Blue Mage Class

Blue Mage

"Uh, well, mom always said I was a slow learner.. but I eat FAST!!"

Always mysterious figures, whether azure wizards in veils, frog-chomping hermits or dashing swordsmen in domino masks, Blue Mages take their power from strange places, commanding monsters against their allies and the seas against the shore.

A Blue Mage is all about capricious power - their wide spread abilities depends on who they've fought, who they're fighting, and where they're fighting. Take one for a spin and see where it takes you, and revel in the weird strategies made possible by Immunity, MP Shield, Mimic and Nature's Wrath… and it's always fun to eat behemoths whole, isn't it?

+2 ATK +2 VIT 0 SPD +3 MAG +3 SPR +50 HP +50 MP

Junctioning Blue Magic

Blue Mages learn the spells on their blue magic list from enemies - whether by seeing them in action, suffering their effects, drawing them forth with magic, or as a side-effect of swallowing a fiend whole. Whenever a Blue Mage learns a spell, record it - from then on, whenever they're outside of battle, they can equip it to one of their Blue spell slots. Blue Mages can change what spells they have equipped freely out of battle, but can never have more Blue spells equipped than they have purchased slots.

Equipment

Dagger, Rod, Staff, Whip, Instrument, Sword, Greatsword, Hammer&Axes, Spears, Guns, Light Armor, Mystic Armor, Shields

Bare

Strength: Medium, Accuracy 1, Critical 1
Blocking: Yes (Evasion)
Defenses: Light
Style: Magical
Bonus: Pick one set

Set 1 Resist Toad 4, Resist Dispel 4
Set 2 Resist Gravity 4, SOS-Faith
Set 3 Resist Blind 4, SOS-Brave
Set 4 Resist Lock 4, SOS-Veil

Techniques

Terrain

AP: 130
Type: Action
Technique, Status: (As Result of Terrain), Elemental: (As Result of Terrain)
Target: Group (Row)
45D F20

Terrain calls upon natual power - the Terrain action changes into one of several different actions, depending on the terrain in which the battle occurs. The terrains and their effects are listed below. A battlefield might fall into more than one terrain group - say, a cavern of shining crystal might be both icy and underground. In which case, the GM should pick one that makes sense and stick with it.

Torrent

Technique, Status: Toad, Elemental: Water

Torrent deals (4 x MAG + d8) magical water damage, and has an additional 20% CoS to inflict Toad (4) on each target. Torrent is usable on Water terrain - battles in rivers, on beaches, on ships.
CoS: 100
Adjustment: +2 Power per tier above 1.

Boar Brigade

Technique, Effect: Eject

A stampede of boars rush the enemies for (4 x MAG + d8) magical damage, and has an additional 15% CoS to inflict the Eject effect on each target. Boar Brigade is usable on Mountain terrain - rocky hills, passes, cliffsides.
CoS: 100
Adjustment: +2 Power per tier above 1.

Tanglevine

Technique, Status: Stop

Tanglevine deals (4 x MAG + d8) magical damage, and has an additional 20% CoS to inflict Stop (4) on each target. Tanglevine is usable on Forest terrain - jungles and temperate forests alike.
CoS: 100
Adjustment: +2 Power per tier above 1.

Contortion

Technique, Status: Stone

Contortion deals (4 x MAG + d8) magical damage, and has an additional 15% CoS to inflict Stone (U) on each target. Contortion is usable on Cave terrain - for all the dark, natural corners of the world.
CoS: 100
Adjustment: +2 Power per tier above 1.

Magma Surge

Technique, Effect: Death, Elemental: Fire

Magma Surge deals (4 x MAG + d8) magical fire damage, and has an additional 15% CoS to inflict the KO effect on each target. Magma Surge is usable on Volcano terrain - though other especially fiery places might qualify too.
CoS: 100
Adjustment: +2 Power per tier above 1.

