Chaos RPG Magic


Fusing all the RPGs I've ever played into one comic...


Or at least trying to...




Hello and welcome to Pretty Lina and Sylphiel's Magic Corner! Here, we'll get to explain all the ins and outs of magic! Did you know that in some worlds, magic can be broken down into eight different realms? Other worlds have the spells broken into three to five categories. We'll be explaining all this soon. For now, our sections will be used for explaining the basic spells we'll encounter in this game.




Black Magic is Lina Inverse's speciality, so let's let her explain.
Lina: Thanks, Mr. Author. Hey there, you lucky people! I'm the beautiful sorcery genius, Lina Inverse, being paid in food and gold to tell all of you about magic. Magic may seem hokey, but in all actuality, it's basically the willpower and mental prowess of the user being-
Author: Uh, Lina. Don't tell them that. They'll destroy my planet.
Lina: *SIGH* FINE! Okay, magic basically breaks down into four main categories. Offensive-Effect, Defensive-Effect, Non-Combat-Life and Non-Combat-Entropy. Offensive-Effects are all those nifty Fire 1 and Ultima spells. Defensive-Effect is basically all those Heal 1 and Wall spells. Non-Combat-Life are enchantments, things meant to give an effect for an extended amount of time, like Life or the enchantments that allow Fire Rods to cast Fire 1 continously. Non-Combat-Entropy are like curses, things meant to remove an ability for an extended amount of time, like Toad or Small. Sylphiel will cover the Non-Combat-Life and the Defensive-Effect spells, which are traditionally called 'White Magic'. Non-Combat-Entropy and Offensive Spells are traditionally called "Black Magic", so I'll explain those spell categories.
Lina: Offensive-Effect spells are often limited in most RPGs. Unless it's needed for a plot point, offensive spells can't be used outside of combat. Mostly because they're far too destructive to be used in normal situations. A Fire 1 spell from a level 58 Black Wizard, for example, would likely set six houses on fire when he's uses it to light his barbeque. Thus, most high level wizards don't do stupid things like that.
Lina: Most people familiar with physics will likely note that Final Fantasy tends to ignore such things. Fire 3 in a cavern, for example, should result in an ungodly explosion, with the ceiling collapsing and everyone ending up dead. Why? The sudden burst of flame should burn up a LOT of oxygen, creating a powerful vacuum, which would pull stones up and down, causing a cave-in. It's why there were so many cave-ins when they used to use dynamite to mine. Plus, because it's a cavern, that means the flame should funnel, damaging, if not killing, your characters. Not only that, but they also forget about the possibility of pockets of methane, which would REALLY light up the place.
Lina: In this world, offensive spells will follow the twenty elements: Earth, Air, Fire, Water, Wood, Metal, Dust, Ash, Vacuum, Steam, Magma, Smoke, Ooze, Ice, Lightning, Radiance, Gemstones, Gravity, Spirit, and Time. Yeah, it's going to be quite the trip. You might be wondering what sort of spells could come from elements like Metal or Ash. Metal involve all of the Sword Magics, which are frequently seen in FF5 or FF9. Ash spells include Blind or Fog, spells meant to make hitting a lot harder. We'll reveal more later.
Lina: Another facet of offensive spells are the fun-fun-fun SUMMONING SPELLS! Yessiree, there's nothing cooler than calling Bahamut, but it's going to be quite a while before Bahamut shows up. When Summons start playing a heavier part, I'll discuss them further in detail. If you want a more detailed explanation of Black Magic, go here.
Lina: As for the Non-Combat-Entropy spells, those are mostly curses. Like summons, I'll discuss them when they become involved. And now, for Sylphiel's White Magic Corner.




