S3 Magus

MAGUS

A general outline of the class and what to expect from it goes here.

Level 0

What you get when generating a new Magus character.
- 1 Passive Ability.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 1 Dazed Ability out of a list of 2.

Passive

[P] Chronicle: Rather than relying on allies and momentum for powerful effect, the Magus builds off of the very spells they cast. Each Spell cast by a Magus is one of two types, and marked as such: a [C] Syllable, which are the most common, or a [E] Termination. Anytime the Magus cast a Syllable Spell, record the name of the Spell in the Chronicle.
When the Magus casts a Termination Spell, they may consume any number of syllables currently recorded in the Chronicle in order to power the spell up in different ways, noted on each termination spell itself. Sometimes a Termination Spell with have a syllable listed for Stressing - when this happened, pick only a single syllable used to Stress and gain an additional benefit from.
Each Syllable can only be recorded into the chronicle once, but you retain them all from battle to battle - it's never emptied without the Magus doing so themself.

List of all possible syllables: AUM, BIS, FOEN, GAN, GED, LOD, NIX, SUUF, TOX, UQ, UX, YUF, ZID.

Active Abilities

[C][S] LOD: 5MP. 80CoS. Deals 1d8+12 fire damage and inflicts Long Burning. M-Fire.
C Pin: Automatically hit.

[C][S] AUM: 5MP. 80CoS. Deals 1d8+12 air damage and inflicts Long Shock. M-Air.
C Pin: Automatically hit.

[C][S] UX: 4MP. 100CoS. Dispel or Cleanse a status from a single target, and mark it next to UX in the chronicle. The Magus then recovers +8MP. Generates no momentum.
C Rush: True Strike the target for 5 physical damage.
C Water: True Strike the target for 5 water damage.
C Recovery: True Heal the target for +5HP.

[C][S] FOEN: 5MP. 100CoS. Restores 1d8+12 HP to a single target, then grants Long E-Power II to the Magus. The Long E-Power II is removed from the Magus the next time they inflict elemental damage. M-Recovery.
Field: Restores 18 HP to a single target.
C Fire: Grants +2 Drive to the target.

[C][S] SUUF: 6MP. 100CoS. Suppresses -3 Drive and Slow 3s an enemy. M-Pin.
C Launch: -2MP Cost.

[E][S] IX: Termination. 4MP. 100CoS. Deals 1d8+12 physical damage. M-Rush.
AUM: +2 damage. STRESS: damage and momentum are air, instead.
BIS: Lower the CoS by 20, and target two enemies rather than one.
FOEN: +2 damage. STRESS: Restores HP rather than inflicts damage, generates recovery momentum instead.
GAN: Adds a combo option to the ability: C Earth: +5 damage.
GED: +2 damage. STRESS: damage and momentum are earth, instead.
LOD: +2 damage. STRESS: damage and momentum are fire, instead.
NIX: +3 damage. STRESS: damage is supreme, instead.
SUUF: If the targeted enemy is dazed by the end of the round, the Magus gains +3 Drive.
TOX: +4 damage.
UQ: Adds a combo option to the ability: C Fire: +5 damage.
UX: Inflict the recorded status, as well.
YUF: The target loses 1MP or 1LP.
ZID: Adds a combo option to the ability: C Air: +5 damage.

Overdrive Abilities

[OD][C][S] NIX: 100CoS. Deals 1d10+12 supreme damage to a single target. Deals +3 damage for each negative status inflicted on the target. M-Pin.

[OD][E][S] RE: 80CoS. Termination. Deals 1d6+8 physical damage to the entire enemy group. M-Launch.
AUM: +1 damage. STRESS: Inflicts Long Shock.
BIS: +20CoS.
FOEN: Dispels a status on Burst.
GAN: +1 damage. STRESS: Inflicts Long Exhaust.
GED: +1 damage. STRESS: Inflicts Long K-Shatter.
LOD: +1 damage. STRESS: Inflicts Long Burning.
NIX: +4 damage.
SUUF: Slow 1s each target.
TOX: Rather than a Long status, RE inflicts a Short II status instead.
UQ: +1 damage. STRESS: Inflicts Long Curse.
UX: +1 damage. STRESS: Inflicts the recorded status.
YUF: +1 damage. STRESS: Inflicts Long E-Falter.
ZID: +1 damage. STRESS: Inflicts Long Chill.

