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The following is the complete Spell list for Hallowed Ultimatum. Casting a spell in HU is fairly basic: pay the necessary MP, focus your energies on your target and attack! Damage is determined by rolling the necessary dice and multiplying the result by the caster's Magic (MAG) stat. After damage is calculated, weaknesses and resistances are factored in; a target(s) that is weak to an elemental spell takes 1/5th more damage, while a target(s) that is resistant to an elemental spell takes 1/5th less damage.

Elemental weaknesses and resistances are as follows:
Fire > Ice > Lightning > Earth > Air > Water
Light > Dark
Dark > Light

Fire - resistant to Ice, weak to Water
Ice - resistant to Lightning, weak to Fire
Lightning - resistant to Earth, weak to Ice
Earth - resistant to Air, weak to Lightning
Air - resistant to Earth, weak to Water
Water - resistant to Fire, weak to Air
Light - resistant to none, weak to Dark
Dark - resistant to none, weak to Light

Here's the Spell list..

Spells
Name Level Type Element Cost Damage
Fire 1 Black Fire 10 (1d10)MAG
Fire 2 2 Black Fire 20 (2d10)MAG
Fire 3 3 Black Fire 30 (3d10)MAG
Flare 4 Black Fire 50 (4d20)MAG
Ice 1 Black Ice 10 (1d10)MAG
Ice 2 2 Black Ice 20 (2d10)MAG
Ice 3 3 Black Ice 30 (3d10)MAG
Tundra 4 Black Ice 50 (4d20)MAG
Bolt 1 Black Lightning 10 (1d10)MAG
Bolt 2 2 Black Lightning 20 (2d10)MAG
Bolt 3 3 Black Lightning 30 (3d10)MAG
Storm 4 Black Lightning 50 (4d20)MAG
Quake 1 Black Earth 10 (1d10)MAG
Quake 2 2 Black Earth 20 (2d10)MAG
Quake 3 3 Black Earth 30 (3d10)MAG
Tremor 4 Black Earth 50 (4d20)MAG
Aqua 1 Black Water 10 (1d10)MAG
Aqua 2 2 Black Water 20 (2d10)MAG
Aqua 3 3 Black Water 30 (3d10)MAG
Tsunami 4 Black Water 50 (4d20)MAG
Aero 1 Black Air 10 (1d10)MAG
Aero 2 2 Black Air 20 (2d10)MAG
Aero 3 3 Black Air 30 (3d10)MAG
Tornado 4 Black Air 50 (4d20)MAG
Cure 1 White N/A 10 (1d10)MAG
Cure 2 2 White N/A 20 (2d10)MAG
Cure 3 3 White N/A 50 (2d20)MAG
Regen 3 White N/A 35 1d12 per turn
Esuna 1 White N/A 20 Cure status ailments
Dispel 2 White N/A 20 Destroy barriers
Life 2 White N/A 30 Revive fallen ally at 1/2 max HP and MP
Life 2 3 White N/A 90 Revive fallen ally at full HP and MP
Haste 1 White N/A 10 Speed up one ally
Slow 1 White N/A 10 Slow down one enemy
Stop 2 White N/A 30 Stops one enemy
Lockdown 3 White N/A 60 Stops all enemies
Barrier 1 White N/A 25 Reduces physical damage from one ally
Shell 1 White N/A 25 Reduces magic damage from one ally
Reflect 3 White N/A 30 Reflects all magic from all allies
Shield 3 White N/A 50 Reduces physical and magic damage from all allies
Drain 2 White N/A 35 1d12 per turn
Comet 1 Celestial None 50 (2d20)MAG
Starstorm 2 Celestial None 60 (4d20)MAG
Nova 3 Celestial None 80 (6d20)MAG
Supernova 4 Celestial None 100 (8d20)MAG. Cannot miss
Holy 1 Celestial Holy 50 (5d6)MAG
Holy 2 2 Celestial Holy 80 (10d6)MAG
Pain 3 Celestial N/A 70 Inflicts poison, blind and silence to one enemy
Meltdown 1 Celestial None 30 (1d6)MAG, Vit. 0 to one enemy
Exile 3 Celestial None 60 (2d6)MAG, Vit. 0 to all enemies
Abadon 3 Celestial Dark 100 (7d20)MAG, auto-kills Holy targets
Unspoken 4 Celestial Dark 150 (10d20)MAG, inflicts Vit. 0 and Pain