Persona Magical Powers

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Elemental Spell List

ELEMENTAL SPELL LIST
Electric Fire Ice Wind Light Dark Almighty
Tier 1
Zio Agi Bufu Garu Hama Mudo Life Drain
- - - - - - Spirit Drain
Tier 2
Zionga Agilao Bufula Garula Hamaon Mudoon Megido
Blue Wall Red wall White Wall Green Wall Holy Wall Cursed Wall -
Elec Break Fire Break Ice Break Wind Break Light Break Dark Break -
Tier 3
Ziodyne Agidyne Bufudyne Garudyne Heaven's Judgement Hell's Judgement Megidola
Tier 4
- - - - - - Megidolaon

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Electric Magic

Name: Blue Wall
Tier: Second Tier
First Aptitude Defence Second Aptitude: Elec
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP per Round
Damage: 1d10+MCB Energy Elec Range: Close (30m)
Effect
You encase yourself or an ally in an electric field that diffuses incoming electric attacks. You or one ally set their Electric Resistance to Resist, unless it is already higher. This effect continues so long as it is sustained. If the target is afflicted with Elec Break, then Blue Wall does not apply its benefits to the target, but instead instantly dispels Elec Break.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. Furthermore, people may have multiple copies of Blue Wall, but their Elec Resistance remains at 'resist', and you may not expend more than one Blue Wall to damage the same attacker.
Special Notes and Effects
Electric Feedback: As a free, when an enemy performs a melee attack on you or an ally protected by a Blue Wall, you (or the ally) may instantly expend the effect to deal the above damage to the enemy, who may evade as usual.
Flashbang: As a free, anyone benefitting from a Blue Wall may instantly expend the effect and force all enemies within 2m to test Agility+10. On a failure, the affected enemies are blinded for 1 round, +1 per Degree of Failure. This may be used as a free before an enemy attack if desired.
Elec Trap: This power may be used on an empty square in range instead. If an ally moves through or onto an empty square containing a Blue Wall, then as a free, the power may be applied to them as above. If an enemy moves through or onto the square, however, then as a free, the power may be immediately expended to deal an Electric Feedback to the enemy. As a free, the power may also be immediately expended to deal a Flashbang effect centered on that square.

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Fire Magic

Name: Red Wall
Tier: Second Tier
First Aptitude Defence Second Aptitude: Fire
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP per Round
Damage: 1d10+MCB Energy Fire Range: Close (30m)
Effect
You encase yourself or an ally in a wall of fire that sucks the strength away from incoming fire blasts. You or one ally set their Fire Resistance to Resist, unless it is already higher. This effect continues so long as it is sustained. If the target is afflicted with Fire Break, then Red Wall does not apply its benefits to the target, but instead instantly dispels Fire Break.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. Furthermore, people may have multiple copies of Red Wall, but their Fire Resistance remains at 'resist', and you may not expend more than one Red Wall to damage the same attacker.
Special Notes and Effects
Wall of Flame: As a free, when an enemy performs a melee attack on you or an ally protected by a Red Wall, you (or the ally) may instantly expend the effect to deal the above damage to the enemy, who may evade as usual.
Smoke Screen: As a free, anyone benefitting from a Red Wall may instantly expend the effect and create a Smoke (1) effect, centred on themselves. This may be used as a free before an enemy attack if desired.
Fire Trap: This power may be used on an empty square in range instead. If an ally moves through or onto an empty square containing a Red Wall, then as a free, the power may be applied to them as above. If an enemy moves through or onto the square, however, then as a free, the power may be immediately expended to deal a Wall of Flame effect to the enemy. As a free, the power may also be immediately expended to deal a Smoke Screen effect centered on that square.

