Wizard

WIZARD

The dread power known as magic… isn't it time for a demonstration?
The Wizard is a magical attacker with awe-inspiring options for damage and battlefield control.
Wielding power like this, perhaps the word "mortal" no longer applies.

The Power of Ether

A Wizard gathers Ether after casting a Fire, Ice or Lightning spell - ambient elemental energy that fuels further magic.
Each elemental spell grants one ether of its element, up to a maximum of four.
When you cast a spell that doesn't match the element, non-matching Ether normally dissipates. (Your Strike Assist never dissipates your ether, and if it's a Spell Assist, it's non-elemental.)
Ether also dissipates at the end of each encounter.
Each stack of ether grants a benefit:

Fire: You inflict +10% magic damage for each stack of F-Ether.
Ice: All MP costs are reduced by -15 for each stack of I-Ether. Reducing the MP Cost of an ability to 0 or lower does, indeed, allow you to perform them without having or consuming mana.
Lightning: Choose an enemy that wasn't struck by the spell for each stack of L-Ether you have. Each inflicts 3xMAG magical damage to that enemy. An enemy that's struck at least twice by L-Ether also suffers all effect text of the spell you just cast.

Your abilities will Include…

Fire - Fiery magic that sets targets aflame and punishes those who dare challenge you.
Ice - Magic that slows and degrades enemies in addition to wracking them with frost.
Lightning - Attack magic that reaches the heights of power at any cost.
Conduit - Magic that uses energy from enemies to heal your allies.
Kill - Weapon-based methods that expend Ether to eliminate problems, such as enemies.
Photography - A Scan ability, and a few sneaky ways to use it.

http://seedrpg.wdfiles.com/local--files/seed2%3Awizard/S2-WIZ2.png

Assist Upgrades

Attack: You gain an Ether of your choice, and if you KO the target, the CT of your Spells is reduced by 5 (3).
Defend: Benefits from Ether: -10% damage to you per F-Ether, 5xWIL MP per I-Ether, and heals other allies damaged by the attack for 3xWIL HP per L.Ether.

Fire

USING FIRE: Fire spells inflict damage-over-time burning conditions. When an enemy is on fire, it suffers the fire's power in magical damage after each action it takes. An enemy can only have one fire condition in effect on it at a time - if a second is inflicted, the caster chooses which takes precedence. Fire conditions don't benefit from Fire Ether stacks, only the damage from the initial attack. When all else fails, use fire!

Fire

Type: Action
Spell, Fire, Condition
Target: Double
CT20 35D MP: 75

Two enemies burst into flames, taking 12xMAG+d10 magical fire damage. On a result check from 1-40, the enemy remains aflame (3), burning for 4xMAG.
CoS: 100

Burn

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

The target bursts into flame, suffering 15xMAG+d12 magical fire damage. They burn steadily (3) with power equal to 4xMAG.
CoS: 100

Backburner

Type: Action
Spell, Fire, Condition
Target: Single
CT15 35D MP: 75

A powerful spiral of flame wraps the target, inflicting 12xMAG+d12 magical fire damage. They're set on fire (6) with power 6xMAG. If the target is damaged by a non-burn effect, this burning ends.
CoS: 100

Incinerate

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

You may only begin charging Incinerate targeting a burning enemy that damaged you with their last action. Incinerate turns the flames on them white hot, inflicting 21xMAG+d12 magical fire damage.
CoS: 100

Smoke Out

Type: Action
Spell, Fire
Target: Single
30D MP: 60

Smoke Out may only be cast against a burning enemy. Smoke Out inflicts 12xMAG+d8 magical damage and cancels any CTs. (The target acts freely when their action arrives, and any charging spell dissipates.)
CoS: 100

Summer Festival

Type: Action
Spell, Fire
Target: Special
CT15 35D MP: 90

Bonfire deals 15 x MAG + d10 magical fire damage to every burning target.
CoS: 100

