Towers and Tarragons

This article is about a game thought up by Plasmaster. If you would like to edit this article, please leave a message asking for his permission.

## Rules

**Battles**

When in combat, a player may perform two actions on their turn. They may move up to a maximum of twenty feet, attack, use a Skill, use a spell if they can use magic, or use an item in their inventory. They may perform a 'dash', doubling their movement distance to 40 feet, but doing so will consume both of their actions for their turn. Characters that are on a mount may move an additional 10 feet, whereas characters with wings can move an additional 5 feet (given that they are not already on a mount). Characters wearing heavy armor suffer a 5 feet decrease in movement.

The Gamemaster will roll a twenty-sided die to determine the success rate of the actions that the players wish to take. If they wish to attack, then two dice are rolled, the twenty-sided die to determine if the attack succeeds and a six-sided die to determine the damage of the attack. Attacks deal damage dependent on the Attack or Magic Attack stat of the player the die is currently being rolled for, with the Attack formula working as follows:

*Attack Formula*

* If Attack is higher than or equal to Defense

D6\*(Attack - Defense) + Attack Rating

* If Defense is higher than Attack

(7 - D6) \* (Attack - Defense) + Attack Rating

Any buffs to the player's Attack or Magic Attack will be factored in before the division by two is executed. Players can only have a single given stat buffed once during a turn; buffs can stack but must be applied on different turns; however debuffs can stack on the same turn. Stat increases will wear off after three turns unless they are the result of a passive Skill, in which case they will remain until the requirements for the skill's activation are no longer met; the same applies to debuffs. Some classes or weapons have advantages over others; for example, bows and arrows will deal bonus damage against flying enemies or classes such as Pegasus Knights; some light magic spells will deal bonus damage to undead creatures or users of Death Magic. Bonus damage ignores defense/magic defense. To factor in bonus damage, use this formula:

*Bonus Damage Formula*

Player's (Magic)Attack Stat-3\*Number Rolled on 6-sided die

An enemy or player will hit with their attack so long as the success roll is above 6, though the number can be increased or decreased if the enemy or player has certain kinds of debuffs or if the enemy or player they are attacking has a certain Agility value. If Agility is higher than 12, then a 10 or higher must be rolled to hit. Lower than 8, and a 2 or higher must be rolled. Higher than 16 and a 14 or higher must be rolled, and Agility higher than 20 must roll an 18 or higher to hit.

This is all just for sake of context; it may be confusing to some, but fortunately, only the Gamemaster has to worry about the formulas and such; players can simply sit back and see if their actions succeed or fail and to what extent.

Speaking of success, if the 20-sided die has rolled a 1 it is a critical failure and the player that attempted the action the die was rolled for will end up harming themselves or even allies. If the 20-sided die rolled a 20 it is a critical success and the action will work out way better than anyone could have imagined; if a critical success is rolled when the player is attempting an attack, then the attack hits without fail and will be a critical hit, ignoring enemy buffs, skills, and defenses and following this formula:

*Critical Hit Formula*

D6\*(Attack) + Attack Rating

**Skills and Spells**

Skills and Spells can be used so long as the user has sufficient TP or MP respectively; certain Skills and Spells require a certain amount of TP or MP to use. Some spells and Skills do not require TP or MP to be make use of them. Skills can not critical hit or critical fail, only fail (miss) or succeed (hit), with the exception of Aether, which can critical hit if a 20 is rolled. Passive Skills will activate automatically upon certain requirements being met. If a Skill is an offensive maneuver that directly attacks an enemy or enemies, use the Critical Hit formula to calculate damage.

At the start of the game, players pick one of their seven class Skills and one of their seven subclass Skills to start out with, and will earn the other Skills every few levels until they have learned them all. Levelling up is achieved by gaining experience.

**Experience/Levels**

Experience is gained whenever a battle ends in a victory for the players or when a certain player does a specific, special action. Players level up after they gain 100 experience points. After a battle, all players who did not die during the battle get 100 experience. When a certain player does a specific, special action, they gain however much experience the Gamemaster sees fit in exchange for accomplishing the action so long as it is below 90 experience.

**Status Ailments**

Status ailments are special statuses that can be inflicted using some Skills or magic spells. There are 9 status ailments:

Sleep, where the victim is forced to sleep for four turns, leaving them open to attack. They will wake up if they are hit with an attack that physically harms them.

Daze, where the victim is dizzied or stunned and will stagger five feet in a random direction on their turn for 3 turns.

Paralysis, where the victim is paralyzed for two turns and cannot move or attack.

Poisoned, where the victim can move and attack normally but will take 20 damage at the start of each turn for three turns. Outside of combat, being poisoned will last for three days and deal 5 damage every hour.

Frozen, where the victim cannot move or use physical attacks and takes 12 damage at the start of each turn for two turns. If hit with a fire-based attack, they will be freed from the frozen state.

Blinded, where the victim will miss with attacks for three turns.

Silenced, where the victim cannot use magic spells for two turns.

Petrified, where the victim cannot move or attack for three turns.

Berserked, where the victim uncontrollably attacks their allies.

**Items**

There are many items that can be obtained in campaigns and held in a character's inventory. They vary in use and even items that seem useless can be valuable in the right situation.

Food items in particular are very useful, as they heal back a bit of health for the player that eats it when consumed; they do not heal as much as a healing spell does, but can still make a difference. The amount healed back depends on the healthiness of the food eaten, for example, eating a carrot or apple will heal back more health than a slice of cake or mug of ale. If the party lacks a support unit, healing unit, or character that knows healing magic, eating food regularly between battles can help to ensure that players do not find themselves at critical health.

**Cities and Towns**

When in a city, town, village, or other settlement, players are able to view shops that are available in those settlements. The entire party will go to each shop in order and may buy or sell items as they please, so long as they have enough gold. Armories will hold armor, shields, and physical weaponry. Magic Shops sell magical weapons, tomes, and magic trinkets. General stores sell food and some useful items. Archery ranges sell bows, quivers, and arrows. Inns and restaurants serve dishes that can be eaten to heal the party, though inns also provide rooms for the party to spend the night in and restore themselves to full health. Chapels will revive fallen party members. There may be other shops not listed here that hold useful items as well.

**Personal Skills and Flaws**

Each player may create one personal skill for their character; they can discuss the Skill with the Gamemaster to ensure it is balanced before locking it in. The personal Skill must be approved by the Gamemaster for balancing purposes, and the Gamemaster may assign a TP cost value to the personal Skill if they see fit.

A "Flaw" is a drawback that a character has. Players must give one flaw to their character. It can be something minor like being timid around certain people or something major like having a physical ailment.

**Conclusion**

That's just about all of the rules, though there is one more: players can have their characters do lots of things, but they are not god-like or possess unlimited power, so don't say anything like, "I kill the enemy and/or all of the enemies." or something along those lines. Instead say "I attack the enemy and/or some enemies." This is just an example, you'll be doing more than just fighting enemies in this game, rest assured.

## Stats

Stamina: The health of a single unit; when it reaches 0, they are unable to assist in battles until they are revived.

Attack: The attack power of a single unit; affects amount of damage they deal to enemies.

Defense: The defense of a single unit; affects the amount of damage they take from enemy attacks.

Agility: The agility of a single unit; affects the likelihood that they will dodge an enemy attack; also affects the order in which players take turns, with faster characters acting first.

Magical Attack: The magical attack of a single unit; affects the damage they deal to enemies when using magic spells; strangely enough this also affects the power of support spells.

Magical Defense: The magical defense of a single unit; affects the amount of damage they take from enemy magic spells.

Courage: The courage of a single unit; affects how certain Skills or Spells impact the unit.

## Races

The world of TnT is inhabited by many different races; when creating your character, you must select a race for your character. Certain races may grant you special abilities or weapon proficiencies.

### Humans

A race that tends to reside in cities or towns, creating settlements in which their society thrives. Humans are capable of learning magic and though do not possess special abilities, they do have proficiency with a great many weapons.

### Elves

A race with affinity for the bow and sword, they are typically forces for good that inhabit the forests. Elves are also able to learn magic, and come with some natural magic abilities as well as incredibly keen hearing.

Keen Hearing: The Elf has sharp hearing; the player can receive more detailed information about sounds if they ask. Passive

Cloak of the Forest: The Elf dons a magic cloak that makes them appear as a tree or bush. The disguise is dispelled if the Elf moves, attacks, or uses a spell. The disguise is able to be seen through by others using spells or skills that allow them to see through magic or illusions, or by those with particularly excellent tracking skills. TP Cost: 7

Magic Rope: The Elf uses a magical rope to bind a target; a target that struggles against the rope will take damage. The rope can only bind one target at a time, but will be unable to break free as long as the user keeps a hand on the rope. The rope cannot be broken by any spell or weapon. TP Cost: 7

### Dreiks

A race of draconic beings, they are fierce combatants and typically make for loyal and dependable allies. They possess a natural ability to fly and breathe elemental magics. They tend to use their dragon breath as well as their claws and fangs in battle, but are able to wield weapons nonetheless. Dreiks are unable to learn magic.

Elemental Breath: The Dreik can breathe one of the following elements: Fire, Ice, Poison, or Electricity; they can attack enemies with this or use it on other objects if they so choose. TP Cost: 0

Dragon Tongue: The Dreik can speak and read ancient dragon languages fluently. Passive

Dragon Scales: The Dreik takes halved damage from blunt weapons like clubs, and from falling damage. Passive

### Dwarves

A race of diminutive stature, dwarves tend to reside in mountains or caverns and are exceptionally good at mining and tinkering. They prefer axes and hammers for combat, and can also learn magic. They can read and speak the Dwarvish language and are able to use their skills in crafting to create helpful items.

