S3 Warlock

WARLOCK

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

Level 0

What you get when generating a new Warlock character.
- 2 Passive Ability, with a choice of how one functions.
- 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] Witch Mode: As a Warlock, all of your Spells have two modes: Sealed, and Witch Mode. By default, all Spells the Warlock learned start in Sealed mode, and are what the abilities are initially written as.
When the Warlock strikes a target's elemental weakness when casting a Sealed Spell, the Spell changes to Witch Mode - causing its MP cost to increase, but also powering the Spell up in some way as well.
Anytime the Warlock takes a Full Rest, all of their Spells are resealed.

[P] Limiter: When creating a Warlock, select one of the following as your Limiter Effect:
- At the end of each battle, the Warlock may choose to Seal a single Spell in Witch Mode.
- At the start of each battle, the Warlock may choose to make a single Spell enter Witch Mode instantly.

Active Abilities

[S] Frozen Rose: 3MP. 100CoS. Deals 1d8+12 water damage. M-Water.
Witch Mode: 7MP. 100CoS. Deals 1d10+16 water damage.
C Water: +4 damage.
C Pin: All Burst rates against the target are +10 for the rest of the battle.

[S] Mirage Bubbles: 5MP. 100CoS. Deals 1d6+10 water damage to two targets. M-Water
Witch Mode: 8MP. 100CoS. Deals 1d6+10 water damage to an entire row.
C Launch: +3 damage.
C Recovery: -2MP Cost.

[S] Hunter Beam: 4MP. 100CoS. Deals 1d8+12 fire damage. If used on consecutive turns against different targets, deal +2 damage for each new target. M-Fire
Witch Mode: 7MP. 100CoS. Deals 1d8+12 fire damage. If used on consecutive turns against the same target, deals +3 damage per round.
C Rush: The consecutive turn bonus is now 2 rounds higher than it should be.
C Air: Inflicts Long Burning.

[S] Phoenix Tail: 4MP. 100CoS. Dash, then deals 1d10+12 fire damage. M-Fire+1
Witch Mode: 7MP. 100CoS. Dash or Retreat, then deals 1d10+12 fire damage. Roll an extra damage die against front row targets.
C Earth: Recover +3MP if the Warlock is in the front row at the end of the round.
C Launch: +4 damage.

[S] Shooting Star: 4MP. 100CoS. Deals 1d8+12 air damage, and Quicken 1s the Warlock. M-Air
Witch Mode: 7MP. 100CoS. Deals 1d8+12 air damage, and Quicken 1s the Warlock. Deals +3 damage against targets which haven't acted this round yet.
C Recovery: Quicken 4s, instead.
R Rush: +4 damage.

[S] Goddess Hand: 5MP. 100CoS. Deals 1d8+12 earth damage and suppressed the target by -1 Drive. M-Earth
Witch Mode: 8MP. 100CoS. Deals 1d8+12 earth damage and suppressed the target by -1 Drive. Deals +4 damage against targets with a Drive Gauge of 4 or less, and +2 damage against targets with a a Drive Gauge of 5 or 6.
C Pin: Suppresses -4 Drive instead.
C Fire: +4 damage.

Overdrive Abilities

[OD] Overdrive: Witching Hour: Seal all of your spells currently in Witch Mode. Witching Hour strikes with freely targettable hits: once, plus another hit for each spell Sealed this way. The first hit to a target True Strikes for 12 Supreme damage. Second and successive hits to the same target from this action strike for 4 Supreme. M-Rush.

[OD] Overdrive: This One's Just For You: Retreat, then Seal all of your spells currently in Witch Mode. For each spell sealed plus one, the Warlock is True Healed for +4HP and recovers +4MP. Then choose and unseal a spell. M-Recovery+4

Dazed Abilities

[D][S] Never Give Up: 2MP. Dazed. 100CoS. Deals 1d6+6 damage, whose element is the same as the Warlock's resistance. Generates momentum of the same element.

[D] Cheer: Dazed. 100CoS. Restores +1MP and grants +1Drive to a single ally. M-Recovery

Level 1

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

[Q] Calm Down: The Warlock Retreats into the back row, and Seals a Spell. The Warlock then recovers 3MP.

[Q] Release: The Warlock immediately changes any single Spell to enter Witch Mode. The Warlock deals +3 damage with that same spell this round.

[Q] Sixth Sense: Select a single enemy, and learn its weakness. If the Warlock strikes the target's weakness this round, they deal +5 additional damage.

Level 2

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

[S] Meteor Dreamline: 5MP. 100CoS. Deals 1d8+10 air damage to one enemy in the front row and one enemy in the back row. M-Air.
Witch Mode: 9MP. 100CoS. Deals 1d8+14 air damage to one enemy in the front row and one enemy in the back row.
C Rush: +4 damage
C Water: +4 damage
C Recovery: Roll an additional damage die.

