Trickster

TRICKSTER

A sly magician, master of time, space, and a few clever card tricks.
The Trickster wields technical sorcery that distorts the flow of battle.
…and you'll never guess what's in the mystery box!

Marked Targets

Most every trick needs a mark. The Trickster's attack magic can Mark enemies, placing a symbol or other lingering marker on them. This marker sets them up for more powerful spells. In rules terms, a spell with Mark: Place puts a mark on all enemies struck by it. A spell named Mark: Expends can only target marked enemies, and removes the mark from them after they've been struck.

Your abilities will include…

Gate Magic - Twist space to attack enemies and defend yourself.
Time Magic - Attack magic that plays with time and costs.
Illusion Magic - Be the center of attention with these enemy-controlling spells!
Refresh - A reaction-based healing suite.
Sleight of Hand - Strangely timed physical attacks well suited to technical plays.

http://seedrpg.wdfiles.com/local--files/seed2%3Atrickster/S2-TRK2.png

Assist Upgrades

Offensive: The ally that enabled your attack assist is untargetable by anything until the start of their next turn.
Defensive: Place a mark on the enemy you're defending against, or if the target was already marked, reduce the potency of its actions by -20% (1) after it resolves.

Gate Magic

Void Junk

Type: Action
Spell, Gate
Target: Single
CT10 35D MP: 30

Deals 12 x MAG + d8 magical gate damage, Against targets in the back row, deal 15 x MAG + d10 magical gate damage instead.
Mark: Place
CoS: 100

Tractor Beam

Type: Action
Spell, Gate
Target: Single
CT10 35D MP: 30

Deals 12 x MAG + d8 magical gate damage, and moves the target into the front row.
Mark: Place
CoS: 100

Pair Strike

Type: Action
Spell, Gate
Target: Double (Different Rows)
CT15 35D MP: 60

Deals 10 x MAG + d6 magical gate damage to one target in the front row, and one target in the back row. If Pair Strike fails to hit a target in each row, no marks are placed at all.
Mark: Place
CoS: 100

Worm Hole

Type: Action
Spell, Gate
Target: Single
CT15 35D MP: 60

Deals 21 x MAG + d12 magical gate damage, and for the next 10D, the target is incapable of targeting or being targeted by anyone other than itself.
Mark: Expend
CoS: 100

Reverse Gravity

Type: Action
Spell, Gate
Target: Single
CT30 20D MP: 60

Deals 21 x MAG + d8 magical gate damage, and gains a +10% modifier for each time the target is struck by an ally while this spell is charging.
Mark: Expend
CoS: 100

Portal Caster

Type: Action
Spell, Gate
Target: Single
CT15 35D MP: 60

Deals 21 x MAG + d12 magical gate damage. If you declare a target when you begin charging Portal Caster, any actions performed by enemies other than your target that are directed at you, are instead redirected onto that target.
Mark: Expend
CoS: 100

Bermuda Liner

Type: Action
Spell, Gate
Target: Special
CT20 35D MP: 90

Deals 21 x MAG + d12 magical gate damage to any enemy with a mark on it that you wish to attack.
Mark: Expend
CoS: 100

Big Crunch

Type: Action
Spell, Gate
Target: Single
CT15 35D MP: 60

Deals 24 x MAG + d12 magical gate damage. Remove marks from every enemy on the field when Big Crunch is cast; for each mark removed from an enemy other than your target, deal an additional +30% damage with the spell.
Mark: Expend
CoS: 100

Arrogance

Type: Passive

The first time you take damage in each battle, apply a -20% penalty to the attack.

Solid Space

Type: Quick
Before Acting

You gain a 4/5ths defense factor while charging your next Spell.

Force Field

Type: Quick
After Acting (After a Spell Only)

You gain Armor 30 until the end of your next turn.

Escapology

Type: Quick
When appropriate

Activate when you would take damage from an attack; you instead dodge it completely and gain a condition (U): you take +50% incoming damage. This condition is removed when you take damage.