Nose for Ore: The Dwarf can identify any type of ore at a glance. Passive

Dwarvish Tongue: The Dwarf can speak or read Dwarvish. Passive

Craft: The Dwarf can craft an item, so long as they have the necessary materials to do so. They can craft weapons, armor, shields, jewelry, and other items. TP Cost: 0

### Halfling

A race of small, humble folk that enjoy the comforts of home, great parties and even greater companions. They have difficulty wielding heavier weapons, and so prefer to use daggers and magic. Bonus MP: 15, MP Growth+2

Teeny Stature: The Halfling's small size allows them to access areas others cannot and even go unnoticed by enemies more easily; they will not be as readily targeted by enemies with a Courage stat lower than 10. Passive

Champion at Hearth: The Halfling gains an additional 20 HP, 20 MP, and 20 TP when staying in an inn or other establishment that has the comforts of home; the additional points will last for a full day, after which they will wear off. Passive

Stout Heart: The Halfling gains a great boost in Courage. TP Cost: 20, Courage+8

### Shiftling

A race of elf-like beings that can switch between a humanoid form and an animal form, with their stats changing between forms; has overall average stats, with the stats fluctuating depending on the type of animal they transform into. Shiftlings are capable of using magic when in their humanoid form but not their animal form.

Form Change: The Shiftling changes between their human and/or animal form. Passive

Animal Talk: The Shiftling can speak to animals when in animal form. Passive

Animal Instinct: When in animal form the Shiftling can use instincts depending on the type of animal they can change into. Such instincts can allow them to easily find food or shelter, detect threats, or find paths in biomes they are accustomed to. Passive

### Genie

A race of magical beings capable of granting wishes; they tend to reside inside of magical artifacts. They are able to learn magic. Bonus MP: 20, MP Growth+1

Phenomenal Power: Raises the Genie's Magic Attack to 20 but sets their Agility to 1. TP Cost: 50

Misfortune: When rolling for the success of an action, if the Genie rolls a 13, they will cause an unfortunate event to befall an enemy in addition to the effects of their action. Passive

Magic Mist: The Genie releases a magic mist from their lamp that surrounds a target and prevents them from speaking. TP Cost: 15

### Demon

A race of demonic beings, they reside in the underworld, or sometimes in regions that are inhospitable to other races such as volcanic areas. They prefer scimitars and tridents in battle and are capable of learning magic, being proficient in fire magic. Demons are typically forces of evil. Bonus MP: 20, MP Growth+1

Demonic Presence: The mere presence of the demon has a chance of intimidating or frightening enemies; an enemy with a health value lower than 50 will attempt to flee, while others effected will suffer a reduction in Defense. Passive, Enemy Defense-3

Home Sweet Home: Demons are immune to damage from attacks utilizing the element of Fire. Passive

Malediction: The Demon casts a curse that causes its target to speak only in lies or opposites from their actual intended words. TP Cost: 10

### Angel

A race of angelic beings, they reside in the heavens or in sacred places. They are proficient with the bow and spear, and are capable of learning magic, being proficient in light magic. They possess wings that allow them to take flight, and are typically forces of good. Bonus MP: 20, MP Growth+1

Angelic Presence: The mere presence of the angel has a chance of soothing or inspiring allies; allies have a chance to be cured of petrification, berserk, or fear; neutral characters can also be calmed of panic, fear, anger, or mania. Passive

Gabriel's Message: The angel can send a verbal message anywhere in the world; the message will only be heard by its intended target unless certain spells are used to detect it. Passive

Purification: The angel can remove evil or curses from an object. TP Cost: 10

### Goblin

A race of humanoid creatures that typically inhabit caverns. They have proficiency with crossbows and clubs and are able to learn magic. Goblins are naturally good at climbing and seeing in the dark.

Night Vision: The Goblin can see in the darkness of night or in dark places such as underground. Passive

Cunning: The Goblin is an excellent liar; their lies have a higher chance of being believed by others. Passive, Success Roll+6 when lying/bluffing

Wall-Scaling: The Goblin is a good climber, and is able to scale on walls with ease. They have a little difficulty scaling on ceilings, but can do so if they are careful enough. TP Cost: 0, 10 to climb on ceilings

## Classes

### Guardian

A Support class wielding a large shield that wears heavy armor; has very high Defense but low Agility and Attack. Protects the rest of the party using Skills and some Spells.

Base MP: 40

MP Growth: 4

Base TP: 30

TP Growth: 5

Skills:

Dual Guard: The Guardian duplicates their shield, doubling their own Defense stat. The second shield will vanish after one hour.\* TP Cost: 30, Player Defense\*2

Impenetrable: The Guardian grants immunity to physical and magical damage to one ally for a brief period of time. The effects wear off after the ally tanks one enemy attack.\* TP Cost: 65

Force Field: The Guardian erects energy barriers around all allies within ten feet that increases their Defense and Magic Defense.\* TP Cost: 40, (Magic)Defense+6

Resounding Shield: The Guardian pounds on their shield, creating a loud resounding noise that intimidates enemies and decreases their Defense.\* TP Cost: 20, Enemy Defense-5

Bastion: The Guardian raises their shield and the terrain changes in effect as though it were the inside of a fortress.\* TP Cost: 50

Fortress Guard: The Guardian gains a bonus to Attack when in a fortress.\* Passive, Attack+4

Diamond Shield: The Guardian becomes immune to defense-breaking skills such as Shield Breaker, and also becomes immune to defense-lowering skills or spells for two turns.\* TP Cost: 60

### Barbarian

A class that wields a battle axe; they live for battle and they have good Attack and average Agility and Defense. Can use Skills that increase battle prowess.

Base MP: 10

MP Growth: 2

Base TP: 20

TP Growth: 6

Skills:

Mutton Leg: The Barbarian takes out a mutton leg and takes a large bite from it, healing themselves a bit and increasing their Attack and Defense.\* TP Cost: 20, Attack+4, Defense+3

Wolf Shield: The Barbarian takes out a round shield with a wolf face carved into it that strikes fear into enemies. An enemy that looks directly at the shield has a chance of being paralyzed with fear if their Courage stat is lower than 10.\* TP Cost: 50

Beowulf: The Barbarian calls on the strength of Beowulf and their axe triples in size. The axe will return to normal size after two minutes.\* TP Cost: 70, Attack\*2

Pillage: The Barbarian unleashes a sweeping attack that knocks its target off their feet. An enemy hit by the attack has a chance of having some of their loot stolen by the Barbarian when hit.\* TP Cost: 45

Berserk: The Barbarian activates Berserk mode, greatly increasing their Attack and Agility but sharply decreasing their Defense. The effects wear off after two turns or after battle ends.\* TP Cost: 50 Attack+8, Agility+8, Defense-10

Viking Raid: The Barbarian blows on a horn and from a cloud of mist comes a ghostly Viking boat that spawns two ghost Vikings that assist in battle for a short time. Each of the Vikings have only 10 health, 12 attack, and no defense or agility. The Vikings will leave after being defeated or after three turns.\* TP Cost: 90

Saga: The Barbarian tells a lengthy saga that exhilarates its audience. Those who hear it will be on the edge of their seat and will be pepped up.\* TP Cost: 5

### Rogue

A class that wields a knife and uses wits and deceit to rob and defeat enemies. Has high Agility but lacks in Attack and Defense.

Base MP: 10

MP Growth: 2

Base TP: 30

TP Growth: 5

Skills:

Cloak Turn: The Rogue wraps themselves in their cloak, becoming invisible to enemy eyes for a short time; wears off after one turn or after five minutes. When in combat, the Rogue can choose to execute a powerful sneak attack on an enemy upon reappearing.\* TP Cost: 20, additional 30 for sneak attack

Sweet Talker: The Rogue uses deceit and flattery to make deals or get information from others.\* Passive, Success Roll+5 when bargaining or interrogating

Pickpocket: The Rogue steals money or a single object from someone; cannot steal a weapon currently wielded by someone or an object currently in use by someone. The Rogue can steal up to 100 gold from a single target. If caught in the act, the Rogue will not be able to steal anything.\* TP Cost: 10

Black Market: The Rogue gains access to underground stores with items that are rare to obtain elsewhere. When visiting a shop, the Rogue can view and purchase items unavailable to others.\* Passive

Knife Wheel: The Rogue throws knives in all directions around them, hitting anyone within a 15 foot radius.\* TP Cost: 50

Trained Eyes: The Rogue is able to see far distances and detect the most minute of details from very far away if they ask. They can also see twenty feet farther in darkness and fog than others.\* Passive

Dash Dance: The Rogue dashes back and forth in place to confuse the enemy as to where or when they will strike, lowering the enemy's Agility.\* TP Cost: 20, Enemy Agility-5

### Cleric

A Support class that can heal others from afar using magic from a staff; has low Attack and Defense, making them vulnerable to enemy attack. Can use Skills with great healing ability.

Base MP: 50

MP Growth: 7

Base TP: 10

TP Growth: 3

Skills:

Healing Loot: After a battle that the Cleric took part in, enemies have a chance of dropping an item that can heal warriors.\* Passive

Curing Flares: The Cleric fires magic beams into the air that rain down a magic mist that cures status ailments of allies. The magic beams can be fired up to fifty feet in range and will effect a square ten feet under the point they are fired at.\* TP Cost: 30

Healing Circle: The Cleric draws a circle in the ground big enough for one person to stand in that heals those that stand in it.\* TP Cost: 15

Generous Soul: The Cleric takes a portion of their own health and gives it to an ally.\* TP Cost: 5

Cure-All: The Cleric cures a single target of any disease, illness, or status ailment they are suffering.\* TP Cost: 60

Medicinal Insight: The Cleric has a better chance of successfully diagnosing a disease or illness.\* Passive, Success Roll+6 when diagnosing diseases

Blessing: The Cleric can bestow a blessing upon an action taken to increase its likelihood of success.\* TP Cost: 50, Success Roll+5 to the targeted action

### Assassin

A class that carries a wide array of weapons, equipped for nearly any situation; has high Agility and Attack but low Defense. Can use Skills that allow them to swiftly dispatch enemies.