Poison Mist

Technique, Status: Poison

Poison Mist deals (4 x MAG + d8) magical damage, and has an additional 40% CoS to inflict Poison (4) on each target. Poison Mist is usable on Swamp terrain, or other environments of muck and decay.
CoS: 100
Adjustment: +2 Power per tier above 1.

Plasma

Technique, Effect: Delay, Elemental: Lightning

Plasma deals (4 x MAG + d8) magical lightning damage, and has an additional 40% CoS to delay each target by 10. Plasma is usable on Plains terrain.
CoS: 100
Adjustment: +2 Power per tier above 1.

Snowstorm

Technique, Status: Silence, Elemental: Ice

Snowstorm deals (4 x MAG + d8) magical ice damage, and has an additional 40% CoS to inflict Silence (4) on each target. Snowstorm is usable on Snow terrain - especially icy places, like crystalline caverns and boreal forests.
CoS: 100
Adjustment: +2 Power per tier above 1.

Sandstorm

Technique, Status: Blind

Sandstorm deals (4 x MAG + d8) magical damage, and has an additional 40% CoS to inflict Blind (4) on each target. Sandstorm is usable on Desert terrain - rolling dunes and blasted wastelands.
CoS: 100
Adjustment: +2 Power per tier above 1.

Artifice's Embrace

Technique, Status: Slow

Artifice's Embrace deals (4 x MAG + d8) magical damage, and has an additional 45% CoS to inflict Slow (4) on each target. Artifice's Embrace is usable on Artificial terrain such as the streets of towns or inside buildings.
CoS: 100
Adjustment: +2 Power per tier above 1.

Mimic

AP: 200
Type: Action
(As Copied Ability)
Target: The same combatants as the last ally's action.
[W/S/T]D F[W/S/T]

The Blue Mage has become so masterful at observation that they may repeat what they see in battle. Mimic repeats the last action performed by an ally, taking upon its delay using the Blue Mage's Attributes and weapon delay, if relevant. Mimic ignores MP cost, CT and Item consumption, but it does not benefit from Support abilities the ally might be using to boost the attacks effectiveness (the Archer's True Shot and Black Mage's Turbo MP, for example). Moves with a CT cost can only be mimiced after the CT has been resolved. Should the last friendly action be initiating a CT or delaying due to KO, Sleep or other similar status effects, Mimic will copy the friendly action prior to that.
CoS: [W/S/T]

Eat

AP: 175
Type: Action
Technique, Effect: Death
Target: Single
50D F15

The Blue Mage brandishes utensils, rushing in to devour the enemy. Eat inflicts the Death effect on an enemy and teaches the Blue Mage any Blue magics that the target knew. Eat will automatically miss if the enemy is not in SoS.
CoS: 70

Manipulate

AP: 150
Type: Action
Technique, Status: Charm
Target: Single
[W/S/T]D F[W/S/T] MP: 36

The Blue Mage focuses its energies to briefly control a target. For purposes of resistances, treat this as a Charm status. Manipulate forces the target to perform an immediate action of the Blue Mage's choosing on a target of their choosing. Any action performed uses the monsters statistics, HP and MP, but the delay from the move is added to the Blue Mage instead, who also takes any potential CTs before the action takes effect. Should Manipulate fail, the BLU suffers 50D F20 regardless of the delay of the intended action.
CoS: 80
Adjustment: +12 MP per tier above 1.

Analyze

AP: 100
Type: Action
Technique, Effect: Libra
Target: Single
27D F10

Analyze reveals information concerning the target, granting the Blue Mage information about the target's HP, MP, level, family, rank, status resistances, and elemental properties. Each casting of "Analyze" also reveals a single other property belonging to the monster, as chosen by the GM.
CoS: 100

Beast Killer

AP: 130
Type: Action
Technique, Weapon
Target: Single
20+[W]D F[W]

After taking a moment to find the weak point on the foe, the Blue Mage then rushes forward to strike! If the target is a Beast, deal weapon damage with a x3 Power multiplier. If not, simply deal normal weapon damage.
CoS: 80

