Post by Mog Boss on Mar 21, 2019 15:53:39 GMT
Spellblades are warriors who imbue their weaponry with elemental effects, and blend magic with traditional combat. Generally more elegant combatants, Spellblades specialize in anti-magic by producing their own magic to negate other magical effects, whilst pressuring opponents by imbuing their own weapons with added benefits.
Spellblade (Job) - The spellblade is in tune with the mana surrounding and inside of them. They have resistance to non elemental magic damage. A Spellblade may have up to 2 Infusions active simultaneously. Spellblade infusions may not be stacked with the infusions of other Jobs.
+30 HP, +70 MP, +30 SP.
Memento (T1)
This individual has learned to expend their energy in times of stress. When this individual suffers a KO, their remaining mana will be sent into the air being distributed equally between their allies.
Emergency Shell (T2)
The user has an enchantment on their sword that automatically raises a magical shell when the user is in a weakened condition protecting them from magic based attacks.
(When HP < 40% grants shell status, lasts for 2 rounds if you go above 40% HP.)
Advanced Infusion (T2)
This individual has learned to infuse magic of the second tier. Elemental infusions grant an extra 1d6 damage, DC’s for status effects increase by 1 and last for 1 more turn.
Permanent Infusion (T2)
This user is capable of permanently infusing an object with magical energy. Once imbued the object takes on the attribute doing elemental damage or giving an affliction(DC:14) in the case of weapons, or giving the object resistance in the case of equipment. Can only imbue an object with a spell known.
Auto Shell (T3)
After rolling initiative grants the user shell, lasting for 4 turns.
Magic Armor (T3)
This user has learned how to channel an element into their armor as well as their weapon. Meaning that if a user uses thunder infusion, their armor will be infused with the element as well granting a full resistance to any attacks received by that element.
Phantom Blade (T3)
This individual has learned to meld their weapon with magic until there is almost no distinction between the two. When performing a magic based attack this individual is able to use their strength or dexterity as their casting stat.
Expert Elemental Infusion (T4)
This individual has learned to infuse tier 3 elemental magic. They can increase the damage of their elemental infusions by 2d6 at the cost of doubling the sustained cost.
Anti-magic (T4)
This individual has learned to take some of the energy taken from a magical attack, and form it into a temporary barrier that prevents further harm from magic. When this user is hit by a magic attack they will have a temporary barrier that lessens damage taken by half if the next attack is magic based.
Dual Infusion (T4)
This individual is capable of using a damage based infusion and a status ailment infusion at the same time.
Tre Infusion (T5) [Semi Unique]
This Spellblade is a master of Infusion, and can activate up to 3 infusions at the same time. One damage dealing, one status, and either drain or osmose.
Fire Infusion (E)
This individual can surround their sword with fire.
(Adds damage equal to 1d6. Adds fire element to all physical attacks. -5 Mana per turn active.)
Water Infusion (E)
This individual can surround their sword with water.
(Adds damage equal to 1d6. Adds water element to all physical attacks. -5 Mana per turn active.)
Lightning Infusion (E)
This individual can surround their sword with sparking electricity.
(Adds damage equal to 1d6. Adds thunder element to all physical attacks, -5 Mana per turn active.)
Ice Infusion (E)
This individual can surround their sword with ice.
(Adds damage equal to 1d6. Adds Ice element to all physical attacks, -5 Mana per turn active.)
Aero infusion (E)
This individual can surround their sword with air.
(Adds damage equal to 1d6. Adds aero element to all physical attacks -5 Mana per turn active.)
Earth Infusion (E)
This individual can surround their blade with stone.
(Adds damage equal to 1d6. Adds Earth element to all physical attacks. -10 Mana per turn active.)
Drain Infusion (D)
This individual can surround their weapon with malicious energy, which allows them to drain the lifeforce of others.
(Adds 1d4 dark damage, and Melee attacks heal for half of the total damage dealt. -10 Mana per turn active.)
Osmose Infusion (D)
This individual can surround their weapon in a vacuum of Mana with draws energy towards it.
(Adds 1d4 holy damage, and Melee attacks restore MP equal to half of the total damage dealt. -10 Mana per turn active.)
Poison Infusion (C)
This individual can use their magic to add a magical poison to their weapon.
(Upon a successful hit the target will make a Fortitude save of 15, or be inflicted with the 'Poison' status effect. Lasts for 3 turns. -20 mana per turn active.)
Silence Infusion (C)
This individual can add the status effect of silence to their weapon. If the weapon so much as cuts the opponent it will give them the status effect.
(Upon a successful hit the target will make a Fortitude save of 15, or be inflicted with the 'Silence' status effect. Lasts for 3 turns, -20 mana per turn active.)
Sleep Infusion (C)
This individual can use their magic to add a sleeping effect to their strikes. Anyone who is hit by the weapon will find themselves becoming fatigued.
(Upon a successful hit the target will make a Fortitude save of 15, or be inflicted with the 'Sleep' status effect. Lasts for 3 turns, -20 Mana.)
Blind Infusion (C)
This individual can add the status effect of blind to their weapon. If the weapon so much as cuts the opponent it will give them the status effect.
(Upon a successful hit the target will make a Fortitude save of 15, or be inflicted with the 'Blind' status effect. Lasts for 3 turns, -20 mana per turn active.)
Dispel Blade (B)
This individual can add a banishing force to their sword. Every successful attack done while under this infusion removes one positive status effect from the target. (Starting with the newest first.)
(-25 mana per turn active.)
Runic (B)
The user casts their weapon upwards creating a magical field around them that extends 15ft. They cannot move or perform any other action while doing this, but while runic is active all magic that passes through the field is instantly absorbed into the user restoring their MP equal to the cost of the spell.
Flare Infusion (B)
The user coats their weapon in plasma energy. While active weapon attacks deal an extra 2d6 force damage and ignores up to 10 DR.
(-25 mana per turn active.)
Break Infusion (A)
This individual can add the status effect of break to their weapon. If the weapon so much as cuts the opponent it will give them the status effect.
(Upon a successful hit the target will make a Fortitude save of 15, or be inflicted with the 'Petrify' status effect, -30 mana per turn active.)
Doom Infusion (S)
This individual adds an eerie dark magic onto their weapon. This infuses the weapon with the doom status. Each attack has a chance of inflicting the doom status effect. Due to the nature of the energy it only works on beings with a weak soul, and will not work on humans or powerful “boss” creatures.
(Upon a successful hit the target will make a Fortitude save of 15, or be inflicted with the ‘doom’ status effect, -40 mana per turn active.)
Ultima Infusion (S Unique)
This individual infuses their weapon with ultima magic granting it a brilliant green glow. Each weapon attack while this infusion is active deals 2d20 force damage ignoring the effects of shell and reflect.
(-50 mana per turn active.)