Post by bobar on Jun 16, 2012 18:55:13 GMT -5
Spiritual: Primary
Power – 100
Control - 65
Reserves - 100
Mental: Secondary
Int - 30
Wits – 70
Will - 40
Physical: Tertiary
Strength - 30
Dex - 100
Con - 70
Abilities:
Spiritual:
Necromancy – L. 7 (D4)
Pilot Automaton – L. 7 (D12)
Demon Magic – L. 7 (D4)
Spell Sequencer - L. 5 (D12)
Cargo Magic – L. 6 (D8)
[Spekkio Magic – L. 1]
Mental:
Pilot - L. 6
Spiral Power - L. 1
[Psi-Tech improved piloting
[Two new Mental
Physical:
Earthbending – L. 1 (D8)
Band - L. 1 (D8)
[Guyver: D12
[Two new Physical
[Quickdraw
Skills:
Robotics Engineering – 45
Tattooing – 41
Perception - 1
Traits:
Bonus Physical Slot
Bonus Spiritual Slot
Bonus Spiritual Slot 2
Bonus Spiritual Slot 3
Bonus Mental Slot
Bonus Mental Slot 2
Better Lucky
Righteous Fury
Retsu Zai Zen
Strong Soul
Heroic Spirit
Pray
Innocence
Prodigy
Unshakeable
Heroic Resolve
Cursed Magic (all spells inflict a death aura)
Necromancy:
Accelerated Decay
Amplify Damage
Animate and Control Dead
Animate and Control Dead: Greater
Animate Body Parts
Armorbane
Assemble Bone
Attract (make enemies beat up an ally)
Aura of Death
Aura of Doom
Banishment
Blood Golem
Bone of Invisibility
Bone & Joint Bonding
Bone Armor
Bone Prison
Bone Scepter
Bone Spear
Bone Spirit
Bone Staff
Bone Wall
Breathe Without Air
Cause of Death
Chicken Bone (split a chicken bone between people, giving the person with the larger bonus luck and those with the smaller negative luck; or make chicken soup)
Circle of Flame
Clay Golem
Cloak of Darkness
Command Ghouls
Command Vampires
Commune with Spirits
Concealment
Confuse Curse
Constrain Being
Control/Enslave Entity
Corpse Explosion
Crawling Bones
Create Zombie
Create Mummy
Curse: Death Wish (gives an enemy a death wish so they are reckless and stupid)
Curse of Hunger
Curse of Wasting (after 24 hours target is ½ strength, dex, speed, attacks per melee, -20% skill performance, increases even worse over time and effects saving throws)
Curse: To Hell and Back (-6 to initiative, -4 to parry and dodge, -4 to save vs. mind control, ½ speed attribute, skill performance, attacks per melee, only one offensive move can be taken per 15 seconds, lasts one hour per level)
Death Bolt (damages plus inflicts -4 initiative, -1 to parry and dodge, 25% Spd reduction, damage direct to HP, heal undead)
Death Curse
Death's Embrace (makes a target stunned for 1D6 minutes per level, unable to do anything except act in immediate self-defense)
Death Mask (on the target is H.F. 13, disguise, impervious to normal disease/poisons/magic sicknesses and curses, prowl 55%)
Death Stench
Death Strike (doubles damage for hand to hand and melee)
Death Trance
Deathword
Decrepify
Detect Concealment
Dessicate the Supernatural
Dim Vision
Divining Tombs and Graves
Ensorcel
Eternal Rest (banishes spirits)
Exorcism
Eyes of the Dead (+2 H.F., impervious to hypnotic suggestion and mind control with eye contact, bonus vs. mind control, recognize ghouls/animated dead/undead, bonus -1 to combat skills for one melee round)
Fear
Fireblast
Fire Ball
Fire Golem
Fragile Bone to M.D.C. Bone
Fragile Bone to Stone
Fragile Bone to Wood
Fuel Flame
Funeral Dirge
Funeral Pyre
Ghost Ship
Ghostwalker (barely visible, +20% to prowl, can temporarily become tangible at will, fly at 20 mph up to 1000 feet high, impervious to all phyiscal and energy attacks, anything that harms ghosts will work on him, can't interact except when becoming physical)
Globe of Daylight
Golem Mastery (bonus move speed, attack rating and life for all golems)
Grip of Death (grabbing arms)
Haunting (makes an area permanently haunted)
Hide Among the Dead
Horrific Illusion
Horror
Ignite Fire
Iron Golem
Iron Maiden Curse
Kill Plants
Lantern Light
Life Drain
Ley Line Ghost
Ley Line Resurrection
Ley Line Transmission
Life Source
Life Tap
Locking Hand
Lower Resist
Luck Curse
Magic Net
Maggots
Mask of Deceit
Mend Living Bone
Minor Curse
Mock Funeral (if the coffin fills with dirt, -20% to skills and initiative -2; if torn apart, makes it so all navigation skills are -70%, all other skills -10%, easily lost; if burned, target suffers double damage from fire; if metal spike is driven into chest, suffers double damage from electricity; lay upon the banner of a group, make that group want to target them; if filled with snakes, target can't save vs. poison and suffers double damage from poison, -1 vs. magic from dragons; if filled with rat or mice, cursed individual cannot save vs. disease and suffer double damage from illness; if drowned, make them take x2 damage from water attacks and make them forget how to swim; if casket is overturned, makes target unable to save vs. punch, fall or impact, take full damage from attacks, -50% to Climb/Acrobatics/Gymnastics)
Necklace of Bat Skulls
Necklace of Dragon Teeth
Necklace of Snake Skulls
Necro-Armor (13 M.D.C. per level, H.F. 13, horrible smell)
Object Read the Dead
Poison Dagger
Poison Explosion
Poison Nova
Poison Touch (each touch inflicts 4D6 H.P. Damage if they don't save and 1D6 if they do, failed role also adds feverish/dizzy/nauseous to hit -1 to initiative and reduce speed and skill performance by 30% with a cumulative effect)
Protection Circle: Simple
Purge Self
Raise Skeleton
Raise Skeleton Mage
Rattling Bones
Receptacle (makes a target likely to be possessed)
Recognize the Dead
Repel Animals
Restore Limb
Restoration
Return from the Grave
Revive (revive a monster to fight for you)
Sanctum
See in Magic Darkness
Sense Evil
Sense Magic
Shadow Meld
Shadows of Death (adds bonus H.F. to Pat, -2 to all combat bonuses to all enemies; or make enemies paranoid and jumpy)
Shadows of Doom
Shadow Wall
Shape Bone
Sickness
Skeleton Mastery (bonus skeleton life, damage, monster life and damage of all kinds)
Skull of Knowledge
Skull with Flaming Eyes
Soultwist
Spectral Hand
Spectral Sword (x10 damage to supernatural creatures, entities, ghosts, spirits, alien intelligences, will pass through the armor of normal foes and can only be dodged)
Spoil
Stench of the Dead
Strength of the Dead (temporarily boost your max HP by half of theirs)
Summon the Dead (summon dead to you to animate)
Summon Insect Swarm
Summon Magot
Summon Resist (gives all summons resistances)
Summon Vampire
Summon Worms of Taut
Talking Bones
Teeth
Terror Curse
Tongues
Trance
Transfer Life Force
Turn Dead
Weaken (Curse)
Demon Magic:
Acid Blood Sphere (4D4 M.D. + 1D4 M.D. Per melee round)
Acid Blood Spit (1D6 M.D. + 1 M.D. Per round, if in the eye just destroys the eye)
Baal-Rog's Fire Whip (4D6 M.D.)
