Illusionist
"???"
<Description>
|
Equipment
Rod, Staff, Mystic Armor
Bare
Strength: Medium, Critical 1, Enchanted
Blocking: No
Defense: Mystic
Style: Magical
Bonus: Pick one set.
|
Illusion
Deluge
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Water
Target: Group
60D F20 MP: 90
Deluge deals (8 x MAG + d8) magical Water damage to the entire enemy party.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.
Freezeblink
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Ice
Target: Group
60D F20 MP: 90
Freezeblink deals (8 x MAG + d8) magical Ice damage to the entire enemy party.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.
Magic Frenzy
Ability Slot Cost: 3
Type: Action
Magic, Multi-Action
Target: Varies
[S]+[W]x0.5D F[W]
When Magic Frenzy is used, select a Spell to use. After the Spell's effects have been resolved, perform a basic attack (even if under the effects of Pain) upon the Spell's target.
Prominence
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Fire
Target: Group
60D F20 MP: 90
Prominence deals (8 x MAG + d8) magical Fire damage to the entire enemy party.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.
Soil Evidence
Ability Slot Cost: 4
Type: Action
Magic, Spell, Ground-Based
Target: Group
60D F20 MP: 105
Soil Evidence deals (8 x MAG + d8) magical ground based damage to the entire enemy party.
CoS: 100
Adjustment: +35 MP, +8 Power per tier above 1.
Star Cross
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Holy
Target: Group
60D F20 MP: 90
Star Cross deals (8 x MAG + d8) magical Holy damage to the entire enemy party.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.
Stardust
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Shadow
Target: Group
60D F20 MP: 90
Stardust deals (8 x MAG + d8) magical Shadow damage to the entire enemy party.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.
Recharge
Ability Slot Cost: 2
Type: Action
Technique, Recovery
Target: Self
30D F15 MP: 10
Restores (6 x MAG + d8) MP to the Illusionist.
CoS: 100
Adjustment: +2 MP, +3 Power per tier above 1.
Tempest
Ability Slot Cost: 3
Type: Action
Magic, Spell, Elemental: Lightning
Target: Group
60D F20 MP: 90
Tempest deals (8 x MAG + d8) magical Lightning damage to the entire enemy party.
CoS: 100
Adjustment: +30 MP, +4 Power per tier above 1.
Supports
Turbo MP
Passive Slot Cost: 6
Type: Support
Multiply the MP Cost of all Spells with a Power score you cast by x1.5. When you pay this increased cost, multiply the power of each spell you cast by x1.5 as well. (This does not affect, say, rod critical hits.)
Reaction
MP Absorb
Passive Slot Cost: 3
Type: Reaction
Recovery
Target: Self
Trigger: The Illusionist is hit by a spell which deals damage and/or inflicts a negative status or effect.
The Illusionist has a chance to absorb the energy used on the spell that hit him. MP Absorb grants the Illusionist MP equal to the MP cost.
CoS: 80
Magic Counter
Passive Slot Cost: 5
Type: Reaction
Magic
Target: Triggering Enemy Only
Trigger: The Illusionist is hit by a spell which deals damage and/or inflicts a negative status or effect.
The Illusionist uses keen insight and is capable of hurling the spell he was just hit with back at his foe. When Magic Counter is triggered, the Illusionist casts the same spell that struck them at the original caster, paying all MP costs. The CoS of the spell is slightly reduced, as below. Use the same damage code and MP price as the original spell, but use the Illusionists properties and attributes. (For example, if a level 31 monster cast Fire on a level 28 Illusoinist, inflicting 30xMAG+d12 damage and costing 120 MP, the Illusionist would Magic Counter with a Fire that dealt 30xMAG+d12 damage and cost 120 MP, while if the Illusionist simply had Fire equipped and cast it, it would only inflict 24xMAG+d12 damage and cost 100 MP)
CoS: Spell-20
Ability Grid





