Green Mage
"All of them swept up in a mighty current, a current they cannot see or feel… I simply swim against it. Nothing more."
Somewhere between healing and destruction is a more subtle power, and the Green Mage capitalises upon it. In their characteristic berets and hammers, they grant their allies protection and enhancement, while their foes are lost in a torrent of hexes. Their magic does no direct harm, but from a Green Mage's lips pour spells which can turn the tide of any battle.
As a support class which deals in status effects, a student of the Green Dominion will soon find that the Green Mage's true strength lies in manipulating the flow of battle, not in direct destruction. Their spell pairs tend to be different interpretations of the same concept: 'Protect' lets them shield their allies and 'Deprotect' cripples their foes, while 'Pain' debilitates a foe's physical might. When it comes time to rout their enemies, the Green Mage has access to several dangerous weapons and a good Attack bonus - which is more than enough to help end a battle.
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Equipment
Daggers, Rods, Staves, Poles, Hammer&Axe, Light Armor, Mystic Armor
Bare
Strength: Heavy, Critical 3
Blocking: No
Defense: Light
Style: Endurance
Bonus: Pick one set
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Green Magic
Deprotect
AP: 100
Type: Action
Magic, Spell, Status: Deprotect
Target: Single
40D F15 MP: 45
Deprotect exposes the enemy's vulnerabilities and inflicts Deprotect (5).
CoS: 75
Adjustment: +15 MP per tier above 1.
Deshell
AP: 100
Type: Action
Magic, Spell, Status: Deshell
Target: Single
40D F15 MP: 45
Deshell weakens the enemy's resistance to magical harm and inflicts Deshell (5).
CoS: 75
Adjustment: +15 MP per tier above 1.
Debrave
AP: 100
Type: Action
Magic, Spell, Status: Debrave
Target: Single
40D F15 MP: 45
Inflicts Debrave (5).
CoS: 75
Adjustment: +15 MP per tier above 1.
Defaith
AP: 100
Type: Action
Magic, Spell, Status: Defaith
Target: Single
40D F15 MP: 45
Inflicts Defaith (5).
CoS: 75
Adjustment: +15 MP per tier above 1.
Berserk
AP: 100
Type: Action
Magic, Spell, Status: Berserk
Target: Single
40D F15 MP: 48
Calling down red globes of buzzing energy, the Green Mage inflicts Berserk (5).
CoS: 70
Adjustment: +16 MP per tier above 1.
Confuse
AP: 100
Type: Action
Magic, Spell, Status: Confuse
Target: Single
40D F15 MP: 48
By clouding the victim's mind, the Green Mage inflicts Confuse (5).
CoS: 70
Adjustment: +16 MP per tier above 1.
Pain
AP: 100
Type: Action
Magic, Spell, Status: Pain
Target: Single
40D F15 MP: 75
Pain overwhelms the enemy with sensation and robs them of the will to attack, inflicting Pain (5).
CoS: 65
Adjustment: +25 MP per tier above 1.
Imperil
AP: 115
Type: Action
Magic, Spell, Status: Imperil
Target: Single
40D F15 MP: 105
Imperil removes an enemy's resistances to the elements, inflicting Imperil (4).
CoS: 65
Adjustment: +35 MP per tier above 1.
Lock
AP: 100
Type: Action
Magic, Spell, Status: Lock
Target: Single
40D F15 MP: 105
Lock places a curse on the enemy, increasing their susceptibility to conditions and inflicting Lock (4).
CoS: 65
Adjustment: +35 MP per tier above 1.
Stone
AP: 125
Type: Action
Magic, Spell, Status: Stone
Target: Single
50D F20 MP: 156
Earthen molding begins to form around the target, encasing them in stone with a duration of (U).
CoS: 40
Adjustment: +52 MP per tier above 1.
Protect
AP: 100
Type: Action
Magic, Spell, Enhancement: Protect
Target: Single
40D F15 MP: 45
Protect surrounds a target with a transparent yellow barrier of light and bestows Protect (5).
CoS: 100
Adjustment: +15 MP per tier above 1.
Shell
AP: 100
Type: Action
Magic, Spell, Enhancement: Shell
Target: Single
40D F15 MP: 45
Shell surrounds a target with mystic wards that exude a green glow and bestows Shell (5).