Battlefield Blood Beast
Bane of Agony (Shadow DoT, rear-loaded)
Bane of Doom (DoT that summons a demon guardian)
Banish
Beyond Redemption (crazy powerful buff, +50% M.D.C., picks Impervious to Magic OR Impervious o Psionics OR 1D4x10 M.D. Per melee round regen, bonus melee attacks/initiative/strike/disarm/roll with impact/save vs. magic/possession/mind control/illusions)
Blood Armor (13 M.D.C. per level, +2 H.F. or H.F. of 11, can meld with corpses, wet and slippery so it's hard to grab, and shoot blood into someone's eyes once per melee round as an extra action)
Blood Bath (Super-Healing)
Blood Blade (turns blade weapons from S.D.C. to M.D.C.)
Blood Bolt
Blood Lust (+6 P.S., +8 Spd, no fatigue, +2 strike, +2 vs. H.F., temporary bonus if you need to win)
Blood Mist (blinds in the area plus a dead zone of optics and instrumentation, can't find a way out of it)
Blood Spatter
Chaos Bolt (deals X fire damage, can't be resisted, pierced all absorption effects)
Cloak of Fire (cloaks life signs, bonus damage and damage on those who attack)
Cloak of Hate (bonus +1 initiative, shielded from Empathy, Empathic Transmission, Telepathy, Remote Viewing, +3 vs. psionic and magic attacks that affect emotions or impose any kind of mind control)
Conflagrate (do instant damage equal to a portion of Immolate)
Consume Soul (huge bonus: +50% P.P.E., +50% I.S.P., +2D6 M.D. To all spells, x2 M.D.C., 5D6 M.D. Bio-regen, +30% P.S. And supernatural, +4 to Perception, +1 attack per melee round, +2 strike and dodge, +1 on all saving throws, impervious to possession and mind control)
Corruption
Create Healthstone
Create Soulstone
Curse of the Elements (reduced elemental resistance, only one Warlock curse at a time)
Curse of Exhaustion (reduce movement speed by 30%, actually stacks with others)
Curse of Tongues (increased cast time on spells, only one Warlock curse at a time)
Curse of Weakness (12% reduced physical damage, only one Warlock Curse at a time)
Curse: Corrupted Blood (makes someone's bloodline become corrupted)
Curse: Hell Binding (bind someone to hell, can't teleport anymore and sends them to Hell)
Dark Yearning
Death Trance
Demon Armir (health generated by spells and effects +20%, +X armor; Warlock armor)
Demon Blade (summons a blade that does tons of damage to creatures of light and magic, bonus to strike, parry and disarm)
Demonic Circle: Summon
Demonic Circle: Teleport (teleport to the circle)
Demon Claws of Hate (bonus damage, bonus damage to creatures of good)
Demon Claws of Vengeance (does bonus damage, additional damage to demons, use claws to parry M.D. Weapons and inflict Mega-Damage)
Death Coil (damage + Fear)
Demonic Empowerment (buffs all summons)
Demon Fire Hide (self or one other by touch, impervious to fire)
Demon Leap (jump at a target, stun all enemies in an area for 2 seconds plus Shadow damage)
Demon Rebirth (after death, return as a demon)
Demon Roar (Horror Factor)
Demon Skin: Lesser (turn someone into a lesser demon)
Demon Skin: Greater (turn into a greater demon)
Demon Talons (self or one other, have M.D.C., bonus damage, bonus to parry and disarm, bonus to climb, bonus to dig)
Drain Life (Channeling)
Drain Mana
Drain Soul (can be used as an execute)
Enslave Demon
Envy
Eyes of the Magot (self or others by touch, three eye stalks, cannot be attacked from behind, see the invisible, nightvision, recognize quality of statue and recognize petrification, bonuses to initiative/dodge/parry/Perception)
Eye of Kilrogg
Fear (Warlock)
Fel Armor (bonus spell armor, regain 2% of maximum health every 5 sec, increasing spell power by a certain amount plus a portion of Spirit)
Friend of the Serpent (buff on up to two people, nonthreatening to all snakes)
Friend of the Worm (friend to Worms of Taut)
Gluttony (no Perception rolls, no initiative, loses track of time and what teammates are doing, forgets objective)
Haunt (ghostly soul, dealing X sdow damage, when dispelled it returns)
Health Funnel (transfer health to angel)
Hellfire (Channeling AoE)
Hellfire Bolt
Howl of Terror (AoE fear)
Immolate
Immolation Aura
Impervious to Poison (self or as many others as can touch)
Incinerate (bonus damage if they're already on fire)
Inferno (summon Infernal)
Lava Walk
Life Tap (turn health into mana)
Lust
Metamorphosis (turn into a bonus demon form, +600% armor, +20% damage, -6% to critical miss and -50% stun and snare effects)
Nethermancy (+5% Power)
Power of the Magot (running Spd of 2D6+60, ability to leap 20 feet high and 40 feet across,
Pride
Rain of Fire
Ritual of Souls
Ritual of Summoning
Searing Pain (Threat grab)
See the Invisible
Seed of Corruption (damage plus bonus damage in an area if it reaches a certain amount)
Sense Good
Shadow Bolt
Shadowburn (instant shadow damage, grants Soulshard on kill)
Shadowflame (Shadow + Flame damage)
Shadowfury (AoE Shadow damage stun)
Shadow Ward (absorb X shadow damage)
Sloth
Soulburn (burn a soul)
Soul Gem
Soul Fire (damage can't be regenerated, lose one melee attack and initiative for 1D4 rounds, bypasses armor and shields)
Soul Fire: Warlock
Soul Harvest (gain 1 souls hard + 15% of health every 3 seconds for 9 seconds, out of combat)
Soul Link (transfer damage to pets)
Soulshatter (aggro drop)
Spew Blood
Spew Lava
Steaming Energy Snakes (1D6 M.D. Per snake, twelve snakes, each snake has a 80% knockdown chance on targets less than 1,000 lbs and can strike one person to deal with the maximum limit)
Summon the Bat's Disgrace (Gargoyle)
Summon Bat Out of Hades (Demon Bat)
Summon Doomguard
Summon Dreadsteed
Summon Felguard
Summon Felhunter
Summon Felsteed
Summon Greater Demon (can summon a Raksasha)
Summon Imp
Summon Spawn of Pestilence (one Demon Fly)
Summon Succubus
Summon Voidwalker
Temptation (tempts enemies)
Tormented Soul (torment their soul, no save throw as it drops them with no magic spells/psionic abilities plus -2 vs. all charm and mind control like Ensorcel)
Track by Scent
Unending Breath
Unstable Affliction (DoT that does tons of damage if dispelled)
Vanity (either makes someone self-obsessed or feel unworthy, if latter reduce number of attacks and combat bonuses except dodge by half, -20% on skill performance)
Wings of the Demon Locust (self or one other by touch, fly into space, dimensional teleport)
