 Name: S'reee Age: 5 Gender: Female Canon: Young Wizards Canon Point: Post-Games Wizards Play Link to Application: Here Link to HMD: Here Link to Experience Points record: Here Hypello Name: Ace Hypello Gender: Female
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Red Mage | 1000 |
Whale Wizard | 1000 |
Wizard | 600 |
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Illusionist | 1000 |
Red Mage | 1000 |
Whale Wizard | 1000 |
Wizard | 600 |
| JOB ABILITIES INFORMATION
ILLUSIONIST
EXP | SKILL | DESCRIPTION |
0000 | Levitation | Passive Skill. Allows to levitate a few feet over the ground |
0050 | Disguise | Creates an illusion to take on the appearance of someone else. |
0100 | Teleport Mastery | Allows to teleport up to two hundred feet away. Consumes a turn when used to teleport further than ten feet away in battle. |
0200 | Demi | Inflicts damage equal to 25% of the enemy's current health. Inefficient on enemies immune to illusory magics. |
0350 | Telekinesis Mastery | Passive skill. Allows to move one small thing with the mind. Potency increases with experience, allowing eventually to move a few smaller things or one larger thing with telekinesis. Consumes a turn when used in battle to attack. |
0500 | Imitate | Uses the last (non final or supreme) skill used by an ally. |
0750 |
Maelstrom | Reduces the health of all enemies by 15% of their current health. Inefficient on enemies immune to illusory magics. |
1000 |
Copies | Create three identical copies of self. Each copies will use the same skills as the original, but with only 15% of its attack power. Copies will instantly fade away upon being hit by an attack.
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Flash Step | Allows to teleport up to twenty feet away. Doesn't consume a turn if used to teleport within less than five feet.
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EXP | JOB BONUS | DESCRIPTION | 0000 | Time Sense | The Illusionist needs no watch. They always know what time it is. |
RED MAGE
EXP | SKILL | DESCRIPTION |
0000 | Brasier, Glacier, Foudre | Weak elemental spells (fire, ice, electricity). |
0050 | Soin | Weak healing spell. |
0100 | Sacre, Tenebre | Weak elemental spells (light, darkness). |
0200 | Cyanure | Weak poisoning spell. |
0350 | Vent, Eau | Weak Elemental spells (wind, water). |
0500 | Dualcast | Passive Skill. Allows to cast two spells back to back. |
0750 |
Contre Sixte | Medium physical combo. |
1000 |
Manafication | Upgrades all spells to their medium counterparts for three turns. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Revengeance | Regen mana with each attack dealt to the enemy. Enables the use of a final skill once per battle after five successful regen, even if a final skill was already used within the last hour. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Courtly Manners | Red Mages have deep knowledge of the courtly ways, no matter the situation. |
WHALE WIZARD EXP | SKILL | DESCRIPTION |
0000 | Gravity Manipulation | Passive Skill. Allows to levitate a few feet over the ground |
0050 | Light Manipulation | The wizard can create light. Can be used in combat to give a single target the Blind condition. |
0100 | Ram | Medium unarmed physical attack, as the wizard slams into her opponent. |
0200 | Air Pocket | The wizard can keep a pocket of air (or other gas) around her and her allies. A non-combat skill used for breathing in hostile environments. Allows elemental spells to behave as normal in air. |
0350 | The Name of Water | Power to control the water element and focus it into single-target attacks. Potency grows with experience.
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0500 | Healing | This spell recovers HP. HP recovery scales with experience. The wizard will feel the pain of the wound, reducing her attack potency stat for three rounds. |
0750 |
Hardened Air | The wizard hardens the air around her to form a shield against physical blows. Can be used to grant the target the Protect status. |
1000 |
Full Enacture | he wizard gains use of the Speech, the language the universe is written in. This can act as a universal translator, though rare or extinct languages (such as the language of the Eidolons) may be difficult or impossible to understand. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Blood Bond | Wizards can change forms, but the art is difficult without a connection. S'reee's history connects her to humanity, so this skill allows the user to change from human to whale. The human form will have the active Job's default clothing, and any armor and weapon equipped if the user has them; in whale form, the equipment is stowed in inventory. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | Sea’s Whispers | Whale-wizards connect to the rest of wizardry via the Sea. This includes functions such as those provided by an iMog Slate. This skill allows the bearer to wirelessly connect to their slate as long as their head is dunked in open water. This also can provide common knowledge of the world, of the sort one could find on an internet search. |
WIZARD EXP | SKILL | DESCRIPTION |
0000 | Wizardry | Prevents switching the Active Job out during combat. |
0050 | Mythril Gift | Allows using the Wizard's fashion choice with the active Job, bypassing the armor restrictions for each classes. |
0100 | Ithryn Gift | Allows using the Wizard's weapon of choice on the main Job, bypassing the weapon restrictions for each classes. |
0200 | Spellcraft: Istari | When used together with a skill, increases its potency by 12%. |
0350 | Spellcraft: Narya | When used together with an attack skill, drains 30% of the damage inflicted. |
0500 | Spellcraft: Glamdring | When used together with a skill, delivers a basic weapon attack along with the skill. |
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EXP | MODIFIER SKILL | DESCRIPTION | 0500 | Blood Bond | Allows to use a Spellcraft skills alongside your active Job's skill. The skill names reads as Spellcraft: (Effect) (Skill) when doing so. (For example, someone using Spellcraft: Maiar and Shadow Flare, the resulting skill is Spellcraft: Maiar Shadow Flare). The same spellcraft cannot be be used twice in a row. |
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EXP | JOB BONUS | DESCRIPTION | 0000 | On Time | Wizards are never late, nor are they early, they arrive precisely when they mean to. |
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