Mage

MAGE

Mage%20Tree.png

The Mage is a job focused around the SPR stat and Implements, which employs Spells during battle. Mages can performs spells from any position in the grid, and target multiple tiles at once with them, enabling them to attack several enemies at once while seeking out weaknesses on enemies to exploit.

Chanting and Spells In order to perform a Spell, the combatant must be Chanting, after which the Chant effect ends. Most Spells also have an MP cost which must be paid in order for the Spell to be activated. Each implement also gives its own Inherent Spell, which have different elements and aoe patterns and do not cost MP. (You do, however, still need to be Chanting to perform them.) Certain Spells may also have Lingering Effects, which you may choose to activate in the following round (and each subsequent round, so long as it's continuously lingered.)

Chant is a Quick Skill that anyone can perform, which enables the use of Spell skills. Chanting can persist through rounds, and is only removed after successfully casting a Spell.

Lingering is a Quick Skill that anyone can perform, which causes Spell effects to persists into a new round (typically at reduced effect). Only Spells with "Lingering Effect" entries can be Lingered, and you do so on the round after it was Cast, rather than the same round. If you Lingered a Spell in one round, you gain to option to Linger it once more during the next, as well. If you have multiple effects capable of lingering, pick a single one for each use of this skill.

Elements each combatant has a weakness to one of the three magical elements - Ice, Fire or Thunder. When you hit a combatant's weakness, you regain MP equal to 25% of the Spell's MP cost (down to a minimum of 5 MP, even if the Spell cost 0 MP) per weakness hit.

Gear

Mages are capable of using all Advanced Implements, though certain evolution branches might gain access to additional types of gear.

Base Job

Inherent Stat Increases
SPR+2
HP: +30
MP: +30

Preparation Skills
Study. [Skill]. [Single]. Select a single combatant. Learn its weakness, then begin Chanting and gain [SPR] EP.

Desperation Skills
Fading Spark. [Spell]. [AoE]. Perform your Implement's Inherent Spell.
Special: This Spell may be performed even if you're not Chanting.

Primary Skills
Implement Boost. [Spell]. [AoE]. MP: 20. Perform your Implement's Inherent Spell, while dealing +[SPR] bonus damage.

Implement Charge. [Spell]. [AoE]. Perform your Implement's Inherent Spell. Any weakness struck grants you +10 MP, rather than +5 MP.
Lingering Effect: Gain [SPR] MP.

Tier 1 Jobs

Magician

Prereq: Must have Mage mastered.
Evolution Bonuses: +1 MND. +5 HP. +10 MP. +20 PP. Gain access to Advanced Foci.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP. OR, +10% Max PP.

Primary Skills
Attunement. [Amp]. [Single]. PP: 12, UP: 8. Select a single combatant, relieve [MNDx2] Stress from them, then apply Attunement. While under Attunement, the target is always considered to be Chanting, and may choose one Spell to Linger each turn as a free action.

Sever. [Amp]. [Single]. PP: 14, UP: 8. Select a single enemy combatant that is currently Linked to one of your allies. Forcefully sever that Link, immediately ending it and preventing it from being sustained, while apply [MNDx3] recoil Stress. If you choose to sustain the Sever affect, the enemy is incapable of forming a new Link against that same ally, and takes an additional [MND] Stress each turn.

Burn. [Spell]. [Single]. [Standard]. MP: 20. Select a single combatant and deal fire damage based on AIM result.
Lingering Effect. The target takes [SPR] fire damage, and apply [SPR] Stress.
AIM Results
1-3: Miss! Nothing happens.
4-9: Hit! Deals [SPRx3] Fire damage.
10-12: Crit! Deals [SPRx5] Fire damage.

Shock. [Spell]. [Single]. [Standard]. MP: 20. Select a single combatant and deal damage based on AIM result. Additionally, the target has -2 AIM on their next turn.
Lingering Effect. Apply [SPR] Stress to the target, and they have -2 AIM on their next attack.
AIM Results
1-3: Miss! Nothing happens.
4-9: Hit! Deals [SPRx3] Thunder damage.
10-12: Crit! Deals [SPRx5] Thunder damage.

Chill. [Spell]. [Single]. [Standard]. MP: 20. Select a single combatant and deal damage based on AIM result. Additionally, the target must act last on its next turn.
Lingering Effect. Apply [SPR] Stress to the target, and they must act last on their next turn.
AIM Results
1-3: Graze! Apply [SPR] Stress
4-9: Hit! Deals [SPRx4] Ice damage.
10-12: Crit! Deals [SPRx6] Ice damage.

