Mystic

MYSTIC

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

Level 0

What you get when generating a new Mystic character.
- 3 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] Mystic's Endurance - The Mystic gains +10 Maximum MP. Additionally, when not engaged in battle, the Mystic may spend LP to recover HP, which each LP spent recovering +10HP.

[P] Glyph Circles: Each Spell that the Mystic knows is tied to a unique circle of ancient, magical glyphs. Anytime the Mystic cast a spell, the glyph circle appears in the air and lingers on the field. Until the glyph is destroyed, the Mystic is incapable of casting the Spell. However, when the glyph circles are destroyed they release the magic store inside their patterns, creating additional effects that act as rider effects for the detonating attack. Glyph effects are listed below the associated Spells. At the end of battle, any glyph circles remaining on the field harmlessly dissipate and unseal the spells they're tied to.

[P] Ritual Arm: When making an attack with a Firearm, the Mystic can destroy any number of glyph circles they've created. Doing so grants specific bonuses depending on the glyph(s) destroyed, and allows the Spells they're tied to to be cast again. You can destroy as many or as few of your own glyph circles, and all glyph will activate if you destroy multiple at once.

Active Abilities

[T] Roaring Bear: 2MP. 80CoS. Deals weapon damage to an enemy, and gains +1 damage die per glyph destroyed during this attack. M-Pin
C Pin: Deals supreme damage, instead.
C Fire: Dispel a status from the target.

[T] Wine Offering: 0MP. 80CoS. Deals weapon damage to an enemy, and if the Mystic cast a Spell with their Action next round, it cost -2MP less. M-Rush
C Rush: Recover MP equal to the damage die result of this attack.
C Water: Grant Short Focus II to an ally.

[S] Lightning: 5MP. 100CoS. Deals 1d6+10 air damage to two targets. M-Air.
Glyph: True Strike a different target for 10 air damage.
C Pin: True Strike a third target for 6 air damage.
C Water: Inflicts Short Shock as well.

[S] Blizzard: 5MP. 100CoS. Deals 1d6+10 water damage to two targets. M-Water
Glyph: True Strike the same target for 10 water damage.
C Pin: Glyph inflicts Long Chill as well.
C Air: Grants Long E-Guard to an ally.

[S] Overgrowth: 5MP. 100CoS. Deals 1d6+10 earth damage to a single target, and restores 1d6+10 HP to a different target. M-Earth
Glyph: True Heal a different target for +10HP.
Field: Restores 15 HP to a single target.
C Fire: +4 damage. Damage and momentum is Fire, rather than earth.
C Water: +3 healing. Glyph heals an additional +3 HP, too.

[S] Wildfire: 5MP. 100CoS. Deals 1d6+10 fire damage to two targets. M-Fire
Glyph: Choose a status: Cleanse it from all allies, or dispel it from all enemies.
C Rush: +3 damage.
C Earth: Inflicts Short Burning II.

Overdrive Abilities

[OD][S] Overdrive: Golden Water from the River of Light: 100CoS. Restores 1d6+6 HP to the entire party. M-Recovery.
Glyph: True Heal the party for +6HP.

[OD][S] Overdrive: Child Beloved By the Storm: 100CoS. Deals 1d8+10 air damage to the entire group, and without generating a glyph. M-Air

Dazed Abilities

[D] Y-Visitor: Dazed. True Heals +4HP to an ally. Generates M-Fire, M-Earth, M-Water or M-Air as desired.

[D] Reverence: Dazed. Grants an ally Short Focus. M-Recovery.

[D] Tremor: Dazed. True Strike the group for 1 earth damage. M-Earth

[D] Nature's Bounty: Dazed. Consume an ally elemental momentum, and True Strike a single target for 6 damage of the same type. Generates no momentum.

Level 1 (Quick)

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

[Q] Protection Talisman: Select a single target and apply a paper tag to them. The next time a negative status effect would hit the target, its effects are instead ignored. If the attack would inflict multiple statuses, the target may choose which one is ignored.

[Q] Sacred Bullet: If the Mystic performs a technique with a firearm this round, True Strike any targets they've hit with a Spell this encounter for 5 physical.

Level 2 (Active)

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

[S] Spire: 5MP. 100CoS. Deals 1d6+10 earth damage to two targets. M-Earth
Glyph: True Strike a different target for 10 earth damage.
C Water: The Glyph applies Long K-Shatter, as well.
C Launch: Grants an ally Long K-Guard

[S] Siphon: 5MP. 100CoS. Deals 1d6+8 water damage to two targets in opposite rows, and heals a different target for 1d6+8 HP. M-Water
Glyph: Grants the Mystic and their allies a Bubble(5).
Field: Restores 15 HP to a single target.
C Rush: Pull hit targets, and/or allow a Dash to the healed ally.
C Recovery: +2 potency.