Time Magic

Oracle Energy

Type: Action
Spell, Time
Target: Single
CT10 35D MP: 30

Deals 12 x MAG + d8 magical time damage. If your target casts a Spell while this CT is charging, the MP cost of Oracle Energy is 0 instead.
Mark: Place
CoS: 100

Magic Circle

Type: Action
Spell, Time, Enhancement
Target: Single
CT10 35D MP: 60

Deals 10 x MAG + d8 magical gate damage. Place a circle around the struck target and gain an enhancement (2). If you cast a spell as the enhancement ticks (0), that spell inflicts +20% damage and you may mark the circled target again.
Mark: Place
CoS: 100

Peacock Fan

Type: Action
Spell, Time, Stance
Target: Self
CT5 45D MP: 60

Enter a stance which lasts until you use four lasers. While in this stance, at the end of your turn, you can choose a single target that you targeted with an ability on that turn, and fire a laser at it for 8 x MAG magical time damage.
CoS: 100

Chrono Burst

Type: Action
Spell, Time
Target: Single
CT15 35D MP: 60

Deals 24 x MAG + d12 magical time damage. If the target starts a turn while this Spell's CT is charging, immediately reduce your delay and finish casting Chrono Burst before the target can act.
Mark: Expend
CoS: 100

Twin Ray

Type: Action
Spell, Time
Target: Single
CT20 35D MP: 60

Deals 18 x MAG + d12 magical time damage, and select one of your allies. On the ally's next turn, their action additionally targets the enemy you hit with Twin Ray, in addition to any ordinary targets.
Mark: Expend
CoS: 100

Dimensional Tear

Type: Action
Spell, Time, Condition, Special
Target: Single
CT15 35D MP: 60

The target's history is distorted - they take 5 x MAG Time damage after each of their actions. (U) Whenever you or your ally damages a target with this condition, they can move it to another target of their choice.
Mark: Expend
CoS: 100

Future Sight

Type: Action
Spell, Time, Condition
Target: Single
CT15 35D MP: 60

Deals 21 x MAG + d12 magical gate damage, and places a condition on the enemy (3). While under this condition, the target must name the action it will take with its next turn, after it finishes acting each turn. If the target fails to use the action it specified on its next turn, then the action has +10CT, even if it wouldn't normally have one.
Mark: Expend
CoS: 100

Swerve Casting

Type: Passive

You don't need to declare what Spell you're charging when you begin casting a Spell, so long as the CT is equal to one of the CTs of a Spell you know. You decide what action to perform when the CT resolves, as long as the action has a CT equal to or less than the CT you prepared (including actions with no CT cost at all).

Free-Style Casting

Type: Passive

When you complete a CT, instead of casting a Spell, you may instead immediately put that CT towards charging another spell with a greater CT.

Nevermind

Type: Quick
When Appropriate

Anytime an actor takes an action and you dislike the result, cancel the effects of the turn entirely, reduce the target's current delay back to 0, and refund any resources paid during that turn in full.

Forward Feed

Type: Quick
Before Acting

Gain 20 x WIL TMP. In the next battle, you'll take +10% damage for the entire duration of it.

Back Feed

Type: Quick
Before Acting

Gain 20 x WIL TMP. You lose 100 HP.

Illusions

Phantom

Type: Action
Spell, Illusion
Target: Single
CT15 35D MP: 40

Deals 10 x MAG + d6 magical illusion damage. During this CT, you gain 20 Evasion, and if you take no damage before it resolves, Phantom is T: Double instead.
Mark: Place
CoS: 100

Diamond Card

Type: Action
Spell, Illusion, Condition
Target: Single
CT10 35D MP: 30

Deals 12 x MAG + d8 magical illusion damage, and places a card in the enemy. (U) At any point later in the battle, you can explode the card in order to apply a -10% damage penalty on one of the target's attacks against one of your allies. A single enemy can have up to five cards on them at a time - any number of cards is one single condition.
Mark: Place
CoS: 100

