CoN 25th Anniversary: 1997-2022
Invent-A-Class!

Posted: 6th October 2011 02:34

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Posts: 11

Joined: 13/8/2011


Runistic Summon Knight
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-A knight of the highest magic rank that summons creatures of reverse elements.

Action Abilities

Runic Fyera - summon a creature made of fire that controls the waters. summoned ability: Wave Length.

Runic Cae - summon a creature made of water that controls the earth. summoned ability: Planetary Release.

Runic Tzarre - summon a creature made of earth that controls the winds. summoned ability: Masa-Sora.

Runic Aszuio - summon a creature made of air that controls the fires. summoned ability: Hades' Inferno.

Runicata Omnes - summon the master of Fyera, Cae, Tzarre, and Aszuio to come down and destroy thy enemies. summoned ability: Four More Deaths.
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Support Abilities

Runic Dance - when attacked, will counter with a random Runa.

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Zu'u los Faal Gein Kiin do Nil, do Faal Fille, Faal Gein Hren do Sille, Zu'u los Faal Jun se Faal Verinrii Gutleinne, ahrk nid gein fent kron dii jorin mahfaeraak zuk!!!
Post #197703
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Posted: 1st February 2012 03:00

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Posts: 11

Joined: 13/8/2011


Tower-Tier Engineer
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
An engineer that builds, upgrades and invents towers to protect his/her allies. The higher the level of the tower (5 levels.), the higher spell/magic missile shot.
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Command: Build/Upgrade : Creates/upgrades a tower for defense in an adjacent space.

Command: Elementalize : Ability to equip an element (fire/igne, water/aqua, earth/terræ, air/æram, ice/ipsum, lightning/fulmina, thunder/tonitrus, light/lux, dark/atrum, time/tunc, everment[all]/omnes or an alchemy made element) to the tower. Elemental Crystals required for each elementalization process.

Command: Tower Alchemy : Mix two to six elements to add to the towers. Elemental Essence needed for each alchemy mixture.

Infernalis~Quis = Mix igne and omnes to create Infernalis (Inferno).

Thadal unda~Quis = Mix aqua and omnes to create Thadal Unda (Tsunami).

Terræmotus~Quis = Mix terræ and omnes to create Terræmotus (Earthquake).

Catægis~Quis = Mix æram and omnes to create Catægis (Hurricane).

Procella~Quis = Mix æram, aqua and omnes to create Procella (Storm).

Ventis Arenæ~Quis = Mix æram, terræ and omnes to create Ventis Arenæ (Sandstorm).

Mons Igneus~Quis = Mix igne, terræ and omnes to create Mons Igneus (Volcano).

Tempestatis Nix~Quis = Mix aqua, ipsum, æram and omnes to create Tempestatis Nix (Blizzard).

Cadit Supra Petram~Quis = Mix igne, lux, terræ and omnes to create Cadit Supra Petram (Meteor).

Ater Cavum~Quis = Mix atrum and omnes to create Ater Cavum (Blackhole).

Procursus Nubila~Quis = Mix lux and omnes to create Procursus Nubila (Supernova).

Quantus Saliet~Quis = Mix lux, atrum, tunc and omnes to create Quantus Saliet (Quantum Leap).

Tum Gelo~Quis = Mix glacie, tunc and omnes to create Tum Gelo (Time Freeze).

Virus Nubis~Quis = Mix atrum, aquæ and omnes to create Virus Nubis (Poison Cloud).

Fluctus Sono~Quis = Mix tonitrus and omnes to create Fluctus Sono (Soundwave).

Ultimus Ignem~Quis = Mix omnes (5x) and ignis to create Ultimus Ignem (Phoenix Phire).

Ultima Aquarum~Quis = Mix omnes (5x) and aquæ to create Ultima Aquarum (Kraken Klaw).

Ultimum Terram~Quis = Mix omnes (5x) and terræ to create Ultimum Terram (Golem Globe).

Ultimi Ærem~Quis = Mix omnes (5x) and æram to create Ultimi Ærem (Chimera Chains).

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Reaction: Stone Skin When the unit gets attacked, their defense % goes up 5%.

Reaction: Rock Hard When the unit attacks, their attack % goes up 5%.

