Warlock

WARLOCK

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

Level 0

What you get when generating a new Warlock character.
- 2 Passive Ability, with a choice of how one functions.
- 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] Witch Mode: As a Warlock, all of your Spells have two modes: Sealed, and Witch Mode. By default, all Spells the Warlock learned start in Sealed mode, and are what the abilities are initially written as.
When the Warlock strikes a target's elemental weakness when casting a Sealed Spell, the Spell changes to Witch Mode - causing its MP cost to increase, but also powering the Spell up in some way as well.
Anytime the Warlock takes a Full Rest, all of their Spells are resealed.

[P] Witch Arts: When creating a Warlock, select one of the following as your Witch Art Effect:
- All your Spells have -1MP cost.
- When your Spells are in Witch Mode, they have an additional +2 potency.

Active Abilities

[S] Frozen Rose: 3MP. 100CoS. Deals 1d8+10 water damage. M-Water.
Witch Mode: 8MP. 100CoS. Deals 1d10+16 water damage.
C Water: +4 damage.
C Pin: All Burst rates against the target are +10 for the rest of the battle.

[S] Mirage Bubbles: 5MP. 100CoS. Deals 1d6+8 water damage to two targets. M-Water
Witch Mode: 9MP. 100CoS. Deals 1d6+10 water damage to an entire row.
C Launch: +3 damage.
C Recovery: -2MP Cost.

[S] Hunter Beam: 4MP. 100CoS. Deals 1d8+10 fire damage. Deals +2 additional damage the first time Hunter Beam is used on a target. M-Fire
Witch Mode: 8MP. 100CoS. Deals 1d8+12 fire damage. Deals +2 additional damage for each previous time the target has been hit by your Hunter Beam.
C Rush: +4 damage.
C Air: Inflicts Long Burning.

[S] Phoenix Tail: 4MP. 100CoS. Dash, then deals 1d6+10 fire damage. Roll an extra damage die against front row targets. M-Fire+1
Witch Mode: 8MP. 100CoS. Dash, then deals 1d10+12 fire damage. Roll an extra damage die against front row targets. M-Fire+2
C Earth: Recover +3MP.
C Launch: +4 damage.

[S] Shooting Star: 4MP. 100CoS. Deals 1d8+10 air damage, and Quicken 1s the Warlock. M-Air
Witch Mode: 8MP. 100CoS. Deals 1d8+12 air damage, and Quicken 1s the Warlock. Deals +3 damage against targets which haven't acted this round yet.
C Recovery: Quicken 4s, instead.
R Rush: +4 damage.

[S] Goddess Hand: 5MP. 100CoS. Retreat, then deals 1d8+10 earth damage and suppressed the target by -1 Drive. M-Earth
Witch Mode: 9MP. 100CoS. Retreat, then deals 1d8+12 earth damage and suppressed the target by -2 Drive. Deals +4 damage against targets with a Drive Gauge of 4 or less, and +2 damage against targets with a a Drive Gauge of 5 or 6.
C Pin: Suppresses an additional -4 Drive.
C Fire: +4 damage.

Overdrive Abilities

[OD] Overdrive: Witching Hour: 100CoS. Seal all of your spells currently in Witch Mode. Witching Hour strikes with freely targettable hits: once, plus another hit for each spell Sealed this way. The first hit to a target True Strikes for 14 Supreme damage. Second and successive hits to the same target from this action strike for 4 Supreme. M-Rush.

[OD] Overdrive: Special Delivery: Dash or Retreat, then Seal all of your spells currently in Witch Mode. For each spell sealed plus one, the Warlock recovers +6MP. Then choose and unseal a spell, and gain Short Focus II. M-Recovery+4

Dazed Abilities

[D][S] Never Give Up: 3MP. Dazed. 100CoS. Deals 1d6+6 damage, whose element is the same as the Warlock's resistance. Generates momentum of the same element.

[D] Cheer: Dazed. 100CoS. Restores +1MP and grants +1Drive to a single ally. M-Recovery

[D] Seal Adjustment: Dazed. The Warlock gains +1 Drive, and can Seal or change any ability into Witch Mode. M-Recovery+1

[D] Wish: Dazed. Remove Dazed from an ally, and restore 1d10+15HP to them. M-Recovery+1

Level 1 (Active)

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

[Q] Calm Down: The Warlock Retreats into the back row, and Seals a Spell. The Warlock then recovers 3MP.

[Q] Release: The Warlock immediately changes any single Spell to enter Witch Mode. The Warlock deals +3 damage with that same spell this round.

[Q] Sixth Sense: Select a single enemy, and learn its weakness. If the Warlock strikes the target's weakness this round, they deal +5 additional damage.

Level 2 (Active)

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

[S] Meteor Dreamline: 5MP. 100CoS. Deals 1d8+8 air damage to one enemy in the front row and one enemy in the back row. M-Air.
Witch Mode: 9MP. 100CoS. Deals 1d8+14 air damage to one enemy in the front row and one enemy in the back row.
C Rush: Grants Long Focus to an ally which has already acted this round.
C Water: +4 damage
C Recovery: Grants Long Stalwart to an ally which has already acted this round.

[S] Land Ripper: 4MP. 100CoS. Deals 1d8+10 earth damage and Pulls the target into the front row. M-Earth
Witch Mode: 8MP. 100CoS. Deals 1d8+12 earth damage and Pulls the target into the front row, then inflicts Short K-Shatter II.
C Pin: Inflicts Long K-Shatter
C Earth: +3 damage, or +6 damage if the Warlock is in the front row.
C Launch: True Strike another enemy in the front for 6 physical damage.