Death Coffin

Type: Action
Spell, Illusion
Target: Special
CT15 35D MP: 60

Summons a sarcophagus onto the battle field. The first time an enemy uses a Technique against one of your allies, the sarcophagus opens up and deals 18 x MAG + d12 magical illusion damage to the target, and any number of allies can all use their attack assists along with it.
CoS: 100

Boxed Spell

Type: Action
Spell, Illusion
Target: Special
CT30 5D MP: Varies

Places any Spell you know into a box. When Boxed Spell is cast, pay the MP cost of the Spell which is placed into the box and select a word - the first time an enemy speaks that word, or uses an ability with that word in its name, the boxes burst open and the Spell inside immediately takes effect. You can only have one spell boxed at any given time.
CoS: 100

Magic Shroud

Type: Action
Spell, Illusion, Condition
Target: Single
CT15 35D MP: 60

Deals 15 x MAG + d10 magical illusion damage, and places a condition on the enemy (3). While under this condition, the enemy must target either you or itself with its actions. Magic Shroud can only be used on Marked targets, but does not expend the mark, and use of Magic Shroud on a second target removes the condition from the first.
CoS: 100

Greatest Show On Earth

Type: Action
Spell, Illusion, Recovery, Special
Target: Special (All Marked Enemies)
CT30 40D MP: 120

Greatest Show on Earth strikes all marked enemies for 18 x MAG +d10 magical Illusion damage. Marked enemies deal -50% damage to you while you're charging this spell. If you're above half health when this spell resolves, for each enemy struck by this attack, you can choose one ally and grant them 20 x WIL T.HP.
Mark: Expend
CoS: 100

Dove Burst

Type: Action
Spell, Illusion, Condition
Target: Row
CT20 35D MP: 75

Deals 15 x MAG + d10 magical illusion damage. Struck targets deal -40% damage to targets other than you (1).
Mark: Expend
CoS: 100

Ghost Saw

Type: Action
Spell, Illusion
Target: Single
CT40 15D MP: 80

Deals 40 x MAG + d10 magical illusion damage. If any enemy other than your target hits you for damage while the Spell is charging, it is immediately cancelled.(Ghost Saw can't be used with Swerve or Free-Style Casting!)
Mark: Expend
CoS: 100

Looks Like We Have a Volunteer

Type: Reaction
Spell, Illusion
Trigger: An enemy uses an ability that targets more than one person.
MP: 30

Mark the triggering enemy.
CoS: 100

Phantasmarabbit

Type: Reaction
Spell, Illusion,
Trigger: A marked enemy dies.
MP: 60

A phantom rabbit strikes one enemy for 12 x MAG magical Illusion damage. The struck enemy does -50% damage (1).
CoS: 100

Is This Your Card

Type: Passive

At the beginning of a battle, you can declare that an enemy will die to a certain one of your spells. When your prediction is proven correct, you recover all HP.

Center Stage

Type: Passive

While you are in the front row, your Spells are cast with -5CT, unless you don't want them to.

Refresh

Refresh

Type: Action
Support, Recovery, Stance
Target: Self
30D MP: 60

Select a target, and enter a stance until your next turn. While in this stance, anytime the chosen target is targeted by an enemy, restore 18 x WIL HP to them. Place a mark on the first enemy that activates this stance.
CoS: 100

Refresh Field

Type: Action
Support, Recovery, Stance
Target: Self
50D MP: 90

Enter a stance until your next turn. While in this stance, anytime you or an ally is targeted by an enemy, restore 9 x WIL HP to them. Place a mark on the first enemy that activates this stance.
CoS: 100