Dazed Abilities

[D] Hasty Scrawls: Dazed. Enter any single syllable the Magus knows into their chronicle, with no other benefit. M-Rush

[D][E] Tantrum: Dazed. Termination. True Strikes an enemy for 1 supreme damage. Consume any number of syllables for +3 damage each. M-Launch

Level 1

At level 1, you gain a choice of a single Quick Ability out of the following three:

[Q] Magus Grasp: True Strike a single enemy suffering from a Long stats for 10 physical damage.

[Q] Untested Formula: The next non-overdrive Spell the Magus casts has -20CoS, but automatically scores a Burst so long as it hits.

[Q] Assistance: True Heal a single target for +10HP. Heals an additional +3HP for each negative status inflicted on the target.

Level 2

At level 2, you learn one of the following two Active Abilities, or another active from level 0:

[C][S] GED: 5MP. 80CoS. Deals 1d8+12 earth damage and inflicts Long K-Shatter. M-Earth.
C Pin: Automatically hit.

[C][S] BIS: 6MP. 80CoS. Select a single enemy. Inflict every negative status that enemy has onto a second one. M-Pin.
C Launch: -2MP Cost.

Level 3

At level 3, you learn one of the following two Active Abilities, or another active from level 2 or lower:

[E][S] YON: Termination. 4MP. 100CoS. Inflicts Long Taunt to an enemy onto one of the Magus' allies. The first time the enemy suffer Taunt punishment damage, True Strike the target for 6 physical damage. M-Pin.
AUM: Generates an extra M-Air. STRESS: YON deals 1d6+8 air damage.
BIS: Lower the CoS by -20, and target two enemies.
FOEN: The True Strike damage is now a True Heal effect on the ally Taunt is directed to, and procs when the enemy targets them.
GAN: Adds a combo option to the ability: C Earth: The True Strike is earth damage, and hits the entire enemy group.
GED: Generates an extra M-Earth. STRESS: YON deals 1d6+8 earth damage.
LOD: Generates an extra M-Fire. STRESS: YON deals 1d6+8 fire damage.
NIX: Increase the True Strike damage by +6.
SUUF: When the True Strike takes effect, grant the ally Taunt is directed onto +2 Drive.
TOX: The bonus punishment from the Magus can activate twice, rather than once.
UQ: Adds a combo option to the ability: C Fire: The True Strike is fire damage, and hits the entire enemy group.
UX: Grants the ally the Taunt is directed to the recorded buff.
YUF: When the True Strike takes effect, the target loses 1MP or 1LP.
ZID: Adds a combo option to the ability: C Air: The True Strike is air damage, and hits the entire enemy group.

[E][S] AED: Termination. 4MP. 100CoS. Grants a single target a Barrier (8). M-Recovery.
Field: Restores 15 HP to a single target, +1 HP for any expended syllables.
AUM: +1 Barrier. STRESS: Grants Long Air Absorb, as well. Momentum is Air, instead.
BIS: Lower the potency of the Barrier by -3, and select two targets rather than one.
FOEN: +2 Barrier. STRESS: Grants a Bubble (8) as well.
GAN: Adds a combo option to the ability: C Earth: Restores 1d6+6 HP to the target as well.
GED: +1 Barrier. STRESS: Grants Long Earth Absorb, as well. Momentum is Earth, instead.
LOD: +1 Barrier. STRESS: Grants Long Fire Absorb, as well. Momentum is Fire, instead.
NIX: Cleanses all negative statuses.
SUUF: Grants +2 Drive.
TOX: +3 Barrier.
UQ: Adds a combo option to the ability: C Fire: Restores 1d6+6 HP to the target as well.
UX: Grants the recorded status, as well.
YUF: Grants +3MP to the target.
ZID: Adds a combo option to the ability: C Air: Restores 1d6+6 HP to the target as well.