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Ice Magic

Name: White Wall
Tier: Second Tier
First Aptitude Defence Second Aptitude: Ice
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP per Round
Damage: 1d10+MCB Rending Ice Range: Close (30m)
Effect
You encase yourself or an ally in a hedge of thick icicles that deflect some of the impact of incoming ice attacks. You or one ally set their Ice Resistance to Resist, unless it is already higher. This effect continues so long as it is sustained. If the target is afflicted with Ice Break, then White Wall does not apply its benefits to the target, but instead instantly dispels Ice Break.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. Furthermore, people may have multiple copies of White Wall, but their Ice Resistance remains at 'resist', and you may not expend more than one White Wall to damage the same attacker.
Special Notes and Effects
Icicle Wall: As a free, when an enemy performs a melee attack on you or an ally protected by a White Wall, you (or the ally) may instantly expend the effect to deal the above damage to the enemy, who may evade as usual.
Slippery: As a free, anyone benefitting from a White Wall may instantly expend the effect and create a Difficult Terrain (4) effect with a radius of 1m (not including central square), centred on themselves. This may be used as a free before an enemy attack if desired.
Ice Trap: This power may be used on an empty square in range instead. If an ally moves through or onto an empty square containing a White Wall, then as a free, the power may be applied to them as above. If an enemy moves through or onto the square, however, then as a free, the power may be immediately expended to deal an Icicle Wall effect to the enemy. As a free, the power may also be immediately expended to deal a Slippery effect centered on that square.

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Wind Magic

Name: Green Wall
Tier: Second Tier
First Aptitude Defence Second Aptitude: Wind
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP per Round
Damage: 1d10+MCB Impact Wind Range: Close (30m)
Effect
A buffer of powerful winds surrounds you, deflecting and absorbing energy from incoming wind blasts.. You or one ally set their Wind Resistance to Resist, unless it is already higher. This effect continues so long as it is sustained. If the target is afflicted with Wind Break, then Green Wall does not apply its benefits to the target, but instead instantly dispels Wind Break.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. Furthermore, people may have multiple copies of Green Wall, but their Wind Resistance remains at 'resist', and you may not expend more than one Green Wall to damage the same attacker.
Special Notes and Effects
Wind Slam: As a free, when an enemy performs a melee attack on you or an ally protected by a Green Wall, you (or the ally) may instantly expend the effect to deal the above damage to the enemy, who may evade as usual.
Force Blast: As a free, anyone benefitting from a Green Wall may instantly expend the effect. A blast of force hits everything within 3m; characters must take two Toughness or Willpower tests. On a single failure, they are pushed back 1d5m; on a double failure they are pushed back 1d10+5m and are knocked prone, taking falling damage. This may be used as a free before an enemy attack if desired.
Wind Trap: This power may be used on an empty square in range instead. If an ally moves through or onto an empty square containing a Green Wall, then as a free, the power may be applied to them as above. If an enemy moves through or onto the square, however, then as a free, the power may be immediately expended to deal a Wind Slam effect to the enemy. As a free, the power may also be immediately expended to deal a Force Blast effect centered on that square.

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Light Magic

Name: Holy Wall
Tier: Second Tier
First Aptitude Defence Second Aptitude: Light
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP per Round
Damage: 2d5+MCB Energy Light Range: Close (30m)
Effect
A shield of holy seals provides you sanctuary against danger. You or one ally set their Light Resistance to Resist, unless it is already higher. This effect continues so long as it is sustained. If the target is afflicted with Light Break, then Holy Wall does not apply its benefits to the target, but instead instantly dispels Light Break.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. Furthermore, people may have multiple copies of Holy Wall, but their Light Resistance remains at 'resist', and you may not expend more than one Holy Wall to damage the same attacker.
Special Notes and Effects
Divine Spark: As a free, when an enemy performs a melee attack on you or an ally protected by a Holy Wall, you (or the ally) may instantly expend the effect to deal the above damage to the enemy, who may evade as usual.
Pure Seal: As a free, anyone benefitting from a Holy Wall may instantly expend the effect. In its place appears a seal that covers the person's square as well as all adjacent ones. Any enemies trying to enter or leave this space must test Willpower+10; on a failure they end their movement just outside or within the seal as appropriate. This seal lasts for 2d5 rounds. This may be used as a free before an enemy attack if desired.
Light Trap: This power may be used on an empty square in range instead. If an ally moves through or onto an empty square containing a Holy Wall, then as a free, the power may be applied to them as above. If an enemy moves through or onto the square, however, then as a free, the power may be immediately expended to deal a Divine Spark effect to the enemy. As a free, the power may also be immediately expended to deal a Pure Seal effect centered on that square.