Wings of the Gargoyle (self or one other by touch)
Mech:
Bone Boom Gun
Bone Spirit Missiles
Jumpjets
S2 Engine
[Spell-casting
[Meat wagon upgrade
[Protoculture
[Minovsky particles
[Shadow pods
[Reflex Cannon
[Ahriman's upgrades
[Coran D'Zir's upgrades
[Brahmin's upgrades
Trainers:
Ahriman
Coran D'Zir
The Brahman Order
Buff List:
Pat: Bone Armor, Death Mask, Eyes of the Dead, Sense Evil, Sense Magic, Cloak of Darkness, Friend of the Worm, Eyes of the Magot, Beyond Redemption [if necessary], Unending Breath
Black: Demon Talons, Demon Claws of Vengeance, Death Strike, Poison Touch, Cloak of Hate, Demons Claws of Hate,
Blue: Eyes of the Magot
Jesse: Eyes of the Magot, Impervious to Poison, Cloak of Fire
Fred: Impervious to Poison, Wings of the Demon Locust
Anthony: Impervious to Poison
Nash: Wings of the Gargoyle
[Someone: Concealment, Necro-Armor, Death Strike, Poison Touch, Detect Concealment, Breathe Without Air, Shadow Meld, Aura of Death, Mask of Deceit, Tongues, Friend of the Serpent, Eyes of the Magot
Combos:
Poison Dagger + Mock Funeral: Poison +
Mock Funeral + Lower Resist
Luck Curse + Ed's curses
Tormented Soul + Ensorcel
DIO:
Pat
Mech
Golem
Skeletons
Animated Dead
Vampires
Zombie
Mummy
Pet (probably a Felguard)
Necro items to give:
Offensive Spirit CommandsEdit
Battle Cry* (士気, Shiki, lit. "Morale")
Causes the user's next attack to be a guaranteed Critical Hit. Does not stack with the effects of Hot Blood and Soul.
Duration: One attack
Fierce Fight* (激闘, Gekitou)
Causes all allies' attacks to deal 150% damage.
Duration: One turn
Fighting Spirit* (闘志, Toushi)
Causes all of the user's attacks to be guaranteed Critical Hits. In Original Generations, this is available only as a Twin Command.
Duration: One turn
Sacrifice* (犠牲, Gisei/捨て身, Sutemi, lit. "Risk Life"):
Causes the user's next attack to deal 300% damage and makes it a guaranteed Critical Hit. However, the user cannot dodge any attacks for the rest of the turn (except if the user had previously used Alert).
Duration: One attack (increased damage) / turn (lowered defense)
Soul* (魂, Tamashii):
Causes the user's next attack to deal 250% normal damage. In Original Generations, this is available only as a Twin Command (in older games, this spirit command dealt 300% normal damage).
Duration: One attack
Valor (熱血, Nekketsu, lit. "Hot Blood"):
Causes the user's next attack to deal 200% damage. Hot Blood is an important element of super robot anime, representing the characters' passion to win and succeed no matter what. Despite this, Valor is given to a fair number of characters, both super and real robot pilots.
Duration: One attack
Defensive Spirit CommandsEdit
Guard (鉄壁, Teppeki, lit. "Iron Wall"):
All damage taken by the user is reduced by 75% (in Super Robot Wars Impact and all games preceding it, this command instead doubled the user's armor rating). Usually given to super robot pilots.
Duration: One turn
Invincible* (不屈, Fukutsu):
The next successful attack against the user will do no more than 10 damage. Typically given to super robot pilots.
Duration: Next successful enemy attack against user
Invisible* (隠れ身 Kakuremi):
The user cannot be attacked or counterattacked.
Duration: One turn
Substitute* (置換 Chikan):
The user targets one ally with this command. If any enemies attack the ally, all damage is diverted to the caster instead. This damage cannot be avoided in any way, including the use of other commands, like Alert.
Duration: One turn
Accuracy/Evasion Spirit CommandsEdit
Alert (ひらめき, Hirameki, lit. "Flash"):
The next enemy attack that would normally hit the user is automatically avoided. Typically given to real robot pilots, Alert's animation cue is the visual and auditory effect used for Newtype sensations in the Mobile Suit Gundam franchise, even in the Original Generations games, which do not feature any Gundam characters or mecha..
Duration: One enemy attack
Attune (感応, Kannou, lit. "Sympathy"):
Gives one ally the effects of the Strike command.
Duration: Instantaneous
Disturbance* (かく乱, Kakuran):
Lowers the accuracy of all enemy units by 50%. However, the Strike command negates this Spirit Command. In Original Generations, this is available only as a Twin Command.
Duration: One turn
Focus (集中, Shuuchuu):
The user gains a 30% bonus to accuracy and evasion for the next turn. This command is considered a staple of real robot pilots.
Duration: One turn
Sense (直感, Chokkan, lit. "Intuition"/見切り, Mikiri, lit. "See All"):
The user gains the effects of both the Strike and Alert commands.
Duration: One enemy attack (Alert component) / turn (Strike component)
Strike (必中, Hichuu, lit. "Sure Hit"):
The user's next attack has a 100% chance of hitting the enemy, ignoring evasion and enemy unit abilities, but not ignoring the Alert command and the Lucky special ability (as well as the Dummy special ability in Super Robot Wars 64).
Duration: One turn
Will Spirit CommandsEdit
Daunt (脱力, Datsuryoku, lit. "Exhaust"):
Gives one enemy -10 to his/her Will. In Super Robot Wars Alpha 2 and 3rd Super Robot Wars Alpha, this command affects all enemy units in a single squad.
Duration: Instantaneous
Drive (気迫, Kihaku, lit. "Vigor"):
Gives the user +30 to his/her Will.
Duration: Instantaneous
Great Rouse* (大激励, Daigekirei):
Gives all allies +10 to their Will. In Original Generations, this is available only as a Twin Command, and gives +5 to allies' Will instead.
Duration: Instantaneous
Inspiration (感興, Kankyou/鼓舞, Kobu):
Gives all allies +5 to their Will.
Duration: Instantaneous
Rouse (激励, Gekirei, lit. "Encourage"):
Gives one ally or all allies adjacent to the character +10 to his/her/their Will, depending on the game (in Alpha 2 and Alpha 3, this command instead gives +5 Will to all the characters in the user's squad).
Duration: Instantaneous
Shudder* (戦慄, Senritsu):
In the Sony PlayStation version of Super Robot Wars Alpha, this command gives all enemies -10 Will. In the Sega Dreamcast adaptation of the same game, Super Robot Wars Alpha Gaiden, and Original Generations, this was lowered to -5 Will because its use was considered too abusive. In Original Generations, this is available only as a Twin Command.