Aquan Killer

AP: 130
Type: Action
Technique, Weapon
Target: Single
20+[W]D F[W]

After taking a moment to find the weak point on the foe, the Blue Mage then rushes forward to strike! If the target is a Aquan, deal weapon damage with a x3 Power multiplier. If not, simply deal normal weapon damage.
CoS: 80

Magic

Assimilate

AP: 175
Type: Action
Magic
Target: Single
40D F20 MP: 54

The Blue Mage siphons the targets energy, adding a Blue Magic spell the target knows into their learned pool permanently.
CoS: 100
Adjustment: +18 MP per tier above 1.

Draw

AP: 130
Type: Action
Magic, Spell
Target: Special
[S]D F[S] MP: [S]

Pick one target each time Draw is used - The Blue Mage then draws upon the targets energy to perform any Spell the target knows. The spell uses the Blue Mage's speed to calculate delay, MP to manifest the spell and statistics/character tier to calculate damage. Treat the spell casting as if the Blue Mage had actually cast the spell.
CoS: [S]

Support

Lore

AP: 175
Type: Support

Lore allows a Blue Mage to - with a CoS of 30 - learn Blue Magic by seeing the spell with their own eyes, regardless of target. Due to this method requiring both intense focus and awareness, spells may not be learned if the Blue Mage is suffering from the Berserk, Blind, Confuse, KO, Sleep, Stone or Stop statuses.

Learning

AP: 100
Type: Support

Learning allows a Blue Mage to learn Blue Magic by being hit by the spell. The spell must connect for this learning method to be valid. As this is the most dangerous method of learning, it always succeeds.

Immunity

AP: 100
Type: Support

Immunity "locks" positive and negative statuses on the Blue Mage, rendering them I: Dispel and preventing their negative statuses from being cured by status-curing effects. Actions which lengthen or shorten status timers (Such as Extend or Treatment) fail as well. Immunity also renders the Blue Mage immune to any statuses that would cancel a status they already bear. (So a Blue Mage with Protect is immune to Deprotect.) Immunity lends no protection to (U) timered statuses.

Blue Magic Slot 1-20

AP: 100
Type: Support

The Blue Mage gains 1 slot to junction a Blue magic spell to per rank. The Blue Mage may learn every spell in the game, but they only can use the spells in battle that they have junctioned to their Blue Magic Slots.

Reactions

MP Shield

AP: 150
Type: Reaction

Target: Self
Trigger: The Blue Mage's HP is damaged by an ability

The Blue Mage has a chance to redirect the force of the blow to his MP pools rather than his HP. MP Shield cannot activate if the Blue Mage has 0 MP.
CoS: 50

Nature's Wrath

AP: 200
Type: Reaction
Magic
Target: Row of triggering enemy
Trigger: The Blue Mage is hit by an attack that damages his HP or MP.

The Blue Mage counters with Terrain, using the Terrain effect of the respective area on the row of their attacker. Only roll this reaction to hit once - either all targets are hit, or none. If the reaction activates, still roll the attached status effect once per target after dealing damage.
CoS: 30

Blue Magic List

1000 Needles

Type: Action
Magic, Spell.
Target: Single
50D F20 MP: 60

1000 Needles inflicts 100 flat Piercing damage which ignores situational modifiers to the target.
CoS: 100
Adjustment: +20 MP, +100 damage per tier above 1

Acid

Type: Action
Magic, Spell, Status: Poison, Status: Blind
Target: Single
50D F20 MP: 120

Acid deals (8 x MAG + d6) magical damage, and has an additional 35% CoS to inflict Poison (4), and Blind (4). Roll for each individual status.
CoS: 100
Adjustment: +40 MP, +4 Power per tier above 1.