This post has been edited by Uraion on 24th February 2012 19:04

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Zu'u los Faal Gein Kiin do Nil, do Faal Fille, Faal Gein Hren do Sille, Zu'u los Faal Jun se Faal Verinrii Gutleinne, ahrk nid gein fent kron dii jorin mahfaeraak zuk!!!
Post #199204
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Posted: 22nd February 2012 04:05

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Posts: 11

Joined: 13/8/2011


Galaxian

~A person that looks, feels, and is made of the cosmos~

Action Abilities
Blackhole Storm ~ A storm of dark matter that obliviates your foes.
Starburst Slash ~ A powerful attack that sends a wave of solar energy at thy foes.
Solar Wind ~ An attack that throws thy enemies across the stage.
Meteor Snipe ~ A meteor in the shape of a spike shoots down and stabs the heart of thy enemies.
Nebula Wave ~ Fire out a wave of energy consisting of nebulian energy that will disinagrates thy enemies.

{This post was created while on an iPod Touch... lol.}

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Zu'u los Faal Gein Kiin do Nil, do Faal Fille, Faal Gein Hren do Sille, Zu'u los Faal Jun se Faal Verinrii Gutleinne, ahrk nid gein fent kron dii jorin mahfaeraak zuk!!!
Post #199408
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Posted: 23rd February 2012 19:36

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Joined: 23/2/2012


Arcane Swordsman - A master Swordsman with the ability to derive the powers of Darkness and Arcane abilities to aid it in battle.

Arcanism -

Meteor Storm - Hits every enemy on the map for really high non-elemental damage. (700 JP)

Nega-Gravity - Reverses gravity to give all allies the float status buff (50% chance of succession). (250 JP)

Time Jump - Uses the forces of the arcane to slow down foes and speed up allies(25% chance of succession per person) (600 JP)

Shadow Blast - Focuses Dark powers into a beam of power dealing heavy dark damage to all targets in 4 tiles ahead of the caster. (500 JP)

Sword of Wrath - imbues sword with the power of the elements hitting a target within 4 tiles of the user. (450 JP)

Sword of Deathity Death Death - Use the powers of Deathly Darkness to deal Dark damage. side effect: chance of instant Death. (900 JP)

Eternal Darkness - Uses the powers of the Arcane to unleash the ultimate dark magic upon all foes. (1500 JP)

Omega - Ultima with a dark elemental affinity, and a much larger explosion, respectively. (1000 JP)

Arcanism Reaction -

Soul Flare - after being damaged there is a 50% chance of a random spell being cast at the one who inflicted damage. (900 JP)

Arcanism Support -

Over-excessive Healing - every turn you heal to full life. (2500 JP)

Temporal Memory - allows usage of the last ability used. (1000 JP)

Arcanism Movement -

Arcane Teleportation - can teleport anywhere on the map without fail. (2000 JP)

can use all spears and swords
and all light armor

This post has been edited by Revimpx on 9th March 2012 17:28

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The elements, fire, water, earth, wind, light, and darkness. They all influence the others. Without one the others will certainly suffer. One man is destined to break the chains that bind them, and I will be there to fix them...
- Zinbar, Guardian of Fate
Post #199446
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Posted: 1st March 2012 03:04

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Posts: 11

Joined: 13/8/2011


Transmorpher

A magii of the morph-magic type.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Action Abilities: Morphology = The ability to morph into any mythological creature. The creature you choose will depend on the land type you standeth on.

Humanoid Morphology - Transform into a creature such as a cyclops, gorgon, etc.

Beast Morphology - Transform into a creature such as a werewolf, cerberus, etc.

Avian Morphology - Transform into a creature such as a chimera, griffon, etc.

Aquatic Morphology - Transform into a creature such as a mermaid, siren, etc.

Reaction Abilities:

Morph Run - When attacked, you will morph into anything to escape the attacker.

Animal Agility - Gain 5% Speed & Jump every time you are attacked.

Movement Abilities

Ancient Feet - Can walk on any and every ground/water/lava of any type.