Transmission

Type: Action
Spell, Condition, Fire
Target: Single
CT15 35D MP: 90

Transmission builds a pyre on a single enemy, absorbing the flames from all other targets - all other enemies lose their burning conditions, and a burning condition is inflicted on the target of Transmission (6) with power equal to the sum of all absorbed flames.
CoS: 100

Flash Point

Type: Reaction
Spell, Fire
Trigger: Damaged by a burning enemy.
MP: 40

You snap your fingers, and the fire on the enemy redoubles - inflict that enemy's burn damage to it.
CoS: 100

Fuel Drop

Type: Quick
Before Acting

Increase the timer of every active burning timer by +(1), or increase a single flame by +(2).

Catch Spark

Type: Quick
Before Acting

Your next lightning spell sets its targets aflame (3) with power 3xMAG.

Ashes to Ashes

Type: Passive

Gain a Fire ether whenever a burning enemy dies.

In the Red

Type: Passive

When your MP is at half of maximum or less, you inflict +20% damage with actions that cost MP.

Hot Zone

Type: Passive

As long as at least three enemies (or all enemies, if there are fewer than three) are burning, casting non-Fire spells does not dissipate your Fire ether.

Ice

Freeze

Type: Action
Spell, Ice
Target: Double
CT15 35D MP: 75

A localized stream of hail hammers two enemies for 15xMAG+d10 magical ice damage.
CoS: 100

Blue Ray

Type: Action
Spell, Ice
Target: Single
CT15 35D

You fire a blue ray that wracks the target with frost, inflicting 12xMAG+d12 magical ice damage.
CoS: 100

Biting Wind

Type: Action
Spell, Ice, Condition
Target: Double (Different Rows)
CT20 35D MP: 80

Calls forth a howling arctic wind for 15xMAG+d10 magical ice damage. The struck target's spell delays are increased by +15D. (1)
CoS: 100

Frost Pillar

Type: Action
Spell, Ice, Condition
Target: Single
CT15 35D MP: 75

A tremendous, blocky icicle smashes down onto the target for 18xMAG+d12 magical ice damage, hammering them into the ground. The struck target's technique delays are increased by +15D. (1)
CoS: 100

Douse

Type: Action
Spell, Ice, Condition
Target: Group
CT30 40D MP: 90

A sudden rain chills all enemies for 10xMAG+d10 damage. Enemies are soaked (4) - they take +20% Ice and Lightning damage from the Wizard.
CoS: 100

Frost Spell

Type: Action
Spell, Ice, Condition
Target: Single
CT15 35D MP: 80

A seal of frost is carved into the target, inflicting 8 x MAG + d8 magical damage. The seal is attached to the last ability the enemy used (4) - each time they use it, they suffer 18 x MAG magical damage. The basic attack can't be frozen in this way. You may only have one Frost Spell condition active at once - casting another ends the first.
CoS: 100

Crystallize

Type: Action
Spell, Ice, Condition
Target: Single
CT15 25D MP: 50

Coats the target in ice (4) - they inflict -30% less damage. This condition ends when the target is damaged. If the condition is ended by fire or lightning damage from the Wizard, that spell inflicts +40% damage.
CoS: 100

Snowfall

Type: Action
Spell, Ice, Condition
Target: Single
CT15 25D MP: 50

Buries the target in localized snowfall (6). The delays of all their actions are increased by +6D.
CoS: 100

Welcome To My World

Type: Action
Spell, Ice, Special
Target: Group
CT30 40D MP: 100

With a flourish and a snap, the entire battlefield blossoms into ice, inflicting 15xMAG+d10 magical damage to all enemies. On your next four actions, you can allocate up to ten ticks of delay among any targets you desire. (That's 40 ticks of delay in all.)
CoS: 100

Gale

Type: Quick
Before Acting

Enemies struck by your next ice spell are blown back (1) - their next action gains CT5.

White Out

Type: Passive

If an ally has been damaged since your last action, casting non-Ice spells doesn't dissipate your Ice ether.