Aero

Type: Action
Magic, Spell.
Target: Single
50D F20 MP: 60

Aero inflicts (8 x MAG + d8) magical damage. If the target has the Float status, Aero gains a x2.25 Power multiplier.
CoS: 100
Adjustment: +20 MP, +4 Power per tier above 1.

Aeroga

Type: Action
Magic, Spell.
Target: Group
60D F25 MP: 120

Aeroga inflicts (6 x MAG + d8) magical damage. Against any target which has the Float status, aeroga has a x2.5 Power multiplier.
CoS: 100
Adjustment: +40 MP, +3 Power per tier above 1.

Angel Whisper

Type: Action
Magic, Spell, Life
Target: Single
50D F20 MP: 156

Revives KO'd target with 100% of their Max HP
CoS: 100
Adjustment: +52 MP per tier above 1.

Aqualung

Type: Action
Magic, Spell, Elemental: Water
Target: Group
60D F25 MP: 120

Aqualung deals (10 x MAG + d8) magical water damage to the target group.
CoS: 100
Adjustment: +40 MP, +5 Power per tier above 1.

Bad Breath

Type: Action
Magic, Spell, Status: (As Result of Roll), Multi-Hit
Target: Group
60D F20 MP: 144

When Bad Breath is used, roll a 2d12 for each target. Each roll corresponds with its own status, and once the status for the individual targets has been decided, roll to see if each status sticks as normal. All statuses inflicted as part of Bad Breath have a (4) duration. If the same status is rolled twice, roll to inflict the target twice.

1 Toad
2 Sleep
3 Slow
4 Confuse
5 Blind
6 Berserk
7 Poison
8 Pain
9 Silence
10 Zombie
11 Stop
12 Sap

CoS: 50
Adjustment: +48 MP per tier above 1.

Blank Gaze

Type: Action
Magic, Spell, Effect: Dispel
Target: Single
40D F15 MP: 120

Removes all positive status conditions from the target.
CoS: 70
Adjustment: +40 MP per tier above 1.

Blood Saber

Type: Action
Magic, Weapon, Drain
Target: Group
10+[W]D F[W] MP: 75

The Blue Mage slashes at the air as their foes wounds begin to open, blood being drawn to their sword. Blood Saber deals physical damage with a x0.25 Power multiplier to the enemy group. Any damage done to each target is restored to the Blue Mage's HP.
CoS: 80
Adjustment: +25 MP per tier above 1.

Cocoon

Type: Action
Magic, Spell, Enhancement: Protect
Target: Self
30D F15 MP: 60

Bestows Protect (7) on the Blue Mage
CoS: 100
Adjustment: +20 MP per tier above 1.

Death Force

Type: Action
Magic, Spell
Target: Single
35D F15 MP: 30

When Death Force is cast, the target it was cast on enters a stance. The next time the target would be hit with a Death, Near-Fatal, Condemn or Eject effect, instead ignore its effects completely as if it had missed. The stance then immediately ends.
CoS: 100
Adjustment: +10 MP per tier above 1.

Delay 3 Confuse

Type: Action
Magic, Spell, Status: Confuse
Target: Group
40D F15 MP: 48

If the target has a non-zero delay that is divisible by 3, Delay 3 Confuse inflicts Confuse (6). Otherwise, Delay 3 Confuse does nothing. (Numbers whose digits sum to a multiple of 3 are multiples of 3. The multiples of 3 below 50 are 3, 6, 9, 12, 15, 18, 21, 24, 27, 30, 33, 36, 39, 42, 45 and 48.)
CoS: 70
Adjustment: +16 MP per tier above 1.

Delay 4 Flare

Type: Action
Magic, Spell.
Target: Group
55D F20 MP: 120

If the target has a non-zero delay that is divisible by 4, Delay 4 Flare inflicts (16 x MAG + 2d12) magical damage, adjusted by character Tier. Otherwise, Level 4 Flare does nothing. (Even numbers which give even numbers when halved are multiples of 4. The multiples of 4 below 50 are 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44 and 48.)
CoS: 100
Adjustment: +40 MP, +8 Power and +1 die per tier above 1.