Base MP: 10

MP Growth: 2

Base TP: 30

TP Growth: 6

Free-Run: The Assassin is able to free-run up walls and across rooftops and narrow paths with great ease.\* Passive, Success Roll+6 when climbing, jumping gaps, or traversing narrow or unstable terrain

Lethal Blow: The Assassin attempts to deliver a lethal attack to a single target.\* TP Cost: 90

Poison Concoct: The Assassin uses an assortment of chemicals to concoct a poisonous liquid for later use.\* TP Cost: 20

Dual-Wielding: The Assassin is able to wield two different types of weapons at once adeptly; when attacking, they can strike a single target twice, or if using a ranged weapon, can strike two different targets simultaneously.\* Passive

Battle Flow: The Assassin moves more quickly when in battle.\* Passive, Agility+2

Counterattack: The Assassin executes a counterattack on an enemy, parrying the enemy attack and then hitting them with an attack; cannot counter range attacks or magic attacks.\* TP Cost: 70

Killing is My Job: The Assassin gets 100 gold each time they deliver the killing blow on an enemy.\* Passive

### Ranger

A class that uses a bow and a dagger for combat, making them susceptible at close range but invaluable from farther away; very high accuracy and Attack with average Defense and Agility. Can use Skills to increase evasion and hinder enemies.

Base MP: 15

MP Growth: 3

Base TP: 30

TP Growth: 5

Stealth: The Ranger can move unseen by the untrained eye. Those with a skill or ability that allows them to see more clearly may be able to detect the Ranger. The Ranger can remain hidden for up to one hour if remaining stationary, or for up to fifty feet.\* TP Cost: 20

Deadly Precision: The Ranger is able to hit a specific part of a target or enemy from a great distance with unbelievable accuracy.\* TP Cost: 60

Tracking: The Ranger uses their tracking skills to be able to locate a target. They cannot track spirits or paranormal entities.\* TP Cost: 5

Outdoorsman: The Ranger is well-accustomed to travelling and when in uneven or treacherous terrain gets doubled movement distance.\* Passive

Arrow Pin: The Ranger pins a target in place with an arrow. The target can attempt to break free of the arrow; if they fail, they stay stuck for a full turn.\* TP Cost: 30

Arrow Rain: The Ranger sends down a hail of arrows upon enemies on lower ground.\* TP Cost: 80

League Step: The Ranger can move great distances with seemingly a single step; can take one ally with them.\* TP Cost: 50

### Wizard

A class that specializes in the use of magic spells for combat, having good Magic Attack and Magic Defense with average Attack and Defense and low Agility; Wizards mostly use Spells with elemental properties but can use some other types of magic as well. A Wizard's Skills will often hinder enemies and support allies.

Base MP: 60

MP Growth: 5

Base TP: 10

TP Growth: 2

Wizard Mind: The Wizard's wise mind is able to resist being berserked or mind-controlled.\* Passive

Distress Beam: The Wizard can send a bright signal beam of light from their staff. Can be used to temporarily illuminate dark places, send distress signals, or blind a group of enemies. Enemies with a Courage stat less than 6 will be inflicted with Blind.\* TP Cost: 20

Dispel Magic: The Wizard can dispel some enemy magic spells that inflict status effects on either the enemy or the Wizards' allies. They can automatically dispel the status magic of enemies that are five levels lower than themselves. When dispelling magic of anything above that limit, it depends on the Courage stat of the enemy; if the Wizard has at least two more Courage than the enemy, the Skill will succeed.\* TP Cost: 20

Portable Library: The Wizard is able to pull up information on any enemy in order to help allies make more educated decisions. The Wizard will learn the health value of a single target, as well as the value of one stat of the Wizard's choice.\* Passive

Charm Attack: The Wizard can place a charm on their ally so that the next time that ally attacks the attack will have magical properties attached to it. The attack will use Magic Defense when calculating damage to its target.\* TP Cost: 10

Weatherman: The Wizard can use magic to change the weather to their liking.\* TP Cost: 30

Word of Power: The Wizard speaks a mighty word of power that sends out a magical shockwave in all directions, dealing high damage to enemies around them.\* TP Cost: 40

### Slayer

A class that wields a large broadsword and some small knives; Slayers excel in combat against monsters as their Skills increase their combat ability and hinder enemies that are monsters; Slayers have high Attack and good Agility but low Defense.

Base MP: 0

MP Growth: 3

Base TP: 30

TP Growth: 6

Favored Enemy: The Slayer gains an increase in all stats when in combat against large monsters.\* Passive, (Magic)Attack+4, Agility+2, (Magic)Defense+5, Courage+3

Cyclonic Spin Attack: An area of effect attack that hits all enemies around the Slayer.\* TP Cost: 70

Monster Ride: The Slayer uses their dagger to keep a hold onto a monster and can attempt to wrangle the monster to attack other monsters. The monster can attempt to throw the Slayer off on each of their turns; if they fail, they suffer damage from the dagger and remain under the Slayer's control until their next turn. The Slayer can release the monster when he chooses.\* TP Cost: 60

Wing Cutter: The Slayer is able to topple flying monster enemies to the ground and prevent them from taking flight again.\* TP Cost: 40, Enemy Agility-3

Rough Brawler: The Slayer is able to daze enemies with a headbutt attack; works better on monsters, where it will lower their stats in addition to dazing them.\* TP Cost: 40, Enemy (Magic)Defense-4, Agility-3

Intimidation: The Slayer is able to use their fierce appearance, aggressive nature, and impressive history of slaying beasts to intimidate people into doing something.\* Passive, Success Roll+6

Poison Dagger: The Slayer stabs an enemy with a poisoned dagger; the poison lasts an additional two turns longer against monsters.\* TP Cost: 60

### Warlock/Arcane Mage

A class that specializes in magic spells that distort reality and bend space and time, also known as Arcane Magic. Warlocks can use Skills to hinder enemies or support allies; Warlocks have high Magic Attack and good Magic Defense and Agility with low Attack and Defense.

Base MP: 50

MP Growth: 5

Base TP: 10

TP Growth: 3

Shapeshift: The Warlock shapeshifts into some kind of magical creature for a short time. The transformation lasts for five turns, until combat ends, or for two hours if used outside of combat. The Warlock can morph into a creature up to twenty feet in height and gains abilities of the creature they become. TP Cost: 40

Illusion: The Warlock is able to create illusions; the illusion can be made up of an image or sound. The image cannot be larger than ten feet in height or width.\* TP Cost: 10

Fearmongering: The Warlock causes the enemy to see something absolutely terrifying and then feeds off of this fear to bolster stats.\* TP Cost: 25, (Magic)Attack+5, (Magic)Defense+4

Teleport: The Warlock is able to teleport themselves, a single ally, a single enemy, or a single object anywhere within 100 feet. At Level 8, up to two objects can be teleported at a time. At Level 12, the teleport distance increases to 300 feet. At Level 16, the Warlock is able to register a single point anywhere they wish that they can then teleport things to later, and can dispel this point at will. At Level 20, they can register two points at once and teleport up to five targets.\* TP Cost: 10

Summon Phantom: The Warlock summons a phantom to assist them in battle. The Phantom has 30 health and 10 attack; it is immune to status effects and courage-dependent skills or spells. The Phantom leaves after its health is depleted or after the battle ends.\* TP Cost: 30

Curse: The Warlock places a curse on a single enemy target that will trigger each time they do a specific action. The curse can have one of the following results: inflicting with a status ailment, suffering magic damage, stumbling, or losing their grip on an item they have. The curse wears off after one day, or after the Warlock dismisses it.\* TP Cost: 30

Reality Check: The Warlock causes the enemy to be more likely to miss attacks by warping their perception of reality.\* TP Cost: 30

### Bard

A Support class that uses magical instruments to play magical songs to assist their allies in battle. Bards can also play magic songs to attack enemies but Bards themselves have low Defense. Can use Skills to increase the effects of their songs or hinder enemies.

Base MP: 30

MP Growth: 5

Base TP: 30

TP Growth: 5

Tuned Instrument: The Bard's magical songs are increased in effect temporarily; +1 to stat boosts, effects last for an additional two turns. TP Cost: 20

Forte: The Bard's songs grow louder, effecting another ten feet wider area for two hours. TP Cost: 20

Entertainment: The Bard has a better chance of drawing in crowds and getting people excited and entertained. Passive, Success Roll+5 when playing songs for a crowd

Octave Onslaught: The Bard rapid-fire blasts magic musical notes from their instrument at targets.\* TP Cost: 60

Sheet Music: The Bard can copy one of their songs to sheet music, allowing them to play that song while inflicted with Silence. At Level 10, the Bard can copy down two songs. At Level 18, they can copy up to 3 songs.\* Passive

Maestro: The Bard can reverse buffs or debuffs from enemy magic songs.\* TP Cost: 25

Remix: The Bard remixes one of their own songs, and the effect of the song is the scrambling of an enemy's stats. TP Cost: 30

### Gladiator

A class of fierce combatants that thrive in arena combat. Gladiators possess Skills tailored to support allies and hinder enemies, with increased effects when in an arena; Gladiators fight with tridents and axes and have high Attack and Defense but can be somewhat lacking in Agility.

Base MP: 10

MP Growth: 2

Base TP: 40

TP Growth: 5

Weighted Net: The Gladiator hurls a weighted chain net that immobilizes enemy units altogether; creatures caught under the net must roll to see if they can escape it; if they roll lower than a 15, they cannot escape. Larger creatures, however, only need to roll a 10 or higher in order to escape.\* TP Cost: 30

Obstacle Sense: The Gladiator can sense nearby man-made obstacles.\* Passive

Gladiatorial Roar: The Gladiator lets forth a mighty roar that inspires his allies in combat, increasing their total TP by 20 points for one hour or until combat ends. The TP increase is doubled when fighting in an arena.\* TP Cost: 30

Are You Not Entertained?: When fighting in front of a crowd, the Gladiator gains an increase in Attack and Defense.\* Passive

Showstopper: The Gladiator executes an all-out attack; upon a successful hit, it will kill its target, but break the gladiator's weapon in the process. It will not instantly kill against bosses or other powerful foes.\* TP Cost: 50

Greased Lightning: The Gladiator lathers themselves with a special body oil that increases their Attack, but makes them more susceptible to fire attacks. When moving, roll a die; if they roll lower than or equal to a 10, they will slip and fall and be unable to act until their next turn.\* TP Cost: 40, Attack+8

Thumbs Down: The Gladiator deals bonus damage to an enemy that is immobilized or otherwise helpless.\* Passive

### Enchantress/Enchanter

A magic-using class that uses a staff and spellbook to cast Spells meant to weaken enemies and support the party by summoning powerful allies; Enchantresses are not entirely defenseless though as they have a good deal of offensive spells as well; an Enchantress has Skills that bolster the abilities of allies they summon and hinder enemies.

