Don't dillydally here. Let's go awaken the crystals.
I couldn't miss the chance to practice my drawing!
List of abilities[edit | edit source]
|Spirit Ward||1||16 MP||All elemental damage to the selected ally is nullified for four turns.|
|Fairy's Aid||4||1 BP||Boost the target's elemental attacks to deal 1.5 times normal damage for five turns.|
|Convert BP||5||25% MP||Sacrifice 25% of your maximum MP to raise your BP by two.|
|Adaptation||7||32 MP||The selected ally absorbs all elemental damage for four turns.|
|Stillness||8||2 BP||Damage to all allies and enemies will be nullified for two turns.|
|Greater Spirit Ward||10||2 BP||All elemental damage to all allies is halved for four turns.|
|Fairy Ward||11||2 BP||Render all allies immune to poison, blind, silence, sleep, paralyze, dread, berserk, confuse, charm, doom, death, and stop for five turns.|
|Moderation||12||2 BP||For all allies and enemies with 1 BP or more, reduce BP by 1, and for those with -1 BP or less, raise BP by 1.|
|Enigma||13||3 BP||Nullify all elemental damage taken by all allies for four turns.|
Etymology[edit | edit source]
Spiritism is a spiritualistic doctrine codified in the 19th century by the French educator Allan Kardec, proposed to the study of "the nature, origin, and destiny of spirits, and their relation with the corporeal world". Spiritism postulates that humans are immortal spirits that temporarily inhabit physical bodies for several necessary incarnations to attain moral and intellectual improvement and that spirits, through passive or active mediumship, may have beneficent or maleficent influence on the physical world.