Duration: Instantaneous
Spirit (気合, Kiai, lit. "Yell"):
Gives the user +10 to his/her Will.
Duration: Instantaneous
Healing Spirit CommandsEdit
Belief* (信念, Shinnen):
User will be unaffected by status ailments.
Duration: One turn
Bonds* (絆, Kizuna):
Restores all allies' Hit Points (HP) by 50%. In Original Generations, this is available only as a Twin Command.
Duration: Instantaneous
Devotion (献身, Kenshin, also called Sacrifice):
Restores 10 Spirit Points (SP) to all pilots of a single ally unit.
Duration: Instantaneous
Faith (友情, Yuujou, lit. "Friendship"):
Completely restores one ally's Hit Points. In Alpha and Alpha Gaiden, this command had the same effect as Bonds. In Alpha 2 and Alpha 3, this command affects all ally units in a single squad.
Duration: Instantaneous
Guts (ド根性, Dokonjou):
Completely restores the user's hit points.
Duration: Instantaneous
Hope (期待, Kitai, lit. "Anticipation"):
Restores 50 Spirit Points to one ally. In Original Generations, this is available only as a Twin Command.
Duration: Instantaneous
Passion* (情熱, Jounetsu):
Gives the user +10000 Song Energy.
Duration: Instantaneous
Prayer* (祈り, Inori):
Frees selected unit of status ailments. In Original Generations, this is available only as a Twin Command.
Duration: Instantaneous
Renew (補給, Hokyuu, lit. "Resupply"):
Completely restores one ally's Energy Points (EN) and ammunition. In some games, this command reduces the ally's Will.
Duration: Instantaneous
Revival* (復活, Fukkatsu):
One ally unit that has been destroyed is placed in a square adjacent to the user. It is treated as if it had just been deployed (ie. full Hit Points, Energy Points, ammunition, and Spirit Points).
Duration: Instantaneous
Trust (信頼, Shinrai):
Restores 2000 Hit Points to one ally (in older games, this command restored 30% of one ally's maximum Hit Points).
Duration: Instantaneous
Vigor (根性, Konjou, lit. "Mettle"):
Restores the user's Hit Points by 30% of their maximum.
Duration: Instantaneous
Miscellaneous Spirit CommandsEdit
Accelerate (shortened to Accel, due to space limitations) (加速, Kasoku):
Increases the user's movement range by 3. In Alpha 2 and Alpha 3, this command affects all units in the user's squad; in older games, this command increased the user's movement range by 5.
Duration: One turn
Assail (突撃, Totsugeki, lit. "Charge Attack"):
The user can use any attack (provided that the attack has met certain requirements) with thr exception of MAP weapons after moving, even if it would not normally be able to do so.
Duration: One turn
Bless (祝福, Shukufuku):
Doubles the money received by one ally for the next attack. The enemy targeted must be destroyed for this Spirit Command to take effect.
Duration: One attack
Cheer (応援, Ouen):
Doubles the amount of experience points received by one ally for the next attack. In Alpha 2 and Alpha 3, this command affects all the units in the affected character's squad.
Duration: One attack
Coercion* (威圧, Iatsu):
Prevents one enemy from using the Support Attack or Support Defense abilities.
Duration: One turn
Continuous Attack*:
If the user's next attack destroys the enemy it hits, the user gains an extra turn. In Original Generations, this is available only as a Twin Command.
Duration: One turn.
Enable (再動, Saidou, lit. "Move Again"):
Gives one ally an extra turn.
Duration: Instantaneous
Explosion* (誘爆, Yuubaku):
If the user is destroyed while this command is active, damage equal to half its maximum Hit Points is dealt to all units surrounding it.
Duration: One turn
Fury (直撃, Chokugeki, lit. "Direct Attack"):
The user's next attack ignores all special defenses as well as the Support Defense ability.
Duration: One attack
Gain (努力, Doriyoku, lit. "Effort" or "Perseverance"):
Doubles the amount of experience points received for the user's next attack. In Alpha 2 and Alpha 3, this command affected all units in the user's squad.
Duration: One attack
Luck (幸運, Kouun):
Doubles the amount of money received after the user's next attack. If the targeted enemy is not destroyed, the user gains no money and the spirit effect is still expended.
Duration: One attack
Mercy (てかげん, Tekagen):
If the user's next attack would normally destroy the enemy it hits, and the user's level is higher than the enemy's, that enemy is instead reduced to 10 Hit Points. This Spirit Command is primarily used for special events where the player is not allowed to destroy an enemy outright (for example, the enemy might possess nuclear warheads and their destruction would set the warheads off), though it can also be used to ensure that a certain character scores the finishing blow.
Duration: One attack
Scan (偵察, Teisatsu, lit. "Reconnaissance"):
Allows the player to examine one enemy's stats, abilities, and attacks without having the player attacking the enemy first in order to see them. In Super Robot Wars Judgement and Super Robot Wars W, this command also lowers the affected enemy's evasion by 10% for the next turn.
Duration: Instantaneous
Self-Destruct* (自爆, Jibaku):
The user is instantly destroyed, and however many Hit Points he/she had is dealt in damage to all the units immediately surrounding it (in Judgement, this command is removed and some units, notably Boss Borot of Mazinkaiser, have a very strong self-destruct attack instead).
Duration: Instantaneous
Snipe (狙撃, Sogeki):
All of the user's attacks have their range increased by 2 with the exception of MAP weapons and attacks with a range of 1.
Duration: One turn
Synchronize*:
Both pilots in a squad share the same stats. In Original Generations, this is available only as a Twin Command.
Duration: One turn
Taunt* (挑発, Chouhatsu):
Forces one enemy to target the user specifically for attack.
Duration: One turn
Training*:
Doubles the amount of Pilot Points received for the user's next attack. In Original Generations, this is available only as a Twin Command.
Duration: One turn
Zeal (覚醒, Kakusei, lit. "Awakening"):
The user gets an extra turn immediately after the current one ends. In Alpha 2 and Alpha 3, this command affected all units in the user's squad.
Duration: Instantaneous
Special Spirit CommandsEdit
Courage* (勇気, Yuuki):
The user gains the effects of the Accelerate, Strike, Invincible, Valor, Spirit, and Fury commands.
Duration: Instantaneous
Dream* (夢, Yume):
Allows the user to replicate any Spirit Command possessed by any ally but at double the normal Spirit Point cost (Dream itself costs nothing).
Duration: Instantaneous
Love (愛, Ai):
The user gains the effects of the Accelerate, Strike, Alert, Valor, Spirit, Effort, and Lucky commands. In older games, this command would fully restore all allies' Hit Points.
Duration: Instantaneous
Miracle* (奇跡, Kiseki):
The user gains +30 Will and the effects of the Guts, Accelerate, Strike, Lucky, Alert, and Vigor commands.
Duration: Instantaneous
Rage:
A small amount of damage is dealt to all enemies on the map.
Duration: Instantaneous
Raid* (奇襲, Kishuu):
The user gains the effects of the Accelerate, Strike, Alert, Valor commands.
Duration: Instantaneous
Search*:
The location of a random hidden item is revealed briefly.
