wind technique. Places a whirlwind in front of you that draws enemies in, while cutting them with blades of wind.
This spell deals Slashing damage to everything you don't perceive an ally inside the area based on the action spent to cast it. Regardless of it, enemies and objects damaged by this are Knocked Down and there's a chance they’re pulled as close to your position as possible without causing attacks of opportunity.
Immediate: 1d4 damage per CL, 20% chance.
Swift: 1d6 damage per CL, 40% chance.
Standard: 1d8 damage per CL, 60% chance.
Fullround: 1d10 damage per CL, 80% chance.
1-round: 1d12 damage per CL, 100% chance.
Nagrants
Evocation [Good], [Light]
Level: Divine Pilot 7, Magic Knight 7
Components: V, S
Casting Time: See text
Range: Personal
Area: 50 feet radius spread centered on yourself.
Duration: See text
Saving Throw: Will partial
Spell Resistance: No
Advanced light technique. Create an extremely dense sphere of light which automatically reacts to enemies.
This spell deals 1d6 piercing damage per CL to enemies in the area at the start of your turn and makes them unable to attack for 1 round. This spell lasts for a number of rounds depending on the action used to cast it. A Will save halves the damage and instead of being unable to attack they take a -10 penalty to attack rolls, DCs and all their damage is halved for 1 round after DR/hardness.
Immediate: 1 round.
Swift: 2 rounds.
Standard: 3 rounds.
Fullround: 5 rounds.
1-round: 1 minute.
Namegid
Evocation [Dark], [Evil]
Level: Divine Pilot 7, Magic Knight 7
Components: V, S
Casting Time: See text
Range: Close (25 feet plus 5 feet per 2 CL)
Area: 20 feet spread
Duration: Instantaneous
Saving Throw: Fortitude halves damage (affects objects)
Spell Resistance: No
Advanced dark technique. Constantly condense photons into a specific point to release an extremely powerful explosion.
This spell deals negative energy damage to everybody and everything not considered allies in the area based on the action used to cast it. Enemies are sickened for 1 round and there's a chance they're Nauseated for 1 round as well. Any damage you take ends this nausea.
Immediate: 1d2 damage per CL, 20% chance.
Swift: 1d4 damage per CL, 40% chance.
Standard: 1d6 damage per CL, 60% chance.
Fullround: 1d8 damage per CL, 80% chance.
1-round: 1d10 damage per CL, 100% chance.
Nazan
Evocation [Air]
Level: Divine Pilot 7, Magic Knight 7
Components: V, S
Casting Time: See text
Range: Close (25 feet plus 5 feet per 2 CL)
Area: 10 feet radius spread.
Duration: See text
Saving Throw: Fortitude halves (affects objects)
Spell Resistance: No
Advanced wind technique. Produces a condensed blast of air. Narrow range, but very powerful.
This spell deals Slashing damage to everything you don't perceive an ally inside the area based on the action spent to cast it. Regardless of it, enemies and objects damaged by this are Knocked Down and there's a chance they're Dazed for 1 round.
Immediate: 1d4 damage per CL, 20% chance.
Swift: 1d6 damage per CL, 40% chance.
Standard: 1d8 damage per CL, 60% chance.
Fullround: 1d10 damage per CL, 80% chance.
1-round: 1d12 damage per CL, 100% chance.
Megiverse
Evocation [Dark], [Evil]
Level: Divine Pilot 8, Magic Knight 8
Components: V, S
Casting Time: See text
Range: Long (400 feet plus 40 feet per CL)
Area: 60 feet radius spread.
Duration: 5 rounds
Saving Throw: Fortitude negates (harmless).
Spell Resistance: No
Advanced dark technique. A thin field of condensed photons create a zone that benefits your allies.
You and allies in the area gain a bonus to your DCs and opposed rolls depending on the action spent to cast this.
Immediate: +1 to DCs and opposed rolls, immune to Sicken, Nauseated and negative energy damage.
Swift: +2 to DCs and opposed, immune to ability damage.
Standard: +4 to DCs and opposed rolls, immune to ability drain.
Fullround: +5 to to DCs and opposed rolls, immune to energy drain.
1-round: +7 to DCs and opposed rolls, immune to Death effects.