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Dark Magic

Name: Cursed Wall
Tier: Second Tier
First Aptitude Defence Second Aptitude: Dark
Action: Half SP: 4 SP
Sustain Action: Half Sustain SP: 1 SP per Round
Damage: 1d10+MCB Energy Dark Range: Close (30m)
Effect
A forbidden field of darkness curses any who may breach its space. You or one ally set their Dark Resistance to Resist, unless it is already higher. This effect continues so long as it is sustained. If the target is afflicted with Dark Break, then Cursed Wall does not apply its benefits to the target, but instead instantly dispels Dark Break.
Sustainability Effects
This power may be sustained, as above. However, once sustaining is stopped, it naturally fades after two rounds. Once sustainment is dropped it may not be restarted.
You may sustain more than one copy of this spell, so long as you have the Actions to do so. Furthermore, people may have multiple copies of Cursed Wall, but their Dark Resistance remains at 'resist', and you may not expend more than one Cursed Wall to damage the same attacker.
Special Notes and Effects
Curse of Pain: As a free, when an enemy performs a melee attack on you or an ally protected by a Cursed Wall, you (or the ally) may instantly expend the effect to deal the above damage to the enemy, who may evade as usual.
Veil of Death: As a free, anyone benefiting from a Cursed Wall may instantly expend the effect. All enemies adjacent to the user must immediately test Willpower+10. On a failure they each gain a round-refreshing Curse Point. This may be used as a free before an enemy attack if desired.
Dark Trap: This power may be used on an empty square in range instead. If an ally moves through or onto an empty square containing a Cursed Wall, then as a free, the power may be applied to them as above. If an enemy moves through or onto the square, however, then as a free, the power may be immediately expended to deal a Curse of Pain effect to the enemy. As a free, the power may also be immediately expended to deal a Veil of Death effect centered on that square.

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Almighty Magic

Name: Life Drain
Tier: First Tier
First Aptitude Offense Second Aptitude: Almighty
Action: Half SP: 2 SP
Damage: 1d5+(MCB/2) Energy Range: Close (30m)
Effect
A worm of light leeches life force from your foe. This is a single-target attack which rolls to hit using your MC. On a hit, the enemy suffers the damage as above. You regain wounds equal to the amount of damage dealt.

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Restoration Spell List

RESTORATION SPELL LIST
Healing Status Curing Revival
Tier 1
Dia Charmdi -
- Dekunda -
- Mutudi -
- Patra -
- Posumudi -
- Re Patra -
Tier 2
Diarama Energy Shower Recarm
Tier 3
Diarahan Amrita Samarecarm

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Healing Magic

Name: Dia
Tier: First Tier
First Aptitude Support Second Aptitude: Restoration
Action: 1 Half SP: 1 SP
Restored: 1d5+MCB Wounds Range: Close (30m)
Effect
A gentle soothing field restores energy to a hurt friend. This is a single-target healing spell which affects your or a single ally's Persona. The target Persona recovers wounds as above. This spell does not heal an Evoker's wounds, only a Persona's ones. It does not heal Critical Damage.
Special Notes and Effects

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Status Restoration Magic

Name: Amrita
Tier: Third Tier
First Aptitude Support Second Aptitude: Restoration
Action: 1 Half SP: 10 SP
Sustain Action: 1 Half Sustain SP: 1 SP
Damage: - Range: Close (30m)
Effect
You cleanse an ally of all ailments. You or one ally in range are healed of all temporary negative Status Effects except for Bleeding, Crippled, Exhausted, Exposed and Prone.
Special Notes and Effects
Cleansing Wave: When casting this spell, you may pay 10 extra SP to choose to affect a number of allies equal to your MCB/2 instead.

