Magic is divided into eight types: black magic, blue magic, chronomancy, geomancy, necromancy, red magic, song magic, white magic. Black magic grants a mage the power to inflict chaos upon creation, while white magic brings order to creation. Blue magic uses the ability of creatures into spells to cast. Chronomancy controls all aspects of time. Geomancy uses the terrain and the elements to harness raw power. Necromancy uses dark magic to raise the dead as well as the living. Red magic blends some of black and white magic as well as its own particular blend to enhance the capabilities of the red mage. Song magic provides a variety of effects to enhance allies and enfeeble enemies.
Black magic is almost exclusively offensive, and is practiced by black mages. With few exceptions, these spells focus on dealing damage to a target or hindering its ability to fight. A large portion of black magic is focused on the power of the elements. Skilled mages seek out their foes’ elemental weaknesses, and adapt their magic to strike with precision.
Blue magic has a variety of different types of spells. It relies on creatures with supernatural abilities to copy from them and make it their own. Depending on the creatures the blue mage learns from, they have a terrifying variety of spells to utilize.
Chronomancy controls all aspects of time. Manipulation of time is a dangerous area for spellcasters, even the most harden of time mages are rightly to be feared.
Geomancy focuses primarily on the elements and terrain. Geomancy works well with Black Magic. Geomancers are the only known spellcasters that can harness the power of geomancy.
Necromancy gives necromancers the power over life and death. They are able to mimic undead powers through spells.
Red magic blends the healing and protection of white magic and the elemental destruction of black magic as well as adding its own particular enhancing red magic to make the red mage an extremely versatile mage.
Song magic is how bards utilize their songcraft. Songs provide a variety of effects to enhance allies and enfeeble enemies. Perform song magic requires the bard to make Perform skill checks successfully and also spend MP to perform his magic.
White magic is primarily defensive, but it has its share of enfeebling magic and a small dab of direct damage as well. White magic mostly focuses on healing others and restoring life. White magic is practiced by white mages.
Beneath the spell name is a line giving the school of magic that the spell belongs to. Almost every spell belongs to one of six schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells are non-elemental, belonging to no school.
Chronomancy uses time to manipulate opponents.
Dark magic is always of the shadow element. Rather than directly damaging opponents like elemental magic, dark magic may deal lesser damage but drain the opponent of stats or cause otherwise harmful negative effects. Black mages are masters of dark magic.
Elemental magic focuses on damaging opponents with the elemental power of earth, fire, ice, lightning, water, or wind. Black mages specialize in elemental magic.
Enfeebling magic cripples opponents by reducing their ability to do battle. Black mages are exceedingly adept with enfeebling magic.
Enhancing magic boosts the fighting ability of allies. White mages are experts of enhancing magic.
Healing magic is used to heal wounds or cure negative status effects. Healing magic causes damage to the undead. White mages specialize in healing magic
Illusion magic deceives all senses to either distract, hinder, hide, or betwitch the target.
Light magic is always of the holy element. Light magic smites the wicked with holy power, but usually in a less direct method than elemental magic. White mages are especially proficient with light magic.
Necromancy masters the power of life and death, often teetering between both.
Summon magic conjures creatures or items. Summon magic can also be used be Summoners to cast powerful magic that stem from creatures.
The first line of every spell description gives the name by which the spell is generally known.
Appearing on the same line as the school, when applicable, is a descriptor that further categorizes the spell with the Elemental school. The descriptors are earth, fire, ice, lightning, water, and wind.
The next line of a spell description gives the spell’s level, a number between 1 and 9 (for spells), a number between 1 and 5 (for songs), that define the spell’s relative power. This number is preceded by the name of the class whose members can cast the spell or perform the song. A spell’s level affects the DC for any save allowed against the effect.
Most spells have a casting time of 1 standard action. Others take 1 round or more. You make all pertinent decisions about a spell (range, target, area, effect, and so forth) when the spell comes into play.
A spell’s range indicates how far from you it can reach, as defined in the Range entry of the spell description. A spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate the spell’s point of origin. If any portion of the spell’s area would extend beyond this range, that area is wasted. Standard ranges include the following.
Personal: The spell affects only you.
Touch: You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals maximum damage on a successful critical hit.
Close: The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels (30 feet at 2nd caster level, 35 feet at 4th caster level, and so on).
Medium: The spell reaches as far as 100 feet + 10 feet per caster level.
Long: The spell reaches as far as 400 feet + 40 feet per caster level.
Range Expressed in Feet: Some spells have no standard range category, just a range expressed in feet.