Duration: Instantaneous
Power – 100
Control - 65
Reserves - 100
Mental: Secondary
Int - 30
Wits – 70
Will - 40
Physical: Tertiary
Strength - 30
Dex - 100
Con - 70
Abilities:
Spiritual:
Necromancy – L. 7 (D4)
Pilot Automaton – L. 7 (D12)
Demon Magic – L. 7 (D4)
Spell Sequencer - L. 5 (D12)
Cargo Magic – L. 6 (D8)
[Spekkio Magic – L. 1]
Mental:
Pilot - L. 6
Spiral Power - L. 1
[Psi-Tech improved piloting
[Two new Mental
Physical:
Earthbending – L. 1 (D8)
Band - L. 1 (D8)
[Guyver: D12
[Two new Physical
[Quickdraw
Skills:
Robotics Engineering – 45
Tattooing – 41
Perception - 1
Traits:
Bonus Physical Slot
Bonus Spiritual Slot
Bonus Spiritual Slot 2
Bonus Spiritual Slot 3
Bonus Mental Slot
Bonus Mental Slot 2
Better Lucky
Righteous Fury
Retsu Zai Zen
Strong Soul
Heroic Spirit
Pray
Innocence
Prodigy
Unshakeable
Heroic Resolve
Cursed Magic (all spells inflict a death aura)
Necromancy:
Accelerated Decay
Amplify Damage
Animate and Control Dead
Animate and Control Dead: Greater
Animate Body Parts
Armorbane
Assemble Bone
Attract (make enemies beat up an ally)
Aura of Death
Aura of Doom
Banishment
Blood Golem
Bone of Invisibility
Bone & Joint Bonding
Bone Armor
Bone Prison
Bone Scepter
Bone Spear
Bone Spirit
Bone Staff
Bone Wall
Breathe Without Air
Cause of Death
Chicken Bone (split a chicken bone between people, giving the person with the larger bonus luck and those with the smaller negative luck; or make chicken soup)
Circle of Flame
Clay Golem
Cloak of Darkness
Command Ghouls
Command Vampires
Commune with Spirits
Concealment
Confuse Curse
Constrain Being
Control/Enslave Entity
Corpse Explosion
Crawling Bones
Create Zombie
Create Mummy
Curse: Death Wish (gives an enemy a death wish so they are reckless and stupid)
Curse of Hunger
Curse of Wasting (after 24 hours target is ½ strength, dex, speed, attacks per melee, -20% skill performance, increases even worse over time and effects saving throws)
Curse: To Hell and Back (-6 to initiative, -4 to parry and dodge, -4 to save vs. mind control, ½ speed attribute, skill performance, attacks per melee, only one offensive move can be taken per 15 seconds, lasts one hour per level)
Death Bolt (damages plus inflicts -4 initiative, -1 to parry and dodge, 25% Spd reduction, damage direct to HP, heal undead)
Death Curse
Death's Embrace (makes a target stunned for 1D6 minutes per level, unable to do anything except act in immediate self-defense)
Death Mask (on the target is H.F. 13, disguise, impervious to normal disease/poisons/magic sicknesses and curses, prowl 55%)
Death Stench
Death Strike (doubles damage for hand to hand and melee)
Death Trance
Deathword
Decrepify
Detect Concealment
Dessicate the Supernatural
Dim Vision
Divining Tombs and Graves
Ensorcel
Eternal Rest (banishes spirits)
Exorcism
Eyes of the Dead (+2 H.F., impervious to hypnotic suggestion and mind control with eye contact, bonus vs. mind control, recognize ghouls/animated dead/undead, bonus -1 to combat skills for one melee round)
Fear
Fireblast
Fire Ball
Fire Golem
Fragile Bone to M.D.C. Bone
Fragile Bone to Stone
Fragile Bone to Wood
Fuel Flame
Funeral Dirge
Funeral Pyre
Ghost Ship
Ghostwalker (barely visible, +20% to prowl, can temporarily become tangible at will, fly at 20 mph up to 1000 feet high, impervious to all phyiscal and energy attacks, anything that harms ghosts will work on him, can't interact except when becoming physical)
Globe of Daylight
Golem Mastery (bonus move speed, attack rating and life for all golems)
Grip of Death (grabbing arms)
Haunting (makes an area permanently haunted)
Hide Among the Dead
Horrific Illusion
Horror
Ignite Fire
Iron Golem
Iron Maiden Curse
Kill Plants
Lantern Light
Life Drain
Ley Line Ghost
Ley Line Resurrection
Ley Line Transmission
Life Source
Life Tap
Locking Hand
Lower Resist
Luck Curse
Magic Net
Maggots
Mask of Deceit
Mend Living Bone
Minor Curse
Mock Funeral (if the coffin fills with dirt, -20% to skills and initiative -2; if torn apart, makes it so all navigation skills are -70%, all other skills -10%, easily lost; if burned, target suffers double damage from fire; if metal spike is driven into chest, suffers double damage from electricity; lay upon the banner of a group, make that group want to target them; if filled with snakes, target can't save vs. poison and suffers double damage from poison, -1 vs. magic from dragons; if filled with rat or mice, cursed individual cannot save vs. disease and suffer double damage from illness; if drowned, make them take x2 damage from water attacks and make them forget how to swim; if casket is overturned, makes target unable to save vs. punch, fall or impact, take full damage from attacks, -50% to Climb/Acrobatics/Gymnastics)
Necklace of Bat Skulls
Necklace of Dragon Teeth
Necklace of Snake Skulls
Necro-Armor (13 M.D.C. per level, H.F. 13, horrible smell)
Object Read the Dead
Poison Dagger
Poison Explosion
Poison Nova
Poison Touch (each touch inflicts 4D6 H.P. Damage if they don't save and 1D6 if they do, failed role also adds feverish/dizzy/nauseous to hit -1 to initiative and reduce speed and skill performance by 30% with a cumulative effect)
Protection Circle: Simple
Purge Self
Raise Skeleton
Raise Skeleton Mage
Rattling Bones
Receptacle (makes a target likely to be possessed)
Recognize the Dead
Repel Animals
Restore Limb
Restoration
Return from the Grave
Revive (revive a monster to fight for you)
Sanctum
See in Magic Darkness
Sense Evil
Sense Magic
Shadow Meld
Shadows of Death (adds bonus H.F. to Pat, -2 to all combat bonuses to all enemies; or make enemies paranoid and jumpy)
Shadows of Doom
Shadow Wall
Shape Bone
Sickness
Skeleton Mastery (bonus skeleton life, damage, monster life and damage of all kinds)
Skull of Knowledge
Skull with Flaming Eyes
Soultwist
Spectral Hand
Spectral Sword (x10 damage to supernatural creatures, entities, ghosts, spirits, alien intelligences, will pass through the armor of normal foes and can only be dodged)
Spoil
Stench of the Dead
Strength of the Dead (temporarily boost your max HP by half of theirs)
Summon the Dead (summon dead to you to animate)
Summon Insect Swarm
Summon Magot
Summon Resist (gives all summons resistances)
Summon Vampire
Summon Worms of Taut
Talking Bones
Teeth
Terror Curse
Tongues
Trance
Transfer Life Force
Turn Dead
Weaken (Curse)
Demon Magic:
Acid Blood Sphere (4D4 M.D. + 1D4 M.D. Per melee round)
Acid Blood Spit (1D6 M.D. + 1 M.D. Per round, if in the eye just destroys the eye)
Baal-Rog's Fire Whip (4D6 M.D.)