Base MP: 60

MP Growth: 6

Base TP: 20

TP Growth: 2

Magic Aura: Other magic-users within ten feet get a 1 point increase in success rate.\* Passive

Enchant: The Enchantress can enchant the weapons of non-magic-using allies to deal more damage; lasts for three turns.\* TP Cost: 20

Summoner's Will: The Enchantress can increase the stats of summoned allies.\* TP Cost: 35, Summoned Ally (Magic)Attack+5

Disenchant: The Enchantress can cause a single target to become disinterested or bored with things.\* TP Cost: 5

Silence Mine: The Enchantress sets down a magic mine that casts Silence on an enemy when it gets set off. The mine can be set into any flat surface; when setting it down, you can choose for it to react upon detecting movement or upon detecting magic.\* TP Cost: 20

Enervate: The Enchantress decreases enemy Agility and Defense when they are at critical health.\* Passive, Enemy Defense-5, Agility-2

Lovestruck: The Enchantress selects a target and assigns an action; every time the target performs the action, they will fall in love with the first person they see.\* TP Cost: 20

### Paladin

A class that uses powerful swords and light magic to fight enemies; they can use Skills that increase their abilities, hinder enemies, and support the party. Paladins have high Attack and Defense and average Agility.

Base MP: 30

MP Growth: 4

Base TP: 30

TP Growth: 4

Radiant Emissary: When in combat, the Paladin replenishes one TP each turn.\* Passive

Critical Light: Upon successfully landing a critical hit, heal back 10% of the damage dealt. Subsequent critical hits during the same fight will heal back an additional 10% with each instance of a critical hit.\* Passive

Courage Envoy: The Paladin emboldens his allies, increasing their Courage.\* TP Cost: 40, Courage+4

Holy Strike: The Paladin smashes their sword into the ground, sending out a shockwave that deals holy damage to any enemies within five feet.\* TP Cost: 70

Darkness Purge: The Paladin has increased stats when fighting against enemies that use dark magic.\* Passive, (Magic)Defense+3, Agility+2

Divine Barrier: The Paladin erects a barrier of holy magic that cannot be penetrated by death magic or dark magic.\* TP Cost: 40

Piercing Light: The Paladin conjures a magic light that illuminates even the darkest of places, and can cure Blindness in allies.\* TP Cost: 30

### Fighter

A class with high combat abilities that uses gauntlets or swords in battle; has high Attack and Agility but low Defense; has Skills that can increase their own abilities and hinder enemies.

Base MP: 0

MP Growth: 1

Base TP: 50

TP Growth: 4

Power Gauntlet: The Fighter executes a powerful uppercut attack with their gauntlets.\* TP Cost: 70

Fighting Spirit: The Fighter does not lose confidence during a crisis, and so during a crisis cannot have their Courage or Defense debuffed.\* Passive

Focus Attack: The Fighter focuses their energy and then delivers a swift blow to an enemy that causes the enemy to become dazed.\* TP Cost: 50

Don't Flinch: The Fighter feigns an attack to cause the target to flinch; if the target flinches, they'll be easier to get information out of.\* TP Cost: 10

Battle Pep: The Fighter peps up allies for battle if they have been effected with status ailments.\* TP Cost: 30, Ally Attack+3 Agility+2

Megaton Punch: The Fighter uses a special punching maneuver designed specifically to smash through walls, floors, and other barriers; cannot break magic/magically enhanced barriers.\* TP Cost: 20

One-Inch Punch: The Fighter knocks out an enemy with a single punch; the target will remain unconscious for the duration of the battle.\* TP Cost: 100

### Knight

A class that is typically mounted on a horse; wields lances and swords and has a shield; on their mount they can quickly traverse a battlefield. Has high Attack, Defense, and average Agility, but is very weak to enemy magic attacks.

Base MP: 0

MP Growth: 0

Base TP: 60

TP Growth: 5

Trample: The Knight can deal damage to enemies while moving if he is on his horse; does not effect magical constructs, spirits, or non-corporeal creatures. Passive

Glorious Charge: The Knight rears back on their horse and lets out a battle cry; allies behind the Knight gain boosted Defense. TP Cost: 40, Allies Defense+6

Chivalry: The Knight is able to get into non-hostile knights barracks and quarters without question.\* Passive

Knight Counter: The Knight blocks an enemy attack with their shield and then executes a counterattack with their sword or lance.\* TP Cost: 80

Three Black Arrows: Once per day, after being dealt a lethal blow, the Paladin can act for one more turn before perishing.\* Passive

Aura of Safety: The Knight exudes an aura that makes people feel safe and protected, letting their mental guards down. Passive

Jaigen: The Knight's stats increase significantly.\* TP Cost: 120, Attack+4, Defense+4, Agility+7, Magic Defense+9

### Muse

A Support class that uses both magical instruments and spellbooks in battle; they can support the party with magic songs or attack enemies with elemental magic spells; their Skills increase the effects of their songs and increase their own stats; Muses have average Magic Attack, good Defense and Agility, but poor Magic Defense.

Base MP: 40

MP Growth: 3

Base TP: 20

TP Growth: 5

Tuned Instrument: The Muse's magical songs are increased in effect temporarily; +1 to stat boosts, effects last for an additional two turns. TP Cost: 20

Forte: The Muse's songs grow louder, effecting another ten feet wider area for two hours. TP Cost: 20

Stargazer: The Muse possesses knowledge on the cosmos, and can navigate using stars and constellations or consult information on astronomy.\* Passive

Maestro: The Muse can reverse buffs or debuffs from enemy magic songs.\* TP Cost: 25

Inspire: The Muse can inspire allies to work harder at certain tasks or even in battle, essentially raising success rate by 2 points.\* Passive

Enlightenment: The Muse clears their mind and increases their Defense and Magic Defense.\* TP Cost: 60, (Magic)Defense+6

Theater Kid: The Muse is an experienced actor, and is able to more easily convince, persuade, or deceive others using these acting skills.\* Passive, Success Roll+6 when using acting skills

### Acrobat

A class that uses gymnastics to flank enemies easily and possesses a set of throwing knives for combat that they can use from afar or from up close; Acrobats have very high Agility but low Defense, though they have good Attack; they have Skills that increase the stats of themselves and allies and hinder enemies.

Base MP: 10

MP Growth: 2

Base TP: 40

TP Growth: 7

Balance: The Acrobat can cross very narrow ledges or paths and can even walk on top of rolling objects with great ease.\* Passive, Success Roll+7 when on narrow or unstable terrain

Juggling: The Acrobat juggles their knives, distracting enemies, and then hurls the knives at the enemy. When used, the Acrobat will juggle the knives for one turn; enemies that see the juggling will be distracted if their Courage is lower than 8, and when distracted they will not act on their next turn. They will stop being distracted if they take damage. On the Acrobat's next turn, they will throw the knives at any distracted enemies. Constructs, spirits, non-corporeal creatures, and particularly intelligent beings cannot be distracted.\* TP Cost: 70

Stretching: The Acrobat stretches their limbs, increasing their Agility.\* TP Cost: 40, Player Agility+6

Gymnast Rescue: The Acrobat can quickly leap into action to rescue allies from danger; will not work on an ally if they only have 1 health.\* TP Cost: 70

Bouncy Ball: The Acrobat throws out a bouncy ball at a single target; if the ball successfully hits its target, roll a 10 or higher for a chance of the ball bouncing into a secondary target, then a 15 or higher for a third target, and then an 18 or higher for a fourth target. The ball does low amounts of damage, but hit targets will be inflicted with Daze.\* TP Cost: 80

Crane Act: The Acrobat can balance objects on their fingers, toes, chin, nose, forehead, or knees with great ease. They cannot balance objects that are too heavy for the Acrobat to lift normally.\* Passive

Contortionist: The Acrobat can contort their flexible body to fit into small spaces and squeeze through narrow gaps easily.\* Passive

### Shaman

A magic-using class that fights with a staff and thrives off of the use of Red Magic which uses an enemy's fighting spirit and rage against them; Shaman have Skills that can enrage enemies and bolster their own abilities; they have low Attack and Defense but good Magic Attack and Magic Defense; they also have low Agility.

Base MP: 50

MP Growth: 6

Base TP: 20

TP Growth: 4

Rage Boost: The Shaman absorbs the rage and anger from enemies to increase the power of their own magic.\* TP Cost: 40, Magic Attack+4

Rage Induce: The Shaman forces the enemy to go into a rage, increasing the enemy's Attack but making them very likely to miss or fail.\* TP Cost: 60, Enemy Attack+7, Enemy Success Roll-7

Anger Magnet; The Shaman attracts the angered attention of an enemy; the enemy is only able to attack the Shaman and the Shaman gets an increase in stats.\* TP Cost: 40, Magic Attack+5, Magic Defense+5

Visceral Drain: The Shaman drains so much fury from an enemy that it makes them docile.\* TP Cost: 40, Enemy All Stats-8

Mad Dash: The Shaman uses an enemy's fighting spirit to power up an act of super speed; their movement gets doubled when in battle and they ignore difficult terrain. When outside of combat, the Shaman can perform a feat of superhuman speed.\* TP Cost: 30

Irritate: The Shaman can cause people to become angered to the point of acting irrationally.\* TP Cost: 5

Over-Rage: The Shaman fills one enemy with so much rage that the enemy will attack their own allies, inflicting them with Berserk.\* TP Cost: 20

### Elemental Sorcerer(ess)

A class that specializes in a specific type of magic with elemental properties to the point where they are adept in that specific magic type, having high Magic Attack and Magic Defense and good Agility, with low Attack and Defense. Possess Skills that hinder enemies, support allies, increase their own abilities or stats, or increase abilities of allies.