This post has been edited by Uraion on 3rd November 2012 01:04

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Zu'u los Faal Gein Kiin do Nil, do Faal Fille, Faal Gein Hren do Sille, Zu'u los Faal Jun se Faal Verinrii Gutleinne, ahrk nid gein fent kron dii jorin mahfaeraak zuk!!!
Post #199565
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Posted: 20th May 2012 21:42

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Posts: 9

Joined: 20/5/2012


Hitchiker

A traveler from all around that toys with the senses with his Guidance skills.

Action: Guidance

Don't Panic:
Soothes allies with smart talk. Heals HP and MP.

Towel:
Uses a towel to remove several negative status.
Removes: Poison - Blind - Silence - Oil


Babel Fish
Clears allies minds and awakens hidden potential.
Adds: Regen - Protect - Shell
Removes: Confusion - Silence


Hiker's Thumb:
Calls a ride that aids nearby allies.
Adds: Float - Haste
Removes: Don't Move - Don't Act


Vogon Forms:
Throws formularies at enemy that damages and adds negative status.
Add: Confusion - Innocent


Point-of-View Weapon:
A strike that may persuade enemies. Has 50% chance to miss.
Add: Invite


Improbability Drive I:
Casts a random magic at random target. It always hits at least one creature on field.

Improbability Drive II:
A powerful wave of improbability thatr hits all for random negative statuses.
Add: Confusion - Chicken - Berserk - Stop - Death Sentence


Reaction

Improbability Defense:
When critical, may inflict Chicken, Charm or Petrify on last attacker.

Survivor Desire:
Upon being critical, AT is quickened and unit goes next.

Support

Constance:
This unit is not affected by Improbability Drive I, Improbability Drive II, Chicken and Invite

Move

Move and Jump +1:
Raises Move and Jump by 1

Quantical Mage

An enhanced version of the Time Mage, this sorcerer bends reality with his Quantuum skills, even unconsciously.

Action: Quantuum

High Vibration
Enhances the molecular vibration of the target, giving it positive effects
Add: Haste - Regen - Reraise


Gravity Force
Turns gravity against target to deal non-elemental damage.

Gravity Lift
Turns gravity off to set target free.
Add: Float


Strings of Fate
Manipulates the strings of matter, affecting a target in many different ways
Add: Poison - Darkness - Silence - Oil - Don't Move - Don't Act - Slow - Stop - Petrify - Death Sentence - Dead - Chicken - Charm - Confuse


God's Miracles
Shows the wonders of God, healing MP and raising faith.
Add: Faith


God of What?
Disproofs God with the inconstance and uncertainty of the universe, dropping Faith.
Add: Innocent


Gamma Rays
Summons a wave of invisible rays, causing damage to visible and invisible targets.
Add: Poison - Death Sentence


Radio Frequence
Plays an odd frequence that eliminates stat changes.
Remove: Protect - Shell - Haste - Regen - Reraise - Float - Reflect - Invisible


Playing Dices
Something will happen when you use this... and there is only one way to know!

Atomic
Uses atom fission to cause non-elemental damage.
Add: Poison


Sun's Flare
Uses atom fusion to cause high non-elemental damage.
Add: Death Sentence


Reaction

Quantuum Imperviability
Magic attacks cannot harm this user.

Phantom Zone
When attacked, becomes invisible and impervious to attacks.
Add: Invisible


Support

Quantuum Factor
Each turn this character gets, some random effect will be unleashed on the battlefield... and it can't be predicted!

Effect Blockage
Attacks with special effects and elemental properties lose them when striking.

Move

Randomosity
Something will happen when this character moves... and there is only one way to know!

This post has been edited by G. R. Martins on 24th May 2012 02:24

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"Each hopes to learn who may be counted as friend, and who as foe. But such things are not so easily read. Easier rid yourself of those whose loyalty is uncertain, and install others to rule in their stead." - Wiegraf Folles
Post #200316
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Posted: 29th June 2012 11:26

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Posts: 11

Joined: 13/8/2011


Biohazorian~ A creature with strange abilities that are biological in design.

Action Abilities
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Shockara - An ability where the user utilizes the electrical currents that run through the body to zap thine foes to oblivion.

