Custom Job: Whale Wizard
Jun. 15th, 2019 01:39 pm![]() Whale Wizard Wizardry is power granted by the Powers that Be, the ability to use the Speech to make changes to the world. Different cultures and species come at wizardry differently -- whales gain the knowledge they need from listening to the Sea. Because wizards rely so heavily on speaking their desires and having the universe answer, they are averse to lying, even when speaking their native languages. Oaths they make can be binding, up to and including the oath they make on becoming a wizard, which has a number of forms, but runs along the lines of: "In Life's name and for Life's sake, I assert that I will employ the Art which is its gift in Life’s service alone, rejecting all other usages. I will guard growth and ease pain. I will fight to preserve what grows and lives well in its own way; and I will change no object or creature unless its growth and life, or that of the system of which it is part, are threatened. To these ends, in the practice of my Art, I will put aside fear for courage, and death for life, when it is right to do so — till Universe’s end." If a wizard knowingly breaks their oath, they will lose all ability to do wizardries, as well as even the memories of having done so. There is a reason that wizardry is uncommon. ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Unarmed ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Cloth, though whales don't normally bother with much. sᴛʀᴇɴᴛɢʜs: Wizards are versatile magic users, even filtered through the asterisk, and have abilities for defense, healing travel and gaining knowledge. ᴡᴇᴀᴋɴᴇssᴇs: Spells intended to work on life often require a great deal of intimate knowledge about that life to work properly, and incorrect knowledge can alter the target. The wizard's oath is binding; it allows for accidents, self-defense, and predation, but wizards cannot be reckless about their use of force if they want to keep their abilities. Wizards tend to prioritize defense (or at least, S’reee did when putting together this job) over offense. physical power: C magical power: S attack potency: C healing potency: B physical defense: B magical defense: A speed: D | ||
| EXP | SKILL | DESCRIPTION |
| 0000 | Gravity Manipulation | Passive Skill. Allows the wizard 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. |
| 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 | The 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. |
| 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. |
| 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. |
| EXP | MELODY | DESCRIPTION |
| 3000 | Song of the Twelve | This is the echo of the full ritual, which seals away the personification of Death and Entropy for some time. This memory of the Song will cause Petrification in all enemies. Bosses may be resistant. |
