Thaumaturge Job

Thaumaturge

"So be it! Let my life fuel the spell that ends his!"

The Thaumaturge is an arcane scholar who does not fear the unknown. Forbidden magics and forgotten lore are at his command, and he alone is their master. It is often rumoured that the Thaumaturge, more than any other Job, is willing to go where no one else goes in pursuit of magical might. Whether this is fact or fantasy, it is a universal truth that Thaumaturges let their pain fuel their power, either through injuring themselves or letting themselves be injured.

With a mixture of support and offensive abilities, a Thaumaturge has a sturdy place on any team. Defend your allies with Sanguine Rite and Dread Spikes, or sentence your enemies to a terrible fate with deadly statuses like Curse or Silence. Use Banish or Scourge coupled with Necrogenesis to bring pain to your foes while restoring yourself — or use Sacrifice to give your health to your allies. Above all else, a Thaumaturge is versatile.

0 ATK +2 VIT 0 SPD +4 MAG +4 SPR +30 HP +70 MP

Equipment

Rod, Staff, Shield, Mystic Armor

Bare

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

Set 1 Resist Berserk 4, Resist Confuse 4
Set 2 Resist Sap 4, Resist Silence 4

Arcane Magic

Banish

AP: 100
Type: Action
Magic, Spell, Elemental: Holy
Target: Single
50D F20 MP: 60

Deals (12 x MAG + 1d12) magical Holy damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Scourge

AP: 100
Type: Action
Magic, Spell, Elemental: Shadow
Target: Single
50D F20 MP: 60

Deals (12 x MAG + 1d12) magical Shadow damage.
CoS: 100
Adjustment: +20 MP, +6 Power per tier above 1.

Sacrifice

AP: 100
Type: Action
Magic, Spell, Recovery, Enhancement
Target: Single
50D F20 MP: 30 HP: 45

Restores (8 x MAG + 1d8) HP to the target. Additionally, a Sacrifice effect is place on the target, which function as a enhancement with a (2) duration - during the status phase, the target recovers (4 x MAG) HP, based on the Thaumaturge's Magic score. (When used with Sacred Prism, both the MP and HP cost incur the increased priced, and uses the power multiplier as the penalty, leaving the duration in tact. When used with Turbo MP, only the MP cost in increased - but only the initial healing is effected, not the healing over time enhancement effect.)
CoS: 100
Adjustment: +10 MP and +15 HP, +4 Power to the initial cure and +2 Power to the enhancement effect per tier above 1.

Siphon MP

AP: 100
Type: Action
Magic, Spell, Drain
Target: Single
50D F20 MP: 21

Siphon inflicts (10 x MAG + d10) magical damage to the target's MP, which is drained to the Thaumaturge in full. Unlike most abilities, Siphon MP can target KO'd targets, and when doing so gains a +50% situational modifier. Siphon MP can only be used on KOd targets in this manner once per target.
CoS: 100
Adjustment: +3 MP, +5 Power per tier above 1.

Gravity

AP: 100
Type: Action
Magic, Spell, Effect: Gravity
Target: Single
50D F20 MP: 60

Reduces the target's current HP by 25%.
CoS: 70
Adjustment: +20 MP per tier above 1.

Slow

AP: 100
Type: Action
Magic, Spell, Status: Slow
Target: Single
40D F15 MP: 45

With a lethargic whine, the spell inflicts Slow (5) upon the target.
CoS: 70
Adjustment: +15 MP per tier above 1.

Immobilize

AP: 100
Type: Action
Magic, Spell, Status: Immobilize
Target: Single
40D F15 MP: 48

With the distant sound of whirring machinery, the spell Immobilizes (6) the target.
CoS: 70
Adjustment: +16 MP per tier above 1.

Bleed

AP: 100
Type: Action
Magic, Spell, Status: Sap
Target: Single
40D F15 MP: 48

The Thaumaturge calls pain down upon their target, inflicting them with Sap (5).
CoS: 70
Adjustment: +16 MP per tier above 1.

Curse

AP: 100
Type: Action
Magic, Spell, Effect: Curse
Target: Single
40D F15 MP: 48

A puff of black smoke lays a foul hex, inflicting Curse (5).
CoS: 70
Adjustment: +16 MP per tier above 1.