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Revival Magic

Name: Recarm
Tier: Second Tier
First Aptitude Support Second Aptitude: Restoration
Action: 1 Full SP: 10 SP
Restored: MCB/2 Critical Damage Range: Assault (10m)
Effect
A potent life force infuses an ally's ailing Persona. This is a single-target revival spell which affects your or a single ally's Persona. The target Persona removes Critical Damage as above as well as any effects caused by that Critical Damage. If this is enough to reduce a disabled Persona's Critical Damage to 0, then the Persona is restored and able to be used again.

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Enhancement Spell List

ENHANCEMENT SPELL LIST
Offensive Defensive Technique
Tier 1
Kokukaja Barrier Light Flying Foot
Tarukaja Rakukaja Ghostly Hands
Warrior Blessing - Sukukaja
Tier 2
Edge Builder Bond Burden Holistic Reaction
Guidance Cloudy Cloak Imminent Vista
Violent Aura Force Shield Momentous Grasp
- Physical Wall -
Tier 3
Certain Blow Living Armour Doppelganger
Finisher Cry Makarakarn Fortune Theft
Triumphant Revelry Tetrakarn Press Turn

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Offensive Support Magic

Name: Kokukaja
Tier: First Tier
First Aptitude Support Second Aptitude: Offense
Action: 1 Half SP: 5 SP
Sustain Action: 1 Half Sustain SP: 1 SP
Support: MCB/2 Range: Close (30m)
Effect
You summon mystic energies augment your own, empowering your magic. Select yourself or one ally; for the duration of the spell they gain Unnatural MC (MCB/2). This effect does not stack with itself.
Sustainability Effects
This effect is sustained as above.
Special Notes and Effects
The bonus generated by this spell is not increased if your own MCB has been increased due to this spell.
Group Augmentation: When using this spell, you can choose to make it a Full Action to cast, and double its SP and Sustain SP costs. If you do, you may affect a number of targets with this spell equal to your MCB/2.
Negation: If this spell is cast on a target suffering from the Kokunda effect, both spells are immediately cancelled.

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Defensive Support Magic

Name: Barrier Light
Tier: First Tier
First Aptitude Support Second Aptitude: Defense
Action: 1 Half SP: 5 SP
Sustain Action: - Sustain SP: -
Support: MCB/2 Range: Close (30m)
Effect
You create a barrier of light, yet solid enough to repel attacks. You or one ally in range gain the Barrier (MCB/2) Armour Quality, which does not stack if they already have it. This quality lasts until the Barrier is broken or a number of rounds equal to your MCB pass.

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Technique Support Magic

Name: Flying Foot
Tier: First Tier
First Aptitude Support Second Aptitude: Technique
Action: 1 Half SP: 5 SP
Sustain Action: - Sustain SP: -
Support: - Range: Self
Effect
For a moment you are weightless, and may travel massive distances with a single leap. You may instantly make a Boosted Jump. This movement does not trigger Attacks of Opportunity.

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Weakening Spell List

WEAKENING SPELL LIST
Offensive Defensive Technique
Tier 1
Dekaja Kokunda Attraction
Rakunda Tarunda Fumbling Friend
- - Sukunda
Tier 2
Killing Path Battle Jinx Field of Thorns
Negation Counter Curse Gravity Shackle
Prolong Pain Psychic Scan Illusory Darts
Shield Breaker Unproven -
Tier 3
Catastrophise Criticial Denial Borrowed Time
Makara Break Projection Condemnation
Tetra Break Vertigo Illusion Suppressive Space

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Offensive Weakening Magic

Name: Dekaja
Tier: First Tier
First Aptitude Ailment Second Aptitude: Support
Action: 1 Half SP: 2 SP
Weakening: - Range: Close (30m)
Effect
Allowing your foes to strengthen themselves is not something that can be allowed. One enemy in range benefitting from the Kokukaja, Rakukaja, Sukukaja or Tarukaja spells instantly have those spells dispelled.
Special Notes and Effects
Collective Punishment: When casting this spell, you may choose double its SP cost and make it a Full Action. It now affects a number of enemies equal to your MCB instead.

