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Swordsman / Gladiator -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Boost Your next successful attack deals +1 more damage. Does not stack with True Strike. 4 turns
True Strike Cuts through armor, dealing true damage. Enemy's DEF is 0 for this attack. 6 turns
Cleave Applies a bleed to enemies in front of the user. Unaspected. Last 3 turns. 6 turns
Blade Blitz Strike multiple foes without AoE penalty to your roll. 2 turns
Opening (Reaction) When an enemy strikes you in melee range, and you take damage, counter the enemy +100 to your roll. 3 turns

Fencer -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Parry (Reaction) If you are struck with a single target ability, you may mitigate half of its damage. 3 turns
Flourish This attack deals +1 damage. 4 turns
Reflect (Reaction) Cast Reflect on yourself 6 turns
Opportunity Every time you hold a turn, you gain +1 to your next attack. This caps at 5 turns, but must be held consecutively. You must attack as soon as you stop charging this ability. 2 turns
Calm Heart If Feared, you may elect to negate it for yourself and one other ally. You must be feared yourself for this ability to work. Once Per Episode

Marauder -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Bloody Blade You heal yourself for half the damage you deal this turn, rounded up. 3 turns
Keelhaul If an enemy is at 5HP or below, you may elect to keelhaul them, inflicting Bind and setting them to 0. Works only on humanoid bosses and enemies with HP greater than 20 as their base. Requires successful attack roll to succeed. Once Per Episode
Upheaval Your next attack automatically knocks down a humanoid opponent. 6 turns
Goad Automatically goads all enemies into fighting you with a taunt or insult for the duration of the turn. You gain +50 to your DEF for this turn. Overrides Provoke. 4 turns
Ironhull As a reaction to an attack, your DEF is increased by +100 for the remainder of the turn. 3 turns

Conjurer -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Water Deals Water damage. Additional Melee Range Effect: Pushes enemy back away from you. N/A
Aero Ranged Only: Every 5 turns, this ability can knock down an opponent. Wind aspected damage. N/A
Stone Earth Aspected spell, with a bind effect that doesn't always happen. Bind Cooldown: 5 turns
Dispel Instantly removes a positive effect from an enemy for the duration of the fight. 4 turns
Cleric Stance Attune to an element. For the next 2 turns you gain +2 damage to said element. 3 turns

Arcanist -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Summon Carbuncle Summon a Carbuncle of a single element to your side. This summon dispels when its HP reaches 0. 10 turns
Bio Apply a Bleed for 3 turns to a Single Target. 5 turns
Bane Spread Debuffs and DoT's of one target you and your allies have applied to all targets within Melee Range of that target. 5 turns
Distracted Acting The Arcanist and the Summon work on the same initiative order. If both decide to act, both take a -50 to their rolls and Hit Class for that turn. N/A
Rouse Give your summoned pet a +100 to Attack and Defense, and a Shield of 2. After your pet has been roused it is stunned for one turn. 9 turns


NOTICE:

As an Arcanist, you can pick up to three (3) different Carbuncle elements to use. These Carbuncles can be a tank-style, melee-style, or ranged style if you wish. You can even customize your own, if you so desire!


Example:

Bob has an Amethyst Carbuncle. It deals Lightning damage. He also designs a Peridot Carbuncle that does Wind damage, and an Onyx Carbuncle that deals Dark damage.


You can get very creative with your names and elements of your loyal companions, so don't be shy!

Just know that once you pick your three Carbuncles, their elements and their roles, you CANNOT change them!

Ranger -- (Specialty Bonus +5 DEX Stat)

Ability Name Ability Description Cooldown
Aim Every time you hold a turn, you gain +1 to your next attack. This caps at 4 turns, but must be held consecutively. You must attack as soon as you stop charging this ability. N/A
Chasing Shot An attack that can't miss. Deals at least +1 damage. If an enemy is fleeing, this deals +2. No roll required. 5 turns
Bloodletter Applies a bleed a single foe. Unaspected. Last 3 turns. 4 turns
Mercy's End An attack that can only be used when an enemy is reduced to 10 HP. Instantly halves the target's remaining HP, rounded up. Cannot be used on enemies that do not have 10 max HP. Once per ENEMY
Split Arrow Strike 2 foes without AoE penalty to your roll. Single roll. 2 turns


Paladin -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Sword Oath / Shield Oath [Sword Oath:] Gain +1 to your attacks. [Shield Oath:] Gain +100 to DEF/EVA but you lose -2 to damage. Takes a turn to switch stances. N/A
Guard Gain +50 to DEF/EVA for 3 turns. This stacks with DEFEND. 5 turns
Cover Pick a single ally. For the next 2 turns, you take all damage that ally would take instead. 5 turns
Clemency Your next healing ability gains +1. 2 turns
Banish Inflicts a weakness to Holy for 2 turns before dealing Holy damage. 4 turns