Battlefield Blood Beast
Bane of Agony (Shadow DoT, rear-loaded)
Bane of Doom (DoT that summons a demon guardian)
Banish
Beyond Redemption (crazy powerful buff, +50% M.D.C., picks Impervious to Magic OR Impervious o Psionics OR 1D4x10 M.D. Per melee round regen, bonus melee attacks/initiative/strike/disarm/roll with impact/save vs. magic/possession/mind control/illusions)
Blood Armor (13 M.D.C. per level, +2 H.F. or H.F. of 11, can meld with corpses, wet and slippery so it's hard to grab, and shoot blood into someone's eyes once per melee round as an extra action)
Blood Bath (Super-Healing)
Blood Blade (turns blade weapons from S.D.C. to M.D.C.)
Blood Bolt
Blood Lust (+6 P.S., +8 Spd, no fatigue, +2 strike, +2 vs. H.F., temporary bonus if you need to win)
Blood Mist (blinds in the area plus a dead zone of optics and instrumentation, can't find a way out of it)
Blood Spatter
Chaos Bolt (deals X fire damage, can't be resisted, pierced all absorption effects)
Cloak of Fire (cloaks life signs, bonus damage and damage on those who attack)
Cloak of Hate (bonus +1 initiative, shielded from Empathy, Empathic Transmission, Telepathy, Remote Viewing, +3 vs. psionic and magic attacks that affect emotions or impose any kind of mind control)
Conflagrate (do instant damage equal to a portion of Immolate)
Consume Soul (huge bonus: +50% P.P.E., +50% I.S.P., +2D6 M.D. To all spells, x2 M.D.C., 5D6 M.D. Bio-regen, +30% P.S. And supernatural, +4 to Perception, +1 attack per melee round, +2 strike and dodge, +1 on all saving throws, impervious to possession and mind control)
Corruption
Create Healthstone
Create Soulstone
Curse of the Elements (reduced elemental resistance, only one Warlock curse at a time)
Curse of Exhaustion (reduce movement speed by 30%, actually stacks with others)
Curse of Tongues (increased cast time on spells, only one Warlock curse at a time)
Curse of Weakness (12% reduced physical damage, only one Warlock Curse at a time)
Curse: Corrupted Blood (makes someone's bloodline become corrupted)
Curse: Hell Binding (bind someone to hell, can't teleport anymore and sends them to Hell)
Dark Yearning
Death Trance
Demon Armir (health generated by spells and effects +20%, +X armor; Warlock armor)
Demon Blade (summons a blade that does tons of damage to creatures of light and magic, bonus to strike, parry and disarm)
Demonic Circle: Summon
Demonic Circle: Teleport (teleport to the circle)
Demon Claws of Hate (bonus damage, bonus damage to creatures of good)
Demon Claws of Vengeance (does bonus damage, additional damage to demons, use claws to parry M.D. Weapons and inflict Mega-Damage)
Death Coil (damage + Fear)
Demonic Empowerment (buffs all summons)
Demon Fire Hide (self or one other by touch, impervious to fire)
Demon Leap (jump at a target, stun all enemies in an area for 2 seconds plus Shadow damage)
Demon Rebirth (after death, return as a demon)
Demon Roar (Horror Factor)
Demon Skin: Lesser (turn someone into a lesser demon)
Demon Skin: Greater (turn into a greater demon)
Demon Talons (self or one other, have M.D.C., bonus damage, bonus to parry and disarm, bonus to climb, bonus to dig)
Drain Life (Channeling)
Drain Mana
Drain Soul (can be used as an execute)
Enslave Demon
Envy
Eyes of the Magot (self or others by touch, three eye stalks, cannot be attacked from behind, see the invisible, nightvision, recognize quality of statue and recognize petrification, bonuses to initiative/dodge/parry/Perception)
Eye of Kilrogg
Fear (Warlock)
Fel Armor (bonus spell armor, regain 2% of maximum health every 5 sec, increasing spell power by a certain amount plus a portion of Spirit)
Friend of the Serpent (buff on up to two people, nonthreatening to all snakes)
Friend of the Worm (friend to Worms of Taut)
Gluttony (no Perception rolls, no initiative, loses track of time and what teammates are doing, forgets objective)
Haunt (ghostly soul, dealing X sdow damage, when dispelled it returns)
Health Funnel (transfer health to angel)
Hellfire (Channeling AoE)
Hellfire Bolt
Howl of Terror (AoE fear)
Immolate
Immolation Aura
Impervious to Poison (self or as many others as can touch)
Incinerate (bonus damage if they're already on fire)
Inferno (summon Infernal)
Lava Walk
Life Tap (turn health into mana)
Lust
Metamorphosis (turn into a bonus demon form, +600% armor, +20% damage, -6% to critical miss and -50% stun and snare effects)
Nethermancy (+5% Power)
Power of the Magot (running Spd of 2D6+60, ability to leap 20 feet high and 40 feet across,
Pride
Rain of Fire
Ritual of Souls
Ritual of Summoning
Searing Pain (Threat grab)
See the Invisible
Seed of Corruption (damage plus bonus damage in an area if it reaches a certain amount)
Sense Good
Shadow Bolt
Shadowburn (instant shadow damage, grants Soulshard on kill)
Shadowflame (Shadow + Flame damage)
Shadowfury (AoE Shadow damage stun)
Shadow Ward (absorb X shadow damage)
Sloth
Soulburn (burn a soul)
Soul Gem
Soul Fire (damage can't be regenerated, lose one melee attack and initiative for 1D4 rounds, bypasses armor and shields)
Soul Fire: Warlock
Soul Harvest (gain 1 souls hard + 15% of health every 3 seconds for 9 seconds, out of combat)
Soul Link (transfer damage to pets)
Soulshatter (aggro drop)
Spew Blood
Spew Lava
Steaming Energy Snakes (1D6 M.D. Per snake, twelve snakes, each snake has a 80% knockdown chance on targets less than 1,000 lbs and can strike one person to deal with the maximum limit)
Summon the Bat's Disgrace (Gargoyle)
Summon Bat Out of Hades (Demon Bat)
Summon Doomguard
Summon Dreadsteed
Summon Felguard
Summon Felhunter
Summon Felsteed
Summon Greater Demon (can summon a Raksasha)
Summon Imp
Summon Spawn of Pestilence (one Demon Fly)
Summon Succubus
Summon Voidwalker
Temptation (tempts enemies)
Tormented Soul (torment their soul, no save throw as it drops them with no magic spells/psionic abilities plus -2 vs. all charm and mind control like Ensorcel)
Track by Scent
Unending Breath
Unstable Affliction (DoT that does tons of damage if dispelled)
Vanity (either makes someone self-obsessed or feel unworthy, if latter reduce number of attacks and combat bonuses except dodge by half, -20% on skill performance)
Wings of the Demon Locust (self or one other by touch, fly into space, dimensional teleport)