Delay 5 Death

Type: Action
Magic, Spell, Effect: Death
Target: Group
50D F20 MP: 150

If the target has a non-zero delay that is divisible by 5, Level 5 Death instantly reduces the target to 0 HP. Otherwise, Level 5 Death does nothing. (Numbers whose last digits are 0 or 5 are divisible by 5.)
CoS: 50
Adjustment: +50 MP per tier above 1.

Demoralizing Roar

Type: Action
Magic, Spell, Status: Debrave
Target: Group
50D F20 MP: 114

Inflicts Debrave (6) on a group.
CoS: 65
Adjustment: +38 MP per tier above 1.

Doom

Type: Action
Magic, Spell, Status: Condemn
Target: Single
40D F15 MP: 96

Inflicts Condemn (4) to the target.
CoS: 50
Adjustment: +32 MP per tier above 1.

Exuviation

Type: Action
Magic, Spell
Target: Self
40D F15 MP: 99

Removes all negative status conditions except KO from the Blue Mage
CoS: 100
Adjustment: +33 MP per tier above 1.

Feather Barrier

Type: Action
Magic, Spell, Enhancement.
Target: Group
50D F20 MP: 90

Grants Evasion Up (6) to the entire party.
CoS: 100
Adjustment: +30 MP per tier above 1.

Flame Thrower

Type: Action
Magic, Spell, Elemental: Fire
Target: Single
50D F20 MP: 60

Flame Thrower deals (12 x MAG + d12) magical Fire damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Flash

Type: Action
Magic, Spell, Status: Blind
Target: Group
50D F20 MP: 114

The Blue Mage lets off a blinding flash of light, inflicting Blind (6) on a group.
CoS: 65
Adjustment: +38 MP per tier above 1.

Force Field

Type: Action
Magic, Spell
Target: Special
40D F15 MP: 1

When Force Field is used, roll a d6. For the remainder of the battle, anytime damage of that element would be inflicted from any target, instead reduce it to 0. Only one instance of Force Field may be up during the battle, any instances after this have no effect.

d6 result Element
1 Fire
2 Ice
3 Lightning
4 Water
5 Shadow
6 Holy

CoS: 100

Frog Song

Type: Action
Magic, Spell, Status: Toad, Status: Sleep
Target: Single
45D F20 MP: 150

The Blue Mage lets out a croak then begins to perform the ancient Frog Song, which has a chance to inflict Toad (5) and Sleep (5), roll separately for each status.
CoS: 50
Adjustment: +50 MP per tier above 1.

Frypan

Type: Action
Magic, Spell, Effect: Delay
Target: Group
50D F15 MP: 75

Frypan increases each target's Delay by 15.
CoS: 70
Adjustment: +25 MP per tier above 1.

Geist Wall

Type: Action
Magic, Spell, Effect: Dispel
Target: Group
50D F20 MP: 144

Geist Wall strips enhancements - each target struck by it has one positive status they bear dispelled. (Target's choice.)
CoS: 70
Adjustment: +48 MP per tier above 1.

Goblin Punch

Type: Action
Magic, Weapon
Target: Single
[W]D F[W] MP: 45

If the target is the same level as the caster, Goblin Punch inflicts weapon damage at 3x power. If the target's level is 1 above or below the caster's level, Goblin Punch inflicts weapon damage at 2x power. Otherwise, it does regular weapon damage.
CoS: 80
Adjustment: +15 MP per tier above 1.

Grand Slam

Type: Action
Magic, Aimed.
Target: Group
60D F15 MP: 135

Grand Slam inflicts (12 x ATK + d8) physical damage, and ignores the situational modifier for attacking targets in the back row.
CoS: 80
Adjustment: +45 MP, +6 Power per tier above 1.