Warrior -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Defiance / Deliverance [Defiance:] Attacks deal -1 less damage to you. You lose -1 to your own attacks. [Deliverance:] Grants Bravery (+100 to STR rolls) upon activation. Stances take one turn to switch. N/A
Fracture Your next successsful attack automatically stuns an opponent for 1 turn. This ability will not land if the enemy has a stack of RESISTANCE. 6 turns
Bullrush Instantly closes the gap between user and chosen enemy. Deals at least +1 damage. Ignores Bind. Must be out of Melee Range to use. 2 turns
Fell Cleave The longer [Deliverance] stance has been on, the more powerful this ability is. +1 damage for every turn of Deliverance. Caps at +4. Resets to 0 on a hit or a miss. N/A
Holmgang Bind yourself and an enemy in place. While the bind effect is active you can not drop below 1 HP. Once per Leveset

Dark Knight -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Darkside Gain the Dark Element to your Basic Attacks, while reducing your damage by -1. N/A
Dark Mind [Reaction] Intercept a MP-based attack and convert the damage you would have taken into a Shield. This shield lasts 2 turns. 3 turns
Souleater This attack heals its user for the full amount of damage dealt. In addition, your target is granted a weakness to Dark attacks until the beginning of your next turn. 4 turns
Dark Inflicts Smog on the Enemy, preventing them from attacking three allies until the beginning of the Dark Knights next turn. 3 turns
Living Dead (Reaction) If you would be reduced to 0 HP, you may instead be reduced to 1 HP. If you are not granted any sort of healing before the beginning of your next turn, you are KO'd. 4 turns

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White Mage -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Banish Inflicts a weakness to Holy for 2 turns before dealing Holy damage. 4 turns
Holy AoE Holy damage. Stuns enemies for 1 turn. This stun has a 3 turn cooldown, but the spell can be used in succession. This is a melee range spell. N/A
Divine Casting Increases healing from all abilities and spells by +1. This lasts for three turns. 6 turns
Regen Grants Regen to a single target: at the beginning of their turn, they will heal for 1 HP. This lasts for three of their consecutive turns. 6 turns
Benediction Immediately heals 1 ally back to full. Once per Leve

Scholar -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Adloquium A heal that also applies temporary HP equal to half the amount healed, rounded up. This is a shield bonus and does not stack with other shield bonuses. 3 turns
Deployment Tactics Spreads all positive and negative effects to all party members. 6 turns
Selene / Eos Selene: Shortens maximum cooldown time by one. Eos: Heals an Ally for one every turn she is out. Fairies cannot be out at the same time. Lasts 3 turns. 6 turns
Eye for an Eye This is cast on a single ally. For the next 3 turns, they are granted a reflective shield that causes the source of their damage to take -50 to their attack rolls for 3 turns. This can never reduce their attacks by more than -50. 2 turns
Dissipation Sacrifice Eos/Selene for +2 to next heal. Cannot summon Eos/Selene for 4 turns. 4 turns


A Scholar's Faerie:

Scholars, unlike many classes, have a pet that cannot be targeted by attacks, but is on a very specific timer. These fairies can only be customized by name and color--however their basic functions are always the same.

Astrologian -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Card Draw Draw a card from your deck. Each card has a unique effect. N/A
Card Slot (Reaction) Slot the card you drew for later use. Can only hold for 3 turns. You cannot have more than one card slotted at a time. N/A
Celestial Opposition (Reaction) Chosen Card (either drawn or stored it can only be one) becomes an AoE effect. Does not affect Lord, Lady, or Chariot. 4 turns
Diurnal / Nocturnal Stance [Diurnal]: grants Regen on heals cast by you over +2. [Nocturnal] grants Shield on heals cast by you over +2 Stance toggles off after 3 turns. 2 turns
Collective Unconsciousness This is a melee range ability. Grants Regen & +50 DEF to all allies within range for 2 turns. AST cannot move for 2 turns and takes +2 more damage. 6 turns


Card Draw & Card Slot:

If you draw a card as an Astrologian, and don't like what your drew, you can always either throw it away, or you can use Card Slot as a reaction to save it for later on. You never know when it might come in handy!

Card Draw Table
Number Rolled Card Drawn Card Effect
0-200 The Bole +2 Shield to 1 ally
201-400 The Balance +2 to the next attack of 1 ally
401-500 The Spear Your next attack does +1 damage regardless of whether you hit or not.
501-600 The Arrow Attack Twice on the turn this card is given to you.
601-700 The Ewer Reduces the cooldown of a single ally's abilities by 1.
701-800 The Spire Grant +50 to an ally's next roll
801-800 The Lord You deal +3 damage without a roll to a single enemy.
900-949 The Lady As a reaction, restore +3 HP to an ally. This card can be slotted for free. You can not stack more than one of these cards at one time.
950 + The Chariot Heals 1 ally to full. This card cannot be slotted twice.

