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A SquareEnix based world leaning heavily towards Kingdom Hearts. Aspire for great good, or terrible evil. 

Tags: kingdom hearts, Final Fantasy, heartless, fantasy, roleplay 

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kiba214
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PostPosted: Sat Jan 07, 2017 10:20 pm


For those of you who want to make characters who aren't keybladers, here are a list of Jobs and descriptions of their weapon proficiency or whatever, and unique special abilities. I'm mostly pulling this from Bravely Default for all my Bravely fans out there. EYO!

Here's the format for how jobs and their abilities work

Job


Description:The synopsis of the Job's role.

Weapon Proficiency:The weapons your characters can choose from.

Abilities


Innate Ability:An ability which is present without you having to specify its activation in a post. You may pick 1 from the list provided under a Job's description

Command Ability:An ability which must be activated and has a specific number of uses. You may pick 2 from the list provided under a Job's description

Limits:A special ability that can be used once per fight. You may pick 1 from the list provided under a Job's description.
PostPosted: Tue Jan 10, 2017 4:49 pm


Knight/Dark Knight

Knight

Description: A class with defense and protection in mind. The knight specializes in keeping their allies safe, boosting their defense and the defense of their friends. Knights act as the Holy protective buffer that stands between the forces of evil and their friends


Teacher: Fayt Leingod

Weapon Proficiency: Swords, *Shields, Great Swords, Axes, Lances
*Knights can use Shields as weapons

Abilities:


Innate


Chivalrous Spirit: Knights have the highest defense of other classes (unless otherwise specified). When defending, they can transfer their defense to any of their allies, as well as covering yourself.

Command


->○ Power Attack:: Deliver a powerful strike that breaks through physical defenses at the expense of your own defense. For the next post you are left unable to block.

->○ Ironclad:: When defending, a player can activate this ability. Once activated, the player's defense is insurmountable, negating any damage that would be dealt. However, for the duration of their defending action they cannot attack. The ability can last for a maximum of 3 posts and does not defend completely against Limits.

->○ Full Cover: The player can opt to take the damage for a selected ally, taking reduced damage from that attack. The targeted ally takes no damage.

->○ Elemental Blade: Since Knights can't use magic, or have less aptitude for magic, Elemental Blade allows them the ability to imbue their weapon with one of four elements; Fire, Ice, Lightning and Earth.

->○ Rending Strike: An attack that can reduce a stat of a target for 1 post. The player can choose to either reduce the magic capability of the target (lowering their spells by 1 step or removing a slot temporarily), reducing their physical attack, physical defense, magical defense or speed.

->○ Air Raid: An attack where the player summons energy blades in the air above their sword and swing down, firing them at their opponent.

Limit


->○ Rampart: This ability targets all allies the player chooses and forms a powerful protective field around them. This protective field negates damage from any singular attack, to include Limit abilities.

->○ Heaven's Gate: A far more powerful version of Air Raid, the player creates a portal in the air and unleashes a rain of light blades that strikes all enemies at random.

->○ Ethereal Blast: The player grows wings of light can fire an energy beam of light that targets a singular opponent.

->○ Dimension's Door: This ability surrounds the player in a vortex with orbs of light energy constantly circling them. The player can select a single target and appear behind them instantly, slashing at them with a blade made of light. The energy causes paralysis to the target for 1 turn.

Dark Knight


Description: Dark Knights are pure machines of combat, focusing less on defending themselves and allies and more on crushing their enemies, using the very power of darkness against their enemies. Dark Knights converts the damage they take into dark power to devastate opponents, injuring themselves, but devastating their enemies in the process.


Weapon Proficiency: Swords, Great Swords, Axes, Lances

Teacher: Albel

Abilities:


Innate


->○ Vehemence: Dark Knights take damage from magic as if it were a step higher (basic spells effect them as if they were -Ra), but deal higher damage and take reduced physical damage than other classes (unless otherwise specified).

Command


->○ Dark Bane: This ability doubles the physical damage of the next attack, but also deals damage to the player.

->○ Sanguine Sword: An ability that allows the player to heal themselves of physical damage by damaging opponents. This ability must be activated and lasts for 3 posts.