Cool-Headed

Type: Passive

On your third battle and on since resupplying, you start battles with an additional Ice ether.

Lightning

Thunder

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

A crack of thunder and a stroke of lightning hits for 18 x MAG + d12 magical damage.
CoS: 100

Flash Strike

Type: Action
Spell, Lightning
Target: Single
60D MP: 60

A bolt from the blue burns for 18 x MAG + d12 magical damage.
CoS: 100

Atom Smasher

Type: Action
Spell, Lightning
Target: Single
CT20 35D MP: 80

You gather two spheres of storm energy - hurling one after another, they combine and explode to inflict 24 x MAG + d12 magical damage. You suffer +30% damage while charging Atom Smasher.
CoS: 100

Storm Guillotine

Type: Action
Spell, Lightning
Target: Single
CT50 50D MP: 180

You levitate the target into the air and execute them with a phantom blade cloaked in thunder, inflicting 45 x MAG + d12 magical damage.
CoS: 999

Deep Circuit

Type: Action
Spell, Lightning
Target: Single
CT30 25D MP: 60

Energy courses through the floor, leaping up to strike the opponent for 20 x MAG + d12 magical damage. While charging Deep Circuit, direct all damage suffered to your MP, instead of your HP.
CoS: 100

Spark Matrix

Type: Action
Spell, Lightning
Target: Single
CT40 10D MP: 90

A carefully-gathered web of energy surges outward, burning the target for 24 x MAG + d12 magical damage. Each hit suffered while charging Spark Matrix delays you by +5D.
CoS: 100

Jolt

Type: Action
Spell, Lightning
Target: Single
CT5 25D MP: 60

Zap the target for 18 x MAG + d12 magical damage. Reduce their delay to 0.
CoS: 100

Chain Lightning

Type: Quick
Before Acting.

Your L-Ether inflict double damage after your next spell, but you can't strike the same target more than once. Apply effect text from the ability against all targets.

Refill Power

Type: Quick
Before Acting.

You instantly charge 20 x WIL MP. The next hit you take inflicts +50% damage to you.

Reserve Power

Type: Quick
Before Acting

You instantly charge 40 x WIL T. MP. You suffer +50% damage for the rest of the battle. You can no longer use Refill Power in this battle.

Storm Tracker

Type: Passive

When you cast multiple different lightning spells in a row, the second spell inflicts +20% damage and the third and onward inflict +30% damage.

Magnetic Field

Type: Passive

Latent energy fills the air when you charge a lightning spell - allies in your row suffer -10% damage during your lightning CTs.

Strikes Twice

Type: Passive

Your non-lightning spells don't dissipate your lightning ether, as long as you aren't targeting the same enemies you targeted with your last action. (Targeting even a single enemy twice in a row when using multi-target attacks will prevent this)

Conduit

Conduit

Type: Action
Spell, Recovery, Conduit
Target: Double
CT15 35D MP: 60

Conduit drains energy from one enemy, inflicting 10 x MAG + d10 magical damage to one target and restoring 10 x WIL + d10 HP to another. The healing effect gains a +50% bonus if the enemy is above 75% health, and a -50% penalty if the enemy is in SoS.
CoS: 100

Rebalance

Type: Action
Spell, Cleanse, Conduit
Target: Double
CT15 35D MP: 60

A stream of energy strikes one enemy for 18 x MAG + d12 magical damage. If the enemy has any conditions, choose one and dissipate it: If you do so, you can cleanse one condition from the other target. You can dissipate an enhancement from each target in the same way, too.
CoS: 100

Conduit Trap

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

Sets a Conduit trap on the target (4). The next time they're damaged, instantly cast Conduit as a reaction, targeting the triggering enemy and the beneficiary of this ability. Don't worry about the MP cost - you've paid already.
CoS: 100

Capture Sphere

Type: Action
Spell, Recovery, Conduit
Target: Double
CT20 35D MP: 90

Sends energy-draining orbs at two enemies, inflicting 15 x MAG + d10 damage to each of them. For each struck enemy whose last action was a spell, you can choose an ally and restore 10 x WIL MP to them.
CoS: 100