Base MP: 50

MP Growth: 6

Base TP: 10

TP Growth: 3

Elemental Detection: The Elemental Sorcerer can detect specific, nearby sources of their element; is harder to do when more of their element is around, i.e. a rainstorm, thunderstorm, or being on an ocean. TP Cost: 5

Mimic Element: The Elemental Sorcerer is able to become their respective element i.e. fire, electricity, air, etc., allowing for a multitude of uses. TP Cost: 5

Elemental Construct: The Elemental Sorcerer uses their magic to create objects out of their element, be it weapons, tools, or other trinkets, these objects can be given to allies for use in combat or used in other situations. TP Cost: 20

Elemental Prowess: The Elemental Sorcerer is an expert in their field of magic, and as such will have a 20% reduction on MP costs for their respective spells.\* Passive

Summon Elemental: Summons an Elemental based on the Elemental Sorcerer's magic element, which can be assigned to hover above the user or an ally; the Elemental will support the target by periodically healing them, granting them defense against certain attacks, or using an elemental magic attack on enemies. The Elemental has 20 health and 10 Magic Attack, with no form of defenses. After five turns they will depart.\* TP Cost: 30

Elemental Burst: When a summoned elemental nears death or expiry, it will home in on an enemy and release a high-powered burst of elemental magic to damage the target.\* Passive

Absorb Element: The Elemental Sorcerer can absorb their elements i.e. fire or water from nearby sources of them. Absorbing their respective element will bolster their magical abilities for their next attack.\* Passive, Magic Attack+3

### Necromancer

A magic-using class that is capable of summoning armies of the undead to serve them in battle; Necromancers have low Agility, Defense, and Attack, but high Magic Attack and Magic Defense. Necromancers are capable of using skills to hinder enemies and support allies.

Base MP: 60

MP Growth: 5

Base TP: 5

TP Growth: 4

Bone Shield: The Necromancer is able to temporarily cause skeletons or undead to automatically take attacks for them for two turns.\* TP Cost: 50

Hell Breaker: The Necromancer summons a very powerful undead warrior to aid them in battle. The warrior has 50 health, 15 attack, and 8 Defense. He will leave after battle ends or if he is killed.\* TP Cost: 60

Tainted Ground: The Necromancer can use death magic to make nearby earth and plants withered and unstable.\* TP Cost: 20

Earthen Escape: The Necromancer can cause the earth to swallow them so that they can escape from enemies or keep hidden temporarily.\* TP Cost: 45

Skeletal Avatar: The Necromancer creates a skeletal avatar around themselves that gives them increased stats.\* TP Cost: 80, Agility+3, (Magic)Defense+6, Attack+6

Undead Council: The Necromancer can confer with the undead or spirits; he can ask them questions, tell them a message, and receive information from them.\* Passive

Ghastly Act: The Necromancer can manipulate spirits to cause an unsettling event to take place. They can move an object from one room to another, cause blood to run down walls, make doors slam shut, make the room temperature drop sharply, cause all sources of light in a room to dim significantly, or cause small plants to wither and die in a manner of seconds.\* TP Cost: 10

### Beast Trainer

A class that can summon animals to assist in battle; Beast Trainers fight with a spear and have good Attack and Defense but low Agility. Their skills can increase the abilities of the animals they summon and hinder enemies.

Base MP: 10

MP Growth: 1

Base TP: 40

TP Growth: 4

Summon Animal: The Beast Trainer summons an animal to their side; the animal will stay with the Beast Trainer until they die or until the Beast Trainer dismisses them. The Beast Trainer can only have one animal companion at a time; the stats of the animal varies depending on what it is.\* TP Cost: 10

Feed Animal: The Beast Trainer can feed hungry animals to get them to do something, or can feed summoned animals during combat to increase their stats.\* TP Cost: 50, Summon Staminax1.5, Agility+2, Attack+3

Stampede: The Beast Trainer causes a stampede of animals to charge at and trample enemies in a straight path in front of the Beast Trainer.\* TP Cost: 70

Flock Screen: The Beast Trainer can cause animals to flock around an enemy, preventing the enemy from moving and lowering their accuracy.\* TP Cost: 50, Enemy Success Roll-5

Tame: The Beast Trainer can tame aggressive or territorial animals and can even peacefully resolve conflicts against certain animals.\* TP Cost: 20

Animal Bond: The Beast Trainer develops a bond with an animal he has spent a long time with; if a summoned animal has stayed by his side for eight weeks, the animal will gain +3 to all stats and +10 to their stamina total. After an additional sixteen weeks, the stats increase another +2 stats, and stamina increases an additional +10. After a full year, the animal will gain +3 to all stats and +20 to stamina.\* Passive

Favorite Animal: The Beast Trainer gains an increase in stats when in a biome where their favorite animal is found; they are also able to locate that particular animal more easily.\* Passive, Defense+4

### Mystic/Physic

A class that can tell fortunes of allies to temporarily increase the stats of allies; Mystics have magic jewelry that they use in battle that grants them high Magic Attack and Magic Defense; they lack in Attack and Agility but have good Defense. Their Skills increase their own abilities and support allies.

Base MP: 40

MP Growth: 3

Base TP: 10

TP Growth: 6

Power Rings: The Mystic gives two power rings, one to two different allies, that increase the Attack and Magic Attack of the wearer. The rings will lose power after one week.\* TP Cost: 40, (Magic)Attack+4

Cripple Bracelet: The Mystic harnesses the magic of a bracelet they bear to cripple an enemy's defenses.\* TP Cost: 70, Enemy (Magic)Defense-7

Fortune-Teller: The Mystic tells a fortune to a single person; it can be a good fortune or a bad fortune, and may warn of something good or bad. The person can be convinced to take a certain action, particularly if they are superstitious.\* TP Cost: 15

Tiger Eye: The Mystic has an eye for magic jewelry, and can get discounted prices on magic gems and jewels at shops.\* Passive

Rabbit's Foot: The Mystic gives a rabbit's foot to an ally, increasing the ally's chance of dodging an attack.\* Roll: 14, Agility+5

Amulet Blast: The Mystic fires a powerful continuous beam of magic from an amulet at an enemy.\* TP Cost: 80

Mirror Image: The Mystic reflects status ailments they currently suffer onto an enemy as well.\* Passive

### Sage

An adept magic-using class that has very high Magic Attack and Magic Defense, with good Agility but poor Attack and Defense; they can use nearly any type of magic, with the exception of Dark Magic and Death Magic. Sages can use Skills to hinder enemies.

Base MP: 60

MP Growth: 4

Base TP: 0

TP Growth: 2

Tomefaire: When facing an enemy magic-user the enemy has their Magic Defense halved.\* Passive, Enemy Magic Defense/2

Tomebreaker: The Sage causes the enemy's magic weapon to discharge magic that hurts the wielder.\* TP Cost: 10

Pupil: The Sage bestows some magic power upon an ally that has less Magic Attack than them.\* TP Cost: 10, Magic Attack+5

Enlightenment: The next attack the Sage uses will hit without fail.\* TP Cost: 10

Mind Blast: The Sage blasts a beam of combined magics at an enemy. The enemy will be unable to us Skills for one hour, and during that hour will not retain any memories or information.\* TP Cost: 30

Burst End: On the last turn of having a buff, the Sage deals extra damage with attacks.\* Passive

Null-Magic: The Sage grants an ally immunity to magic attacks and spells, including magic buff spells.\* TP Cost: 25

### Champion

A class that wields swords and sometimes tridents or maces; Champions have high Attack and Defense, good Agility, and average Magic Defense. Champions can use Skills that support allies and hinder enemies.

Base MP: 0

MP Growth: 3

Base TP: 50

TP Growth: 4

Spike Armor: The Champion wears spiky armor that harms enemies that physically attack them for half as much damage as they deal; does not effect projectile or magic attacks.\* Passive

Taunt: The Champion taunts an enemy to enrage them, increasing their Attack and lowering their Defense and Agility.\* TP Cost: 40, Enemy Attack+2, Defense-3, Agility-1

Cape Envelope: The Champion envelopes an enemy in their cape and then powerfully slashes them with their weapon.\* TP Cost: 70

Disrupt: The Champion disrupts the formation of an enemy horde, causing one enemy to flee the battle.\* TP Cost: 90

Duel Caller: The Champion confidently calls for a duel with the strongest enemy of an enemy horde/team, causing the strongest enemy to focus their attacks on the Champion.\* TP Cost: 40

Stubbornness: The Champion's stubbornness prevents their Defense and Magic Defense from being lowered by any more than one point.\* Passive

Wild Down: The Champion strikes at a target's legs to topple them to the ground. On the target's next turn, they have to spend an action to get up before they are able to move or attack. The Skill only effects legged enemies that are currently on firm ground.\* TP Cost: 50

### Brawler

A class skilled in hand-to-hand combat; they have overall balanced stats with Low Magic Defense. Brawlers have Skills that increase their own stats and increase the stats of allies.

Base MP: 10

MP Growth: 4

Base TP: 30

TP Growth: 6

Dash Attack: When dashing, the Brawler can execute an attack directed in front of them, though this will end their dash.\* TP Cost: 30

Grappler: The Brawler grapples with an enemy, keeping that enemy occupied and unable to attack for one turn. The Brawler can continue to grapple the enemy for an additional turn if their Attack stat is higher than the enemy's. After that, the enemy can break free of the grapple if they roll lower than a 10.\* TP Cost: 60

Flurry of Blows: The Brawler can unleash a flurry of physical attacks on a single target that have slightly lessened accuracy but deal great damage; roll ten dice, if a dice rolls higher than 12, it will hit.\* TP Cost: 70

Random Trip: The last enemy the Brawler attacked will be afflicted with a random tripping ailment, having greatly reduced Agility. Only works once per battle.\* Passive, Enemy Agility-8

Enemy Stance: The Brawler mimics an enemy's combat stance, gaining an increase in any stats that the enemy has that are higher than the Brawler's.\* TP Cost: 80

Perfect Block: The Brawler will block the next enemy's attack at the last second, causing the enemy to stumble and making the next attack to hit that enemy easier to land.\* TP Cost: 60

Footstool Jump: The Brawler uses a target's head as a footstool and vaults upwards off of them, reaching higher ground or nearby ledges and slightly lowering target's Agility.\* TP Cost: 40, Enemy Agility-2

### Druid

A magic-using class that uses Nature magic; they thrive in heavily wooded environments such as forests and jungles; their Skills are enhanced when in such locations and allow them to hinder enemies and support the party.