Grand Train

Type: Action
Magic, Spell.
Target: Group
60D F25 MP: 135

Grand Train inflicts 80 flat Piercing damage which ignores situational modifiers to the group
CoS: 100
Adjustment: +45 MP, +80 damage per tier above 1

Hastebreak

Type: Action
Magic, Spell, Status: Stop or Delay
Target: Single
40D F15 MP: 60

If the target is currently affected by Haste, Hastebreak dispels Haste and inflicts Stop (1). Otherwise, Hastebreak simply delays the target by 5.
CoS: 80
Adjustment: +20 MP per tier above 1.

Head Butt

Type: Action
Magic, Weapon, Status: Delay
Target: Single
[W]D F[W] MP: 45

Head Butt deals normal weapon and delays the target by 5.
CoS: 80
Adjustment: +15 MP per tier above 1.

Helldive

Type: Action
Magic, Weapon, Effect: Push
Target: Single (Front Row)
[W]D F[W] MP: 45

After knocking the target off balance, the Blue Mage then gives a shove and sends the enemy flying back. Helldive can only target enemies in the front row, and deals normal weapon damage before moving the target into the back row.
CoS: 80
Adjustment: +15 MP per tier above 1.

Limit Globe

Type: Action
Magic, Weapon
Target: Single
[W]D F[W] MP: 45

If the caster has 50 HP or less remaining, Limit Globe inflicts weapon damage at 3x power. If the caster has more than 50 HP remaining but is in SOS-condition, Limit Globe inflicts weapon damage at 2x power. Otherwise, it does regular weapon damage.
CoS: 80
Adjustment: +15 MP per tier above 1.

Magic Breath

Type: Action
Magic, Spell, Elemental: Fire, Ice, Lightning, Multi-Hit
Target: Single
50D F20 MP: 60

Magic Breath inflicts (5 x MAG + d6) magical Fire damage, (5 x MAG + d6) magical Ice damage, and (5 x MAG + d6) magical Lightning damage.
CoS: 100
Adjustment: +20 MP, +2 Power and +1 die in each segment per tier above 1.

Magic Hammer

Type: Action
Magic, Spell, Effect: Gravity
Target: Single
50D F20 MP: 60

Magic Hammer reduces an enemy's current MP by 25%.
CoS: 75
Adjustment: +20 MP per tier above 1.

Memento Mori

Type: Action
Magic, Spell, Enhancement: Faith
Target: Self
30D F15 MP: 60

Memento Mori bestows Faith (7) on to the Blue Mage.
CoS: 100
Adjustment: +20 MP per tier above 1.

Mighty Guard

Type: Action
Magic, Spell, Enhancement: Protect, Shell
Target: Group
65D F25 MP: 186

Bestows Protect (5) and Shell (5) on the group.
CoS: 100
Adjustment: +62 MP per tier above 1.

Moon Song

Type: Action
Magic, Spell, Status: Berserk
Target: Group
50D F20 MP: 90

Moon Song inflicts Berserk (4) to the group.
CoS: 60
Adjustment: +30 MP per tier above 1.

Night

Type: Action
Magic, Spell, Status: Sleep
Target: All (Except the Blue Mage)
40D F15 MP: 66

Night falls, lulling all but the Blue Mage into a deep slumber, inflicting Sleep (6).
CoS: 75
Adjustment: +22 MP per tier above 1.

Pep Up

Type: Action
Magic, Spell, Recovery.
Target: Single
40D F15 MP: 1

Pep Up restores one ally other than the caster to maximum HP. However, the caster does this at the cost of their life — after casting Pep Up, the Blue Mage is automatically reduced to 0 HP.
CoS: 100

Pollen

Type: Action
Magic, Spell, Recovery
Target: Single
50D F20 MP: 60

Restores (12 x MAG + d12) HP to the target.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Refueling

Type: Action
Magic, Spell, Enhancement: Haste
Target: Self
30D F15 MP: 60

Refueling bestows Haste (7) on to the Blue Mage.
CoS: 100
Adjustment: +20 MP per tier above 1.