Open Radical

Type: Action
Spell, Recovery, Conduit
Target: Single
CT30 35D MP: 120

The life energy in the target explodes outwards, inflicting 24 x MAG + d12 magical damage. If the enemy is at max HP when you cast this spell, Open Radical also restores 18 x WIL HP to your entire party. Otherwise, it restores 6 x WIL HP.
CoS: 100

Perpetual Engine

Type: Quick
Before Acting

Your next Conduit spell increases all extant Ether stacks by 1. (You get one more if you have at least one.)

Stable Connection

Type: Passive

Casting a Conduit spell never dissipates your Ether.

Kill

USING KILL: Kill abilities are special weapon abilities that benefit strongly from Ether. However, Ether is always dissipated after using them. Ethers have these effects:
Fire Ether: Each stack of Fire ether increases a Kill ability's damage by +30%.
Ice Ether: Each stack of Ice ether delays the struck target by +10D and gains you 2 x WIL T.MP.
Lightning Ether: Each stack of Lightning Ether creates a freely-targetable additional hit for 9 x ATK physical damage. These hits don't care about row damage penalties, but can't strike any of the original targets of the Kill ability.

Eliminate

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

Strikes a target for x1.3 weapon damage, expending all Ether. You can't use Eliminate if you have no Ether to expend. If an enemy is slain by Eliminate, recover 10 x WIL MP.
CoS: 90

Efficiency

Type: Action
Technique, Kill
Target: Double
[W]+5D

Strikes two targets for weapon damage, expending all Ether. You can't use Efficiency if you have no Ether to expend. If an enemy is slain by Efficiency, recover 10 x WIL MP.
CoS: 90

Planning

Type: Action
Support, Kill
Target: Self
D

You may only use Planning when all enemies are in SoS. You depart the battlefield. At the beginning of the next battle, strike a target of your choice for weapon damage (CoS 90), expending all Ether from the previous battle.
CoS: 100

Repeat

Type: Passive

If the result check on Eliminate or the Planning attack is from 1-25, you regain all the Ether that would normally be expended on it.

Recoup

Type: Passive

When you defeat an enemy with a Kill ability, all ether gains are doubled for the rest of the battle. Additionally, if you miss all targets with a Kill ability, you retain your Ether charges.

Detail-Oriented

Type: Passive

The devil is in the details. Often, so are you. You gain Critical 10, and your critical hits inflict an additional +20% damage.

Unlimited Power

Type: Passive

There's no limit to the number of Ether you may stock. When you have more than 6 Ether of a given type, you take +50% damage.

Photography

Scan

Type: Action
Support
Target: Single
30D

Magically scans the target and snaps a photograph of them. Scan grants knowledge of the target's vital statistics - their HP, MP, LP, level, rank, any passive abilities it has and a brief blurb that often hints at their nastiest trick or any special mechanics.
CoS: 100

Flash Paper

Type: Quick
When Appropriate

Activate after damaging an enemy you have a photograph of. You set the photograph on fire, setting the target aflame also (4) with power 5 x MAG.

Lightning Flash

Type: Quick
When Appropriate

Activate after an ally strikes an enemy you have a photograph of. You disintegrate the photograph, boosting the damage dealt to that enemy by +50%.

Freeze Frame

Type: Quick
When Appropriate

Activate when an enemy attacks one of your allies. You freeze and shatter the photograph, preventing that attack and setting the enemy's delay to 10D. (The enemy pays no costs for that attack, and if they perform the same action again, it ignores any CTs the attack typically has) If the enemy targets the same ally that you used Freeze Frame to save, the action gains an additional +10CT.

Frame of Mind

Type: Passive

When you use a Photography Quick ability, gain Ether, according to the ability used: Flash Paper: Fire, Lightning Flash: Lightning, Freeze Frame: Ice. If you have no stacks of that ether, gain two instead.

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