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Black Mage -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Astral / Umbral Stance [Astral Stance:] Grants +1 damage to Thunder, Fire, and Blizzard spells. [Umbral Stance:] Grants debuffs depending on spell type for Thunder, Fire, and Blizzard. N/A
Thunder In Umbral Stance: Also Grants Bolt. N/A
Blizzard In Umbral Stance: Also Grants Freeze. N/A
Fire In Umbral Stance: Also Grants Burn N/A
Leylines Sacrifice your DEF/EVA for a +2 bonus for the amount of DEF sacrificed. (-100 DEF/EVA = 1 turn) N/A

Summoner -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Summon Egi Summon an egi to your side. This summon dispels when its HP reaches 0. 10 turns
Unaspected Spellcasting All spellcasting done by the Summoner is unaspected. If an Egi is summoned, the Summoner may attune their spells to the element of the Egi instead.
Distracted Acting The Summoner and their Egi work on the same initiative order. If both decide to act, both take a -50 to their rolls and Hit Class for that turn.
Enkindle Order your Egi to use its signature move, applying a effect based on its element Once Per Levequest
Tri-Disaster Automatically applies Slow, Bleed and Silence to one enemy. Once per Leve


Summoner Egis:

As a summoner, you can pick up to three (3) different egis to fight alongside you. Each egi has various types, to choose wisely! You can decide the function of these egis (tank, melee, ranged) to your liking.


Just like the Arcanist, the Summoner is limited to deciding which three Primals' aether they can hold on their person, and these CANNOT be changed once you've chosen!

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Egi Name Element Type Enkindle Effect
Ifrit Fire Ignites 3 targets
Titan Earth Deals 1 damage to melee range foes
Garuda Wind Deals 1 damage to 3 foes, pushes them to melee
Leviathan Water Fire damage deals 1 less per attack, Levin/Lightning damage deals 1 more per attack for 3 turns
Ramuh Lightning Deals 3 damage immediately, and if target rolls under 500, drop metal items.
Shiva Ice Apply Bind to three targets.
Ravana Fire, Unaspected Ignites 3 targets
Bismark Water, Wind Fire deals 1 less damage, pushes 3 foes to ranged.
Nidhogg Fire, Dark Ignite 3 targets, casts Blind on 1 target.
Bahamut Unaspected Deals +3 damage automatically.
Sephirot Earth, Unaspected Deals 1 damage to melee range foes
Sophia Light Stoneskins 3 targets
Zurvan Fire, Ice Inflicts Ignite on 3 targets. Applies Bind to 1 target.
Alexander Light Returns 1 target to the state they were in at the beginning of battle.
Lakshmi Light, Unaspected Replenishes 3 allies to half HP if below half.
Susano-O Thunder, Wind, Water Deals 2 damage automatically to 3 enemies. Levin/Lightning deals +1 more for 3 turns.
Tsukiyomi Light, Dark Casts Stoneskin on 2 allies. Casts Confusion on 1 enemy.
Byakko Thunder, Wind, Fire Deals Thunder, Wind, and Fire damage to 3 enemies.
Susaku Fire, Wind Ignite 3 targets, pulling them in melee range.
Seiryu Water, Wind, Earth Water, Wind, and Earth damage increased by +1 for 3 turns.

Red Mage -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Moulinnet / Repose Stance At the start of the battle, determine your stance. [Moulinnet]: +50 to STR rolls. [Repose]: +50 to MP rolls.
Dualcast Cast 2 spells on this turn. 5 turns
Corps-a-Corps / Displacement Upon using this action, you are brought and held within melee range of your chosen target. On your next turn, you are free to do whatever action you choose OTHER than disengage that target in any way. On your final turn, you must return to your original position.
Black / White Magicks Grants access to the following spells: Aero, Stone, Thunder, Fire.
Fleche (Reaction) Your next attack roll is made with your STR bonus instead of your MP bonus. 4 turns

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Blue Mage -- (BOUND CLASS)

Ability Name Ability Description Cooldown
Execute Use an enemy ability
Overdrive Burn your own energy to unleash a devastating boss-tier attack dealing 4 damage to all enemies. You cannot act or move for 2 turns afterwards. Once per Leveset


Bound to Blue:

As a Bound Class the Blue Mage is unique in the way it is played, (much like in-game.) Because of how powerful it is, the Blue Mage is limited to very specific spells (below) and cannot be paired up with another class.

If you decide to pick Blue Mage, you will not be able to pick a second class. This is to ensure that things are balanced. To counter this limitation, the DM's have made the abilities for Blue Mage VERY strong.


Blue Mage Spells
Ability Name Spell Effect
Slap An attack that deals damage, adding +1 to the total roll.
Lullaby Inflicts Sleep on non-Boss enemies.
Flying Hip Press Closes the gap between the user and their target, dealing damage.
???? Deal your current HP value to an enemy. This can only be used once per episode.
Goblin Punch If roll is greater than 600, the target is stunned.
Final Sting Reduce own HP to 1, One Use per Leve. Deal +4 Damage on Hit, Guaranteed Hit
1000 Needles Guaranteed +4 Damage, AoE may hit Allies in melee range
Bad Breath Chance to inflict Varied Status Effects. 0-199, Poison. 200-399 Sludge. 400-599, Blind. 600-799, Disable. 800+ Mini. !! Only Calculated OVER HC !! Deals No Damage
Pond's Chorus If roll is higher than 700, any non-boss enemy is turned into a frog.
Lilliputan Lyric Inflicts Mini on any non-boss target.
Mighty Guard Become Untargetable, and Immune to damage for 1 Turn
Level 5 Death If enemy's current HP is a multiple of 5, they are inflicted with Doom.
White Wind Heal all allies for +3.
Heartless Angel Revive an ally at the cost of dropping yourself or an ally to 1 HP.