Level 3 (Active)

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

[S] Miracle Resonance: 3MP. 100CoS. The Warlock gains Long E-Power and immediately changes a spell to be in Witch Mode. M-Recovery
Field: Make a single spell enter Witch Mode. May only be used once on the field between Full Rests.
C Recovery: The Warlock recovers +3MP.
C Water: The Warlock recovers 1d8+8 HP.

[S] Signature Spell: 5MP. 100CoS. Deals 1d10+14 damage, with its element based on the Warlock's resistance. Rename this ability when it's learned. Generates momentum of the same element.
Witch Mode: 9MP. 100CoS. Same as above, but combos are more effective. If this attack Bursts while in Witch Mode, the Warlock can consume 3MP and regain the ability to combo with it (thought not with the same type of momentum).
C Warlock's Resistance: +4 damage, or +6 damage in Witch Mode.
C Warlock's Neutral Elements: True Strike an additional enemy for 5 physical damage, or 8 physical damage in Witch Mode
C Recovery: -2MP Cost, or -7MP Cost in Witch Mode.
C Rush: Dispel a positive status from the target, or Dispel all positive status from the target in Witch Mode.
C Launch: Inflict Short E-Shatter, or Long E-Shatter in Witch Mode.
C Pin: Inflict Short K-Shatter, or Long K-Shatter in Witch Mode.

Level 4 (Passive, Skill)

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

[P] Banishing: When the Warlock strikes an elemental weakness, they deal +8 damage, rather than +5.

[P] High Tension: The Warlock gains +5 Burst for each round of combat, stacking without limit.

Level 5 (Upgrade/Slot)

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

If you choose to upgrade an ability you've already learned, lower its MP cost by -2. 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 Active Slot, you may also immediately learn a single active ability from level 3 or lower to fill it with.

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] Hide and Seek: Select a single element. Any enemy with a weakness or resistance to that element is marked as such.

[Q] Helix Blast: If the Warlock is in the front row, True Strike an enemy for 10 (Warlock's resistance) damage. If the Warlock is in the back row, True Strike two enemies for 5 (Warlock's resistance) damage.

Level 7 (Passive Upgrade)

At level 7, your Witch Art passive ability is upgraded.

- If it lowers your MP cost, it's now -2, rather than -1.
- If it increases your Witch Mode potency, it's now +4 rather than +2.

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:

[S] Stardust Kick: 4MP. 100CoS. Dash, then deals 1d8+10 air damage to an enemy in the front row, then Pushes them. M-Air
Witch Mode: 8MP. 100CoS. Dash, then deals 1d8+12 air damage to an enemy in the front row, then Pushes and inflicts Long K-Falter on them.
C Launch: +5 damage.
C Air: The Warlock gains a Barrier(10)

[S] Petal Twister: 6MP. 100CoS. Deals 1d6+6 earth damage to three enemies. M-Earth
Witch Mode: 10MP. 100CoS. Deals 1d6+8 earth damage and Slow 1s three enemies.
C Pin: Slow 2 struck targets.
C Recover: +3 damage.

Level 9 (Overdrive)

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

[OD] By Your Side: 100CoS. Seal all your Spells currently in Witch Mode, and choose an ally. For each number of spelled sealed in this manner, you and/or the ally gain positive statuses. M-Fire+5
1. Ally gains Long E-Power.
2. Warlock gains Long E-Power, as well.
3. Ally gains Long E-Power II, as well.
4. Warlock gains Lone E-Power II, as well.
5. Ally gains Long Focus, as well.
6. Warlock gains Long Focus, as well.
7. Ally's next action gains +10 potency, as well.
8. Warlock's next action gains +10 potency, as well.
9. Ally recovers +10MP, as well.

[OD] Evil Spirit, Be Sealed: 100 CoS. Seal all your Spells, then Inflicts Long K-Shatter II, Long E-Shatter II, and Long Shock II on a single target. When this Overdrive is used, a number of "Nails" are created - one nail per spells sealed - which exist in no row but can be targetted by anyone, and have 1 HP. The target cannot have negative statuses cleansed from it until all nails are destroyed, and attempting to do so simply destroys a single nail. M-Earth

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] Enthusiasm: Whenever an ally scores a Burst or Critical, the Warlock recovers +2 MP.

[P] Stand Proud: When you're in the front row, your Spells gain +2 potency.

[P] Enchantment Breaker: Whenever an enemy is dazed, if it's the last enemy you damaged, cleanse all allies of Long Statuses and Conditions that enemy can inflict.

Level 11 (Active)

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

[S] Crystal Dream: 6MP. 100CoS. Deals 1d8+10 supreme damage. If the target struck has Armor, or has a Bubble or Barrier destroyed, flip this spell to Witch Mode. M-Water
Witch Mode: 13MP. 100CoS. Deals 1d10+18 supreme damage to a single target.
C Rush: +5 damage.
C Air: Inflict Long E-Shatter, or Long E-Shatter II in Witch Mode.

[S] Hope For Tomorrow: 6MP. 100CoS. Deals 1d6+6 fire damage. M-Fire
Witch Mode: 13MP. 100CoS. Deals 1d8+10 fire damage to the entire group.
C Launch: Roll an extra damage die.
C Earth: -3MP Cost.

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 Active Slot.

If you choose to upgrade an ability you've already learned, lower its MP cost by -2. 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 Active Slot, you may also immediately learn a single active ability from level 11 or lower to fill it with.

Level 13 (Passive)

At level 13, you gain the following passive ability:

[P] The Real Me: Starting on the third round of combat, and for the remainder of the fight, all the Warlock's Spells gain +3 potency.

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