Base MP: 40

MP Growth: 5

Base TP: 10

TP Growth: 2

Tree Hugger: When in forests, a single ally of the Druid's choice will heal back lost health so long as they are in the forest.\* Passive

Speak for the Trees: The Druid can converse with Ents and other tree-like creatures and even calm entish or other tree-like enemies in combat.\* Passive

Oasis: The Druid conjures an oasis that fully replenishes health and gives stat boosts.\* TP Cost: 30, (Magic)Attack+4

Branch Out: The Druid expands their repertoire and is able to use one of an ally magic user's spells on the next turn, even non-nature magic spells.\* TP Cost: 20

Spiritual Oath: If a target wears metal armor, the Druid will deal extra bonus damage.\* Passive

Leaf Shield: The Druid erects a barrier of leaves around themselves that makes them more difficult to hit.\* TP Cost: 20, Enemy Success Roll-6 when targeting Druid

Forest Disguise: The Druid can disguise themselves as a tree or shrubbery.\* Passive

### Pegasus Knight

A class that can take to the skies atop a flying mount; they have high Agility and Magic Defense but all of their other stats are average at best. Pegasus Knights wield lances in combat and have Skills that can hinder enemies and increase their own stats.

Base MP: 20

MP Growth: 4

Base TP: 30

TP Growth: 4

Swoop Attack: The Pegasus Knight soars high into the air and then swoops down upon a target to attack them with their lance, dazing the enemy with the sheer speed of the attack. TP Cost: 60

Ferry: The Pegasus Knight can ferry other characters from one location to another; the weight of passengers cannot exceed over 300 pounds. The Pegasus Knight can travel up to two hundred feet in a single turn when using this Skill. Passive

Height Advantage: The Pegasus Knight gets an increase in Attack when fighting other flying enemies. Passive, Attack+3

Flight Sickness: The Pegasus Knight scoops up a grounded enemy and soars through the sky with them in their grasp before returning them to the ground; the enemy is left feeing sick with some decreased stats. TP Cost: 50, Enemy Attack-2, Defense-2, Agility-3

Canto: If they have not used their full movement before performing an action, the Pegasus Knight may use the remainder of their movement after performing the action.\* Passive

Outdoor Fighter: The Pegasus Knight has better Agility when in combat outside.\* Passive, Agility+3

Typhoon: The Pegasus Knight flies around an enemy with such speed that it creates a whirlwind around the target that damages them and dazes them and other nearby enemies that get pulled into the whirlwind; effects an area of 10 feet in a radius around the primary target. TP Cost: 90

### Cavalier

A class that rides a horse and fights with lances; they have good Attack, Agility, and Magic Defense, but low Defense. Their Skills can increase their own abilities and hinder enemies.

Base MP: 0

MP Growth: 2

Base TP: 20

TP Growth: 6

Foolhardiness: The Cavalier has a sense of foolhardy determination and desire to impress their role models; when in combat alongside role models, Cavaliers have a slightly higher chance of missing but will also have increased Attack.\* Passive, Attack+5, Success Roll-2

Trample: The Cavalier can deal damage to enemies while moving if he is on his horse; does not effect magical constructs, spirits, or non-corporeal creatures. Passive

Horse Bond: The Cavalier has a special bond with their horse that other mounted units do not, and as such has a very easy time calming their horse; if their horse is hurt, the Cavalier will fight harder. Passive, Attack+1

Sense of Duty: The Cavalier gains a stat increase when fighting thieves, brigands, or purely evil enemies.\* Passive, Attack+3, Defense+4

Dedication: The Cavalier reinforces their dedication to their cause, removing a debuff from themselves.\* TP Cost: 50

Scale Piercer: The Cavalier strikes with a sharpened spear point designed to pierce through tough scales of reptilian and/or draconic creatures.\* TP Cost: 50

Ride to Ruin: The Cavalier gets their TP fully replenished when they near death.\* Passive

### Valkyrie

A magic-using class that rides on a horse; they typically use Light Magic and some elemental magic; Valkyries have high Magic Attack, Magic Defense, and Agility, but low Defense and average Attack. A Valkyrie uses Skills that support allies and increase their own abilities.

Base MP: 60

MP Growth: 6

Base TP: 0

TP Growth: 1

Shield Maiden: The Valkyrie blocks an attack directed at one of their allies, preventing the ally from taking any damage.\* TP Cost: 7

Sol: The Valkyrie heals back health equal to the amount of damage they deal with their next attack.\* TP Cost: 7

Mist Order: The Valkyrie will not take bonus damage from being a horse-mounted class. Passive

Banishment: The Valkyrie instantly banishes one undead enemy, removing the enemy from combat.\* TP Cost: 6

Providence: The Valkyrie makes status ailments on allies within a twenty feet radius last half as long.\* Passive

Magnificence: The Valkyrie's magnificent power causes enemies to cower before them; enemies with a Courage stat lower than 6 will flee the battle, while those with a Courage stat lower than 10 will be paralyzed.\* TP Cost: 10

Divine Barrier: The Valkyrie erects a barrier of holy magic that cannot be penetrated by death magic or dark magic.\* TP Cost: 9

### Apprentice

A class that uses swords, a bow, and some magic in combat; their stats are overall low, though they possess good Attack and Magic Attack. An Apprentice can learn the Skills of any other class, so long as they have fought alongside an ally that is of that class for a given amount of time.

Base MP: 10

MP Growth: 5

Base TP: 10

TP Growth: 5

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

Learn Skill: The Apprentice learns the Skill of an ally that replaces this one.

### Charmer/Caster

A Support class that uses magic charms to enhance the weapons and combat abilities of other magic-using classes; Charmers wield small, magic explosives in battle; they have good Attack and Magic Attack but low Defense, Magic Defense, and Agility. Charmers possess Skills that support allies and increase their own stats.

Base MP: 30

MP Growth: 4

Base TP: 20

TP Growth: 5

Tome Charm: The Charmer places a charm on the tome of an ally to make it deal more damage, essentially raising the ally's Magic Attack.\* TP Cost: 50, Magic Attack+5

Staff Charm: The Charmer places a charm on the staff of an ally to enhance its healing capabilities, making healing spells used by that ally more efficient.\* TP Cost: 40

Charm Golem: The Charmer summons a voodoo golem that will take the damage for one ally for two turns.\* TP Cost: 70

Smoke Screen: The Charmer's explosives will leave behind a screen of smoke that makes enemies less accurate.\* TP Cost: 60, Enemy Success Roll-6

Witch Time: The Charmer dodges the next attack directed at them at the last second, triggering a time curse that slows time for all enemies, decreasing their agility, movement, and accuracy.\* TP Cost: 110, Enemy Agility-6, Enemy Movement/2, Enemy Success Roll-8

Attune: The Charmer attunes their magic to an enemy; if the enemy attacks them, the enemy takes half as much damage as they deal.\* TP Cost: 70

Charmer Step: The Charmer can use magical abilities to let them defy gravity and walk on walls and ceilings; the effects wear off after one hour, or when the Charmer sets foot back on level ground.\* TP Cost: 20

### Rune Blazer

A magic-using class that is able to activate magic runes and uses magic runes in battle; they have high Magic Attack and Attack, good Magic Defense and Agility, and low Defense. Rune Blazers' Skills can hinder enemies.

Base MP: 40

MP Growth: 6

Base TP: 20

TP Growth: 3

Activate Rune: The Rune Blazer can activate ancient runes. TP Cost: 10

Imbue: The Rune Blazer imbues a target with a harmful magic rune that damages them at the start of each turn or every five minutes when outside of combat.\* TP Cost: 50

Vengeance: When the Rune Blazer gets a critical hit, if their health is less than the max, then half of their current health value will be added to the damage of the critical hit.\* Passive

Codesmith: The Rune Blazer can create a secret code that only they can read; they may teach the code to an ally so that they will be able to read and write it themselves. The code cannot be deciphered through the use of magic, and those who do not know the code must roll a 17 or higher in order to decipher it. Note: If used by the Apprentice class, the code can be deciphered via magical means.\* TP Cost: 0

Cryptic Rune: The Rune Blazer throws up a cryptic rune that confuses an enemy, inflicting them with a random status ailment.\* TP Cost: 40

Eldritch Doom: The Rune Blazer causes an enemy to explode with magic energy, harming enemies near the target.\* TP Cost: 60

Rune Reader: The Rune Blazer can read magic runes fluently.\* Passive

### Conqueror

A class that wields swords and hammers in battle; they can set down banners to rally allies or even summon some soldiers to assist in battle; Conquerors have high Attack and Defense, good Agility, and low Magic Defense. Conquerors have Skills that can support allies and increase their own abilities.

Base MP: 20

MP Growth: 4

Base TP: 30

TP Growth: 5

Rally Banner: The Conqueror sets down a banner that grants allies stat boosts when within a ten foot radius. Upon setting the banner down, all allies will know the exact location of the Conqueror.\* TP Cost: 60, Attack+3, Defense+3, Agility+1

Soldier Banner: The Conqueror sets down a banner that summons two soldiers to it, one armed with a sword and one with a bow; the swordsman has 30 health, 12 Attack, and 10 Courage. The bowman has 15 health, 9 Attack, and 10 Magic Defense. They will leave after the battle ends or after dying.\* TP Cost: 60

Conquer: The Conqueror conquers a battlefield and enemy healing magic stops working.\* TP Cost: 90

Overtake: The Conqueror overtakes a single enemy and exiles them from the battlefield; does not work on bosses, giant enemies, or enemies with higher Courage.\* TP Cost: 100

Hammerquake: The Conqueror slams their hammer to the ground to cause the ground to quake, dealing damage to all enemies within a twenty foot radius.\* TP Cost: 90

Iron Fist: The Conqueror's reputation for ruling with an iron fist demands respect from common people. Passive

Border Extension: The Conqueror increases the effect range of the Rally Banner skill by 10 feet and summons an extra soldier when the Soldier Banner skill is used.\* TP Cost: 50

### Overlord

A class that wields a powerful trident that can summon gremlins and goblins to do their bidding; Overlords have very high Attack and Magic Attack and very low Defense, Agility, and Magic Defense. Overlords use Skills that can hinder enemies and increase their own stats.