Dragoon -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Jump On this turn, you leap into the air. You are not able to be targeted. You deal damage when you land next turn. 4 turns
Blood of the Dragon You are granted a +1 to ALL your damage rolls until you miss an attack. Upon missing, you lose this effect. The cooldown begins once you miss. 3 turns
Dragon Sight Grant yourself and an ally +1 to Damage for 3 turns. You and the chosen ally must be in melee range. If the tether is broken, the effect ends immediately. 6 turns
Nastrond / Geirskogul [Gierskogul:] Give a single target -50 to their DEF for 1 turn. [Nastrond:] Deals +2 damage to all enemies within melee range. Can only be used when Blood of the Dragon is in effect.
Dive Closes gap between caster and enemy regardless of distance (within reason). Breaks Bind.

Monk -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
100 Fists A single target ability that automatically hits. For every turn in combat, this ability gains +1 to its damage. This cannot stack higher than +5. Once Per Leve
Spiritual Fist Attune to an element to gain a buff (Below). They all share a cooldown of 1 Turn after the effect ends. Cannot stack, not spreadable/shareable. 1 turn
Aura Cannon Inflicts Paralyze and Silence on up to five enemies. This ability is only usable at three Chakra stacks. Once you use this ability, all stacks of Chakra fade.
Shoulder Tackle Closes the gap between user and target, regardless of distance, breaks bind. Deals 1 Damage. Must be at one Chakra stack to use, Chakra stacks dissipate on use.
Chakra Spend a turn to focus your Chakra. Your next turn you may cleanse a status effect from either yourself or an ally. You can not cleanse more than one status effect per ally per battle. As an additional effect, you gain a stack of Chakra Focus. At the end of combat, all stacks dissipate.

Spiritual Fist Chart
Fist Name Effect
Fire +1 Damage for 2 turn
Wind +100 Attack for 2 turns
Earth -1 to incoming damage for 2 Turns.

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Ninja -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Elemental Ninjutsu Randomly roll for an attack, in which you roll on the Ninjutsu table. If you roll the same attack a second time without using Kassatsu, the enemy will gain an elemental vulnerability debuff to the element of the attack.
Summon Ninjutsu On the turn you use this ability, you make an attack. If your attack hits, you summon a spirit that attacks with you on your next turn, using all your bonuses. If your attack misses, you sacrifice all actions on your next turn. 4 turns
Substitution (Reaction) Substitute yourself with a dummy for this attack, negating all damage. 6 turns
Kassatsu (Reaction) Your next Ninja action is more customizable. After your roll is determined, you are allowed to add OR subtract up to +300 to your roll. This change may: Help determine another Elemental Ninjutsu type, Help you summon your medium or attempt to ensure your Hide roll succeeds. 5 turns
Shadow Ninjutsu When you use this ability, roll an Evasion Check. Enemies get to roll against you to spot your trickery with an investigation roll.

Whoever doesn't beat your roll, you are hidden to. If you attack an enemy you are hidden to or are hit point blank, your hidden ability breaks. Any enemies who have seen you use Shadow Ninjitsu before, at any point in time, gains a bonus of +100 to their roll to spot you.



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Elemental Ninjutsu
Roll Attack Effect
0-200 Katon / Fire Whip Deal fire damage. Use again to inflict Burn on a target.
201-400 Hyoton / Flashfreeze Deal Ice damage. Use again to inflict Freeze on a target.
401-500 Raijin / Thunderous Roar Deal Lightning damage. Use again to inflict Shock on a target.
501-600 Fujin / Shining Air Deal Wind damage. Use again to inflict Windbite on a target.
601-700 Doton / Boulder Smash Deal Earth damage. Use again to inflict Sludge on a target.
701-800 Suiton / Sliprain Deal Water damage. Use again to inflict Dropsy on a target.
801-900 Myoshu / Heavy Dust Deal Light damage. Use again to inflict Lux on a target.
901-949 Kurayami / Evil Gaze Deal Dark damage. Use again to inflict Poison on a target.
950 + Huton Attack two more times.

Samurai -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Kaiten Your next successful attack gains +1 damage. 4 turns
Gyoten Upon using this ability, you are allowed a chance to re-roll your initiative. Your new roll must be used. You then act the next time you appear in the initiative order. Once per Combat
Third Eye Activate your Third Eye, giving you a passive buff for three turns. If you take damage at any point in time during these three turns, you may take one of two reactions. (Below) This ability can not be combined with cleave or any other abilities that buff damage or effect hit class. 6 turns
Ageha Shear Enemy Defense to 0 for a single turn. All allies can take advantage of this shear. Once per Leve
Guren This ability can be used once per leve. The samurai performs a complex grouping of attacks, hitting many enemies at once. This attack automatically hits and does less damage to each enemy beyond the first.

