Infuse
[SPOILER="Spoiler"]Attaches a spell cast by the user (or someone chosen in the infuser's party) onto an item. Each item can only hold one spell at a time.
The effects vary both between spells, and between weapon types. It may range from a simple combo filler, to an 'OH CRAP' life-saver, to something usable for raw damage, or simply a status effect placed on the item. Can be used on all kinds of equipment. Infused spells' power and usage/duration are determined by the rank of the spell being used (and the Matk/INT of the caster) and the rank of the Infuser, and their Matk/INT. Infused spells have only a certain number of uses, or certain duration that the effect takes place (Time ticks down while wearing the item). Requires the use of a stationary tool inside towns to infuse. Consumes user's MP when a spell is unleashed.
Examples:
Icebolt infused with Daggers: Can be used on knock back, or knock down of the enemy. Ice spikes shoot out of the ground and attack the enemy for a little extra ice-elemental damage. Can be used 10~20 times. Requires 20 MP.
Party Healing infused with Hats: Can be used while unconscious to revive oneself (similar to pet revive kits, only actually usable). Can be used 1~5 times. Requires 70 MP. (Naturally, you have to be wearing your hat while unconscious)
Fireball infused with Staffs: Can be used to summon a meteor storm around the user (Similar to Adniel's Bugle, but only damages enemies, and is weaker). Can be used 1~5 times. Requires 210 MP.
Fire Shield infused with Clothing: Activates automatically upon death. Creates an AoE buff that enrages surrounding party members, causing them to do more, and take less damage. Can be used 1~5 times. Requires 50 MP. (Naturally, it won't activate unless you both have the MP, and still have the clothing equipped on death)
Well, the figures I came up with off the top of my head, but you get the idea.[/SPOILER]
Also, change the magic shields to a simple party buff. They don't stack with each other, and don't require the user to stand there.
[SPOILER="Spoiler"]
Fire Shield: Reduces damage from Fire, and decreases stun/etc. Causes Ice and Lightning to do more damage to you. Increases HP recovery greatly.
Ice Shield: Reduces damage from Ice, and decreases stun/etc. Causes Fire and Lightning to do more damage to you. Increases MP recovery greatly.
Lightning Shield: Reduces damage from Lightning, and decreases stun/etc. Causes Fire and Ice to do more damage to you. Increases SP recovery greatly.
Natural Shield: Reduces damage from Range, and decreases stun/etc.. Causes all Magic-type attacks to do more damage to you. Increases running speed slightly.
Basically just took the existing skills and changed them, as you can see. ._.[/SPOILER]
Quote from Komachi;537366:
Summon Fire Golem
Grades(flame colour): Red<Green<White<Blue<Black (black cannont be created via crystal making)
But...white flames are hotter than blue flames. D:
I'd prefer Summon Ifrit, tbh. A Magic-based summon. Possibly the Fire Advanced spell.