Evoker

EVOKER MONSTERS

Evokers provide a steady flow of magical damage: No escape and no respite.
Their signature "Evoke" abilities create time cards that soften up their foes, even before a big spell hits!

Evokers spend MP and LP fast.
Until they run out, they're a terror.
The challenge with an Evoker isn't taking it out - it's weathering the storm!

Attack Magic

Magic Elements: While in general it isn't important what element a Spell's magical damage is aligned with, it is important for many Evoker's, as certain abilities it has will interact with attacks with different elements in specific ways. So don't forget to assign an element to each Spell the Evoker knows, though you can pick any element you like for any Spell. You can even take the same spell multiple times, and give it a different element each time if you like.

Magic Beam

Type: Action
Spell
Target: Single
CT10 60D MP: 1

Magic Beam hits a target for 24 x MAG + d12 magical damage.
CoS: 100

Absolute Cannon

Type: Action
Spell, Elemental
Target: Single
CT20 50D MP: 1

Absolute Cannon strikes a target for 24 x MAG + d12 magical damage. If Absolute Cannon is blocked by the Guard Assist, it strikes an entire group for 12 x MAG + d12 magical damage instead.
CoS: 100

Ether Spiral

Type: Action
Spell, Elemental
Target: Single
CT25 25D MP: 1

Ether Spiral hits for 15 x MAG + d10 magical damage. The Evoker's next spell of a specific element (pick one) does +50% damage.
CoS: 100

Akashic Strike

Type: Action
Spell, Elemental
Target: Single
CT20 40D MP: 1

Akashic Strike deals 18 x MAG + d12 magical damage. Recover 1LP for every 100 points of damage this spell dealt.
CoS: 100

Sorcery Storm

Type: Action
Spell, Elemental, Condition
Target: Single
CT25 35D MP: 1

Sorcery Storm hits for 18 x MAG + d12 magical damage. The target is seared for 4 x MAG magical damage after each of their actions. (6)
CoS: 100

Binding Bow

Type: Action
Spell, Elemental, Condition
Target: Single
CT25 35D MP: 1

Binding Bow strikes the target for 18 x MAG + d12 magical damage. Damage the target inflicts is reduced by 4 x WIL. (6)
CoS: 100

Ripple Symphony

Type: Action
Spell, Elemental, Condition
Target: Single
CT25 35D MP: 1

Ripple Symphony strikes the target for 18 x MAG + d12 magical damage and places a condition on the target (4): every time it takes a turn, it must select one of its allies. That ally suffers 6 x MAG damage.
CoS: 100

Summon Elemental

Type: Action
Spell, Elemental
Target: Special
CT40 10D MP: 1

Creates an elemental with 50 x WIL HP and places it into either row at 0D. The Elemental can only perform the basic actions "Defend", "Wait" and "Change Rows", and has an additional ability called "Element Surge", which deals 6 x MAG + d6 magical damage to a single target, and has a delay of 40D. The Evoker may only have one Elemental summoned at any given time; if a second is created, the first is removed and replaced. If Summon Elemental is benefited by Evocations, those benefits apply to "Element Surge" as long as the elemental survives.
CoS: 100

Measure By Measure

Luckometrics

Type: Action
Technique, Recovery
Target: Single
[W]D

Strikes a target for weapon damage. The monster recovers an MP. HP Call!: If the struck target is at half health or below, steal an LP, too!
CoS: 80

Temporometrics

Type: Action
Technique, Recovery
Target: Single
[W]-10D MP: 1

Strikes a target for weapon damage. HP Call!: If the struck target is at half health or lower, this action is another 10D faster.
CoS: 80

Spellometrics

Type: Action
Technique
Target: Single
[W]D

Strikes a target for weapon damage. Next Evocation is instant. MP Call!: If the struck target is at half MP or lower, next Evocation deals double damage.
CoS: 80

Grand Kilometrics

Type: Action
Technique, Time Card
Target: Single
[W]D MP: 2

Strikes a target for x1.3 weapon damage. Everybody, HP Call: For each target in the enemy party at half HP or lower, create a time card with their delay that, on activation, strikes them for x0.9 ranged weapon damage.
CoS: 80

Time Cut

Type: Action
Technique, Elemental
Target: Single
[W]D MP: 1

Strikes a target for weapon damage and delays them by +10D. If the target's delay is 10 or less, Time Cut strikes with an x1.2 power multiplier.
CoS: 80

Peril Slash

Type: Action
Technique, Condition, Elemental
Target: Single
[W]D MP: 1

Strikes a target for weapon damage. The target receives +20% magical damage (6). Whenever the target casts a spell, this bonus increases by +20%.
CoS: 80

Evocation (Spell Quick Abilities)

USING EVOCATION: Evocations can only be used when a spell is about to resolve - continue casting that spell, adding on an additional CT before it completes. Each individual Evocation can only be used one per casting of a spell. Evocation effects, unless otherwise stated, take effect at the start of their CT rather than the end.