Sylphiel: Thank you, Lina-san. Defensive spells are very favored in RPGs, especially during long fights with powerful opponents who can't be beaten without them. In certain aspects, offensive and defensive are pretty similiar. It's just the end result that's different. Offensive spells are meant to defeat the opponent and win. Defensive spells are to make sure the enemy doesn't beat you so you can win. Pretty close, ne?
Sylphiel: Most people think spells like M.Barrier or Wall are pretty much it for defensive spells, but defensive spells involve everything that doesn't directly hurt the enemy. This can be healing spells, spells to increase your to-hit ratio, spells to increase your speed or your offensive capabilities, and yes, even spells meant to reduce damage or reflect it back.
Sylphiel: But many people don't realize that these are just as important as offensive spells. Everyone just thinks that if they have items to take care of it, then they don't need a white mage. But items usually only cover one problem and you waste far more money on them than you would at most Inns (the only exception being the Inns in the Final Fantasy Legends, where the amount of HP your party has to recover is the amount that you have to pay. Often, using X-potions is cheaper). White Mages can also learn spells that can be used if the Item command is blocked or isn't available. Even Lina-san has gone through the effort to learn White Magic, even if she doesn't know very much.
Sylphiel: As for Non-Combat-Life spells, these cover the spells that are neither directly offensive or defensive. Spells like Life are included here, as well as the process for making potions and other items. The reason is that Life spells can be used to defeat undead, but they can also restore allies to life, something that's not quite covered in defensive. Items, such as Phoenix Down or Mega-elixir, are made via these processes, as they don't emit their effect until used. Magical rods are also enchanted in this fashion. If you want a more detailed explanation of White Magic, go here.
Sylphiel: I hope everyone learned a valuable lesson. Um, I'm not sure how to close this. *nervous giggle*
Lina: OH! FOR CRYING OUT LOUD! Just say goodbye, Sylphiel.
Sylphiel: Goodbye Sylphiel.
Lina: *GLARE*
Sylphiel: *Teasing Smile*






Lina: Uh, well, here we have a sort of a stand-off when it comes to magic.
Sylphiel: Miss Lina is right, we have to deal with a unique subject: Senshi Magic.
Lina: Exactly, Senshi Magic is unique because it has healing, purifying and defensive magics as well as SERIOUS offensive properties. While Yuki might not do any of the purifying aspects, the rest have to explained in it's own little cluster.
Sylphiel: So, please go here for more on this subject. Please note that this will encompass all types of Senshi magic, not just what Miss Yuki will be performing.




Limit Breaks


Claris: Um, Mr. Author requested that I do the part with the Limit Breaks as everyone else is busy. Lina-san and Sylphiel-san are busy eating, Invincible and Yuki are working on the next comic, Nina and Katt are fetching snacks and the wolf is outside because he peed on the director.
Claris:Limit Breaks, according to Final Fantasy 7, need to be charged up via a meter that records how much damage they've taken. In Final Fantasy 8, they make the Limit Breaks more like a self-induced hit that does a bit more than the usual attack. In Final Fantasy 9, they call it Trance, but we all know it's Limit Break. Each of these FF games has a different take on our beloved Limit Break.
Claris: FF8, you could use them virtually non-stop if you wanted, because they weren't that useful. In FF7, you could only use one or two Limit Breaks per level of 'Limit', but you could hold off on using them until you wanted to. In FF9, you entered Trance, which allowed you to either attack physically with greater effect or use a special technique not normally useable. How long it lasted depended on how great your action was.
Claris: In Chaos RPG, we've developed a special use for them. A Need-To-Use basis. In other words, unless the good guys won't win without it, they have to go without. There's a lot of mumbo-jumbo, but mostly, the author just mumbles some bullcrap about the Limit Meter.

Name: Whoop Ass
User: Invincible
Level of Limit: 1-1
Technique's Effect: Does damage equal to 2x Invincible's Max HP to all opponents.
First Used: First Battle
Go here to see it in action.
Claris: Invincible charges up and mauls the bad guys. How? Uh... I don't know.

Name: Keg O' Whoop Ass
User: Invincible
Level of Limit: 1-2
Technique's Effect: Does damage equal to Invincible's emotional state.
First Used: Second Battle
Go here to see it in action.
Claris: Invincible flares with power and unleashes it in a tight beam at the enemy. This inflicts Shadow-Light-Darkness-Color-Spirit-Gravity damage.


Name: Flash
User: Yuki
Level of Limit: 1-1
Technique's Effect: All allies are immediately able to use their Limit Breaks. Invincible is also Hasted (Invincible attacks twice per round) and Furied (fills Limit Meter faster).
First Used: Second Battle
Go here to see it in action.
Claris: *blushes* Um, Yuki-san... *AHEM* flashes the rest of her team. Oh my, I hope she doesn't make that a habit....

Soon, Nina-san, Katt-san and myself will have Limit Breaks of our own, but I hope they aren't as unusual as these.