Illusionist Crystal

Illusionist

"???"

<Description>

0 ATK 0 VIT 0 SPD +5 MAG +5 SPR 0 HP +100 MP

Equipment

Rod, Staff, Mystic Armor

Bare

Strength: Medium, Critical 1, Enchanted
Blocking: No
Defense: Mystic
Style: Magical
Bonus: Pick one set.

Set 1 Holy Resistance. The first time the Illusionist uses an Elemental: Holy ability per battle apply a +25% situational modifier. On a Critical deal an additional [(5 + 5 x Tier) x MAG + d8] magical Holy damage, rather than +100%.
Set 2 Shadow Resistance. The first time the Illusionist uses an Elemental: Shadow ability per battle apply a +25% situational modifier. On a Critical deal an additional [(5 + 5 x Tier) x MAG + d8] magical Shadow damage, rather than +100%.

Illusion

Deluge

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Water
Target: Group
60D F20 MP: 90

Deluge deals (8 x MAG + d8) magical Water damage to the entire enemy party.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.

Freezeblink

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Ice
Target: Group
60D F20 MP: 90

Freezeblink deals (8 x MAG + d8) magical Ice damage to the entire enemy party.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.

Magic Frenzy

Ability Slot Cost: 3
Type: Action
Magic, Multi-Action
Target: Varies
[S]+[W]x0.5D F[W]

When Magic Frenzy is used, select a Spell to use. After the Spell's effects have been resolved, perform a basic attack (even if under the effects of Pain) upon the Spell's target.

Prominence

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Fire
Target: Group
60D F20 MP: 90

Prominence deals (8 x MAG + d8) magical Fire damage to the entire enemy party.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.

Soil Evidence

Ability Slot Cost: 4
Type: Action
Magic, Spell, Ground-Based
Target: Group
60D F20 MP: 105

Soil Evidence deals (8 x MAG + d8) magical ground based damage to the entire enemy party.
CoS: 100
Adjustment: +35 MP, +8 Power per tier above 1.

Star Cross

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Holy
Target: Group
60D F20 MP: 90

Star Cross deals (8 x MAG + d8) magical Holy damage to the entire enemy party.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.

Stardust

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Shadow
Target: Group
60D F20 MP: 90

Stardust deals (8 x MAG + d8) magical Shadow damage to the entire enemy party.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.

Recharge

Ability Slot Cost: 2
Type: Action
Technique, Recovery
Target: Self
30D F15 MP: 10

Restores (6 x MAG + d8) MP to the Illusionist.
CoS: 100
Adjustment: +2 MP, +3 Power per tier above 1.

Tempest

Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Lightning
Target: Group
60D F20 MP: 90

Tempest deals (8 x MAG + d8) magical Lightning damage to the entire enemy party.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.

Supports

Turbo MP

Passive Slot Cost: 6
Type: Support

Multiply the MP Cost of all Spells with a Power score you cast by x1.5. When you pay this increased cost, multiply the power of each spell you cast by x1.5 as well. (This does not affect, say, rod critical hits.)

Reaction

MP Absorb

Passive Slot Cost: 3
Type: Reaction
Recovery
Target: Self
Trigger: The Illusionist is hit by a spell which deals damage and/or inflicts a negative status or effect.

The Illusionist has a chance to absorb the energy used on the spell that hit him. MP Absorb grants the Illusionist MP equal to the MP cost.
CoS: 80

Magic Counter

Passive Slot Cost: 5
Type: Reaction
Magic
Target: Triggering Enemy Only
Trigger: The Illusionist is hit by a spell which deals damage and/or inflicts a negative status or effect.

The Illusionist uses keen insight and is capable of hurling the spell he was just hit with back at his foe. When Magic Counter is triggered, the Illusionist casts the same spell that struck them at the original caster, paying all MP costs. The CoS of the spell is slightly reduced, as below. Use the same damage code and MP price as the original spell, but use the Illusionists properties and attributes. (For example, if a level 31 monster cast Fire on a level 28 Illusoinist, inflicting 30xMAG+d12 damage and costing 120 MP, the Illusionist would Magic Counter with a Fire that dealt 30xMAG+d12 damage and cost 120 MP, while if the Illusionist simply had Fire equipped and cast it, it would only inflict 24xMAG+d12 damage and cost 100 MP)

CoS: Spell-20

Ability Grid

Seed_ILL_Crystal_Grid.png
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License