Silence

AP: 100
Type: Action
Magic, Spell, Status: Silence
Target: Single
40D F15 MP: 75

Silence blocks the enemy's magic flow and disrupts their concentration, inflicting Silence (5).
CoS: 65
Adjustment: +25 MP per tier above 1.

Stop

AP: 100
Type: Action
Magic, Spell, Status: Stop
Target: Single
40D F15 MP: 138

Inflicts Stop (3) upon the target.
CoS: 50
Adjustment: +46 MP per tier above 1.

Haste

AP: 100
Type: Action
Magic, Spell, Enhancement: Haste
Target: Single
40D F15 MP: 45

Red light and images of whirring hands appear as the spell bestows Haste (5) upon the target.
CoS: 100
Adjustment: +15 MP per tier above 1.

Dread Spikes

AP: 100
Type: Action
Magic, Spell, Enhancement: Dread Spikes
Target: Single
40D F15 MP: 60

The Thaumaturge imbues the target with Dread Spikes (6).
CoS: 100
Adjustment: +20 MP per tier above 1.

Sanguine Rite

AP: 100
Type: Action
Magic, Spell
Target: Single
40D F15 MP: 45

The target gains a 4/5th Defense Modifier until the end of their next turn. Additionally, anytime the target takes damage until the end of their next turn, 25% of the damage sustained is restored to the target as MP.
CoS: 100
Adjustment: +15 MP per tier above 1.

Necrogenesis

AP: 75
Type: Action
Magic, Stance
Target: Self
30D F15 MP: 30

The Thaumaturge enters a stance which last until he uses a Spell ability that deal damage. The next time that the Thaumaturge uses a Spell ability that deals damage, add the Drain keyword to it; 75% of the damage dealt is drained back into the Thaumaturge as HP. Necrogenesis's drain effect only works on a single target, regardless of how many targets are actually hit by the Spell used, and does not override any other additional effects the Spell might have.
CoS: 100
Adjustment: +10 MP per tier above 1.

Supports

Scarlet Delirium (Innate)

AP: 150
Type: Support

As the Thaumaturge is badgered by his foes attacks, his own strength grows. Keep track of the actual damage that the Thaumaturge takes each battle - when the Thaumaturge has lost an amount of HP equal to 50% of his maximum value, the Thaumaturge gains a +25% situational modifier to all damage he deals for the rest of the battle. After the Thaumaturge has taken damage equal to 100% of his max HP, this increases to a +50% situational modifier. This situational modifier persist even if the Thaumaturge is KOd in battle, but is reset to zero at the start of each new fight. HP lost as part of the price for using an ability (like Sacrifice or Backdraft, or any spell using Blood Price) does not count towards the amount of damage needed to receive the situational damage modifier.

Blood Price

AP: 125
Type: Support

The Thaumaturge is capable of casting spells using his HP pool, rather than MP. Blood Price can be activated anytime the Thaumaturge cast a spell, but does not need to be active every time.

Reaction

MP Shield

AP: 125
Type: Reaction

Target: Self
Trigger: Being hit by an ability that deals HP damage.

The damage is reduced from the Thaumaturge's MP pool instead. If this damage would reduce the Thaumaturge's MP score to 0, any damage left over is subtracted from the Thaumaturge's HP as normal.
CoS: 100

Traits

Potent Banish

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Banish.

Potent Scourge

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the Power and MP cost of Scourge.

Potent Sacrifice

AP: 30
Type: Trait

Apply a x1.2 Power multiplier to the MP and HP costs of Sacrifice. The healing over time enhancement effect's duration is increased by +(1).

Potent Siphon MP

AP: 30
Type: Trait

When used against KOd targets, increase the situational modifier from +50% to +75%.

Accurate Gravity

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the MP cost of Gravity, and increase its CoS by 5.

Potent Slow

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the MP cost of Slow, and increase its duration by +(1).

Potent Bleed

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the MP cost of Bleed, and increase its duration by +(1).

Potent Curse

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the MP cost of Curse, and increase its duration by +(1).

Potent Silence

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the MP cost of Silence, and increase its duration by +(1).

Potent Haste

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the MP cost of Haste, and increase its duration by +(1).

Potent Dread Spikes

AP: 30
Type: Trait

Apply a x1.1 Power multiplier to the MP cost of Dread Spikes, and increase its duration by +(1).

Potent Necrogenesis

AP: 30
Type: Trait

Increase the Drain effect gained from Necrogenesis from 75% to 100%.

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