Instant Recovery

Type: Action
Support, Recovery
Target: Single
50D MP: 60

Restores 15 x WIL + d10 HP to the target.
CoS: 100

Heart Mirror

Type: Action
Support, Recovery, Enhancement
Target: Single
CT15 35D MP: 60

Puts a pale sheen of light on the target (4). Whenever that ally is targeted by a Marked enemy, they recover 10 x WIL HP.
CoS: 100

Reverse Damage

Type: Action
Support, Recovery
Target: Single
CT15 35D MP: (15 - WIL) x 10

Restores HP to the target equal to the amount of damage they took from the last attack to strike them.
CoS: 100

Metasolvent

Type: Action
Support, Stance
Target: Self
50D MP: 80

Enter a stance until your next turn. While in this stance, any time an enemy inflicts a condition on your or one of your allies, ignore its effects entirely. Place a mark on every enemy that activates this stance.
CoS: 100

Rinse

Type: Action
Support, Cleanse
Target: Single
CT10 30D MP: 50

Reduce the timers of all negative statuses on the target to (1).
CoS: 100

Reverse Fate

Type: Reaction
Support, Life, Special
Trigger: An enemy KOd one of your allies.
MP: 90

Revive the ally with 18 x WIL + d12 HP. Mark the triggering enemy.
CoS: 100

Tip Your Server & Try the Heal

Type: Passive

Refresh marks every enemy that activates it. Refresh Field marks the first two enemies that activate it.

Sleight of Hand

USING SLEIGHT OF HAND: Every time you use a sleight of hand ability, you enter a stance which last until your next turn, but nothing else immediately happens. Instead, you gain access to a temporary reaction with the effects listed by the ability in question, which can be used once at no further cost before your next turn. For all these temporary reactions, the trigger is "An enemy finishes taking a turn", and the target is any single enemy.

Shark Fin

Type: Action
Technique, Stance
Target: Single
[W]+5D

Deals normal weapon damage, and places a condition on the enemy (2): incoming CoS rolls against the target are lowered by 10.
CoS: 80

Left Slip

Type: Action
Technique, Sleight of Hand, Stance
Target: Single
[W+5D

Deals normal weapon damage, and places a condition on the enemy (2): each time its struck for damage, the attacker's action is 3D quicker.
CoS: 80

Attraction Spike

Type: Action
Technique, Sleight of Hand, Stance
Target: Single
[W]+7D

Deals normal weapon damage, and places a condition on the enemy (2): abilities targeting the enemy have their cast time reduced by -5CT.
CoS: 80

Delusion

Type: Action
Technique, Sleight of Hand, Stance
Target: Single
[W]+3D

Deals normal weapon damage. On a result check of 1-30, this attack also removes a single enchantment from the target.
CoS: 80

Pickup

Type: Action
Technique, Sleight of Hand, Stance
Target: Single
[W]+5D

Deals normal weapon damage, and Mark the target. If the triggering action inflicted 300 or more damage, this ability marks all enemies. Targets you already have marked suffer weapon damage, instead.
CoS: 80

Shuffle

Type: Action
Support
Target: Self
20D MP: 30

Regain the use of a single Sleight of Hand Quick ability. On a result check of 1-10, regain two instead of one.
CoS: 100

Open Palm

Type: Quick
Before Acting

If you use a Sleight of Hand ability this turn, it deals +50% damage when it activates.

Double Sleight

Type: Quick
Before Acting

Use of a Sleight of Hand ability this turn grants you two uses of the reaction, rather than one.

Lead & Follow

Type: Quick
Before Acting

If you use a Sleight of Hand ability this turn, it gains a second trigger: "An ally finishes taking a turn".

Into Air

Type: Quick
Before Acting

If you use a Sleight of Hand ability this turn, the stance persist until the end of battle, rather than the start of your next turn. (You can still only activate the temporary reaction once, however, and doing so ends the stance.)

Freeflowing

Type: Passive

Anytime you use a Sleight of Hand ability, keep track of the number of actors that have taken a turn between when you set it up and when you activated it. For each actor that has taken a turn, you deal an additional +10% damage.

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