1st enemy: 5 damage 2nd enemy: 3 damage All additional enemies: 1 damage.

Third Eye Abilities

[Healing Eyes]: Immediately Recover 2 Health Points.


[Seigan]: Immediately deal 2 Damage to an enemy.

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Bard -- (Specialty Bonus +5 DEX Stat)

Ability Name Ability Description Cooldown
Life's Anthem The next heal cast gains +1. 3 turns
Encourage Pick a single target. Grant that target +100 to their attacking stat, while taking a -150 penalty to your own for the next 2 turns. Cannot stack with Battle Chant or Crescendo. 3 turns
Battle Chant Grants next attack by an ally +2 damage. 4 turns
Encore Immediately force a target to repeat an action it just took. This can be an ability, attack, movement or heal and allows someone to bypass their cooldown to double that ability. This does not bypass "Once Per" cooldowns however. Once per Leve
Crescendo Before combat begins, roll a random. Send this number to the DM and ensure they know this is your Crescendo roll. Once a combat, you may switch out your allies roll with your Crescendo roll. After using your Crescendo, you can not use this ability again that combat. Once per Combat

Dancer -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Mincing Minuet [Channel] Grants all ally STR and DEX attacks +1 damage for 2 turns. You must stay in place for this ability--if you move or are pushed / knocked down, this ability is canceled. 6 turns
Mystery Waltz [Channel] Grants all ally MP attacks +1 for 2 turns. You must stay in place for this ability--if you move or are pushed / knocked down, this ability is canceled. 6 turns
Tempting Tango Enemies with T3 or lower CHA are stunned for 1 turn. Does not work on non-humanoid enemies. 5 turns
Sword Dance Spend a turn to perform. You gain a +200 boost to your next attack roll. 3 turns
Enrapture Upon using this ability, you choose a target. That target must immediately take a turn, affecting only their abilities and cooldowns accordingly. Once this out-of-turn action is taken, combat resumes as normal at the end of the Dancer's turn. Once per Leve

Mammeteer -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Attack Mammet Mammet that attacks after the summoner. This mammet uses the same attack stat as its Mammeteer. This Mammet gets no bonuses to rolls. You may only have 1 Mammet out at a time. Lasts 2 turns. 5 turns
Defense Mammet Summon a Mammet to defend you. Grants +200 to defense for 2 turns. You may only have 1 Mammet out at a time. 5 turns
Support Mammet Heals the party for +1 HP every turn for 2 turns. You can only have 1 Mammet out at a time. 5 turns
Overclock [Free Action] Sacrifice your Mammet's remaining power for a bonus effect (Below) Once Per Leve
Rotation Switch your Mammet type with another Mammet type without using a turn. This next Mammet will have its full duration being summoned. 7 turns
Overclock Chart
Mammet Sacrificed Effect Type
Attack Deals 3 damage on all enemies. No roll required.
Defense Negates an attack on the Mammeteer.
Support Heals all allies for +3.

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Geomancer -- (Specialty Bonus +5 MP stat)

Ability Name Ability Description Cooldown
Gaia Randomly selects terrain. Each terrain type gives buffs and bonuses and lasts for 3 turns. 2 turns
Theurgic Focus Use an attack whose element coincides with the terrain summoned by Gaia ability.
Life Cycle The current terrain is dismissed. Until another terrain is summoned, all allies gain +1 to all healing abilities. Another terrain cannot be summoned until two turns have passed once this ability has been used. 4 turns
Planewalker By taking a single step, your summoned terrain warps around you and delivers you to your destination within your summoned terrain. This allows you to break bind, and you may walk to anywhere within your terrain. This move can not deposit you outside of your terrain. 4 turns
Primordial Zeal The next summoned terrain appears at double potency. No effect can increase this potency any further. 6 turns


Geomancy:

A Geomancer works well with many classes due to their ability to change the terrain of battle around them, giving certain elements a boost in damage depending on what they create. However, the land is a fickle mistress, and you may not always get the kind of landscape you need, right when you need it...


Geomancer Gaia Ability:
Terrain Effect
0-200 Volcanic Inferno Change the terrain to lava and hot rock. +1 to Fire damage.
201-400 Icy Tundra Change the terrain to frozen ice and snow. +1 to Ice damage.
401-500 Levin Plains Change the terrain to a lightning-prone, flat field. +1 to Lightning damage.
501-600 Windy Meadows Change the terrain to a flowery, windy meadow. +1 to Wind damage.
601-700 Arid Desert Change the terrain to a dry and sandy desert. +1 to Earth damage.
701-800 Swampy Deluge Change the terrain to a waterlogged swamp. +1 to Water damage.
801-900 Sunny Beach Change the terrain to a calm, sunny beach. +1 to Holy damage.
901-949 Dark Cavern Change the terrain to a pitch black cave system. +1 to Dark damage.
950 + Blessing of the Earth You decide!