[S] Land Ripper: 4MP. 100CoS. Deals 1d8+12 earth damage and Pulls the target into the front row. M-Earth
Witch Mode: 8MP. 100CoS. Deals 1d8+12 earth damage and Pulls the target into the front row, then inflicts Short K-Shatter II.
C Pin: Inflicts Long K-Shatter
C Earth: +3 damage, or +6 damage if the Warlock is in the front row.
C Launch: True Strike another enemy in the front for 4 physical damage.

Level 3

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

[S] Super Mode!: 3MP. 100CoS. The Warlock gains Long E-Power and immediately changes a spell to be in Witch Mode. M-Recovery
Field: Make a single spell enter Witch Mode. May only be used once on the field between Full Rests.
C Recovery: The Warlock recovers +3MP.
C Water: The Warlock recovers 1d8+8 HP.

[S] Signature Spell: 5MP. 100CoS. Deals 1d10+14 damage, with its element based on the Warlock's resistance. Rename this ability when it's learned. Generates momentum of the same element.
Witch Mode: 7MP. 100CoS. Same as above, but combos are more effective. If this attack Bursts while in Witch Mode, the Warlock can consume 3MP and regain the ability to combo with it (thought not with the same type of momentum).
C Warlock's Resistance: +4 damage, or +6 damage in Witch Mode.
C Warlock's Weakness: -2MP Cost, or -5MP Cost in Witch Mode.
C Other Two Elements: True Strike an additional enemy for 3 supreme damage, or 5 supreme in Witch Mode.
C Rush: Dispel a positive status from the target, or Dispel all positive status from the target in Witch Mode.
C Launch: Inflict Short E-Shatter, or Long E-Shatter in Witch Mode.
C Pin: Inflict Short K-Shatter, or Long K-Shatter in Witch Mode.

Level 4

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

[P] Banishing: When the Warlock strikes an elemental weakness, they deal +8 damage, rather than +5.

[P] Hot Streak: Whenever the Warlock scores a Burst, they gain +5 Burst rate next round. This effect stacks until the Warlock fails to perform a Burst.

Level 5

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

[D] Seal Adjustment: Dazed. The Warlock gains +1 Drive, and can Seal or change any ability into Witch Mode. M-Recovery+1

[D] Wish: Dazed. Remove Dazed from an ally, and restore 1d10+15HP to them. M-Recovery+1

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] Hide&Seek: Select a single element. Any enemy with a weakness or resistance to that element is marked as such.

[Q] Helix Blast: If the Warlock is in the front row, True Strike an enemy for 8 (Warlock's resistance) damage. If the Warlock is in the back row, True Strike two enemies for 4 (Warlock's resistance) damage.

Level 8

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

[S] Stardust Kick: 4MP. 100CoS. Dash, then deals 1d8+12 air damage to an enemy in the front row, then Pushes them. M-Air
Witch Mode: 7MP. 100CoS. Dash, then deals 1d8+12 air damage to an enemy in the front row, then Pushes and inflicts Long K-Falter on them.
C Launch: +5 damage.
C Earth: +5 damage.
C Air: +5 damage.

[S] Petal Twister: 6MP. 100CoS. Deals 1d6+8 earth damage to three enemies. M-Earth
Witch Mode: 9MP. 100CoS. Deals 1d6+8 earth damage and Slow 1s three enemies.
C Pin: Slow 2 struck targets.
C Recover: +3 damage.

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] Cosmic Well: When the Warlock Bursts with a Sealed Spell, it cost -2MP less than normal, in addition to any other burst effects.

[P] Red Hot Heart: When the Warlock casts a Spell in Witch Mode, it deals +2 damage.

Level 10

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

[OD][S] Overdrive: Pyre on the Mountain: 100CoS. Set any number of the Warlock's Spells to Witch Mode, then deals 1d10+20 fire or earth damage, chosen when the Overdrive is cast. Momentum is the same as the damage inflicted.

[OD][S] Overdrive: Galaxy Flood: 100CoS. Seal any number of the Warlock's Spells, then deals 1d8+10 water or air damage to the entire group, chosen when the Overdrive is cast. Momentum is the same as the damage inflicted.

Level 11

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

[S] Crystal Dream: 6MP. 100CoS. Deals 1d6+6 water damage to the entire group. M-Water
Witch Mode: 9MP. 100CoS. Deals 1d10+18 water damage to a single target, with +10 Burst rate.
C Rush: Roll an extra damage die.
C Air: Inflict Short E-Shatter, or Short E-Shatter II in Witch Mode.

[S] Hope For Tomorrow: 6MP. 100CoS. Deals 1d10+15 fire damage. M-Fire
Witch Mode: 9MP. 100CoS. Deals 1d8+10 fire damage to the entire group.
C Launch: +5 damage.
C Earth: -3MP Cost.

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] My True Power: Starting on the third round of combat, and for the remainder of the fight, all the Warlock's attacks deal +3 damage.

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