Healer

Prereq: Must have Mage mastered.
Evolution Bonuses: +1 WIL. +15 HP. +10 MP. Gain access to Advanced Shields.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP. OR, +10% Max AP.

Integral Skill
Multi-task. [Skill]. [Self]. Perform up to 3 different Quick Actions. (Lingering may be used multiple times when causing different Spells to linger, however.)

Brush It Off. [Mane]. [Single]. You may move up to 1 Space if desired, then perform a Guard. Grant the Evasion to an adjacent ally rather than yourself. That ally can ignore any negative Amps currently effecting them until the next round.

Primary Skills
Cure. [Spell]. [Single]. [Standard]. MP: 20. Select a single combatant, and restore [WILx6] HP to them.
Lingering Effect. Restore [SPRx2] HP to the target.

Soothe. [Spell]. [Single]. [Standard]. MP: 20. Select a single combatant, and relieve [WILx6] Stress from them.
Lingering Effect. Relieve [SPRx2] Stress from the target.

Revive. [Spell]. [Single]. [Standard]. MP: 30. Select a single Dazed combatant, then restore [(WIL+SPR)x3] HP to them while removing Dazed. This can only be used on each combatant once per encounter.

Geomancer

Prereq: Must have Mage mastered.
Evolution Bonuses: +5 HP. +10 MP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP.

Preparation Skill
Open Conduits. Randomly select three different tiles on the party side of the combat grid, each one aligned with a different element. During this encounter, while a party member stands on one of these tiles, they deal +[SPR] bonus damage when casting Spells of the matching element. You may then move to one of the three tiles, if desired. (ie one fire boost, one ice boost, one thunder boost).

Primary Skills
Wildfire. [Spell]. [AoE]. [Multi-Hit]. MP: 20. Select a single row on the enemy grid, then deal fire damage to all targets within it based on AIM result.
Lingering Effect: Deal [SPR] damage to the row the spell was originally cast on.
AIM Results
1-9: Hit! Deals [SPRx3] fire damage.
10-12: Crit! Deals [SPRx5] fire damage.

Thunder Blast. [Spell]. [AoE]. [Multi-Hit]. MP: 20. Select a single column on the enemy grid, then deal thunder damage to all targets within it based on AIM result.
Lingering Effect: Deal [SPR] damage to the line the spell was originally cast on.
AIM Results
1-9: Hit! Deals [SPRx3] thunder damage.
10-12: Crit! Deals [SPRx5] thunder damage.

Iceberg. [Spell]. [AoE]. [Multi-Hit]. MP: 20. Select a 2x2 square on the enemy grid, then deal ice damage to all targets within it based on AIM result.
Lingering Effect: Deal [SPR] damage to the square the spell was originally cast on.
AIM Results
1-9: Hit! Deals [SPRx3] ice damage.
10-12: Crit! Deals [SPRx5] ice damage.

Quick Skill
Ground Swell. [Skill]. [Single]. Choose a tile effected by a non-Implement Spell you cast this or last round. For the remainder of the encounter, this tile now deals [SPRx2] damage to any combatant that ends a turn on, or passes through the tile.

Wizard

Prereq: Must have Mage mastered.
Evolution Bonuses: +5 HP. +10 MP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP.

Primary Skills
Starburst. [Spell]. [AoE]. [Multi-Hit]. MP: 25. Deals fire damage in a 5 space plus pattern based on AIM result.
Lingering Effect: Deals [SPR] fire damage to all combatants hit by the spell last round.
AIM Results
1-3: Graze! Deals [SPR] fire damage.
4-9: Hit! Deals [SPRx3] fire damage.
10-12: Crit! Deals [SPRx5] fire damage.

Hail Storm. [Spell]. [AoE]. [Multi-Hit]. MP: 20. Deals ice damage in a diagonal line based on AIM result.
Lingering Effect: Deals [SPRx2] ice damage to the same diagonal line the spell was originally cast on.
AIM Results
1-3: Graze! Deals [SPR] ice damage.
4-9: Hit! Deals [SPRx3] ice damage.
10-12: Crit! Deals [SPRx5] ice damage.