Regeneration

Type: Action
Magic, Spell, Enhancement: Regen
Target: Self
30D F15 MP: 60

Regeneration bestows Regen (7) on to the Blue Mage.
CoS: 100
Adjustment: +20 MP per tier above 1.

Rippler

Type: Action
Magic
Target: Single
40D F15 MP: 45

Rippler causes the target and the caster to trade any and all statuses, effects and enhancements currently affecting them, including their current timers. If either target has Auto-Statuses they are kept, and the other target will gain it with a (6) timer. Status Resistances do not effect the CoS of Rippler.
CoS: 70
Adjustment: +15 MP per tier above 1.

Roulette

Type: Action
Magic, Spell, Effect: Death
Target: All (Random)
40D F15 MP: 60

A ghastly wail cuts through the air, before a skull begins to spin through the air between the combatants. It then launches itself at one random target, ally or enemy, then instantly reduces them to 0 HP.
CoS: 100
Adjustment: +20 MP per tier above 1.

Sandspin

Type: Action
Magic, Spell, Status: Blind
Target: Group (Front Row)
55D F15 MP: 120

The Blue Mage spins around and kicks up dirt into any nearby foes' eyes. Sandspin inflicts (6 x MAG + d6) magical damage, and has an additional 50% CoS to inflict Blind (4)
CoS: 100
Adjustment: +40 MP, +3 Power per tier above 1.

Saline Coat

Type: Action
Magic, Spell, Enhancement: Shell
Target: Self
30D F15 MP: 60

Saline Coat bestows Shell (7) on to the Blue Mage.
CoS: 100
Adjustment: +20 MP per tier above 1.

Screwdriver

Type: Action
Magic, Aimed
Target: Single
50D F15 MP: 15

Screwdriver inflicts (16 x ATK + 2d12) physical damage.
CoS: 50
Adjustment: +5 MP, +8 Power per tier above 1.

Self Destruct

Type: Action
Magic, Spell.
Target: Single
40D F15 MP: 1

Self Destruct inflicts magical Piercing damage equal to the caster's current HP. However, the caster does this at the cost of their life — after casting Self Destruct, the Blue Mage is automatically reduced to 0 HP.
CoS: 100

Sheep Song

Type: Action
Magic, Spell
Target: Group
50D F20 MP: 99

Sheep Song dulls an enemy's alertness and lulls them into a deep slumber, inflicting Sleep (4) on a group.
CoS: 60
Adjustment: +33 MP per tier above 1.

Stone Breath

Type: Action
Magic, Status: Stone
Target: Group (Back Row)
60D F25 MP: 171

Stone Breath inflicts Stone (U) to any enemy currently in the back row.
CoS: 35
Adjustment: +57 MP per tier above 1.

Temporal Shift

Type: Action
Magic, Spell, Effect: Dispel
Target: All
50D F20 MP: 135

Temporal Shift removes all status ailments both positive and negative from all combatants on the battlefield.
CoS: 100
Adjustment: +45 MP per tier above 1.

Trine

Type: Action
Magic, Spell, Elemental: Lightning
Target: Group (Row)
55D F20 MP: 90

Trine inflicts (11 x MAG + d10) magical Lightning damage to the target row.
CoS: 100
Adjustment: +30 MP, +5 Power and +1d10 per tier above 1.

Triumphant Roar

Type: Action
Magic, Spell, Enhancement: Bravery
Target: Self
30D F15 MP: 60

Triumphant Roar bestows Bravery (7) on to the Blue Mage.
CoS: 100
Adjustment: +20 MP per tier above 1.

White Wind

Type: Action
Magic, Spell, Recovery.
Target: Group
70D F30 MP: 132

White Wind heals the party for an amount of HP equal to the caster's current HP. White Wind is not effected by situational modifiers.
CoS: 100
Adjustment: +44 MP per tier above 1.

Ability Grid

Seed_Blue_Mage_Class_Grid.png
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