Base MP: 40

MP Growth: 5

Base TP: 20

TP Growth: 5

Service: The Overlord summons gremlins and goblins to serve on his side in battle; Gremlins have 10 health, 10 Attack, and 14 Agility. Goblins have 10 health, 14 Attack, and 5 Defense. Summoned creatures will stay at the Overlord's side until they die. TP Cost: 50

Rally Point: The Overlord sets down a rally point for his summoned monsters to attack enemies at a range from. TP Cost: 10

Overwhelm: The Overlord commands his monsters to charge at and overwhelm a single enemy. TP Cost: 30

Defend: The Overlord commands his monsters to defend him and block attacks for them. TP Cost: 20

Volcano Kick: The Overlord executes an explosive axe kick on a single enemy.\* TP Cost: 90

Scavenger: The Overlord's minions are scavengers, and each enemy killed by the Overlord or his minions will replenish one point of TP. Passive

Hoist: The Overlord commands his monsters to lift him up on a tower of themselves. Passive

### Whisper

A class with a great deal of mystery surrounding it; Whispers are an elite force of archers and spies, and many people claim them to be the stuff of legend because they are hardly ever seen. Whispers wield longbows and are skilled in close quarters combat as well and can fire magic arrows from their bow. Whispers have high Attack and Magic Attack and very high Agility with good Magic Defense and low Defense; Whispers have Skills that increase the abilities of allies and hinder enemies.

Base MP: 40

MP Growth: 3

Base TP: 30

TP Growth: 4

Flash Arrow: A magic arrow that shines with green light is fired at a target; the target takes high magic damage and the enemies within five feet of the target are blinded.\* TP Cost: 60

Stealth: The Whisper can move unseen by the untrained eye. Those with a skill or ability that allows them to see more clearly may be able to detect the Whisper. The Whisper can remain hidden for up to one hour if remaining stationary, or for up to fifty feet.\* TP Cost: 20

Ichorletting: The Whisper fires an arrow that is steeped in a special magic potion; the target will suffer a gradual decrease in their magical abilities over time.\* TP Cost: 40, Enemy Magic Attack-2 each turn for five turns, inflicts Silence on the sixth turn

Legend: The Whisper appears behind people, frightening them greatly and intimidating them to the point of shaking uncontrollably; stuns enemies when used in battle. TP Cost: 30

Bane: The Whisper executes an attack that sets the target's health to 1.\* TP Cost: 100

Sure Strike: The Whisper fires an arrow with a 100% chance of hitting.\* TP Cost: 90

Banshee Fletching: The Whisper fires a special arrow with fletching made from banshee hair; as it soars through the air, the piercing cry of a banshee rings out.\* TP Cost: 10

### Siege Engineer

A class that fights with a mallet; they have average Attack and poor Agility but good Defense; they can build siege weapons such as trebuchets, catapults, siege towers, ballistas, and battering rams that deal heavy damage; their Skills hinder enemies and support the party.

Base MP: 0

MP Growth: 4

Base TP: 50

TP Growth: 4

Siege Machine: The Siege Engineer builds a catapult or trebuchet that can be used in battle or to lay siege to a fortress; the machine has 50 health, and will stay with the party until it is destroyed, though cannot follow them up steep inclines or into passageways that it cannot fit through. There must be ample wood resources around in order to build a machine.\* TP Cost: 50

Battering Ram: The Siege Engineer builds a battering ram that is used to break an enemy's defense or smash through walls or gates. The battering ram has 50 health and loses 10 each time it rams into something. There must be ample wood resources around in order to construct it.\* TP Cost: 60, Enemy Defense-6

Siege Tower: The Siege Engineer builds a siege tower that ranged ally units can occupy to fire upon enemies while having protection in the tower or can be used to infiltrate fortresses without discretion. There must be ample wood resources around in order to construct it.\* TP Cost: 110

Construct Turret: The Siege Engineer constructs a small turret that fires arrows in a straight line in the direction it is facing. The turret fires one arrow at the start of each battle phase. It will run out of ammunition after ten arrows have been fired, after which it will need to be reloaded with more arrows. It will break if hit with a physical enemy attack, a magical attack, or an explosive. Enemy arrows and projectiles will not break the turret.\* TP Cost: 70

Polybolos Barrage: The Siege Engineer builds a polybolos that rapid-fires bolts into a single enemy target; after use, the polybolos collapses.\* TP Cost: 80

Greek Fire: The Siege Engineer launches Greek fire onto a target that spreads onto other objects and creatures that touch the primary target to deal damage at the start of each turn.\* TP Cost: 80

Shield Wall: The Siege Engineer builds a mobile barricade that increases Defense of allies that stand in it.\* TP Cost: 90, Defense+7

### Priest/Priestess

A class that specializes in light magic and exorcizing the undead from the world; Priests have high Magic Attack and Magic Defense and good Defense but with low Attack and Agility. Priests possess Skills that have increased effects against the undead and will hinder enemies and support allies.

Base MP: 60

MP Growth: 5

Base TP: 20

TP Growth: 3

Banishment: The Priest instantly banishes one undead enemy, removing the enemy from combat.\* TP Cost: 30

Pray: The Priest prays for help from above; a random effect occurs as a result.\* TP Cost: 60

Healtouch: When the Priest heals an ally, the Priest is healed for half the amount of health they heal their ally for.\* Passive

Bless Weapon: The Priest can bless a weapon to make it deal bonus damage to undead enemies.\* TP Cost: 30

Beauteous Might: The Priest calls down holy light from above that blinds all enemies; blinds undead enemies for longer.\* TP Cost: 60

Holy Gift: The Priest can teach a light magic spell to a non-light magic user.\* TP Cost: 60

Piercing Light: The Priest conjures a magic light that illuminates even the darkest of places, and can cure Blindness in allies.\* TP Cost: 40

### Grenadier

A class that has learned how to handle and use gunpowder and its explosive volatility. Grenadiers use bombs in battle; they have very high Attack but low Defense, Agility, and Magic Defense. They have Skills that can hinder enemies.

Base MP: 20

MP Growth: 3

Base TP: 40

TP Growth: 4

Tar Bomb: The Grenadier fires a tar bomb that makes the ground sticky, slowing down enemies that walk on it.\* TP Cost: 30, Enemy Agility-5

Minefield: The Grenadier lays down mines that will explode when an enemy moves over them; can lay up to 3 mines at once.\* TP Cost: 30

Pyrotechnician: The Grenadier can detect flammable or poisonous gases in the air.\* Passive

Smoke Bomb: The Grenadier throws a bomb that releases a smoke cloud around an enemy, causing them to suffer from a fit of coughing, essentially inflicting them with Stun, and also lowering their accuracy in combat.\* TP Cost: 60, Enemy Success Roll-5

Bomb Plant: The Grenadier plants a bomb on an object or door; in combat it can be placed on an enemy.\* TP Cost: 40

Incendiary Bomb: The Grenadier throws a bomb that releases a flammable gas that, when ignited, will explode and damage all enemies.\* TP Cost: 60

Fireworks Display: The Grenadier can put on a fireworks show to entertain or distract targets.\* TP Cost: 20

### Myrmidon

A class that wields a sword in battle; they are masters of the blade and have high Agility, average Attack and Magic Defense, and low Defense. The Myrmidon's Skills hinder enemies and increase their own abilities.

Base MP: 0

MP Growth: 5

Base TP: 50

TP Growth: 3

Swordmaster: The Myrmidon focuses in order to increase the chance of critical hitting when they attack for five turns.\* TP Cost: 40, lowers critical hit roll from 20 to 12.

Quick Draw: The Myrmidon moves quick as lightning to unleash a devastating attack on an enemy.\* TP Cost: 50

Retribution: The Myrmidon deals bonus damage to an enemy after an ally falls in battle.\* Passive

Reverse Grip: The Myrmidon changes up their fighting style to throw the enemy off balance.\* TP Cost: 40, Enemy Defense-3, Agility-2

Peerless: The Myrmidon cures all allies of a single status ailment any of them have and increases their own Attack.\* TP Cost: 70, Attack+6

Blossom Dance: The Myrmidon executes four powerful sword slashes on an enemy.\* TP Cost: 80

Marked for Death: The Myrmidon marks an enemy for death and the next attack on that enemy will be a guaranteed critical hit.\* TP Cost: 70

### Hero

A class known to be courageous warriors that wields a sword, bow, and shield in battle; they have all-around stats overall but possess good Defense. They have Skills that hinder enemies and support the party.

Base MP: 10

MP Growth: 3

Base TP: 30

TP Growth: 6

Gale Boomerang: The Hero hurls out a boomerang with a wind current swirling around it that can hit up to three targets and has a chance of dazing them; roll a die for each target that it hits; if the number is higher than 13, the respective target will be dazed. If the boomerang is thrown at an item, it can pick up the item and bring it back to the Hero.\* TP Cost: 50

Iron Boots: The Hero dons iron boots that decrease their Agility but increase their Defense. The Hero's movement is halved when wearing the boots and they cannot dash, but they cannot be knocked down or picked up.\* TP Cost: 30, Agility-5, Defense+7

Power Glove: The Hero puts on a power glove that allows them to lift very heavy objects. They can lift up to 4000 pounds, but cannot walk while holding the object.\* TP Cost: 30

Flute Song: The Hero plays a special song on their flute that removes debuffs on all allies that can hear it.\* TP Cost: 40

Hero's Spirit: The Hero calls the spirit of a great but fallen hero that arrives and assists in battle. The Hero's Spirit has 80 health, 12 Attack, 5 Defense, 10 Magic Defense, and 20 Courage. They will depart after their health reaches zero, but will stay with the party after combat ends. They cannot be healed through any means.\* TP Cost: 50

Courageous Light: The Hero shines a courageous light upon themselves and allies, increasing stats.\* TP Cost: 50, (Magic)Attack+4, Magic Defense+3, Agility+2, Courage+5

Cyclonic Spin Attack: An area of effect attack that hits all enemies around the Hero.\* TP Cost: 60

### Martial Artist/Ninja

A class that fights with punches and kicks and carries shuriken; they have high Agility and Magic Defense but their other stats are quite low. They possess Skills that hinder enemies and increase their own stats.

