Mod List:

The Duality Wars

 

Below are list of Mods. Pick the ones that pertain to your character.

You can buy them with Willpower Stats, Mana Stats, and Mod Points


Soul Summoner Mods:

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Bought with Willpower Stats and Mod Points:

Willpower Lv. 1 [3] - This upgrades your Willpower Stat from 7 to 8 (only if it is 7)

Willpower Lv. Max [3] - This upgrades your Willpower Stat from 8 to 9 (only if it is 8)

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Bought with Willpower Stats and Mod Points:

(Need to do the Great Spirit Trial to use)

Great Summon Lv. 1 - summons your Great Summon for attacks for 10 turns. This is the GM taking control. [10 turns, 2 Turns- Casting Time]

Great Summon Lv. 2 - allows you to make a move set with the Great Summon (attack or special) [this mod is always in effect and cannot be removed]

Great Summon Lv. 3 - allows you to take control of the Great Summon as a character [this can be skipped]

Great Summon Max - allows the Great Summon to last outside battle once per session as a character. Time varies.

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Bought with Willpower Stats and Mod Points:

Elemental Main Spirit Summons Lv. Max [3] - This allows you to create Main Spirits of any element, not just your own, when making attack moves/special moves.

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Bought with Willpower Stats and Mod Points:

Main Spirit Call Lv. 1 - summons Main Spirits to a location that might not have any. This allows Summoners to perform their attack moves or special moves easier if their moves call for them. Must be a planet or location that can call upon them.

Main Spirit Call Max - summons massive amounts of Main Spirits to a location that might not have any so that multiple Summoners can use them. Same limitations as above.

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Bought with Willpower Stats and Mod Points:

Spirit Blast Lv 1. - This calls an army of lesser spirits to begin blasting their various elements, or normal moves/attacks on an enemy, doing whatever damage they can manage. The more spirits in an area, the higher the damage toll will be. It takes a few turns to call out and organize the lesser spirits. [2 Turns- Cast Time]

Spirit Blast Lv. 2 [2] - This calls an army of Main Spirits to begin blasting their various elements, or normal moves/attacks on an enemy, doing whatever damage they can manage. The more spirits in an area, the higher the damage toll will be. It takes a few turns to call out and organize the Main Spirits [3 Turns- Cast Time]

Spirit Blast Lv. 3 [3] - This calls an army of Main/Lesser Spirits and you can actually order what you want from them based on what you have present. If you have damage units, you can call on them to damage, healers, to heal you, etc. You can also stop say Fire Spirits from launching fire attacks if that might aid the enemy unit unlike the previous two Levels. [4 Turns- Cast Time]

Spirit Blast Lv. Max [4] This calls out all the teams' Great Spirits at once and has them do a devastating amount of damage. For every Great Spirit a member of the team has, 5 HP damage will be added to this move. This unlocks the Spirit Blast Limit Break. [5 turns- Cast Time, 5 HP damage x Great Spirit #]

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Bought with Willpower Stats and Mod Points:

Spirit Bomb Lv. 1 [2] - The Soul Summoner calls out the Lesser Spirits of Inferno, Ice, Plasma, Lightning, and Mud, combining them together to make a vortex of spiritual energy, then launches it a party of enemies. The destructive force of the combined Spirits will do an explosive amount of damage to the group of enemies, and any party member that is next to them. [6 HP damge, 2 Turns- Casting Time, Clears Out All Lesser Spirits in the area for 10 Turns for all players - Can Hurt Players]

Spirit Bomb Lv. 2 [3] - The Soul Summoner calls out the Main Spirits of Wind, Earth, Fire, and Water combining them together to make a vortex of spiritual energy, then launches it a party of enemies. The destructive force of the combined Spirits will do a HUGE explosive amount of damage to the group of enemies, and any party member that is next to them. It will also cause knockback gusts to everyone, enemies and players, within a certain radius. [12 HP damge, 4 Turns- Casting Time, Clears Out All Main Spirits in the area for 10 Turns for all players - Can Hurt Players]

Spirit Bomb Lv. 3 [4] - The Soul Summoner calls out the Moral Spirits of Light, Dark, and Void. This has a huge fail rate if they do not have access to Moral Spirits already. If they do, it will allow them to create a vortex that will suck up lesser enemies and armies in a blackhole, including players if they do not move, and auto wipe them out. [Instant Kill, 4 Turns- Casting Time, Clears Out Moral Spirits in the area for 10 Turns for all players - Can Wipeout Players]