->○ Infernal Strike: An ability that allows the player to absorb magic, nullifying its affect. The ability lasts for 1 post and can be used to steal the magic from attacks as they are used or to temporarily reduce the power of the opponents magic by one step, or negating a spell slot (Dark Knight's choice). The limitation lasts for 4 posts.

->○ Black Bane: A more powerful version of Dark Bane, the player fires a wave of dark energy that can hit multiple enemies, but also does more damage to the player.

->○ Palm of Destruction: A high impact blast of dark energy. The attack drains the life force of the user, but causes a concentrated explosion on a singular target.

->○ Hand of Doom: The user surrounds their free hand in dark energy and slashes at their opponent. The attack can cut through magical defenses, but is resisted by physical defense. A successful strike causes Bleed Damage
->○ Aura Wall: A concentrated wall of dark energy that damages anyone who touches it. The wall absorbs magic.

Limit


->○ Dark Nebula: An explosive burst of dark energy that eats through magic and defenses, dealing damage to everyone in a wide area, but also severely damaging the player using it.

->○ Roar of Dragons: Use your own life to summon ethereal dark dragons to attack a specific opponent. The Dragons will track the target for 5 posts, at the end of which the user will pass out.

->○ Vampiric Flash: The user surrounds themselves in a large vortex of darkness that damages anyone inside, stealing life from everyone to restore life to the player. The player is entirely stationary during and their defense is completely reduced, making them susceptible to counterattack.  

Destrukktokonn
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Destrukktokonn
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PostPosted: Tue Jan 10, 2017 8:32 pm


Monk


Description: Monks focus on hand-to-hand combat over dealing with weapons. Despite their combat skill being focused on close quarters, they can be quite versatile, either acting as high speed forces of destruction, or overwhelming defensive juggernauts. This class has high variability with multiple Teachers.


Weapon Proficiency: Fists, Gauntlets

Teacher: Xeeres, Cliff Fitter, Mirage Koas

Abilities:


Innate


Teacher: Xeeres

->First Strike: Players that choose Xeeres as a Teacher are exceptionally fast. In addition. they're able to preemptively strike a single opponent. This may be simply a basic attack or a command ability, executed before an opponent can complete their attack. This ability applies once per opponent, per fight.

Teacher: Cliff Fitter

->Stone Skin: While not as fast as Xeeres' students, what Cliff's students lack in speed they make up for in defense. Their defense is as high as that of a Knight. Added to that they can tank the damage of one singular attack per fight.

Teacher: Mirage Koas

->Natural Talent: Students under Mirage aren't as fast as Xeeres', nor do they have the defense of Cliff's, but they excel in attack. Monk's under Mirage can deal as much base damage as a Dark Knight without the reduction in magical defense.

Command

General Abilities:


->Power Strike: An ability where the player focuses their effort into a single, powerful attack that deals extra damage, however the attack is highly telegraphed and has a decent chance of being avoided.

->Inner Alchemy: An ability that allows the Player to cure themselves of any status effects. This ability activates automatically when afflicted with a status effect (rendering status effects that last for 1 turn moot), and can only be used 3 times per fight.

->Inner Focus: An ability in which the Player harnesses their energy into pure physical might. This doubles the damage a player deals, their defense and their speed for 4 turns, but leaves them exhausted, drastically slower, weaker and more susceptible to damage for 2 turns while they recover.

->Hidden Dragon: A counter attack ability, the player takes the next attack from their opponent. In exchange for taking the damage, the player retaliates with twice as much force as the attack they were hit with.

->Pressure: A singular attack in which the player is able to strike an opponent and ignore their physical defense boosts. This attack has no barring on magical buffs to defense such as Wall and other spells.

->Aura Fist: A projectile strike in which the player focuses their energy into a concentrated ball. The ball can be fired or punched directly into an opponent, causing a small, focused explosion.

Teacher Specific: These abilities are only available to players who select a specific Teacher.


Xeeres:

->Rapid Strike: A high speed attack in which the player is able to strike an opponent multiple times in the space of a single strike.

->Secret Fist: Another high speed attack, the Player is able to strike multiple pressure points at once, crippling the opponent in the process. The opponent's speed is drastically lowered for 3 posts.

->Cyclone: An ability that allows the player to strike multiple targets at the same time. This ability can be combined with other abilities. However, if other abilities are used in combination, the player will be left tired and unable to move for 1 post.