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Defensive Weakening Magic

Name: Kokunda
Tier: First Tier
First Aptitude Ailment Second Aptitude: Defense
Action: 1 Half SP: 5 SP
Sustain Action: 1 Half Sustain SP: 1 SP
Weakening: MCB/2 Range: Close (30m)
Effect
You sap the magical strength from a foe, depriving them of a useful weapon. Select one enemy in range; so long as the spell is sustained they reduce their MCB by MCB/2, starting with Unnatural Characteristic, to a minimum of 1. This does not affect SP pools. This effect does not stack with itself.
Sustainability Effects
This effect is sustained as above.
Special Notes and Effects
Collective Punishment: When using this spell, you can choose to make it a Full Action to cast, and double its SP and Sustain SP costs. If you do, you may affect a number of targets with this spell equal to your MCB/2 rounded down.
Negation: If this spell is cast on a target benefitting from the Kokukaja effect, both spells are immediately cancelled.

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Technique Weakening Magic

Name: Attraction
Tier: First Tier
First Aptitude Ailment Second Aptitude: Technique
Action: 1 Half SP: 5 SP
Sustain Action: 1 Half Sustain SP: 1 SP
Radius: MCB*5 Range: Medium (60m)
Effect
You emit a signal to lure unsuspecting others. You designate a point within range with a radius of MCB*5. If this point is an individual, then it moves as they move. Others (normal people, Shadows, etc) within the radius who are not engaged in a strenuous or important activity focusing their attention (for example, fighting or holding an important conversation) must test Willpower; on a failure, they will begin heading toward the location, hearing a cue unique to them. They may test Willpower again as a Free at the start of each turn.
Sustainability Effects
This effect is sustained as above.
Special Notes and Effects
Target Focus: When using this spell, you can choose to affect a single target in range. They suffer the effects as above, but take a -30 penalty to their Willpower test.
Self Focus: When using this spell, you can choose to target yourself. Enemies in combat must take a Willpower test every turn; on a failure, they will prioritise you for any attacks made this turn.
Immune: Persona users and certain Shadows (especially more powerful ones) are not affected.

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Enhancement Spell List

ENHANCEMENT SPELL LIST
Physical Mental
Tier 1
Divine Flash Balzac
Poisma Pulinpa
- Marin Karin
Tier 2
Dark Gaze Evil Touch
Debilitate Foul Breath
Enervate Mind Lock
- Makajam
Tier 3
Anima Freeze Ghastly Wail
Senseless Horn Puppet Master

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Physical Status Spells

Name: Divine Flash
Tier: First Tier
First Aptitude Support Second Aptitude: Ailment
Action: 1 Half SP: 5 SP
Status: Blind/Deaf, DoS/2 Rounds Range: Close (30m)
Effect
A flash of light and a deafening burst of sound overwhelms your enemies' senses. One enemy in range makes an Opposed Toughness test, opposed by your Magic Characteristic. On a failure, they are Blinded and Deafened for one round per every two Degrees of Success on your test.
Special Notes and Effects
Group Affliction: When using this spell, you can choose to make it a Full Action to cast, and double its SP. If you do, you may affect a number of targets with this spell equal to your MCB/2 rounded down. You only roll Magic Characteristic once.

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Mental Status Spells

Name: Balzac
Tier: First Tier
First Aptitude Support Second Aptitude: Ailment
Action: 1 Half SP: 5 SP
Status: Frenzy, DoS/2 Rounds Range: Close (30m)
Effect
A red mist descends, driving your enemy into a bloody frenzy. One enemy in range makes an Opposed Willpower test, opposed by your Magic Characteristic. On a failure, they are Frenzied for one round per every two Degrees of Success on your test.
Special Notes and Effects
Group Affliction: When using this spell, you can choose to make it a Full Action to cast, and double its SP. If you do, you may affect a number of targets with this spell equal to your MCB/2 rounded down. You only roll Magic Characteristic once.

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