Spirit Bomb Lv. Max [5] - The Soul Summoner calls out the Great Spirits, able to use this move only once per every 5 sessions, and only if they have a Great Spirit. The Great Spirits are combined into a powerful Spirit Bomb that targets ONE enemy and does massive damage, likely killing anyone but bosses. Another player can use a Great Spirit to protect themselves if they are targetted. Unlocks the Spirit Bomb Limit Break. [20 HP Damage, 5 Turns- Casting Time, Clears Out Great Spirits in the area for entire session]

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Bought with Willpower Stats and Mod Points:

Soul Power Lv. 1 - The Soul Summoner is able to buff the party from attacks against another Summoner's attack moves/special moves once. [1 null attack/special move party]

Soul Power Lv. 2 - The Soul Summoner is able to buff the party from attacks against another Summoner's attack moves/special moves twice. [2 null attack/special moves party]

Soul Power Lv. 3 [2] - The Soul Summoner is able to buff the team and give them stat increases. The entire party increases 3 stats by 3 points of their choosing. [3 Stats Increase by 3 Points, Party]

Soul Power Lv. Max [3] - The Soul Summoner is able to buff the team and restore their willpower and mana by 3 points, as well making them immune to two attacks from anyone. [2 Null Attack/Special Moves, Willpower/Mana get 3 points]

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Bought with Mana Stats and Mod Points:

(Need to have taken Refresh)

Greater Refresh Lv. 1 - This gets rid of tiredness and restores stamina. (7 Stamina)

Greater Refresh Lv. 2 [2] - This restores more stamina (9 Stamina)

Greater Refresh Max [3] - This restores the party's stamina. (3 Stamina Party)

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Bought with Mana Stats and Mod Points:

(Need to have taken Greater Refresh)

Party Refresh Lv. 1 [2] - This restores the party's stamina. (5 Stamina Party, 2 Turn- Casting Time)

Party Refresh Lv. 2 [3] - This restores more of the party's stamina (7 Stamina Party, 2 Turn- Casting Time)

Party Refresh Max [4] - This restores all of the party's stamina. (9 Stamina Party, 2 Turn- Casting Time)

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Bought with Mana Stats and Mod Points:

(Need to have taken Shield Buffer)

Power Shield Buffer Lv. 1 - allows you to create a shield spell on three person (+1 durability)

Power Shield Buffer Lv. 2 - allows you to create a shield spell on three person (+2 durability)

Power Shield Buffer Max - allows you to create a shield spell on three person (+3 durability)

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Bought with Mana Stats and Mod Points:

(Need to have taken Power Shield Buffer)

Mighty Shield Buffer Lv. 1 [2] - allows you to create a shield spell on the party (+3 durability, 2 Turn- Casting Time)

Mighty Shield Buffer Lv. 2 [2] - allows you to create a shield spell on the party (+4 durability, 3 Turn- Casting Time)

Mighty Shield Buffer Max [3] - allows you to create a shield spell on the party (+5 durability, 4 Turn- Casting Time)

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Bought with Mana Stats and Mod Points:

Cure Lv. 1 - Restores mild HP. Cannot heal themselves. (1 HP)

Cure Lv. 2 - Restores more HP. Cannot heal themselves. (2 HP)

Cure Max [2] - Restores most HP Cannot heal themselves. (4 HP)

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Bought with Mana Stats and Mod Points:

(Need to have taken Cure)

Curara Lv. 1 - Restores mild HP. Cannot heal themselves. (6 HP)

Curara Lv. 2 [2]- Restores more HP. Cannot heal themselves. (8 HP)

Curara Max [2] - Restores mild HP to the party - including yourself. (3 HP, 2 Turn- Casting Time)

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Bought with Mana Stats and Mod Points:

(Need to have taken Curara)

Curaraga Lv. 1 [3] - Restores more HP to the party. (6 HP, 3 Turn- Casting Time)

Curaraga Lv. Max [3] - Restores all HP to the party. (9 HP, 4 Turn- Casting Time)

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More coming (if you have ideas please give them)

 


 

 
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