Sage -- (Specialty Bonus +5 MP stat)

Ability Name Ability Description Cooldown
Light / Dark Stance Light Stance gives +1 to healing. Dark Stance takes +1 to damage.
Light / Dark Gift By locking off your ability to switch between stances, you gain an additional +1 to your current stance. Both activating and deactivating this ability take up a turn.
Light / Dark Incantation Pick a target, either ally or enemy. Roll /random to gift an ally a buff, or an enemy a debuff. 4 turns
Blooded Magicks By sacrificing health, you add bonuses to your Healing if you're in Light Stance, or Damage if you're in your Dark Stance. For each 2 health points that you give up, you gain a +1 to either side. The max health you can sacrifice and the max bonus you get from said sacrifice is +2.This takes up an action, and the very next action you take uses up the buff, no matter what action you take.
Vanish (Reaction) You render yourself unable to be targeted for a turn. Until the start of your next turn, you are not allowed to act. Vanishing does not exempt you from AoE abilities. 4 turns


Sage's Stances:

Sages switch from the inspiring Light stance, to the intimidating Dark stance, and some of their abilities change depending on which they decide to place upon themselves!

Sage's Light / Dark Incancation:
Roll Light Effect Dark Effect
0-200 Bravery Bind
201-400 Faith Blind
401-500 Haste Confusion
501-600 Shield Disable
601-700 Reflect Paralyze
701-800 Regen Poison
801-900 Stoneskin Silence
901-949 Vanish Slow
950 + You decide!

Elementalist -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Enspell Make a targets attacks take on an elemental aspect for two turns. If used on an enemy, you have to roll an MP check higher than their hitclass for this ability to work. 5 turns
Barspell This ability creates a protective shield around an ally of your choice. For two turns, that ally gains a +2 resistance to your current element. 5 turns
Absorb (Reaction) You absorb one elemental attack. You are allowed to mitigate two points of damage and instead gain two health. 4 turns
Elemental Trance For two turns, you gain a special attunement to your current element. All of your elemental attacks deal +2 damage. Once this buff is over, your current element is dismissed. You cannot shift to that same element again until you shift to another one.
Elemental Shift You shift your element to another one. This takes up a turn.

Necromancer -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Offensive Undead Undead that attacks after the summoner. This undead uses the same attack stat as the Necromancer. This Undead gets no bonuses to rolls. You may only have 1 Undead out at a time. Lasts 2 turns. 5 turns
Defensive Undead Summon a Undead to defend you. Grants +200 to defense for 2 turns. You may only have 1 undead out at a time. 5 turns
Sacrifice (Reaction) Sacrifice your undead pet to negate damage to yourself. Once Per Combat
Syphon Consume your current undead to restore yourself to full HP. Puts +2 on the cooldown to summon your next undead.
Convert Convert a fallen enemy into a zombie, either offensive or defensive (DM's choice). Cannot be used on bosses. A converted enemy lasts 4 turns. (See Below.) Once per Leve
Convert Chart
Enemy Type Effect Type
Offensive Grants +100 to attacks
Defensive Grants +300 to defense.

Green Mage / Saboteur -- (BOUND CLASS)

Ability Name Ability Description Cooldown
Green Magicks You gain access to all positive, negative, and neutral status effect spells. Certain spells may be locked to NPC Only. N/A
Valor Grant a single target Haste, Bravery, Faith, and Trance. This ability cannot be Spread. These share cooldowns with Haste, Bravery, and Faith. Once Per Leve


A Unique Class:

Green Mage / Saboteur are one of the only classes with full access to status effects that are normally exclusive to only NPCs, like bosses and other enemies. It's best to use them wisely, as all status effects don't last the same time lengths!

Positive Status Effect Access:

Bravery, Faith, Haste, Shield, Reflect, Regen, Stoneskin, Vanish


Neutral Status Effect Access:

Spread, Hidden


Negative Status Effect Access:

Bind, Blind, Confusion, Curse, Disable, Freeze, Frenzy, Ignite, Bolt, Oil, Paralyze, Poison, Sap, Silence, Sleep, Slow

Rune Knight -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Enchant Rune For one action, you enchant the runes on your weapon with an element. Depending on the element, you get a debuff on your next attack. For each turn you have your weapon enchanted, you are granted one rune charge.
Absorb Rune Absorb your current Rune charge to negate damage equal to the amount of turns you've had the Rune charge active. This negation has a limit of +3. Using this ability consumes all of your charges.
Rend You choose a single target. That target's Hit Class is lowered by 50 for 1 turn. In exchange, your own Hit Class is lowered by 50. 4 turns
Overcharge Rune Overcharge your nonaspected weapon, giving yourself +2 damage on your next successful attack...but you cannot enchant your weapon for several turns. If used while you have a rune activated, this deactivates your current rune before the damage bonus is applied. 6 turns
Borrow Essence You borrow an element from an ally and store it to use on your runes, allowing you to shift without costing a turn. This essence lasts the Rune Knight for two turns. Additionally, the ally who was borrowed from cannot use abilities or spells of that element until said rune gone or otherwise lose in some way. 5 turns

The Runes:

A Rune Knight is incredibly flexible, able to channel elements through the runes within and around their weapons and armor. It's important to know which rune applies which status effect, or you may end up at a severe disadvantage!