Chain Lightning. [Spell]. [AoE]. [Multi-Hit]. MP: 25. Deals thunder damage to two different targets regardless of distance based on AIM result.
Lingering Effect: Deal [SPRx3] thunder damage to a single combatant not already hit by the spell.
AIM Results
1-3: Graze! Deals [SPR] thunder damage.
4-9: Hit! Deals [SPRx3] thunder damage.
10-12: Crit! Deals [SPRx5] thunder damage.

Passive Skill
Exploit. When you hit an enemy's elemental weakness, deal +1d12 bonus damage.

Ambient Mana. Once per encounter, you may have a Spell Linger without needing to spend an action on it.

Infuser

Prereq: Must have Mage mastered.
Evolution Bonuses: +1 STR. +10 HP. +10 MP. Gain access to Advanced Weapons.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP. OR, +10% Max HP.

Preparation Skill
Weapon Infusion. [Spell]. [Self]. You infuse your Weapons with magical energy. Choose one of the three elements. For the remainder of combat, anything you perform a Strike against a target, you also deal +[SPR] bonus damage of the matching element.
Special: You don't need to be Chanting to perform this Spell.

Primary Skills
Laser Beam. [Spell]. [AoE]. [Multi-Hit]. MP: 20. Deal fire damage to one target in a melee position, and one target in a ranged position, based on AIM result. After casting this Spell, the next Strike you perform deals +[SPRx3] fire damage.
AIM Results
1-3: Graze! Deals [SPR] fire damage.
4-12: Hits! Deals [SPRx3] fire damage.

Frost Ray. [Spell]. [AoE]. [Multi-Hit]. MP: 20. Deal ice damage in a column, based on AIM result. After casting this Spell, the next Strike you perform deals +[SPRx3] ice damage.
AIM Results
1-3: Graze! Deals [SPR] ice damage.
4-12: Hits! Deals [SPRx3] ice damage.

Arc Lightning. [Spell]. [AoE]. [Multi-Hit]. MP: 20. Deal thunder damage in a row, based on AIM result. After casting this Spell, the next Strike you perform deals +[SPRx3] thunder damage.
AIM Results
1-3: Graze! Deals [SPR] thunder damage.
4-12: Hits! Deals [SPRx3] thunder damage.

Quick Skill
Mana Cycle. [Skill]. [Self]. Change the element that your Weapon Infusion effect gives to either of the other two. This skill may also be performed immediately after expending the Strike bonus from Laser Beam, Frost Ray or Thunder Bolt. Doing so grants you the effects of a Weapon Infusion of the matching element, if you did not already have it active.

Tier 2 Jobs

Magus

Prereq: Must have Magician mastered.
Evolution Bonuses: +5 HP. +10 MP. +5 PP. You may Sustain up to two Links at once.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max MP. OR, +10% Max PP.

Turning Wheel. [Amp]. [Single]. PP: 14, UP: 8. Select a single ally, relieve [MNDx2] Stress, and apply Turning Wheel. While under Turning Wheel, the target gains +1 Luck on their turn. Additionally, anytime they spend Luck they may instead reroll the AIM die, rather than adjusting the rolled value.

Curse. [Amp]. [Single]. PP, 14, UP: 8. Select a single combatant, apply [MNDx2] Stress, and inflict Curse. Anytime you are hit by an attack, the target under the Curse takes [MND] damage. If an attack reduces you to 0 HP, the target takes [MNDx3] damage instead.

Smother. [Spell]. [Single]. [Standard]. MP: 20. Select a single combatant and deal thunder damage based on AIM result. Additionally, anytime the target is attacked for the remainder of the round, increase the AIM results by +1.
Lingering Effect: The target continues to add +1 to incoming AIM Results when attacked.
AIM Results
1-3: Miss! Nothing happens.
4-9: Hit! Deals [SPRx3] Thunder damage.
10-12: Crit! Deals [SPRx5] Thunder damage.

Static. [Spell]. [Single]. [Standard]. MP: 20. Select a single combatant and deal damage based on AIM result. Additionally, apply [SPR] Stress to combatants adjacent to the target.
Lingering Effect: Apply [SPR] Stress to any combatant adjacent to the target.
AIM Results
1-3: Miss! Nothing happens.
4-9: Hit! Deals [SPRx3] Thunder damage.
10-12: Crit! Deals [SPRx5] Thunder damage.

Freeze. [Spell]. [Single]. [Standard]. MP: 20. Select a single combatant and deal damage based on AIM result. Additionally, the target may not move for any reason on their next turn.
Lingering Effect: Apply [SPR] ice damage to the target, and they may not move on their own.
AIM Results
1-3: Miss! Nothing happens.
4-9: Hit! Deals [SPRx4] Ice damage.
10-12: Crit! Deals [SPRx6] Ice damage.

Thaumaturge

Prereq: Must have Magician or Healer mastered.
Evolution Bonuses: +15 HP. +10 MP. +5 PP. You may Sustain up to two Links at once. (Gain access to Advanced Foci and +1 MND, +20 PP if you did not already have access to them.) (Gain access to Advanced Shields and +1 WIL if you did not already have access to them.)
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max MP. OR, +10% Max PP. OR, +10% Max AP.

Skill Up. [Amp]. [Single]. PP: 14, UP: 8. Select a single combatant, relieve [MNDx2] Stress from them, and apply Skill Up. While under Skill Up, the potency of any Healing/Repairing/Evasion Granting Skills the target performs has their total value increased by +[MNDx2]. (this doesn't affect Amps, Passive Skills or Lingering Spell effects).

Area Cure. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Restore to [WILx4] HP to all allies within a set pattern. Use your Implement's base AoE pattern. If no Implement is equipped, effects two adjacent targets only.
Lingering Effect: Restore [SPRx1.5] HP to the original AoE.

Soothing Wave. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Relieve [WILx4] Stress to all allies within a set pattern. Use your Implement's base AoE pattern. If no Implement is equipped, effects two adjacent targets only.
Lingering Effect: Relieve [SPRx1.5] Pressure to the original AoE.

Mend. [Spell]. [Single]. [Standard]. MP: 25. Repair [WILx6] AP to a single combatant. Has no effect if the target currently has 0 AP.
Lingering Effect: Restore [SPRx2] AP to the target.

Passive Skill
Mantra. Anytime you perform a Guard, select an ally not affected by it and restore [SPR] HP to them.

Druid

Prereq: Must have Geomancer or Healer mastered.
Evolution Bonuses: +15 HP. +10 MP. (Gain access to Advanced Shields and +1 WIL if you did not already have access to them.)
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max MP. OR, +10% Max AP.

Preparation Skill
Protective Barrier. [Skill]. [AoE]. Grants all party members [SPR] EP. If any party member if not attacked for damage during the first round, they gain [SPR] EP at the start of their second turn, as well.

Integral Skill
Guardian Spirit. [Mane]. [Single]. Perform a Guard, add +[SPR] to the amount, then grant the Evasion to the lowest Current AP party member rather than yourself. If multiple party members have broken Armor, grant it to the one with the lowest HP instead.

Primary Skills
Activate Leylines. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Randomly select four different empty tiles on your side of the combat grid, then randomly assign a different effect to each selected tile. The next time a party member moves onto that tile, they gain the effect assign to it and it's removed from the grid. Only one instance of each effect may exist at once; recasting the Spell while some effects are still on the grid will only reform the effects that have already been consumed.
1. Restore [WILx7] HP to the target.
2. Relieve [WILx6] Stress from the target.
3. Repair [WILx4] AP to the target, provided their armor is not broken.
4. Restore [WILx3] HP to the target.

Cleansing Rain. [Spell]. [AoE]. MP: 20. Remove all non-Amp penalties your party members are currently suffering from.
Lingering Effect: Remove all non-Amp penalties from a single party member.

Passive Skill
Raging Spirit. Any time you take a turn and deal no damage during it, your next Spell deals +[SPR] bonus damage. (This effect may stack over multiple turns)

Elementalist

Prereq: Must have Geomancer or Wizard mastered.
Evolution Bonuses: +5 HP. +10 MP.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max MP.

Primary Skills
Heat Vent. [Spell]. [AoE]. [Multi-Hit]. MP: 25. Deals fire damage in a 5 tile X shape based on AIM result.
Lingering Effect. Deals [SPR] fire damage over the same pattern.
AIM Results
1-3: Graze! Deals [SPR] fire damage.
4-9: Hit! Deals [SPRx3] fire damage.
10-12: Crit! Deals [SPRx5] fire damage.

Blizzard. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Deals ice damage to the 4 central tiles based on AIM result.
Lingering Effect. Deals [SPR] ice damage to all of the outermost tiles on the grid.
AIM Results
1-3: Graze! Deals [SPR] fire damage.
4-9: Hit! Deals [SPRx3] fire damage.
10-12: Crit! Deals [SPRx5] fire damage.

Lightning Bolt. [Spell]. [Single]. [Forceful]. MP: 30. Deals thunder damage to a single target.
Lingering Effect. Deals [SPRx3] damage to the same target.
1-3: Miss! Nothing happens.
4-9: Hit! Deals [SPRx6] thunder damage.
10-12: Crit! Deals [SPRx8] thunder damage.

Desperation Skill
Lingering Presence. [Skill]. [AoE]. Linger all Spells cast by your party last round, including Spells even you yourself did not cast. Additionally, randomly select a different occupied tile for each Spell cast. Offensive Spells generate a tile under an enemy, while healing/support Spells generate a tile under an ally. This tile deals [SPR] damage of the same element or restores [SPR] HP depending on where it's generated and persists for the remainder of the encounter. If the tile already had an effect, this adds to it rather than replacing it.

Passive Skill
Commune. Anytime you begin Chanting and do not perform a Spell to consume it on the same turn, your next Spell gains a +[SPR] potency bonus.

Warlock

Prereq: Must have Infuser or Wizard mastered.
Evolution Bonuses: +10 HP. +10 MP. (Gain access to Advanced Weapons and +1 STR if you did not already have access to them.)
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max MP. OR, +10% Max HP.

Integral Skills
Cloak and Dagger. [Tech]. [Single]. Perform a Strike against a single combatant. Consume your Shroud, and inflict its damage onto the target you struck, as well. If this defeats a target, gain [SPRx2] EP.

Primary Skills
Electric Mantle. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Deals thunder damage to all enemies in melee range, based on AIM result. Additionally, add another +[SPRx3] thunder damage to your Shroud.
Lingering Effect: Add another +[SPR] thunder damage to your Shroud.
1-4: Miss! Nothing happens.
5-8: Hit! Deals [SPRx2] damage.
9-12: Crit! Deals [SPRx3] damage.

Mirage Bubbles. [Spell]. [AoE]. [Multi-Hit]. MP: 25. Deals ice damage to all enemies that have have dealt damage to a party member during this round, based on AIM result. If a target struck you in particular, add +[SPRx2] bonus damage against them.
Lingering Effect: Deal [SPR] ice damage to any targets that have attacked you in this round.
1-4: Graze! Apply [SPR] Pressure.
5-8: Hit! Deals [SPRx2] damage.
9-12: Crit! Deals [SPRx3] damage.

Passive Skills
High Tension. Anytime you cast a Spell while in Melee range, it deals +1d12 bonus damage.

Shroud. Anytime you cast a Spell, cover yourself in a Shroud. The Shroud takes on the elemental of the spell cast, and can become multi-elemental as it builds up over time. Each application of Shroud is worth [SPR], and stacks until consumed. The first time you're struck by a melee attack while you have a Shroud, it is consumed and immediately deals damage equal to its total value to the attacker.

Stigmablade

Prereq: Must have Infuser mastered.
Evolution Bonuses: +10 HP. +10 MP.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max MP.

Primary Skills
Ground Zero. [Spell]. [AoE]. [Standard]. MP: 45. Deals fire damage to the first combatant in each column, based on AIM result. Deals +[SPRx3] bonus damage to the target closest to you when cast.
Lingering Effect: Deals [SPRx3] fire damage to the target that took bonus damage.
AIM Result
1-3. Miss! Nothing happens.
4-9: Hit! Deals [SPRx3] damage.
10-12: Crit! Deals [SPRx4] damage.

Pale Aurora. [Spell]. [AoE]. [Standard]. MP: 50. Deals thunder damage to the 8 non-corner side tiles of the combat grid, based on AIM result.
Lingering Effect: Relieve [SPR] Stress and restore [SPR] HP to yourself.
AIM Result
1-3. Miss! Nothing happens.
4-9: Hit! Deals [SPRx5] damage.
10-12: Crit! Deals [SPRx6] damage.

Blackwing. [Spell]. [AoE]. [Standard]. MP: 40. Gain [SPRx3] EP, and move into an adjacent tile if desired. The next time you perform a Strike, you may target one additional combatant, or the same target a second time with a -1 AIM penalty. If you are reduced to 0 Evasion before your next turn, you may perform a third Strike, targeting yet another combatant (or the same target a second or third time with a -2 AIM penalty)
Lingering Effect: Perform a Strike against a single combatant with a -3 AIM penalty.

Quick Skill
Seal Breaker. [Skill]. [Self]. Instantly restore your MP to its maximum value, but pay a price based on AIM Result. This Skill may only ever be performed once per encounter for any reason.
AIM Result.
1-3. Crisis Averted, nothing happens.
4-6. Immense Dread. Double any Stress currently on you. If you have none, increase your Fatigue by 1.
7-9. Sundered Armor. Your Armor is instantly reduced to 0AP and breaks. If your Armor is already broke, it gains a 10 AP Dent. If you wear no Armor, lose 30 HP instead. (This damage will never kill you.)
10-12. Cracked Blade. The next time you perform a Strike with any Weapon, it shatters and is destroyed permanently. (If you end the encounter without performing a Strike, this effect is removed.)

Passive Skills
Mark of the Exile. Anytime you perform a Spell with an MP cost, you roll +1d12 bonus damage with your equipped Weapons for the remainder of the encounter. This effect may stack.

Tier 3 Jobs

Arch Magus

Prereq: Must have Magus mastered.
Evolution Bonuses: +5 HP. +10 MP. +5 PP. You may Sustain up to 3 Links at once.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP. OR, +10% Max PP.

Primary Skill
Patient Zero. [Amp]. [Single]. PP: 14, UP: 8. Select a single enemy, apply [MNDx2] Stress, and inflict Patient Zero. While under Patient Zero, anytime the target is effected by an non-Amp penalty, apply it to all other enemies on the grid as well.

Remote Hex. [Amp]. [Single]. PP: 30. UP: 20. Select a single enemy, apply [MNDx2] Stress, and inflict Remote Hex.
Once per turn as a free action, you may perform your Implement's Inherent Spell against a combatant under Remote Hex any other target within its AoE. You don't need to be Chanting to perform this Inherent Spell.

Weight of Knowledge. [Spell]. [Single]. [Multi-Hit]. MP: 25. Deals damage to either one, two or three combatants a number of times based on AIM result. By default, each hit deals [SPRx2] damage, while each Rune you have generated but not spent yet causes it to deal +1d6 additional damage. Each hit may strike the same combatant or separate ones, if desired.
Lingering Effect: Increase the potency of your next Spell by +[SPR]. May stack until spent.
AIM Result
1-3: Miss! Nothing happens.
4-6: Hits once! The element inherits your implements.
7-9: Hits twice! The second hit is a different element of your choosing.
10-12: Hits thrice! The third hit is the final element.

Passive Skill
Dark Arts. Anytime you perform an attack on a target with an active Link, deal +[MND] bonus damage to them.

Runic Arts. The first time you perform a Spell (other than Inherent Spells) during an encounter, make a note of it as a unique Rune. At any point during combat, you may consume Runes to cast Spells more easily than normal.
1 Rune: Change a Spell from a Primary Skill to a Quick Skill. You must still be Chanting.
1 Rune: You may cast a Spell without Chanting.
2 Runes: Change a Spell from a Primary Skill to a Quick Skill, then cast it without Chanting.
3 Runes: Change a Spell from a Primary Skill to a Free Action, then cast it without Chanting.

Grand Thaumaturge

Prereq: Must have Thaumaturge mastered.
Evolution Bonuses: +15 HP. +10 MP. +5 PP. You may Sustain up to 3 Links at once.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP. OR, +10% Max PP. OR, +10% Max AP.

Integral Skill
Careful Cast. [Mane]. [Spell]. Perform a Guard, then cast any Spell you know after paying its MP cost as normal.

Primary Skill
Trifecta. [Spell]. [Single]. [Multi-Hit]. MP: 30. Select a single combatant, then Repair [WILx2] AP, relieve [WILx2] Stress, and grant [WILx2] EP to them.
Lingering Effect: Repair [WIL] AP, relieve [WIL] Stress, and grant [WIL] EP to the target.

Drain. [Spell]. [Single]. [Multi-Hit]. MP: 30. Select a single combatant and deal ice damage based on AIM result. Then, select a single party member and restore HP to them equaling the amount of damage you dealt.
Lingering Effect: Deal [SPR] damage to the initial target, and restore [SPR] HP to a different combatant.
AIM Result
1-3: Miss! Nothing happens
4-6: Weak Hit! Deals [SPRx2] damage.
7-9: Hit! Deals [SPRx4] damage.
10-12: Crit! Deals [SPRx6] damage.

Peace of Mind. [Amp]. [Single]. PP: 14, UP: 8. Select a single ally, relieve [MNDx2] Stress, and apply Peace of Mind. While under Peace of Mind, the target may ignore any non-Amp penalties they're subjected to.

Passive Skill
Deep Magic. Each time you Rest, choose a single Integral, Primary or Quick Spell that you do not know from among the six player jobs and all their possible evolutions. Until the next time you Rest, you may cast it as if you did. Each time you Rest you may choose a different Spell for this effect. (When you learn this Skill, choose a single Spell as if you had Rested)

Elder Druid

Prereq: Must have Druid mastered.
Evolution Bonuses: +15 HP. +10 MP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP. OR, +10% Max AP.

Integral Skill
Ride the Wind. [Mane]. [Single]. Perform a Guard, then move to a different location on the grid. You may choose to target an ally with this Skill rather than yourself if desired.

Primary Skills
Power Spots. [Spell]. [AoE]. MP: 30. Randomly select three empty tiles on your side of the gird, while one must be in melee range. Then, randomly distribute 3 different effects across these three tiles. Each tile grants a bonus two two specific types of actions for the remainder of battle. At the players discretion when performing an associated action, they may overdraw from the Power Spot, doubling the potency gained from it for the action in exchange for destroying the tile effect. If you cast Power Spots a second time, new locations are chosen for each bonus location, and only one instance of each bonus may exist at a time. (You can however choose to keep an old location if desired).
1: All Strike and Guards performed while on this tile gain +[SPR] potency. This tile must be in melee range.
2: All Shoot and Trap/Gadget/Bomb/Potion Skills with a potency performed while on this tile gain +[SPR] potency.
3: All Spells have their potency increased by +[SPR], and all Amp's initial application/relief of Stress has its potency increased by +[SPR].
Lingering Effect: Grant all party members within a ground effect a +[SPR] potency boost on Primary or Integral Skills they perform this round.

Earth's Bounty. [Spell]. [Single]. MP: 25. Grant [WIL] EP to all party members inside of a ground effect. Then, select a single tile with a ground effect, and add an additional bonus to it: Each turn a combatant ends on the tile, they also do one of three things, chosen by the combatant each turn: They can Restore [WILx3] HP, relieve [WILx3] Pressure, or be granted [WILx3] EP. Additional applications on the same tile have no further effect.
Lingering Effect: Grant [WIL] EP to all party members on a ground effect.

Thorn Shield. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Grant all party members a special effect: The next time an enemy hits them with an attack, the enemy takes [SPRx4] damage in response and the effect is lost. This skill cannot stack, neither increasing in damage on successive casts nor gaining more than a single proc at any given time.
Lingering Effect: Increase the potency of one Thorn Shield effect that has yet to be expended by +[SPR].

Reform. [Spell]. [AoE]. [Multi-Hit]. MP: 35. Repair [WILx4] AP to all combatants within a set pattern. This pattern matches your Implement's Inherent Spell's AoE shape.
Lingering Effect: Repair [WILx1.5] AP in the original AoE.

High Elementalist

Prereq: Must have Magus mastered.
Evolution Bonuses: +5 HP. +10 MP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP.

Integral Skill
Trance. [Skill]. [Self]. Linger a single Spell Effect. Begin Chanting. Recover [SPRx2] MP. Your next Spell deals +[SPRx2] bonus damage.

Primary Skill
Delayed Fireball. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Deals fire damage in a 2x2 square based on AIM Result.
Special: When you Cast this Spell, do not resolve the attack immediately. Instead, on your subsequent turns, you may choose to release the attack as a Free Action.
Lingering Effect: Increase the damage of the Spell by [SPRx2] when released.
AIM Result
1-4: Graze! Deals [SPRx2] damage.
5-8: Hit! Deals [SPRx4] damage.
9-12: Crit! Deal [SPRx6] damage.

Lightning Spiral. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Deals thunder damage in a 4 space X shape without the center, based on AIM Result.
Lingering Effect: Deal [SPRx3] thunder damage to a combatant that was hit by the Spell.
AIM Result
1-3: Miss! Nothing happens.
4-9: Hit! Deals [SPRx4] damage.
10-12: Crit! Deals [SPRx4] damage. Additionally, your next attack deals +[SPRx2] bonus damage.

Eclipse. [Spell]. [AoE]. [Multi-Hit]. MP: 40. Deals ice damage to all enemy combatants outside of Melee range, based on AIM Result.
Lingering Effect: Deals [SPR] ice damage to all combatants in the aoe, and deals +[SPR] additional damage for each enemy combatant that did not take damage from the initial spell.
AIM Result
1-4: Miss! Nothing happens.
5-10: Hit! Deals [SPRx4] damage.
11-12: Crit! Deal [SPRx6] damage.

Passive Skill
Elemental Wheel. Anytime you cast a Spell, the next time you cast a Spell that doesn't have the same element, increase its bonus damage by +1d12. This effect can stack.

Supreme Warlock

Prereq: Must have Warlock mastered.
Evolution Bonuses: +10 HP. +10 MP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP. OR, +10% Max HP.

Primary Skills
Aura Expansion. [Tech]. [Single]. Perform a Strike against a single target. The next Spell you cast has its potency increased by +[STR].

Enchanted Strike. [Tech]. [Single]. Perform a Strike against a single combatant, and Linger your last turn's Spell.

Personal Spell. [Spell]. [AoE]. [Multi-Hit]. MP: 35. Deals elemental damage to four different tiles, based on AIM Result.
Special: When you learn this Spell, select a single element for its damage to take on. Create a pattern that takes up 4 tiles; the spell will use this pattern from now on. Choose Accurate, Normal or Wild for its AIM Results. Then choose the Pressure, damage or buff option for its lingering effect. Then chose a number 1-12. If you get this Result on your AIM check, you continue Chanting rather than having it expended.
Lingering Effects:
Pressure: Apply [SPR] Pressure to combatants in the original AoE.
Damage: Deal [SPRx2] elemental damage to a combatant hit by the Spell.
Buff: Your next attack deals +[SPR] bonus damage.
AIM Results
Accurate: 1-2 Miss, 3-10 Hit, 11-12 Crit
Normal: 1-3 Miss, 4-9 Hit, 10-12 Crit
Wild: 1-4 Miss, 5-8 Hit, 9-12 Crit.

Miss! Nothing happens, but you recover half of MP you spent Casting this Spell.
Normal: Deals [SPRx3] damage.
Crit: Deals [SPRx5] damage.

Quick Skill
Overload. [Tech]. [Self]. [Limit]. Any SPR based damage you deal as part of a Strike this turn had its potency multiplied by x1.5.

Passive Skill.
Aura Spark. Anytime you perform the Chant Quick Skill, apply [SPR] Stress to a single combatant of your choice.

Omega Stigmablade

Prereq: Must have Stigmablade mastered.
Evolution Bonuses: +10 HP. +10 MP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP. OR, +10% Max HP.

Integral Skill
When The Orchestra Of Creation Strikes For The Last Time I Shall Be Standing There, Sword in Hand, To Declare This To You: These Chains That Rest Upon Me Shall Be Your End — Hence, Da Capo Aeternam!. [Spell]. [Single]. [Forceful]. MP: 80. Deals fire damage to a single target, based on AIM Result.
AIM Result
1-2: Graze! Deals [SPRx2] damage
3-4: Weak Hit. Deals [SPRx4] damage.
5-6: Hit. Deals [SPRx6] damage.
7-12: Crit! Deals [SPRx12] damage.

Primary Skills
Open Gate [Spell]. [AoE]. [Standard]. MP: 50. Deals [SPRx2] ice damage to all enemy combatants. For each round that has past since the beginning of combat or the last time this Spell was cast, which ever is shorter, increase its damage by an additional +[SPR].
Lingering Effect: Apply [SPR] Stress to all enemy combatants.

Stigma Suppression. [Tech]. [Single]. Perform a Strike against a single combatant. If this Strike has any bonus damage applied to it, cut the bonus in half. Your next Strike performed after this one gains a damage bonus equal to the cut in half value, as well. If this defeats the target, recover [SPRx2] MP.

Quick Skill
Nemesis. [Skill]. [Single]. Declare a target as your Nemesis. While the target is your Nemesis, you deal [STR] bonus damage against them, and any time they attack anyone other than you their damage is reduced by [STR]. You may only have one Nemesis declared at any time, and may only use this Skill again once your Nemesis has been defeated. If you deal the final blow defeating your Nemesis, immediately recover [STR] HP, relieve [STR] Pressure, and deal +[STR] bonus damage with your next attack.

Desperation Skill
With My Dying Breath. [Spell]. [AoE]. [Multi-Hit]. Deals [SPRx5] air damage to all enemy combatants. If you were Chanting when you were Dazed, deal [SPRx6] damage instead.
Special: You don't need to be Chanting to perform this Spell.

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