Reverser
Evocation [Good], [Healing], [Light]
Level: Divine Pilot 8, Magic Knight 8
Components: V, S
Casting Time: See text
Range: Close (25 feet plus 5 feet per 2 CL)
Duration: Instantaneous
Saving Throw:
Spell Resistance: No
Advanced Light technique. Repairs critical damage and reboots systems.
When you cast this spell you bring somebody back from death/destruction as long as they didn't die more than 1 round per CL ago, all non-instantaneous non-permanent effects ended (stances too). The HP they have depends on the action used to bring them back. If you target a dead pilot, their mecha is also reversed.
Immediate: Brought back at 1 max HP.
Swift: Brought back at 25% max HP.
Standard: Brought back at 100% max HP.
Fullround: Brought back at 50% max HP, may affect a number of targets in range up to your Wis mod.
1-round: Can reverse somebody dead for up to 1 minute per CL ago at 1 HP.
Zanverse
Evocation [Air]
Level: Divine Pilot 8, Magic Knight 8
Components: V, S
Casting Time: See text
Range: Long (400 feet plus 40 feet per CL)
Area: 60 feet radius spread.
Duration: 10 rounds
Saving Throw: See text.
Spell Resistance: No
Advanced wind technique. Create a field of photons that delivers wind element attacks.
Enemies entering or starting their turn inside the area are either Knocked Down unless they succeed on a Fort save, unable to use ranged attacks unless they succeed on a Reflex save, or Confused unless they succeed on a Will save, all lasting 1 round, depending on the action used to cast this.
Immediate: One save only and enemy picks what to roll.
Swift: One save of your choice.
Standard: Two saves of your choice.
Fullround: All three saves.
1-round: All three saves, failure makes them permanent.
Ilgrants
Evocation [Good], [Light]
Level: Divine Pilot 9, Magic Knight 9
Components: V, S
Casting Time: See text
Range: Long (400 feet plus 40 feet per CL)
Area: See text.
Duration: Instantaneous
Saving Throw: Will partial, see text.
Spell Resistance: No
Advanced light technique. Crystallizes photons into droplets of light which pursue targets and explode.
When you cast this spell you create a number of droplets based on the action used to cast it. If you aim a droplet at a specific creature, you may make a ranged touch attack to strike the target with the droplet. Any creature struck by one of these droplets takes 2d6 points of piercing damage (no save) and receives no saving throw against the droplet’s untyped damage (see below). If a targeted droplet misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one droplet at the same target.
Once a droplet reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of untyped damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. Any failing their saving throws (or being directly hit by the droplets) are permanently blinded, and creatures vulnerable to light take double damage.
Immediate: 1 droplet
Swift: 2 droplets
Standard: 3 droplets
Fullround: 4 droplets.
1-round: 6 droplets.
Ilmegid
Evocation [Dark], [Evil]
Level: Divine Pilot 9, Magic Knight 9
Components: V, S
Casting Time: See text
Range: 1 mile per CL
Duration: See text
Saving Throw: Fort partial, see text.
Spell Resistance: No
Advanced dark technique. Condenses photons into a dark arm that pursues targets one after the other.
This spell affects one target, dealing them negative energy damage, makes them Sickened for 1 round and deals 1d12 Con damage plus allowing you to perform an automatic success trip or disarm on them or moving them to anywhere else whitin the spell’s range without provoking attacks of opportunity nor triggering area effects in between. A Fortitude save halves the HP damage and Con damage and negates the remaining effects. Either way, the hand jumps to another target of your choice whitin 40 feet and repeats the effects a number of times depending on the action used to start this.
Immediate: 1d2 damage per CL, one jump.
Swift: 1d4 damage per CL, two jumps.
Standard: 1d6 damage per CL, four jumps.
Fullround: 1d8 damage per CL, eight jumps.
1-round: 1d10 damage per CL, sixteen jumps.
Ilzan
Evocation [Air]
Level: Divine Pilot 9, Magic Knight 9
Components: V, S
Casting Time: See text
Range: 1 mile per CL
Area: 100 feet radius spread.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Advanced wind technique. Manipulates atmospheric pressure to fire a tornado that drags enemies into its center.
This spell deals Slashing damage on the area depending on the action spent to cast it. Any DR/hardness is halved. Damaged targets are Knocked Down.
Immediate: 1d8 per CL.
Swift: 1d10 per CL.
Standard: 1d12 per CL.
Fullround: 1d20 per CL.
1-round: 2d12 per CL.