Rune Knight's Enchant Rune
Element / Attack Name Effect
Fire: Ignis You deal fire damage, and inflict the Ignis debuff. Enemies with this debuff take +1 extra Fire damage.
Ice: Gelus You deal ice damage, and inflict the Gelus debuff. Enemies with this debuff take +1 extra Ice damage.
Sulpor: Levin/Lightning You deal Lightning damage, and inflict the Sulpor debuff. Enemies with this debuff take +1 extra Lightning damage.
Flabra: Wind You deal Wind damage, and inflict the Flabra debuff. Enemies with this debuff take +1 extra Wind damage.
Tellus: Earth You deal Earth damage, and inflict the Tellus debuff. Enemies with this debuff take +1 extra Earth damage.
Unda: Water You deal Water damage, and inflict the Unda debuff. Enemies with this debuff take +1 extra Water damage.
Divine Ruin: Light You deal Light damage, and inflict the Divine Ruination debuff. Enemies with this debuff take +1 extra Holy damage.
Tenebrae: Darkness You deal Dark damage, and inflict the Tenebrae debuff. Enemies with this debuff take +1 extra Dark damage.
Rayke: Unaspected You deal Unaspected damage, and inflict the Rayke debuff. Enemies with this debuff take +1 extra Unaspected damage.

Arithmetician -- (Specialty Bonus +5 MP Stat)

Ability Name Ability Description Cooldown
Cup of Life The next spell cast by an ally (either damage or heals) hits everything who is not at full HP automatically for at least +1 damage/heals. 5 turns
Multiple of 2 For the next 2 turns, attacks that are a Multiple of 2 deal +1 damage. 5 turns
Multiple of 5 For the next 2 turns, attacks that are a Multiple of 5 gain +1 damage. 5 turns
Recalculation [Reaction] Force either an ally or an enemy to reroll their attack. The target must then use their second roll. 5 turns
Prime For the next turn, attack and healing spells that are Prime numbers deal x2 their rolled amount. CANNOT be stacked with Multiples. Once per episode. Once per Leve

A chart of Prime Numbers

Engineer -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Magitech Beam Deals Elemental damage. 3 turns
Turret Summon Summon a Turret that deals +1 damage. Lasts for 3 turns. 5 turns
Powercell Overcharge Disables your summoned magitech in exchange for 5 damage. Disabled magitech cannot be resummoned. Once Per Leve
Magitech Missle DEX attack that deals at least +1 damage. 3 turns
Magitech Summon Summon a magitech. For 2 turns you are allowed two attacks; one from yourself, and one from your summoned magitech. 5 turns


Magitech Engineer's Magitech Beam:

Your magitech beam has access to the following elements:

Fire, Ice, Levin/Lightning, Wind, Earth, Water, Light, Darkness

Chemist -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Mix Mix two items for a random status effect. Takes 1 turn to mix and 1 turn to throw. Ignores diminishing returns. May store up to 3 mixed items.
Elixir Shorten the cooldown of abilities of one ally by 2. 5 turns
Vitality Potion An ally's next heal gains +1. 3 turns
Synthesize Synthesize two mixed items into one. Choose the effect of one of them to double in duration or damage, sacrificing the other. 3 turns
Grand Hyper Mega Elixir +2 damage to all ally's next attacks. Once per Leveset


Mix it up!

The Chemist can combine things on the field or off in order to aid their allies or harm their enemies. But don't think just because they're armed with bottles of mystery liquids doesn't mean they're a threat! Chemists have access to a wide variety of nasty status ailments that are sure to put a strain on even the toughest of foes. They can even sacrifice two of their mixed items to make sure that one of the effects lasts even longer, making them a real pain!



Chemist's Mix:
Roll Mix Effect
0-200 Bind
201-400 Blind
401-500 Confusion
501-600 Disable
601-700 Paralyze
701-800 Poison
801-900 Silence
901-949 Slow
950 + Haste (All Allies)

Transfigurist -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Melee Form Gain T4 STR. Everything else set to 0.
Magic Form Gain T4 MP. Everything else set to 0.
Ranged Form Gain T4 DEX. Everything else set to 0.
Defensive Form Gain T4 DEF/EVA. Everything else set to 0.
Burnout Burn all your forms for a +100 boost in all your stats for 2 amount of turns. You cannot use your forms for the next 2 turns. Once per Leve


Transformation Forms:

The Transfigurist shifts their body, or parts of their body, into a new form in order to gain significantly large stat buffs. However, this warping of aether and matter is an enormous strain on the user, and so while you'll see a large increase in one stat, its others suffer greatly as a result. It's up to you to determine what to use, and where!

Transfigurists can also decide WHAT they can shift into (within reason, please.)