Energy Surge

Type: Quick
Evocation
LP: 1

Evokes: +10CT. Deals 9 x MAG damage to a single target. Charging spell does +30% damage.

Elemental Well

Type: Quick
Evocation
LP: 1

Evokes: +10CT. Deals 9 x MAG damage to a single target. While this spell is charging, any actor which finishes casting a spell of the same element does +20% damage.

Spirits of the Air

Type: Quick
Evocation
LP: 1

Evokes: +15CT. Deals 9 x MAG damage to a single target. When the charging spell finishes casting, recorded half the final damage dealt and create a time marker at 40D. When it ticks 0, it deals that much damage to a single target.

Toil and Trouble

Type: Quick
Evocation
LP: 1

Evokes: +15CT. Inflicts Trouble (2) to a target, causing them to act +10D slower. Charging spell inflicts +50% damage to targets with conditions.

Aura Flare

Type: Quick
Evocation
LP: 1

Evokes: +10CT. While this spell charges, any time an enemy targets the Evoker, deal 9 x MAG magical damage to them.

Catching Devils

Type: Quick
Evocation
LP: 1

Evokes: +30CT. Deals 9 x MAG damage to a group and enters a stance until the spell resolves, punishing "an enemy casts a spell". When the effect triggers, quicken the Evoker to 0D and instantly complete the spell - it's a Punishment effect.

Effluvium

Type: Quick
Evocation
LP: 1

Evokes: +10CT. Heal a target for 12 x WIL HP. Charging spell is -10D faster.

Other Quick Abilities

Draw Energy

Type: Quick
When Appropriate
LP: 1

Activate after a PC is KOd, and recover 2MP. If the Evoker dealt the killing blow, quicken 20D, too.

Draw Force

Type: Quick
When Appropriate
LP: 1

Activate after a PC is KOd; you deal +20% damage (3). If the Evoker dealt the killing blow, recover 20 x WIL HP, too.

Draw Resilience

Type: Quick
When Appropriate
LP: 1

Activate after a PC is KOd; you take -20% incoming damage (2). If the Evoker dealt the killing blow, take -40% damage (4) instead.

Range-Finding

Type: Quick
Before Acting
LP: 1

Choose two elements. While this monster lives, the first deals +20% damage to front-row targets, but -20% damage to back-row targets. The second, vice-versa.

Lightning-Rod

Type: Quick
After Acting
LP: 1

Choose an element. Draw that element into yourself (6): That element deals +30% damage. Whenever an enemy inflicts damage of that element, you recover 12 x WIL HP.

Detect Weakness

Type: Quick
When Appropriate
LP: 1

Activate Detect Weakness when an enemy takes 200 or more elemental damage. They take +30% damage from that element until they resupply.

Detect Resistance

Type: Quick
When Appropriate
LP: 1

Activate Detect Resistance when an enemy takes 200 or less elemental damage. They take -30% damage from that element until they resupply, and the Evoker quickens to 0D.

Power Remnant

Type: Quick
When Appropriate
LP: 2

Activate Power Remnant when the Evoker is KOed and another monster hits with an attack - that attack deals +30% damage.

Remnant of Speed

Type: Quick
Anytime
LP: 3

Activate Power Remnant only when this monster is KOed. Quicken another monster by -18D.

Passive Abilities

Evocation Spirit

Type: Passive

Whenever a monster performs a basic attack, they can add 10CT to it. Doing so causes the Evoker to immediately start the target for 6 x MAG damage.

Power Pulse

Type: Passive

When you finish casting a spell you used an Evocation with, create a time marker at 10D. When it ticks 0, it deals 6 x MAG magical damage of the same element to a single target. For each Evocation beyond the first, add an additional time card at +10D. (The first will be at 10D, the second at 20D, the third at 30D and so on.)

Erratic Casting

Type: Passive

The first time you use a Spell in the battle, it inflicts +30% damage. (You gain this bonus the first time each individual spell you know is cast.)

Fire with Fire

Type: Passive

This monster does +30% elemental damage to enemies that have dealt damage of that element.

Deep Siphon

Type: Passive

Whenever another monster is felled, this monster gains +1LP, +1 MP. When this monster is felled, all its allies recover 10 x WIL HP.

Energy Repulsion

Type: Passive

Whenever this monster begins charging a CT, it can immediately spend 1MP, and immediately generate 15 x WIL T.HP

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