Hypnotiza - An ability where the user utilizes strong hallucinagenic venoms to hypnotize the enemies. <causes: Stop.>

Incintaga - An ability where the user utilizes the natural heat within the body in such a way he/she expels it in a blast of death.

Frostala - An abilitiy where the user takes and expels any and all cold energies at the enemies in a wave of frozen energy, damaging and freezing the enemies.

Target Acquired - An ability where the user emits an unique pheramone towards one target causing all other enemies to attack that enemy unit.

_____________________________________________________________________________________________
Reaction Abilities
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Shock Absorber - When attacked, the user lets lose a massive wave of elecricity.

Fire Extinguisher - When attacked, the user emits a heat wave of massive proportions.

Frost Boiler - When attacked, the user expels a wave of polar energy en masse.

_____________________________________________________________________________________________
Support Abilities
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En Masse Weapons - Can wield up to four weapons of any type.

Multi-Weapon Specialist - Has the ability to use any weapon that is out there.

_____________________________________________________________________________________________
Movement Abilities
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Rubber Feet - Grants the ability to move farther due to speed efficiency.

This post has been edited by Uraion on 4th March 2013 22:12

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Zu'u los Faal Gein Kiin do Nil, do Faal Fille, Faal Gein Hren do Sille, Zu'u los Faal Jun se Faal Verinrii Gutleinne, ahrk nid gein fent kron dii jorin mahfaeraak zuk!!!
Post #200539
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Posted: 14th July 2012 09:00

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Black Mage
Posts: 170

Joined: 13/7/2006

Awards:
Celebrated the CoN 20th Anniversary at the forums. Member of more than ten years. Member of more than five years. 
I had this silly idea for a special class though I'm somewhat unfamiliar with the source material that serves as the base.

Witch
An ordinary human who gained command over magic through determination and training.

Innates: Magic Defend Up, Maintenance, Fly
The Witch is accustomed to magic duels and is very protective of her prized possessions. She also uses the power of flight for travel and mobility.

Class statistics: To be added. High magic power and MP, above average speed, mdddling physical power, low HP
55 Brave, 70 Faith to start 4 Move, 4 Jump, C.Ev 25%
Weapons: Staff, Rod, Dictionary
Armor: Hats and Robes

Skillset: Spellcard
By storing incantations in magcally infused cards, the Witch is able to release magic with less effort later. Invaluable in fast paced combat.

Illusion Laser: Low powered magic that can be used frequently without taxing the Witch's mana reserves.
Range: 3 Effect: 1 CTR: 3 MP: 0 JP: 0 Reflectable, Evadable
Faith based magical attack Power: 10

Stardust Reverie: Attack magic utilizing the blinding brilliance of stars
Range: 4 Effect: 2v2 CTR: 3 MP: 12 JP: 100 Add: Blind (25%) Caster immune
Faith based magical attack Power: 22

Non-directional Laser: Lasers orbit around the caster to drive off opponents who venture into her personal space
Range: Auto Effect: 2v3 CTR: now MP: 18 JP: 350
Faith based magical attack Power: 32

Milky Way: Could be considered an upgrade of Stardust Reverie using the power of space to attack a wider area. Sometimes leaves those affected in such awe that they lose their voice
Range: 4 Effect 3v3 CTR: 4 MP: 24 JP: 500 Add: Silence (25%) Caster immune
Faith based magical attack Power: 24

Dragon Meteor:

Master Spark: The Witch unleashes her annihilation of love. Wait, what?
Range: 4 dir Effect: 8v3 CTR: 5 MP: 48 JP: 1500 Adds Don't Move to caster Holy elemental
Faith based magical attack Power: 64

Steal Helmet: same as Thief
Steal Accessory: same as Thief
Book borrowing: 70 JP Steals equipped Dictionary Range: 1v1 Base success %: 40 + Speed

The Witch keeps a lookout for interesting treasures (especially magic books) and has no qualms about taking them from others.