Level 4

At level 4, you gain a choice of a single Passive out of the following two:

[P] Hexes on Hexes: Whenever the Magus targets an enemy inflicted with a negative status effect, they have +20CoS with all their Spells.

[P] Masterwork: Whenever the Magus scores a Burst, any status the Spell would inflict is upgraded to the II version.

Level 5

At level 5, you gain a choice of a single new Dazed Ability out of the following two:

[D] Spite: Dazed. Suppresses a single enemy for -1 Drive. M-Pin.

[D][E] Sustain: Dazed. True Heals all undazed allies for +1HP. Consume any number of syllables for +2HP restored each. M-Recovery.

Level 6

At level 6, you choose to either Upgrade a single active ability you've learned, or gain an additional Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Active Slot, you may also immediately learn a single active ability from level 3 or lower to fill it with.

Level 7

At level 8, you gain a choice of a single Quick Ability out of the following two, or another quick from level 1:

[Q] Shed Cloak: Dispel and cleanse all statuses from the Magus. Recover +4HP per each status removed.

[Q] Magic Words: The Magus may remove any number of syllables from their chronicle. For each one removed, the Magus recovers +3MP.

Level 8

At level 8, you learn one of the following two Active Abilities, or another active from level 3 or lower:

[C][S] GAN: 6MP. 80CoS. Deals 1d8+10 earth damage and inflicts Long Exhaust. M-Earth.
C Earth: Deals +4 damage.

[C][S] YUF: 5MP. 80CoS. Inflicts Long E-Falter II. M-Pin.
C Launch: Automatically hit.

Level 9

At level 9, you gain a choice of a single Passive out of the following two, or another passive from level 4:

[P] Tools of the Trade: The Magus gains the following benefits when casting a Spell with the following tools:
- Wands: Deal +2 additional damage.
- Grimoire: -1MP Costs.
- Orb: +10 Burst rate

[P] Autotoxin: Whenever the Magus strikes a target's elemental resistance, any statuses they would inflict are upgraded to the II version.

Level 10

At level 10, you gain a choice of a new Overdrive Ability out of the following two:

[OD][C][S] TOX 100CoS. Deals 1d6+10 physical damage to the entire group. For each status effect on a hit target, increase the momentum's bonus by +1. Generates any kind of momentum the Magus wants.

[OD][E][S] VELL Termination. 100CoS. Restores 1d6+6 HP to three targets. M-Recovery.
AUM: +1HP. STRESS: Grants Long Lucky II.
BIS: Targets the entire party, instead.
FOEN: +3HP. STRESS: Grants Long H-Power II.
GAN: +1HP. STRESS: Grants Long Focus.
GED: +1HP. STRESS: Grants Long K-Guard II.
LOD: +1HP. STRESS: Grants Long Stalwart II.
NIX: Targets the entire party, instead.
SUUF: Removes Dazed from any targets suffering from it.
UQ: +1HP. STRESS: Grants Long Liberation.
UX: Grants the recorded status.
YUF: +1HP. STRESS: Grants Long E-Power II.
ZID: +1HP. STRESS: Grants Long Energize II.

Level 11

At level 11, you learn one of the following two Active Abilities, or another active from level 8 or lower:

[C][S] ZID: 6MP. 80CoS. Deals 1d8+10 air damage and inflicts Long Chill. M-Air.
C Air: Deals +4 damage.

[C][S] UQ: 6MP. 80CoS. Deals 1d8+10 fire damage and inflicts Long Curse. M-Fire.
C Fire: Deals +4 damage.

Level 12

At level 12, you choose to either Upgrade a single active ability you've learned, or gain an additional Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Active Slot, you may also immediately learn a single active ability from level 11 or lower to fill it with.

Level 13

At level 13, you gain some new Really Cool Ability. It's probably a passive, and you probably don't have a choice of what it is. But it might also be a Quick or something. Who knows!

[P] Murder with Secrets: Whenever an enemy Overdrives, if suffers (its drive gauge) * (number of statuses on it / 2) damage. If it dies, it doesn't Overdrive.

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