Base MP: 10

MP Growth: 2

Base TP: 40

TP Growth: 7

Flash Bomb: The Martial Artist throws down a bomb that releases a bright flash of light that will blind any enemy that sees it.\* TP Cost: 50

Bouncing Fish: The Martial Artist executes a front flip maneuver into an axe kick on a single enemy. They can leap up to twenty feet, and after hitting an enemy they may choose to land next to the enemy or bounce back to their original position.\* TP Cost: 50

Balance: The Martial Artist can cross very narrow ledges or paths and can even walk on top of rolling objects with great ease.\* Passive

Crane Technique: The Martial Artist focuses their energies to increase their stats.\* TP Cost: 50, Attack+6, Defense+5

Pummel: The Martial Artist pummels an enemy, hitting multiple times.\* TP Cost: 70

Disarming Maneuver: The Martial Artist knocks a weapon from a target's hand. They must be within five feet of the target to disarm them, and cannot remove magical weapons from the target's grasp.\* Passive

Pressure Point: The Martial Artist jabs their hand into a pressure point on the enemy's body, inflicting the enemy with Paralysis.\* TP Cost: 70

### Dark Knight

A class that, unlike the Knight class, is not mounted atop a horse. Dark Knights use a sword and dark magic in battle and possess high Attack and Magic Attack, good Magic Defense, average Defense, and low Agility. They have Skills that hinder enemies.

Base MP: 30

MP Growth: 5

Base TP: 10

TP Growth: 6

Skull Crusher: The Dark Knight class' patented sword technique, they swing their sword in such a powerful manner that it can smash through the skulls of their victims.\* TP Cost: 50

Duskwave: The Dark Knight sends out a shockwave of dark energy that nullifies all enemy magics, but the Dark Knight also takes 50 damage when using this.\* TP Cost: 40

Dark Vision: The Dark Knight is immune to the Blind status ailment and can see great distances in darkness and dark places.\* Passive

Necromantic: The Dark Knight learns a single death magic spell.\* TP Cost: 20

Shadow Runner: The Dark Knight can 'teleport' through shadows by melding with them; can be used to bypass obstructions, flank enemies, or travel quickly from one place to another.\* TP Cost: 50

Darknecide: The Dark Knight binds their own soul to an enemy's, and if they fall in battle the enemy will fall as well.\* TP Cost: 80

Dark Volley: The Dark Knight will catch and hurl back dark magic spells directed at them or an ally. If catching a spell directed at an ally, the Dark Knight must be within ten feet of the ally.\* TP Cost: 40

### Duelist

A class that can dual-wield swords and also wields an atlatl. Duelists have good Attack and Agility, average Defense, and low Magic Defense. They have Skills that hinder enemies and support the party.

Base MP: 0

MP Growth: 1

Base TP: 40

TP Growth: 6

Goad: The Duelist makes terrible puns or aggravates an enemy and forces that enemy to attack first when enemy phase begins.\* TP Cost: 20

Poison Darts: The Duelist hurls darts from their atlatl that have been steeped in poison, poisoning enemies they hit.\* TP Cost: 60

Parry Magic: The Duelist will essentially parry and deflect an enemy magical attack directed at them.\* TP Cost: 50

Duel Caller: The Duelist confidently calls for a duel with the strongest enemy of an enemy horde/team, causing the strongest enemy to focus their attacks on the Duelist.\* TP Cost: 40

Bravado: The Duelist and their allies gain an increase in stats when an audience is watching their combat.\* Passive, Attack+3, Defense+3, Agility+2

Worthwhile: The Duelist will never not deal damage to an enemy when attacking; if the enemy defense is enough that the Duelist's attack would normally not do damage, then the Duelist will deal 1 damage.\* Passive

Circuit Streak: The Duelist will gain an increase in Attack each time they defeat an enemy, with the Attack increase going up in value for each consecutive kill, though the streak ends after the battle.\* Passive, Attack+4, Attack increase goes up by 2 for each consecutive kill

### Gypsy

A class that has some skills in trading, dancing, and red magic. Gypsies have average Magic Attack and Magic Defense, low Attack and Defense, and good Agility. Gypsies possess Skills that support the party.

Base MP: 40

MP Growth: 3

Base TP: 20

TP Growth: 4

Supply Convoy: The Gypsy stores healing potions in their convoy and fishes one out to give to an ally for healing.\* TP Cost: 30

Graceful Dance: A graceful dance that grants a boost in Defense and Magic Defense to one ally.\* TP Cost: 70, (Magic)Defense+8

Rage Boost: The Gypsy absorbs the rage and anger from enemies to increase the power of their own magic.\* TP Cost: 50, Player Magic Attack+4

Seduce: The Gypsy attempts to seduce a person to get information or seduce an enemy to lower stats.\* TP Cost: 30, Enemy Attack-6, Defense-5, Agility-1

Well-Traveled: When receiving a stat boost from an ally's Skill that relies on terrain, the Gypsy's Skills require less TP.\* Passive, TP Cost-20%

Voodoo Golem: The Gypsy summons a voodoo golem that assists in battle. The Golem has 50 health, 12 Attack, and 4 Defense. When they take a hit from a physical attack, the attacker will take half the damage they dealt.\* TP Cost: 60

Curing Concoction: The Gypsy combines healing items from throughout the party, be it food, healing tonics, or drinks, and then uses them to concoct an ultimate curing potion.\* TP Cost: 40

### Juggernaut

A class armed with a mace, Juggernauts are living, breathing fortresses, having high Defense and Magic Defense; however they are incredibly slow and have average Attack. Juggernauts have Skills that support the party and hinder enemies.

Base MP: 0

MP Growth: 0

Base TP: 30

TP Growth: 5

Tickled: The next attack to hit the Juggernaut will deal no damage at all and the Juggernaut will receive a small increase in Agility.\* TP Cost: 50, Agility+2

Ox Stance: The Juggernaut firmly plants themselves in place; they are unable to move while using this Skill but all of the damage that hits them will be reflected back at the attacker.\* TP Cost: 80

Adamant: The Juggernaut heals back half the damage they took during combat once combat ends.\* Passive

Bull Charge: The Juggernaut charges forth at an enemy, ignoring any status ailments they are currently undergoing.\* TP Cost: 60

Super Armor: The Juggernaut will ignore any enemy Skills or counterattacks during their next attack and will also be immune to debuffing during the next enemy phase.\* TP Cost: 40

Power Lift: The Juggernaut is able to lift very heavy objects. They can lift up to 5000 pounds, and while holding the object their movement is halved.\* Passive

Command Grab: The Juggernaut prepares for the enemy to attack, and when they do, the Juggernaut seizes them in their grasp and slams them into the ground.\* TP Cost: 60

### Air Fighter

A class that specializes in fighting flying enemies or enemies with wings; Air Fighters are armed with a crossbow and grappling hooks. They possess good Attack and average Defense and Agility. Air Fighters have Skills that hinder enemies.

Base MP: 10

MP Growth: 1

Base TP: 40

TP Growth: 5

Wing Cutter: The Air Fighter is able to topple flying monster enemies to the ground and prevent them from taking flight again.\* TP Cost: 30, Enemy Agility-5

Anchor: The Air Fighter anchors a flying enemy in place, preventing them from moving or using melee attacks.\* TP Cost: 60

Anti-Air Armor: The Air Fighter wears armor that deals 20 spike damage to flying enemies that attack them.\* Passive

Poison Bolt: The Air Fighter fires a crossbow bolt steeped in poison; the poison has increased effects on winged creatures.\* TP Cost: 50

Ground Camouflage: The Air Fighter is difficult to spot from above and so is less prone to ambush or assault from above.\* Passive

Crash Land: The Air Fighter wrangles and then forces a winged enemy to crash land so that they take damage.\* TP Cost: 50

Holy Bolt: The Air Fighter fires a crossbow bolt that will deal high damage to undead enemies, and will instantly kill flying undead enemies. TP Cost: 60

### Gunslinger

A class that wields a gun flawlessly; they have a pistol revolver and rifle. Gunslingers possess high Agility and Attack but low Defense and Magic Defense in addition to Skills that hinder enemies and support the party.

Base MP: 0

MP Growth: 1

Base TP: 30

TP Growth: 6

Trigger Finger: The Gunslinger has the fastest gun hand around, and their next shot won't miss its target. TP Cost: 60

Sniper Shot: The Gunslinger can fire their weapon from an incredibly long distance and still get a headshot, sniping the enemy to deal high damage. TP Cost: 70

Hex-Eater Shot: The Gunslinger fires a bullet that weakens an enemy magic-user's power. TP Cost: 40, Enemy Magic Attack-3

Deadeye: The Gunslinger draws their pistol and fires shots at every enemy in their line of sight. TP Cost: 90

Recoil Reduction: The Gunslinger reduces the recoil on their weapon to make them less open to attack after attacking, essentially raising their Defense a bit. TP Cost: 30, Defense+4

Warning Shot: The Gunslinger fires a warning shot that doesn't hit the enemy but lowers the enemy stats.\* TP Cost: 30, Enemy Attack-2, Defense-2

Gun Trick: The Gunslinger spins their gun around in their hand to dazzle spectators and distract people. TP Cost: 20

### Samurai

A class that wields a katana in battle; Samurai are warriors who have finely mastered their weapon and hold honor, loyalty, and strength of will in very high regard. