Magus

MAGUS

A general outline of the class and what to expect from it goes here.

Level 0

What you get when generating a new Magus character.
- 2 Passive Abilities.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 2 Dazed Ability out of a list of 4.

Passive

[P] Magus' Endurance - The Magus gains +10 Maximum MP. Additionally, when not engaged in battle, the Magus may spend LP to recover HP, which each LP spent recovering +10HP.

[P] Chronicle: Rather than relying on allies and momentum for powerful effect, the Magus builds off of the very spells they cast. Each Spell cast by a Magus is one of two types, and marked as such: a [C] Syllable, which are the most common, or a [E] Termination. Anytime the Magus cast a Syllable Spell, record the name of the Spell in the Chronicle.
When the Magus casts a Termination Spell, they may consume any number of syllables currently recorded in the Chronicle in order to power the spell up in different ways, noted on each termination spell itself. Sometimes a Termination Spell with have a syllable listed for Stressing - when this happened, pick only a single syllable used to Stress and gain an additional benefit from.
Each Syllable can only be recorded into the chronicle once, but you retain them all from battle to battle - it's never emptied without the Magus doing so themself.

List of all possible syllables: AUM, BIS, FOEN, GAN, GED, LOD, NIX, SUUF, TOX, UQ, UX, YUF, ZID.

Active Abilities

[C][S] LOD: 5MP. 80CoS. Deals 1d8+12 fire damage and inflicts Long Burning. M-Fire.
C Pin: Automatically hit.

[C][S] AUM: 5MP. 80CoS. Deals 1d8+12 air damage and inflicts Long Shock. M-Air.
C Pin: Automatically hit.

[C][S] UX: 4MP. 100CoS. Dispel or Cleanse a status from a single target, and mark it next to UX in the chronicle. The Magus then recovers +8MP. Generates no momentum.
C Rush: True Strike the target for 6 physical damage.
C Water: True Strike the target for 6 water damage.
C Recovery: True Heal the target for +6HP.

[C][S] FOEN: 5MP. 100CoS. Restores 1d8+12 HP to a single target, then grants Long E-Power II to the Magus. The Long E-Power II is removed from the Magus the next time they inflict elemental damage. M-Recovery.
Field: Restores 18 HP to a single target.
C Fire: Grants +2 Drive to the target.

[C][S] SUUF: 6MP. 100CoS. Suppresses -3 Drive and Slow 3s an enemy. M-Pin.
C Launch: -2MP Cost.

[E][S] IX: Termination. 4MP. 100CoS. Deals 1d8+12 physical damage. M-Rush.
AUM: +2 damage. STRESS: damage and momentum are air, instead.
BIS: Lower the CoS by 20, and target two enemies rather than one.
FOEN: +2 damage. STRESS: Restores HP rather than inflicts damage, generates recovery momentum instead.
GAN: +2 damage. STRESS: damage and momentum are earth, instead.
GED: +2 damage. STRESS: damage and momentum are earth, instead.
LOD: +2 damage. STRESS: damage and momentum are fire, instead.
NIX: +3 damage. STRESS: damage is supreme, instead.
SUUF: If the targeted enemy is dazed by the end of the round, the Magus gains +3 Drive.
TOX: +4 damage.
UQ: +2 damage. STRESS: damage and momentum are fire, instead.
UX: Inflict the recorded status, as well.
YUF: The target loses 1MP or 1LP.
ZID: +2 damage. STRESS: damage and momentum are air, instead.

Overdrive Abilities

[OD][C][S] NIX: 100CoS. Deals 1d10+12 supreme damage to a single target. Deals +3 damage for each negative status inflicted on the target. M-Pin.

[OD][E][S] RE: 80CoS. Termination. Deals 1d6+8 physical damage to the entire enemy group. M-Launch.
AUM: +1 damage. STRESS: Inflicts Long Shock.
BIS: +20CoS.
FOEN: Dispels a status on Burst.
GAN: +1 damage. STRESS: Inflicts Long Exhaust.
GED: +1 damage. STRESS: Inflicts Long K-Shatter.
LOD: +1 damage. STRESS: Inflicts Long Burning.
NIX: +4 damage.
SUUF: Slow 1s each target.
TOX: Rather than a Long status, RE inflicts a Short II status instead.
UQ: +1 damage. STRESS: Inflicts Long Curse.
UX: +1 damage. STRESS: Inflicts the recorded status.
YUF: +1 damage. STRESS: Inflicts Long E-Falter.
ZID: +1 damage. STRESS: Inflicts Long Chill.

Dazed Abilities

[D] Frantic Inscription: Dazed. Enter any single syllable the Magus knows into their chronicle, with no other benefit. M-Rush

[D][E] Detestation: Dazed. Termination. True Strikes an enemy for 1 supreme damage. Consume any number of syllables for +3 damage each. M-Launch

[D] Spite: Dazed. Suppresses a single enemy for -1 Drive. M-Pin.

[D][E] Sustain: Dazed. True Heals all undazed allies for +1HP. Consume any number of syllables for +2HP restored each. M-Recovery.

Level 1 (Quick)

At level 1, you gain a choice of a single Quick Ability out of the following three:

[Q] Magus Grasp: True Strike a single enemy suffering from any status for 10 physical damage.

[Q] Untested Formula: The next non-overdrive Spell the Magus casts has -20CoS, but automatically scores a Burst so long as it hits.

[Q] Hex Heal: True Heal a single target for +10HP. Heals an additional +4HP for each negative status inflicted on the target.

Level 2 (Active)

At level 2, you learn one of the following two Active Abilities, or another active from level 0:

[C][S] GED: 5MP. 80CoS. Deals 1d8+12 earth damage and inflicts Long K-Shatter. M-Earth.
C Pin: Automatically hit.

[C][S] BIS: 6MP. 80CoS. Deals 1d6+8 physical damage to a single target, and select a second. Inflict every negative status that first enemy has onto the second. M-Pin.
C Launch: Recover +2MP.

Level 3 (Active)

At level 3, you learn one of the following two Active Abilities, or another active from level 2 or lower:

[E][S] YON: Termination. 4MP. 100CoS. Deals 1d6+8 physical damage to a single target, and inflicts Long Taunt onto the enemy, but as if one of the Magus' allies had inflicted it instead. M-Pin.
AUM: If the target has generated M-Air, deals +3 damage. STRESS: Yon deals Fire damage and generates Fire momentum instead.
BIS: Lower the CoS by -20, and target two enemies.
FOEN: If the target as generated M-Recovery, deals +3 damage.
GAN: If the target has generated M-Earth, deals +3 damage. STRESS: Yon deals Fire damage and generates Fire momentum instead.
GED: If the target has generated M-Earth, deals +3 damage. STRESS: Yon deals Water damage and generates Water momentum instead.
LOD: If the target has generated M-Fire, deals +3 damage. STRESS: Yon deals Earth damage and generates Earth momentum instead.
NIX: +4 damage.
SUUF: If the target has generated M-Pin, deals +3 damage.
TOX: Taunt is Taunt II, instead.
UQ: If the target has generated M-Fire, deals +3 damage. STRESS: Yon deals Air damage and generates Air momentum instead.
UX: Grants the ally the Taunt is directed to the recorded buff.
YUF: If the target has generated M-Rush, deals +3 damage.
ZID: If the target has generated M-Air, deals +3 damage. STRESS: Yon deals Water damage and generates Water momentum instead.

[E][S] AED: Termination. 4MP. 100CoS. Grants a single target a Barrier (8). M-Recovery.
Field: Restores 15 HP to a single target, +1 HP for any expended syllables.
AUM: +1 Barrier. STRESS: Grants Long Air Absorb, as well. Momentum is Air, instead.
BIS: Lower the potency of the Barrier by -3, and select two targets rather than one.
FOEN: +1 Barrier. STRESS: True Heal the target for +8HP.
GAN: +1 Barrier. STRESS: Grants Long Earth Absorb, as well. Momentum is Earth, instead.
GED: +1 Barrier. STRESS: Grants Long Earth Absorb, as well. Momentum is Earth, instead.
LOD: +1 Barrier. STRESS: Grants Long Fire Absorb, as well. Momentum is Fire, instead.
NIX: +2 Barrier. STRESS: Cleanses all negative statuses.
SUUF: Grants +2 Drive.
TOX: +1 Barrier. STRESS: Add +8 to the Barrier.
UQ: +1 Barrier. STRESS: Grants Long Fire Absorb, as well. Momentum is Fire, instead.
UX: Grants the recorded status, as well.
YUF: Grants +3MP to the target.
ZID: +1 Barrier. STRESS: Grants Long Air Absorb, as well. Momentum is Air, instead.

Level 4 (Passive, Skill)

At level 4, you earn a new skill, and you gain a choice of a single Passive out of the following two:

[P] Hexes on Hexes: Whenever the Magus targets an enemy inflicted with a negative status effect, they have +20CoS with all their Spells.

[P] Tools of the Trade: The Magus gains the following benefits when casting a Spell with the following tools:
- Wands: Deal +3 additional damage when Bursting.
- Grimoire: Lower MP cost by an additional -1 when Bursting.
- Orb: +10 Burst rate

Level 5 (Upgrade/Slot)

At level 5, you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 6 (Quick)

At level 6, you gain a choice of a single Quick Ability out of the following two, or another quick from level 1:

[Q] Shed Cloak: Retreat, then Dispel and cleanse all statuses from the Magus. Recover +4HP per each status removed.

[Q] Mantra: The Magus may remove any number of syllables from their chronicle. For each one removed, the Magus recovers +3MP.

Level 7 (Passive Upgrade)

At level 7, you gain the following Passive ability:

[P] Black Chronicle: Anytime the Magus inflicts a Long Status I, they inflict a Short Status II of the same type.

Level 8 (Active, Skill)

At level 8, you earn a new skill point, and you learn one of the following two Active Abilities, or another active from level 3 or lower:

[C][S] GAN: 5MP. 80CoS. Deals 1d8+12 earth damage and inflicts Long Exhaust. M-Earth.
C Earth: Deals +2 damage.

[C][S] YUF: 5MP. 80CoS. Inflicts Long E-Falter II. M-Pin.
C Launch: Automatically hit.

Level 9 (Overdrive)

At level 9, you gain a choice of a new Overdrive Ability out of the following two:

[OD][C][S] TOX 100CoS. Deals 1d6+10 physical damage to the entire group. For each status effect on a hit target, increase the momentum's bonus by +1. Generates any kind of momentum the Magus wants.

[OD][E][S] VELL Termination. 100CoS. Restores 1d6+6 HP to three targets. M-Recovery.
AUM: +2HP. STRESS: Grants Long Lucky II.
BIS: Targets the entire party, instead.
FOEN: +2HP. STRESS: Grants Long H-Power II.
GAN: +2HP. STRESS: Grants Long Focus.
GED: +2HP. STRESS: Grants Long K-Guard II.
LOD: +2HP. STRESS: Grants Long Stalwart II.
NIX: Targets the entire party, instead.
SUUF: Removes Dazed from any targets suffering from it.
UQ: +2HP. STRESS: Grants Long Liberation.
UX: Grants the recorded status.
YUF: +2HP. STRESS: Grants Long E-Power II.
ZID: +2HP. STRESS: Grants Long Energize II.

Level 10 (Passive)

At level 10, you gain a choice of a single Passive out of the following two, or another passive from level 4:

[P] Autotoxin: Whenever the Magus strikes a target's elemental resistance, any statuses they would inflict are upgraded to the II version.

[P] Masterwork: Whenever the Magus scores a Burst, any status the Spell would inflict is upgraded to the II version.

Level 11 (Active)

At level 11, you learn one of the following two Active Abilities, or another active from level 8 or lower:

[C][S] ZID: 5MP. 80CoS. Deals 1d8+12 air damage and inflicts Long Chill. M-Air.
C Air: Deals +2 damage.

[C][S] UQ: 5MP. 80CoS. Deals 1d8+12 fire damage and inflicts Long Curse. M-Fire.
C Fire: Deals +2 damage.

Level 12 (Upgrade/Slot, Skill)

At level 12, you earn a new skill point, and you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 13 (Passive)

At level 13, you gain some new Really Cool Ability. It's probably a passive, and you probably don't have a choice of what it is. But it might also be a Quick or something. Who knows!

[P] Murder with Secrets: Whenever an enemy Overdrives, if suffers 5 damage for each negative status inflicted upon it.

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