Level 3 (Active)

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

[S] Inferno: 5MP. 100CoS. Deals 1d6+8 fire damage to a row of enemies. M-Fire
Glyph: True Strike all enemies for 5 fire damage.
C Air: Grants Long Stalwart to an ally.
C Pin: Inflicts Short Curse II, as well.

[S] Thunder Clap: 5MP. 100CoS. Deals 1d8+12 air damage to a single target, and True Strikes all other enemies for 6 air. M-Air
Glyph: Grants a Barrier(10) to a different target.
C Rush: Inflicts Long E-Shatter, as well.
C Fire: +4 damage.

Level 4 (Passive, Skill)

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

[P] Leylines: Anytime you destroy a Gylph, restore 1 x # of Glyphs destroyed MP to the Mystic or an ally.

[P] Last Rites: Any the end of each battle, select either the Mystic or one of their allies and restore +10HP to the target.

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] Divine Invocation: Grant a Bubble(5) to the Mystic, and any allies with 50HP or lower. Each time one of these Bubbles is popped, the attacker is True Struck for 5 fire damage.

[Q] Sealing Talisman: Name a single ability any enemy knows and write it on a paper tag. Until the remainder of the battle, any enemy which uses that ability takes 6 damage.

Level 7 (Passive)

At level 7, you gain the following passive:

[P] Geomancy: The beginning of combat, the Mystic may select one of their spells and deploy the corresponding glyph onto the field without casting it.

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:

[T] Gunpowder Rite: 2MP. 80CoS. Deals weapon damage to a single target, and if the Mystic casts a Spell with their Action next round, it rolls +1 potency die. M-Rush
C Fire: Grants the Mystic Long Fire Saber.
C Air: Grants the Mystic Long Air Saber.
C Water: Grants the Mystic Long Water Saber.
C Earth: Grants the Mystic Long Earth Saber.

[T] Fairy-Brass: 2MP. 80CoS. Deals weapon damage to a single target, and recover +4MP per glyph destroyed during this attack. M-Pin
C Fire: Grants an ally Short Fire Absorb, or Long Absorb instead if three or more glyphs were destroyed.
C Air: Grants an ally Short Air Absorb, or Long Absorb instead if three or more glyphs were destroyed.
C Water: Grants an ally Short Water Absorb, or Long Absorb instead if three or more glyphs were destroyed.
C Earth: Grants an ally Short Earth Absorb, or Long Absorb instead if three or more glyphs were destroyed.

Level 9 (Overdrive)

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

[OD][T] Overdrive: Arrow That Sealed A Hundred Devils: 80 CoS. Deals weapon damage to a single, and inflicts statuses depending on the number of glyphs destroyed during this attack. M-Pin.
1. Inflicts Long Shock.
2. Inflicts Long Chill, as well.
3. Inflicts Long E-Falter, as well.
4. Inflicts Long Curse, as well.
5. Inflicts Long K-Falter, as well.
6. Inflicts Long Exhaust, as well.
7. Inflicts Long Toxin, as well.
8. Inflicts Long E-Shatter, as well.
9. Inflicts Long Burning, as well.
10. Inflicts Long K-Shatter, as well.

[OD][S] Overdrive: Primordial Abyssal Cry That Began Life: 100CoS. Deals 1d10+20 water damage to a single target. M-Water.
Glyph: Suppresses a single target's Drive -2.

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] Y-Shots: Anytime the Mystic performs an attack with a firearm, they may choose to deal elemental damage based on the last spell they cast, rather than physical.

[P] Holy Blessing: Anytime more than one of the Mystic's allies are struck by an attack for damage, immediately True Heal one for +5HP.

Level 11 (Active)

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

[S] Hell Rift: 5MP. 100CoS. Deals 1d6+10 fire damage to a single target, and 1d6+10 earth damage to another. M-Fire and M-Earth
Glyph: Grants +2 Drive to a different target.
C Fire: Deals +5 earth damage.
C Earth: Deals +5 fire damage.
C Launch: Grants an ally Long Energize.

[S] Typhoon: 5MP. 100CoS. Deals 1d6+10 water damage to a single target, and 1d6+10 air damage to another. M-Water and M-Air
Glyph: Quicken 1 the Mystic and allies.
C Air: Deals +5 water damage.
C Water: Deals +5 air damage.
C Rush: Grants the Mystic Short Liberation at the start of the next round.

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 the following Passive:

[P] Sacred Oath: Anytime the Mystic destroys a glyph, grant 1 x # of glyphs destroyed allies a +1 die bonus with their next Action used.

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