Unbearable Cuteness: So cute, how could anyone hurt her? She's completely willing to use her cuteness to deter attacks and aid in theft.
Range: 3 Effect: 1 human CTR: now JP: 400 Add: one of Don't Act, Stop, Sleep, or Confusion
Success %: 50 + MA

Maidenly Charm: Learning that other witches use their feminine wiles to their advantage, she attempts to mimic them. (It's a little girl trying this so it may come off as creepy instead)
Range 3: Effect: 1 human CTR: now JP: 150 Add: Charm, 50% chance that target gains Poison status if Charm fails.
Success %: 25 + MA

The Witch is also able to learn the spells that can be learned Blue Mage style while in her base class and add them to the Spellcard command list. Same conditions apply, the spell must do at least 1 damage or healing, certain status ailments will prevent learning entirely, and she must be alive afterwards. Learning the same magic through generic jobs (via JP or Blue Mage style) will not add the spell to the Spellcard command list.

Reaction
MA Save: same as Bard
Graze: 750 JP Enables the Witch to evade any ranged attack, including things that are normally unevadable like swordskills and Draw Out. Activation rate is Brave/3 % to prevent being too broken.
Deathbomb: 400 JP If attacked by an attack that would kill her, the Witch may use any Spellcard damaging attack that the attacker is in range for and cancel the attack. Activation rate is Brave/3 % MP cost applies and the reaction will automatically fail if MP is insufficient.

Movement
Focus Mode: 300 JP Select from Act menu like Defend and Equip Change. Doubles evasion values and increases effectiveness of Graze, Arrow Guard, and Finger Guard by 50% at the cost of halving Move. Cannot be activated if Blade Grasp or Abandon is set.

Design commentary:
Intended to be a high power, high risk unit much like the template character. All of her Spellcard magic will hit allies in the way. Deathbomb will hurt any allies caught in it's area of effect as well. She's intended to be frail and heavily reliant on MP to do high damage.
I designed Unbearable Cuteness to add a status that disables evasion.

This post has been edited by DragonKnight Zero on 4th August 2012 19:06
Post #200677
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Posted: 17th January 2013 21:00

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Posts: 11

Joined: 13/8/2011


Linguomancer - A mage that has the ability to cast spells by speaking in four magical languages: Swahili, German, Al Bhed, and Draconic.
===========================================================
Kiswahili (Swahili):
~Maji Ikivimba - Call forth a powerful geyser to strike your foes.
~Wimbi la Barafu - Call forth a giant wave of ice to obliterate your enemies.
~Uponyaji Mvua - Call forth a storm that shall heal you and your allies.
~Maji Maundifu - Call forth a Tsunami of death and destruction!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Deutsch (German):
~Erdbeben - Bring forth an earthquake to debilitate thine enemies.
~Erdspieß - Bring forth a spike to pierce the hearts of thine enemies.
~Sandsturm - Bring forth a sandstorm to blind their eyes and rend their flesh.
~Komet - Bring forth a comet to erase thine enemies from existence!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ym Prat (Al Bhed):
~Kicd - Call forth a burst of wind to toss your foes around.
~Rinnelyha - Call forth a hurricane to blow away thine foes.
~Dunhytu - Call forth a mighty tornado to defeat thine foes.
~Fehtelic – Call forth a barrage of airy slashes and attacks to mangle up thine foes!
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Vs’shtak (Draconic):
~Ixen Garmth – Bring forth a fireball to burn thine enemies.
~Virednith – Bring forth a powerful explosion to cause thine enemies to run in fear.
~Ixen Zhren – Bring forth a stream of fiery liquids to scorch thine enemies.
~Iba Gix – Bring forth a fiery slashing attack to tear, rend, and rip to shreds thine enemies!

This post has been edited by Uraion on 3rd April 2013 21:42

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Zu'u los Faal Gein Kiin do Nil, do Faal Fille, Faal Gein Hren do Sille, Zu'u los Faal Jun se Faal Verinrii Gutleinne, ahrk nid gein fent kron dii jorin mahfaeraak zuk!!!
Post #202057
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Posted: 14th September 2013 06:38

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Posts: 4

Joined: 12/9/2013


I might as well have fun with this. This one's a special character, Son Goku!