Raptor -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Trepidation [Reaction] Take damage intended for an Ally. 4 turns
Battle Cry Remove 100 HC for 2 Turns. Boost Yours and One Allies next attack roll by +200. 4 turns
Unscarred Become Immune and Invulnerable for 1 Turn. Trepidation bypasses this, but at -1 Damage. 6 turns
Body Crush Permanently remove 100 HC from one Enemy. This cannot stack with other Raptor Body Crushes. Cannot stack with Power Crush. Once per Leve
Power Crush Permanently lower one Enemy attack rolls by 100. This cannot stack with other Raptor Power Crushes. Cannot stack with Body Crush. Once per Leve

Gambler / Corsair -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Take a Chance Roll /random. Effect granted with /random roll. 4 turns
Scapegoat (Reaction) Transfers damage that would have hit you onto an ally. 3 turns
Loaded Dice Increase your roll by +100 or decrease it by -100. This can be any roll. 4 turns
Lady Luck's Kiss Pick 1 ally. You both share positive status effects for 3 turns. 3 turns
Lucky Strike [Reaction] Roll against an enemy's attack. You may choose to swap your roll with your opponent. Once per Leve


Roll the Dice!

The Gambler is all about leaning on their luck and the fortune of their dice. If you're lucky, you might just land a great boon! Ooooor end up screwing over your party. How exciting!


Gambler / Corsair's "Take A Chance" :
Roll Ability Name Ability Effect
0-200 That's Not Good... Applies Slow to all allies
201-400 Mysidian Rabbit 5 HP restored to all allies
401-500 Prismatic Flash All enemies target the user, overriding Provoke and Needle.
501-600 Chocobo Stampede If even, all allies take 4 damage. If odd, enemies take 2 damage.
601-700 Joker's Death User is KO'd
701-800 Dive Bomb 9 damage is done to a single enemy (Unaspected)
801-900 Joker's Doom The ally with the highest HP at the cast of this slot is KO'd
901-949 Megaflare 5 damage is done to all enemies.
950 + Lucky Break! Applies Haste to all allies.

Beastmaster -- (Specialty Bonus +5 STR Stat)

Ability Name Ability Description Cooldown
Nature's Bounty Provide a Regen of 1 HP for 3 turns for 1 target. 4 turns
Call of the Wild Summon a beast for 3 turns: [[Ranged Type]] [[Melee Type]] [[Tank Type]] These beasts attack directly after their summoner's turn. You can only have 1 beast out at a time 5 turns
Vilekin's Venom Auto hit (no roll requried) to inflict posion for 3 turns. 6 turns
Beastly Prowess Call upon your beast's power for a special effect, can only be used on the 3rd turn your beast is out. [[Ranged]]: Deal up to three damage automatically. You may split this damage across targets. [[Melee]]: Deal 1 damage to 1 target, also lowers their Hit Class by 100 until the Beastmaster's next turn [[Tank]]: Provides cover for a target of the Beastmaster's choice, raising their Hit Class by 50 for 3 turns 3 turns
Wild Spirit (Reaction) Attune with your summoned pet, giving the Beast and Master Haste for 3 turns. Once per Leveset

Gunbreaker -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Sword Stance / Firing Stance [[Sword Stance]]: +1 to STR attacks, -1 to Heals Gained. [[Firing Stance]]: +1 to DEX attacks, -50 to DEF. 4 turns
Point Blank [Melee range only] Inflicts Blind. 6 turns
Magitech Shield / Magitech Scope [[Sword Stance]]: Blocks 1 attack's damage on self. [[Firing Stance]]: Next DEX attack will not miss. 4 turns
Magic Break Enemy's next MP-based attack deals half damage. 5 turns
Power Break Enemy's next STR attack deals half damage. 5 turns

Voidmage -- (Specialty Bonus +5 to a Combat stat of YOUR choice)

Ability Name Ability Description Cooldown
Voidtouched Has Fire/Blizzard/Thunder. These spells now deal both their respective elements and dark damage.
Voidsummon Summon a Voidsent. You are allowed to summon only ONE Voidsent type: [[Mimicks your Elemental Attacks for 2 turns.]] [[Blocks attacks for 2 turns.]] [[Heals you for +1 for 5 turns.]] 6 turns
Voidpact Sacrifice X HP to gain +2 to attack for the next X turns.
Blackblood Sacrifice your HP to inflict a bleed onto an opponent. X amount sacrificed = X amount of turns the bleed lasts.
Nightmare A devastating attack dealing 5 damage directly to all enemies...but inflicts Fear on your allies. Once per Leve

Pets and Summoned Companions: (Arcanist, Summoner)

When you decide to pick one of the many summoned companion classes, you can decide which kind of roles you want your pets to take. However, keep in mind that each type of role has its own benefits and drawbacks!

Summoned Companion Role Table
Melee Ranged Tank
Hit Class 400 400 600
HP 12 8 16
Additional 50 to STR 100 to MP -50 to attacks

Notice:

A summoned companion -- Carbuncles, Egi, Turrets, Corpses, and Beastmaster Pets go DIRECTLY AFTER their summoner.