CoS: 100
Adjustment: +15 MP per tier above 1.
Bravery
AP: 100
Type: Action
Magic, Spell, Enhancement: Brave
Target: Single
40D F15 MP: 45
Brave bolsters a target's confidence and strength, bestowing Brave (5).
CoS: 100
Adjustment: +15 MP per tier above 1.
Faith
AP: 100
Type: Action
Magic, Spell, Enhancement: Faith
Target: Single
40D F15 MP: 45
Faith inspires a target and clears their head from doubt, bestowing Faith (5).
CoS: 100
Adjustment: +15 MP per tier above 1.
Vigilance
AP: 100
Type: Action
Magic, Spell, Enhancement: Vigilance
Target: Single
40D F15 MP: 60
With a shining of crystalline light, Vigilance grants a target foresight and focus, bestowing Vigilance (5).
CoS: 100
Adjustment: +20 MP per tier above 1.
Tranq
AP: 100
Type: Action
Magic, Spell, Enhancement: Tranq
Target: Single
40D F15 MP: 60
Tranq clears a target's mind and bestows Tranq (5).
CoS: 100
Adjustment: +20 MP per tier above 1.
Blink
AP: 100
Type: Action
Magic, Spell, Enhancement: Blink
Target: Single
40D F15 MP: 75
Blink creates illusory images of a target, obscuring their true location and bestowing Blink (5).
CoS: 100
Adjustment: +25 MP per tier above 1.
Null All
AP: 115
Type: Action
Magic, Spell, Enhancement: Resist
Target: Single
40D F15 MP: 120
Null All wards a target from elemental damage, bestowing Resist (4).
CoS: 100
Adjustment: +40 MP per tier above 1.
Bubble
AP: 125
Type: Action
Magic, Spell, Enhancement: Bubble
Target: Single
40D F15 MP: 120
Grants the Bubble status for (4).
CoS: 100
Adjustment: +40 MP per tier above 1.
Supports
Spellbound (Innate)
AP: 150
Type: Support
Spellbound lengthens the timers of all status effects bestowed or inflicted by the Green Mage. Statuses with timers of 4 or more receive a (2) increase, while statuses with timers of 1-3 only receive an additional (1) increase. Thus, Deprotect would not inflict Deprotect (6) but Deprotect (8), while, say, Fire Threnody, from the Bard, would not bestow En-Fire (2) but En-Fire (3). Spellbound has no effect on the duration of Condemn statuses.
Saboteur
AP: 150
Type: Support
Anytime the Green Mage successfully lands a negative status, (2 x MAG) piercing magical damage that ignores situational modifiers is inflicted. Additionally, increase the CoS of any ability that only inflicts a status by 5. (Saboteur has no effect on the Stone status, or any Effects.)
Adjustment: +1 Power per tier above 1.
Reaction
Evade Magic
AP: 150
Type: Reaction
Trigger: The Green Mage is hit by a spell which deals damage.
The Green Mage instead suffers neither damage nor status effects, acting as though the ability had instead missed.
CoS: 25
Traits
Accurate Deprotect
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Deprotect, and increase its CoS by 5.
Accurate Deshell
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Deshell, and increase its CoS by 5.
Accurate Debrave
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Debrave, and increase its CoS by 5.
Accurate Defaith
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Defaith, and increase its CoS by 5.
Accurate Berserk
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Berserk, and increase its CoS by 5.
Accurate Confuse
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Confuse, and increase its CoS by 5.
Accurate Pain
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Pain, and increase its CoS by 5.
Accurate Imperil
AP: 50
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Imperil, and increase its CoS by 5.
Accurate Lock
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Lock, and increase its CoS by 5.
Potent Protect
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Protect, and increase its duration by +(1).
Potent Shell
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Shell, and increase its duration by +(1).
Potent Brave
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Brave, and increase its duration by +(1).
Potent Faith
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Faith, and increase its duration by +(1).
Potent Vigilance
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Vigilance, and increase its duration by +(1).
Potent Tranq
AP: 30
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Tranq, and increase its duration by +(1).
Potent Blink
AP: 30
Type: Trait
Apply a x1.1 Power multiplier the MP cost of Blink, and increase its duration by +(1).
Potent Null All
AP: 50
Type: Trait
Apply a x1.1 Power multiplier to the MP cost of Null All, and increase its duration by +(1).