==Saiyan==
An aggressive warrior who delights in challenging battles.
Innate: Super Power
Move: 4
Jump: 4
Speed: 11
Evade: 25
Base Stats: HP (+), MP (-), PA (+), MA (-)

Can equip swords, knight swords, sticks, spears, hats, helmets, clothes, armor, gauntlets, shoes, rings, armlets, mantles

[+]Skill: Battlemania[+]

Flash Attack (250 JP)
Charge at the enemy with blazing speed.
CT: Now
Effect: 100% accuracy. Allows the user to move to the target's adjacent square in the direction of the user's point of origin.
Range: Horizontal 4, Vertical 2
Damage: PA x 2

Senzu Bean (350 JP)
Magical beans restore vitality.
CT: Now
Effect: Heal HP by (PA+20) x 5
Range: Horizontal 1, Vertical 2

Kamehameha (600 JP)
Unleash a powerful wave of pure energy.
CT: Now
Range: Horizontal 10, Vertical 2, all targets in a line.
Damage: PA+10 x [PA/2]

Kaio-Ken (600 JP)
Amplify ki to gain more strength and speed.
CT: Now
Effect: Increase PA and Speed by 5% of current level and decrease HP by 15% max HP.

Spirit Bomb (800 JP)
Inflict devastating damage on the enemy with the power derived from living things.
CT: 25
Range: Horizontal 6, Vertical 4
Damage: (PA x 2) x 10

Super Saiyan (1000 JP)
Gain enormous power levels by transforming into an ultimate warrior.
CT: 10
Effect: Max HP gains 30% max HP, +10% PA, +10% Speed, +1 Move. Does not stack with each use.

[+]Reaction[+]

Battle Instinct (1000 JP)
Deal with incoming attacks by feeling the flow of battle.
Effect: Physical melee attacks are countered, inflicting the same damage + PA. Physical ranged attacks and offensive magic deal half damage. +25% evasion status magic. Constant at brave % of the time.

[+]Support[+]

Super Power (700 JP)
Effect: +30 HP, +3 PA, +1 Speed

[+]Movement[+]
Fly (1200 JP)
Effect: Allows unit to fly over terrain. Prevents damage from being knocked from high places.


===Class Description===
Just looking at the abilities makes this a very fun unit, though can be broken by most standards. Goku's Flash Attack makes his movement in the field even more dynamic, basically allowing him to close the distance between him and the target in an instant if the attack target is within range. And he can fly, allowing him to bypass obstacles presented by terrain.

His Kamehameha is devastating. It's like Earth Slash but more powerful and can hit units within 2 vertical range, including units with Float. Spirit Bomb can wipe out any unit instantly having such high PA. And who could forget about those magical Senzu beans? That's just fun.

The Kaio-ken and Super Saiyan are power-ups that make this unit even more deadly in battle on top of its innate Super Power support ability, basically turning this dude into a war machine.

Perhaps the greatest asset of this unit is its reaction ability, which triggers constantly at brave % of the time. You can deal damage to melee attackers equal to the amount they dealt plus your current PA; halve the damage received from guns, bows, and crossbows; and evade status effects 25% of the time, not counting the class evasion and evasion from mantles. That's just super.

This post has been edited by TacticalEvo on 14th September 2013 18:02

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"War is the normal state of the people." - The Duche
Post #204477
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Posted: 5th November 2013 22:28

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Posts: 11

Joined: 13/8/2011


sa-science.gif Espada Koldun sa-science.gif ~ A magii who specializes in the use of bladed weapons for different type of spells and magics. As part of an Espada Koldun's training, they've learned the abilities of the Squire, the Knight, and the Lancer for the physical aspect of the job class, and the abilities of the Priest, the Wizard, and that of the Summoner for the magic part of the job class. The Espada Koldun's main languages, from completion of training on, is Draconic (male), Elven (female), and Abyssal (both), yet, strangely, they speak Al Bhed for their attacks.