Wings of the Gargoyle (self or one other by touch)
Mech:
Bone Boom Gun
Bone Spirit Missiles
Jumpjets
S2 Engine
[Spell-casting
[Meat wagon upgrade
[Protoculture
[Minovsky particles
[Shadow pods
[Reflex Cannon
[Ahriman's upgrades
[Coran D'Zir's upgrades
[Brahmin's upgrades
Trainers:
Ahriman
Coran D'Zir
The Brahman Order
Buff List:
Pat: Bone Armor, Death Mask, Eyes of the Dead, Sense Evil, Sense Magic, Cloak of Darkness, Friend of the Worm, Eyes of the Magot, Beyond Redemption [if necessary], Unending Breath
Black: Demon Talons, Demon Claws of Vengeance, Death Strike, Poison Touch, Cloak of Hate, Demons Claws of Hate,
Blue: Eyes of the Magot
Jesse: Eyes of the Magot, Impervious to Poison, Cloak of Fire
Fred: Impervious to Poison, Wings of the Demon Locust
Anthony: Impervious to Poison
Nash: Wings of the Gargoyle
[Someone: Concealment, Necro-Armor, Death Strike, Poison Touch, Detect Concealment, Breathe Without Air, Shadow Meld, Aura of Death, Mask of Deceit, Tongues, Friend of the Serpent, Eyes of the Magot
Combos:
Poison Dagger + Mock Funeral: Poison +
Mock Funeral + Lower Resist
Luck Curse + Ed's curses
Tormented Soul + Ensorcel
DIO:
Pat
Mech
Golem
Skeletons
Animated Dead
Vampires
Zombie
Mummy
Pet (probably a Felguard)
Necro items to give:
Offensive Spirit CommandsEdit
Battle Cry* (士気, Shiki, lit. "Morale")
Causes the user's next attack to be a guaranteed Critical Hit. Does not stack with the effects of Hot Blood and Soul.
Duration: One attack
Fierce Fight* (激闘, Gekitou)
Causes all allies' attacks to deal 150% damage.
Duration: One turn
Fighting Spirit* (闘志, Toushi)
Causes all of the user's attacks to be guaranteed Critical Hits. In Original Generations, this is available only as a Twin Command.
Duration: One turn
Sacrifice* (犠牲, Gisei/捨て身, Sutemi, lit. "Risk Life"):
Causes the user's next attack to deal 300% damage and makes it a guaranteed Critical Hit. However, the user cannot dodge any attacks for the rest of the turn (except if the user had previously used Alert).
Duration: One attack (increased damage) / turn (lowered defense)
Soul* (魂, Tamashii):
Causes the user's next attack to deal 250% normal damage. In Original Generations, this is available only as a Twin Command (in older games, this spirit command dealt 300% normal damage).
Duration: One attack
Valor (熱血, Nekketsu, lit. "Hot Blood"):
Causes the user's next attack to deal 200% damage. Hot Blood is an important element of super robot anime, representing the characters' passion to win and succeed no matter what. Despite this, Valor is given to a fair number of characters, both super and real robot pilots.
Duration: One attack
Defensive Spirit CommandsEdit
Guard (鉄壁, Teppeki, lit. "Iron Wall"):
All damage taken by the user is reduced by 75% (in Super Robot Wars Impact and all games preceding it, this command instead doubled the user's armor rating). Usually given to super robot pilots.
Duration: One turn
Invincible* (不屈, Fukutsu):
The next successful attack against the user will do no more than 10 damage. Typically given to super robot pilots.
Duration: Next successful enemy attack against user
Invisible* (隠れ身 Kakuremi):
The user cannot be attacked or counterattacked.
Duration: One turn
Substitute* (置換 Chikan):
The user targets one ally with this command. If any enemies attack the ally, all damage is diverted to the caster instead. This damage cannot be avoided in any way, including the use of other commands, like Alert.
Duration: One turn
Accuracy/Evasion Spirit CommandsEdit
Alert (ひらめき, Hirameki, lit. "Flash"):
The next enemy attack that would normally hit the user is automatically avoided. Typically given to real robot pilots, Alert's animation cue is the visual and auditory effect used for Newtype sensations in the Mobile Suit Gundam franchise, even in the Original Generations games, which do not feature any Gundam characters or mecha..
Duration: One enemy attack
Attune (感応, Kannou, lit. "Sympathy"):
Gives one ally the effects of the Strike command.
Duration: Instantaneous
Disturbance* (かく乱, Kakuran):
Lowers the accuracy of all enemy units by 50%. However, the Strike command negates this Spirit Command. In Original Generations, this is available only as a Twin Command.
Duration: One turn
Focus (集中, Shuuchuu):
The user gains a 30% bonus to accuracy and evasion for the next turn. This command is considered a staple of real robot pilots.
Duration: One turn
Sense (直感, Chokkan, lit. "Intuition"/見切り, Mikiri, lit. "See All"):
The user gains the effects of both the Strike and Alert commands.
Duration: One enemy attack (Alert component) / turn (Strike component)
Strike (必中, Hichuu, lit. "Sure Hit"):
The user's next attack has a 100% chance of hitting the enemy, ignoring evasion and enemy unit abilities, but not ignoring the Alert command and the Lucky special ability (as well as the Dummy special ability in Super Robot Wars 64).
Duration: One turn
Will Spirit CommandsEdit
Daunt (脱力, Datsuryoku, lit. "Exhaust"):
Gives one enemy -10 to his/her Will. In Super Robot Wars Alpha 2 and 3rd Super Robot Wars Alpha, this command affects all enemy units in a single squad.
Duration: Instantaneous
Drive (気迫, Kihaku, lit. "Vigor"):
Gives the user +30 to his/her Will.
Duration: Instantaneous
Great Rouse* (大激励, Daigekirei):
Gives all allies +10 to their Will. In Original Generations, this is available only as a Twin Command, and gives +5 to allies' Will instead.
Duration: Instantaneous
Inspiration (感興, Kankyou/鼓舞, Kobu):
Gives all allies +5 to their Will.
Duration: Instantaneous
Rouse (激励, Gekirei, lit. "Encourage"):
Gives one ally or all allies adjacent to the character +10 to his/her/their Will, depending on the game (in Alpha 2 and Alpha 3, this command instead gives +5 Will to all the characters in the user's squad).
Duration: Instantaneous
Shudder* (戦慄, Senritsu):
In the Sony PlayStation version of Super Robot Wars Alpha, this command gives all enemies -10 Will. In the Sega Dreamcast adaptation of the same game, Super Robot Wars Alpha Gaiden, and Original Generations, this was lowered to -5 Will because its use was considered too abusive. In Original Generations, this is available only as a Twin Command.
Duration: Instantaneous
Spirit (気合, Kiai, lit. "Yell"):
Gives the user +10 to his/her Will.