Cliff Fitter:

->Sphere of Might: The player channels their energy into a massive orb of energy extending outwards from their chest. The energy ball draws in opponents, dealing continuous damage for 2 posts, during which time the player is vulnerable from behind.

->Arial Assault: The player cloaks their fist or feet in energy and attacks straight into the air before diving towards the ground. The impact creates an eruption of energy with the player at the center. The radius is relatively small.

->Electric Fists: The player cloaks their fists in lightning magic and performs three consecutive punches, the last of which fires a blast of lightning at a singular opponent.

Mirage Koas:

->Sphere of Might: The player channels their energy into a massive orb of energy extending outwards from their chest. The energy ball draws in opponents, dealing continuous damage for 2 posts, during which time the player is vulnerable from behind.

->Arial Assault: The player cloaks their fist or feet in energy and attacks straight into the air before diving towards the ground. The impact creates an eruption of energy with the player at the center. The radius is relatively small.

->Crescent Locus: The player coats their feet in energy, kicking three times with the last attack sending out a wave of energy that can strike multiple opponents at once

Limit


->Phoenix Flight: The player concentrates all of their vital energy into a singular, devastating, high speed attack. The attack drastically cripples the opponent, inflicting them with the Doom status effect, but also knocks the player unconscious. Unless the target cures the status effect, the target is rendered unconscious after 3 posts.

->Crouching Tiger: The player channels energy from their allies non-lethally. The player multiples the damage of their next attack by the number of allies present in combat, dealing an attack in a concentrated, explosive punch.

->Blazing Cannon: The player channels fire magic into their fists, concentrating the energy into a massive fire blast that devastates any opponent or object in a cone in front of the player. The attack takes 1 post to charge.
Max Shockwave: The player channels energy into their fists, concentrating it into a massive blats with no elemental properties. The blast fires forward and causes a massive explosion centered around the target or whatever the blast hits. The attack takes one post to charge.  
PostPosted: Tue Jan 10, 2017 9:02 pm


Samurai/Ninja


Samurai


Description: Samurai, much like Knights, are highly proficient swordsman. Samurai focus all of their skill and effort into precision attacks. Unlike Knights however, Samurai specialize purely in swordsmanship, varying their styles to fit the situation. Each Samurai selects 1 fighting style at creation as their innate ability. Certain skills allow for the character to alter styles.


Weapon Proficiency: Swords/Katana
Teacher: Kojiro Sasaki

Abilities


Innate (Fighting Styles)


->Blazing Wolf: An attack based Style, the user sacrifices self preservation for raw attack power, not unlike a Dark Knight. In exchange for brute force, physical defense is lowered.

->Stalwarts Aurochs: A defensive based style, focusing on parrying and blocking, increasing the defense of the player. However, speed is lowered in exchange for the focus it takes to read and parry attacks in quick succession.

->Soaring Falcon: A speed based style, focusing on critical strikes and evasion over brute force. The strength of the users attacks are lowered, but the users of this style are capable of striking multiple times.

Command


->Wolf Fang/Goring Aurochs/Falcon Dive: A specialized attack ability that allows the player to switch between styles. The switch between stances takes 1 post to take affect, during which time the player is in Neutral Stance.
->Neutral Stance: A stance the player automatically takes when in the middle of switching stances. In this stance the player has no boosts to stats, but also no penalties until the stance switch takes effect.

->Nothing Ventured (Blazing Wolf): An ability activated at the beginning of the turn, lasts 1 post. If the player is attacked, even during their own attack, they counter for twice as much damage as they took. The damage is still done to the player.

->Before Swine (Stalwart Auroch): An ability that allows the user to counter magic. The player takes a defensive stance, blocking and absorbing the power of a single magic attack used against them, absorbing he power and redirecting the magic into an arcing wave of the spell's energy type. This cannot be used against limits or spells higher than -Ga.

->Multitask (Soaring Falcon): An ability that allows the user to attack twice with a single strike. This ability lasts for 2 posts, for that time every basic attack that the player makes will hit twice.

->Ashura: An attack that creates a phantom blade, replacing the blade of the sword the player is using. The player unleashes a powerful attack, capable of cutting through any defense.