Action Abilities:

Blademancery - Magic that uses bladed weapons for different things.
<=====||;:;:;:;:;:;:;:;:;:;:;:;:;:;:;:;:;:;>
Cesbma Pmyta Crud - Fire a single blade at a foe. Incantation nan. (Initial ability)

Vmysa Pmyta Cduns - Call forth a storm of burning blades to obliterate your enemies from the sky above! Phrase: "Burning bright as a star, crash down in fiery vengeance!" (600 jp)

Yxi'ydel Pmyta Pincd - Call upwards a torrent of watery blades to burst forth from beneath your enemies feet! Phrase: "Sharpened Liquid, explode forth, and decimate them from below!" (600 jp)

Nulgo Pmyta Fyja - Send a wave of stony blades from the earth in a wave like formation to decimate any enemy foolish enough to stand in your way! Phrase: "Crack down upon them, skewer them all, cause fear to tremble through them!" (600 jp)

Y'anu Pmyta D'fecdan - Send forward a twisted mixture of blade and wind to spiral through your foes like a knife through paper! Phrase: "Deadly twist, come forth from thy domain, and deliver the tickets to their graves!" (600 jp)

Tyngahat Pmyta Cheba - Project a black blade strait towards your enemy! Phrase: "Blackened Reaper of the Deadly Warriors, bring to me their soul!" (700 jp)

Pnemme'yhd Pmyta Ehvanhu - Attack all who've come to close with a swirling mass of lacerating light! Phrase: "Encircle me in thy brilliant prism of death!" (700 jp)

Sykhadel Pmyta Lry'eh - Attack one to attack all with a blade of the Arc-type! Phrase: "Jumping from one to another, awe them with thy shocking embrace!" (650 jp)

Cuhynel Pmyta Pmycd - Blast them to pieces with a thunderous roar from this blade! Phrase: "Be heard, O Blade of Thunder, by those that ye shall slay!" (650 jp)

Pmyta Ybulymobca - Bring forth the End with the power of the blades! Phrase: "End all that exists, Blades of Demise!" (1000 jp)

<=====)0(::::::::::::::::::::::::::::::::::::::::::::::::::::::::::>

Reaction Abilities:

Counter-stroke - The art of countering. No incantation needed to perform.
<=====||;:;:;:;:;:;:;:;:;:;:;:;:;:;:;:;:;:;>
Pylg C'dyp - When attacked, a phantom blade stabs your attacker in the back for half the damage they did to you; triggered by physical up-close attacks. (350 jp)

Pmyta Meha - When attacked by a ranged foe, i.e. Archer, Gunner, etc., a wave of blades shoot up from the ground going from you to the attacker, damaging anyone else in the way for a quarter of the recieved damage and half damage to the attacker; triggered by physical ranged attacks. (350 jp)

Pmyta Ny'eh - An attack that rains down blades upon anyone foolish enough to attack you with any magical spell: triggered by magical attacks. (350 jp)

<=====)0(::::::::::::::::::::::::::::::::::::::::::::::::::::::::::>

Support Abilities:

Dual Wield - Self-Explanatory.. (300 jp)

<=====)0(::::::::::::::::::::::::::::::::::::::::::::::::::::::::::>

Movement Abilities:

Foot Blades - The ability to move as freely and as swiftly as a blade.
<=====||;:;:;:;:;:;:;:;:;:;:;:;:;:;:;:;:;:;>
Blade Skater - Allows you to freely walk across frozen and/or cold grounds. (350 jp)

Blade Swimmer - Allows you to walk across watery and marshy lands with ease. (350 jp)

Blade Hiker - Allows you to walk across any dry ground type at will. (350 jp)

Blade Scorcher - Allows you to traverse across molten lands without harm. (350 jp)

Blade Flyer - Gives you the ability to fly over any obstacle. (400 jp)

Blade Phazor - Grants you the ability to walk through any obstacle (trees, boulders, etc.), excluding opponents. (450 jp)

<=====%=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=>

Best Kit:::

Weapon: Any Blade-type weapon
Helm: Bladora's Helmet
Armor: Blade Plate
Gloves: Hidden Blade Gauntlets
Boots: Blade Runner
Shield: Nan
Charm: Blade of the Maori Necklace

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Pre-reqs:;:;:

Squire 40
Knight 40
Lancer 40
Wizard 50
Priest 50
Summoner 50

This post has been edited by Uraion on 9th December 2013 19:30

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Zu'u los Faal Gein Kiin do Nil, do Faal Fille, Faal Gein Hren do Sille, Zu'u los Faal Jun se Faal Verinrii Gutleinne, ahrk nid gein fent kron dii jorin mahfaeraak zuk!!!
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