Duration: Instantaneous
Healing Spirit CommandsEdit
Belief* (信念, Shinnen):
User will be unaffected by status ailments.
Duration: One turn
Bonds* (絆, Kizuna):
Restores all allies' Hit Points (HP) by 50%. In Original Generations, this is available only as a Twin Command.
Duration: Instantaneous
Devotion (献身, Kenshin, also called Sacrifice):
Restores 10 Spirit Points (SP) to all pilots of a single ally unit.
Duration: Instantaneous
Faith (友情, Yuujou, lit. "Friendship"):
Completely restores one ally's Hit Points. In Alpha and Alpha Gaiden, this command had the same effect as Bonds. In Alpha 2 and Alpha 3, this command affects all ally units in a single squad.
Duration: Instantaneous
Guts (ド根性, Dokonjou):
Completely restores the user's hit points.
Duration: Instantaneous
Hope (期待, Kitai, lit. "Anticipation"):
Restores 50 Spirit Points to one ally. In Original Generations, this is available only as a Twin Command.
Duration: Instantaneous
Passion* (情熱, Jounetsu):
Gives the user +10000 Song Energy.
Duration: Instantaneous
Prayer* (祈り, Inori):
Frees selected unit of status ailments. In Original Generations, this is available only as a Twin Command.
Duration: Instantaneous
Renew (補給, Hokyuu, lit. "Resupply"):
Completely restores one ally's Energy Points (EN) and ammunition. In some games, this command reduces the ally's Will.
Duration: Instantaneous
Revival* (復活, Fukkatsu):
One ally unit that has been destroyed is placed in a square adjacent to the user. It is treated as if it had just been deployed (ie. full Hit Points, Energy Points, ammunition, and Spirit Points).
Duration: Instantaneous
Trust (信頼, Shinrai):
Restores 2000 Hit Points to one ally (in older games, this command restored 30% of one ally's maximum Hit Points).
Duration: Instantaneous
Vigor (根性, Konjou, lit. "Mettle"):
Restores the user's Hit Points by 30% of their maximum.
Duration: Instantaneous
Miscellaneous Spirit CommandsEdit
Accelerate (shortened to Accel, due to space limitations) (加速, Kasoku):
Increases the user's movement range by 3. In Alpha 2 and Alpha 3, this command affects all units in the user's squad; in older games, this command increased the user's movement range by 5.
Duration: One turn
Assail (突撃, Totsugeki, lit. "Charge Attack"):
The user can use any attack (provided that the attack has met certain requirements) with thr exception of MAP weapons after moving, even if it would not normally be able to do so.
Duration: One turn
Bless (祝福, Shukufuku):
Doubles the money received by one ally for the next attack. The enemy targeted must be destroyed for this Spirit Command to take effect.
Duration: One attack
Cheer (応援, Ouen):
Doubles the amount of experience points received by one ally for the next attack. In Alpha 2 and Alpha 3, this command affects all the units in the affected character's squad.
Duration: One attack
Coercion* (威圧, Iatsu):
Prevents one enemy from using the Support Attack or Support Defense abilities.
Duration: One turn
Continuous Attack*:
If the user's next attack destroys the enemy it hits, the user gains an extra turn. In Original Generations, this is available only as a Twin Command.
Duration: One turn.
Enable (再動, Saidou, lit. "Move Again"):
Gives one ally an extra turn.
Duration: Instantaneous
Explosion* (誘爆, Yuubaku):
If the user is destroyed while this command is active, damage equal to half its maximum Hit Points is dealt to all units surrounding it.
Duration: One turn
Fury (直撃, Chokugeki, lit. "Direct Attack"):
The user's next attack ignores all special defenses as well as the Support Defense ability.
Duration: One attack
Gain (努力, Doriyoku, lit. "Effort" or "Perseverance"):
Doubles the amount of experience points received for the user's next attack. In Alpha 2 and Alpha 3, this command affected all units in the user's squad.
Duration: One attack
Luck (幸運, Kouun):
Doubles the amount of money received after the user's next attack. If the targeted enemy is not destroyed, the user gains no money and the spirit effect is still expended.
Duration: One attack
Mercy (てかげん, Tekagen):
If the user's next attack would normally destroy the enemy it hits, and the user's level is higher than the enemy's, that enemy is instead reduced to 10 Hit Points. This Spirit Command is primarily used for special events where the player is not allowed to destroy an enemy outright (for example, the enemy might possess nuclear warheads and their destruction would set the warheads off), though it can also be used to ensure that a certain character scores the finishing blow.
Duration: One attack
Scan (偵察, Teisatsu, lit. "Reconnaissance"):
Allows the player to examine one enemy's stats, abilities, and attacks without having the player attacking the enemy first in order to see them. In Super Robot Wars Judgement and Super Robot Wars W, this command also lowers the affected enemy's evasion by 10% for the next turn.
Duration: Instantaneous
Self-Destruct* (自爆, Jibaku):
The user is instantly destroyed, and however many Hit Points he/she had is dealt in damage to all the units immediately surrounding it (in Judgement, this command is removed and some units, notably Boss Borot of Mazinkaiser, have a very strong self-destruct attack instead).
Duration: Instantaneous
Snipe (狙撃, Sogeki):
All of the user's attacks have their range increased by 2 with the exception of MAP weapons and attacks with a range of 1.
Duration: One turn
Synchronize*:
Both pilots in a squad share the same stats. In Original Generations, this is available only as a Twin Command.
Duration: One turn
Taunt* (挑発, Chouhatsu):
Forces one enemy to target the user specifically for attack.
Duration: One turn
Training*:
Doubles the amount of Pilot Points received for the user's next attack. In Original Generations, this is available only as a Twin Command.
Duration: One turn
Zeal (覚醒, Kakusei, lit. "Awakening"):
The user gets an extra turn immediately after the current one ends. In Alpha 2 and Alpha 3, this command affected all units in the user's squad.
Duration: Instantaneous
Special Spirit CommandsEdit
Courage* (勇気, Yuuki):
The user gains the effects of the Accelerate, Strike, Invincible, Valor, Spirit, and Fury commands.
Duration: Instantaneous
Dream* (夢, Yume):
Allows the user to replicate any Spirit Command possessed by any ally but at double the normal Spirit Point cost (Dream itself costs nothing).
Duration: Instantaneous
Love (愛, Ai):
The user gains the effects of the Accelerate, Strike, Alert, Valor, Spirit, Effort, and Lucky commands. In older games, this command would fully restore all allies' Hit Points.
Duration: Instantaneous
Miracle* (奇跡, Kiseki):
The user gains +30 Will and the effects of the Guts, Accelerate, Strike, Lucky, Alert, and Vigor commands.
Duration: Instantaneous
Rage:
A small amount of damage is dealt to all enemies on the map.
Duration: Instantaneous
Raid* (奇襲, Kishuu):
The user gains the effects of the Accelerate, Strike, Alert, Valor commands.
Duration: Instantaneous
Search*:
The location of a random hidden item is revealed briefly.
Duration: Instantaneous