->Kotetsu: A slashing attack in which the user channels energy into their blade and unleashes a powerful blast in a cone area in front of the user. This attack counts as physical for the purposes of defending.

->Heaven's Blade: An ability in which the player strikes an opponent creating a cloud of ethereal mist which infects the target. The target is then afflicted with Slow for 3 posts.

Limit

->Falcon Claw(Soaring Falcon only): An inescapable attack, the player targets a single opponent. The user focuses the senses and attacks from every conceivable angle, simultaneously, trapping the target and dealing devastating damage. Because of the power if this attack, there is a build up involved, taking 2 posts before the attack is executed (the player can move and avoid attacks, but cannot attack during these two posts)

->Sirocco (Stalwart Aurochs): A wide reaching, multi-hit attack, the user channels Wind magic into their sword before swinging and creating a torrent of searing wind blades that damages everything in front of them. The attack is partially avoidable, allowing for the target(s) to attempt to negate some damage, but is very difficult. Because of the difficulty involved in avoiding the attack, it has a charge time of 1 post in which the player must focus and is unable to move or attack, but cannot be knocked out of it by basic attacks or magic less than -Ga level.

->Bloody Wolf (Blazing Wolf only): A strike focused on a singular opponent, and much less difficult to avoid than the other stance's. What it lacks in incapability, it makes up for in pure, devastating power. The user attacks a selected target with brutal force, maiming and crippling them. In addition to the raw damage, the target also suffers Bleed and Slow for 5 posts.

->Worm Turns: A Limit counter, the user suffers the full affect of the opponents Limit Ability. In exchange, the user is able to withstand the attack, immediately dealing the damage and effects of the Limit back at their attacker, but succumb to the effects of the Limit directly after.

->Muramasa: A focused, singular strike, the player focuses their attention on a single target, making a stance. The player instantaneously closes the gap between themselves and the selected target, slashing them and inflicting them with Doom.


Ninja


Description: Ninja, much like their Samurai counterparts, are focused far more on precision attacks. Unlike Samurai, they don't have the advantage of style changes to make up for their deficiencies. Instead they make up for this with stealthiness, evasion and minor magic. They also have the advantage of having the least taxing Limits of any class.


Teacher: Nel Zelpher

Weapon Proficiency: Swords/Katana, Kunai, Shuriken

Abilities


Innate


Ninjutsu: Ninja's are one of the few, non-magic based classes capable of casting spells. Their spell casting is limited, only having 4 magic slots and only managing to cast the -Ra versions of spells.

Command


->Vanish: An ability that allows the player to disappear from sight, making them difficult to detect (unless the opponent has a special means of detection). The player may remain invisible for 3 posts, but becomes visible once they attack.

->Chain Lightning: An ability in which the player casts a spell similar in power to Thundaga. However, this attack is special, unique to the Ninja, in that the player can use a weapon thrown by them, be it their sword, shuriken, or kunai, and string the lightning together, forming a chain. The player can only link the spell to five weapons.

->Flying Guillotine: The user creates a giant blade of wind, throwing it at an opponent. The blade is large enough that it can strike multiple opponents at once and the user can redirect the blade a maximum of three times. Each redirection must be done in an individual post.

->Focused Evasion: An ability which allows the player to completely avoid an attack. This ability only works against basic and command abilities, but will allow the player to only take half as much damage from a Limit.

->Shippunjinari: This ability allows the player to replace the rules of cause and effect. The player targets an individual opponent once this ability is activated and always attacks before them, regardless of how long ago the ability was activated. This ability is activated by the target performing an attack, and if the attack with be prevented by being struck before execution, than the targets attack has no affect

Limit


->Kairai: A Limit used in conjunction with Vanish, the player attacks the target while invisible. The target is afflicted with a the Doom status effect with a drastically reduced timer, having only 1 turn before being rendered unconscious.

->Mirror Strike: An ability used in conjunction with any ability or spell. The player creates a mirror double of themselves that carries out the same action as them, but can be used to target a separate opponent. The mirror lasts for 3 posts.

->Heart Sutra: A Limit which functionally drops the user into another realm of existence, belonging in the shadows. The user is completely immune to damage and detection, but conversely cannot attack or communicate to their allies. This ability can last for a maximum of 3 posts.  

Destrukktokonn
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Destrukktokonn
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PostPosted: Tue Jan 10, 2017 10:15 pm


Dragoon


Description: Dragoons specialize in Spear and Polearm combat, combining magical abilities into their strikes to devastating effect. Dragoons utilize one of two schools of magic in combination with their signature Jump ability to vastly different effects. The two schools a Dragoon can specialize in are Gravity and Wind.


Weapon Proficiency: Lances, Spears, Polearm Weapons (Scythes, etc.)
Teacher: Claire Kojiro

Abilities


Innate


->Jump: The basic and most recognized ability of the Dragoon. Unlike other classes, the Dragoon possesses an Innate ability that is an attack and can be used multiple times.

Command


School: Space

->Under Pressure: An ability used in conjunction with Jump. The player strikes the ground, or an enemy, and the surrounding area is instantly affected as if the Gravira spell was cast, forcing anyone within the radius of the attack instantly into the ground.

->Air Walker: This ability allows the user to stand in the air as if it were the ground. They can manipulate the space around them so that no matter where they stand, to them, it is always right side-up.

->Ragnorak: This ability is a multi-hit attack in which the player selects a single target and strikes repeatedly using the Jump ability. This attack can be done from multiple angles and ends with an explosive wave of energy.

->Soul Crusher: The player selects a single opponent and uses the Jump ability. If the attack lands successfully, then the target is marked and inflicted with the Graviza spell, being all but forced into a stationary position for 1 post.

->Magnet: This ability allows the user to create an ethereal copy of their weapon which is then thrown. Wherever the ethereal weapon lands becomes the epicenter for a Magnega spell, dragging everything except the user towards it.

->Rise Up: This ability allows the player to attack a single opponent, marking them as a catalyst. The target is then suspended in the air as the subject and source of a Zero-Gravira spell, raising all but the Dragoon into the air in the surrounding area.

Limit


->Zero-Graviza Strike: The player draws a circle at their feet with the point of their weapon, acting as the catalyst for the spell. From there, everything in a large radius is forcefully raised into the air and the player performs several Jump strikes from multiple angles which strikes every suspended target before the player appears above the circle they drew and perform one last Jump. The Jump strikes through whatever is between the Dragoon and the circle. Upon striking the circle, the entire area under Zero-Graviza is then afflicted with Graviza.

->To the Moon: An ability in which the player draws a circle with the point of their weapon and leaps high into the air, breaking through the atmosphere of the world and landing on whatever that world considers a Moon. The player then performs a powerful Jump with the circle they drew magically keeping them on track. The Dragoon strikes the circle, going through whatever is between them and the circle and afflicting the area with Singularity, a Spell more powerful than Graviza. Upon landing, the area under the effect of Singularity is then pelted with ethereal spears of Gravity magic. The Gravity Spear Rain lasts for 1 post.

Command


School: Wind

->Vortex: An ability in which the user surrounds their weapon in a vortex of Wind Magic that slices into their opponents. The vortex forces weapons and physical defenses away from the point of contact, negating blocking techniques. The vortex lasts for 4 posts in which time, the Dragoon deals additional damage.

->Wind Tunnel: An ability that improves on the standard Jump. The Dragoon stabs down from their standard Jump strike, creating a cyclone that drags opponents towards it, raising them helplessly into the air and dealing slashing damage repeatedly for 1 post.

->Wind Blast: A Jump strike in which the Dragoon strikes the ground or an opponent and sends out a powerful blast of wind, forcing everyone and everything outward and slamming them powerfully into whatever is nearby.

->Air Step: The player surrounds their feet in pockets of shifting air which allows them to stay aloft. They can use this ability to simulate flight. This ability can also be used to quickly propel the user forward for a high-speed blitz attack.

->Air Blade: An ability in which the Dragoon spins their weapon in a circle, creating a powerful, magical wind current that cuts into multiple opponents, pulling them in for more damage and forcing them away upon completion. The attack lasts for 1 post.

Limit


->Hurricane Strike: The player leaps into the air, performing a much more powerful Jump attack. The strike causes an intense vortex of Wind Magic that forcefully draws in everything tossing targets back and forth, slashing and bludgeoning them relentlessly for 3 posts, during which time the Dragoon acts as the Eye of the Storm.

->Ends of the Earth: An ability in which the player launches themselves into the lower atmosphere. From there they blast themselves into the ground stabbing into the ground or into and opponent, causing a powerful maelstrom that forces everything into the air before blasting them away from the point of contact with enough force to blast away nearly any object. The force of this attack can also negate and cancel attacks directed towards the Dragoon or anything at the center of the circle.  
PostPosted: Wed Jan 11, 2017 3:19 pm


Mages


Teacher: Sophia Esteed

Black Mage


Description: Black Mages are a group that specialize in pure destructive magical capability. Like other mages, they have the highest access to magic of any class, having access to all -Za versions of spells as a base. However they suffer the same drawback as other mages in that they are physically weak both defensively and offensively.


Weapon Proficiency: Staff

Abilities


Innate


Magic Counter: Black mages are capable of absorbing a magic spell aimed at them, regardless of the spells type, or whether or not it's an Ability. They can then cast that spell without knowing it or having that Ability. This does not apply to Limits.

Command


->Deep Freeze: A powerful variant of the Blizzard spell, the caster creates a large pocket of ice in an area. Opponents or constantly damaged and afflicted with Frozen for 2 posts.

->Flare: An attack that targets a single opponent with a small, powerful spark of fire magic. Once the spark makes contact, either with the target or the ground, the spark erupts into a large explosion damaging everything inside.

->Fire Bolt: The caster creates two Firaga bolts that track a singular target. Once they make contact it erupts into a column of fire. The bolts last for 2 rounds before they explode.

->Lightning Cage: The Caster summons a storm cloud above a targeted area that strikes with multiple bolts, each with the power of Thundaga. The bolts form a cage around the targeted area that repeatedly strike those inside for 1 post.

->Thunder Flare: A strong variation of Thunder that erupts from the ground, striking out at anyone in a large area with the power of Thundaga. The electricity lashes out for 2 posts and each successful strike causes the victim to be paralyzed for 1 post.

->Earth Flaive: The caster creates a pillar of earth that drives into a target. The attack deals physical damage and is powerful enough to break through physical defenses.

->Stone Rain: Raise a chunk of the ground into the air. It then collapses in parts, raining down on the targeted area.

->Wind Tunnel: Create a vortex of wind that draws in everything, dealing damage constantly for 1 post. The vortex then throws the contents outward, slamming them into the surrounding terrain, causing Confusion for 1 post.

Limit


->Laser Grid: The Caster creates a portal in the sky from which laser beams fire down on the targeted area. The lasers deal incredible damage, coming down for 3 posts. Each person struck by a laser is inflicted with Burn for 4 posts.

->Mega Flare: The Caster summons a large orb of fire from the sky that slowly descends to the ground. Anyone that hits or is touched by the falling fire orb is drawn in and dragged to the ground. Once the orb hits the ground it erupts into a massive explosion, engulfing a large area.

->Dark Sphere: The Caster creates a black hole that draws in opponents and objects, cramming them into the dark energy ball, crushing them. This ability does not outright kill stronger opponents, but does kill lesser heartless and nobodies. It does inflict Doom on stronger enemies, but leaves the user Exhausted.

->Meteor Swarm: The Caster summons a barrage of meteors that target a wide area. The Meteors crash into the targeted area for 4 posts. The caster can choose to change directions, but changing targets takes 1 post to complete. During the duration of the attack the caster can't move. The last Meteor creates a cloud that causes Petrification to whoever was in the cloud. Petrification lasts for 5 posts.

->Blood Scylla: The Caster surrounds themselves in a large vortex of darkness that damages anyone inside, stealing life from everyone to restore life to the player. The player is entirely stationary during and their defense is completely reduced, making them susceptible to counterattack.

White Mage


Description: White Mages are a group that specialize in restorative magical capability. Like other mages, they have the highest access to magic of any class, having access to all -Za versions of spells as a base. However they suffer the same drawback as other mages in that they are physically weak both defensively and offensively.


Weapon Proficiency: Staff

Abilities


Innate


Holy Aura: White mages, while physically weak and relatively defenseless when compared to other classes, they make up for this deficiency with a constant Regen. This ability is sustained by their aura and heals them from damage, though it can be overtaxed by heavy hits and severe injuries will take time to fully heal.

Command


->Regen: A constant healing spell with the power of a Cura spell. This spell constantly heals the target for a duration of 5 posts.

->Raise: The Caster selects a single targeted ally and raises them from unconsciousness at half of their vitality.

->Reraise: The Caster selects a single target ally and grants them a time released Raise. Once the target of this spell goes unconscious, they automatically recover at half their vitality.

->Faerie Light: A wide reaching curative spell, the Caster targets all allies with Curaga.

->Cure Condition: This ability targets all allies and heals them of all status conditions. The only statuses this cannot fix are Doom, Stop and Petrified.

->Silence: A spell that targets a singular magic caster, or player with magical abilities and prevents them from casting spells or other magic attacks. This silence lasts for 3 posts.

->Power Up: A buff spell that boosts the physical attack of the targeted ally. This ability doubles the damage of the target's next attack.

->Acid Rain:Acid Rain: A debuff spell, the Caster creates a cloud that appears above a targeted area and causes magical rain. The rain washes away all magical buffs and protective spells, lasting for 2 posts.

Limit


->Holy: The caster creates a glowing white aura and produces angelic energy wings. They raise all of their allies from unconsciousness at full vitality. In addition to raising allies, they also send out a blast of light energy that damages all enemies in the surrounding area.

->Southern Cross: The Caster creates a giant, light cross on the ground. The cross erupts with light energy, damaging all dark based enemies in the surrounding area, dragging them towards it.

->Banishing Cross: A spell similar to Southern Cross, except it expels all enemies near it, slamming them into the surrounding area and causing Confusion.

->Angel Feather: The most powerful status curative. The Caster grows angel wings and raises into the air. The feathers rain down, curing all status effects, including Doom, Petrified and Stop. The feathers damage dark based targets.

Red Mage


Description: Red Mages are a group of Mages that specialize in both magical capability and physical combat. Unlike other mages, they have the lower access to magic, having access to all -Ja versions of spells as a base. They don't suffer as much as the other Mages in terms of strength and defense.


Weapon Proficiency: Staff, Sword

Abilities


Innate


Well Rounded: Red mages are capable of fighting physically, competently. They aren't as strong as the more combat oriented classes, but are much more versatile than their mage brethren.

Command


->Stop: A powerfully enhanced version of slow. Instead of reducing movement, it freezes enemies in time for 2 posts.

->Poison: A slow acting spell, it causes constant damage to a targeted opponent for 5 posts.

->Bleed: A spell that is applied to weaponry, or cast directly on a target, the spell leaves a horrible wound on the target.

->Silence: A spell that targets a singular magic caster, or player with magical abilities and prevents them from casting spells or other magic attacks. This silence lasts for 3 posts.

->Dispel: A spell meant to weaken the Caster's enemies. The spell removes a single buff from a targeted opponent.

->Haste: This spell increases the movement and attack speed of a target. The target could include the Red Mage themselves. The Haste effect lasts for 3 posts

->Power Up: A buff spell that boosts the physical attack of the targeted ally. This ability doubles the damage of the target's next attack.

->Confuse: A debuff spell that causes the target to lose control of their faculties. For 3 posts the target is unable to hit an enemy due to being able to fully control their actions.

Limit


->Lethal Frame: A powerful strike that always lands, the user freezes a single target enemy in time and instantly closes the gap between them. The user then attacks rapidly before unfreezing the target and allowing them to be hit by the full attack. Because the attack is unavoidable it takes time to use. The attack takes 2 posts to charge. During that time the user can only dodge, but can not block or attack.

->Magnet Spiral: The user creates a powerful spell similar to Magneza, drawing in enemies towards them before unleashing a massive, spiraling slash that deals both physical and magical damage. The user then releases the Magneza spell, forcefully launching opponents away. Because the attack is difficult to avoid, it takes 1 post to charge in which the user cannot move, but cannot be knocked out of the attack with standard attacks.

->Warp: The user hastens themselves to incredible speed before appearing behind a number of targeted enemies and delivering several slashing attack. The attacks are relatively standard, but can be delivered to any enemy several times, or be used to clear out a room in an instant.

->Raging Storm: The user summons three miniature cyclones of fire that stay with them, constantly circling the player. The cyclones protect the user from projectiles and damages anyone who comes close to the user. The cyclones last for 3 posts, in which time the user can still actively attack.  

Destrukktokonn
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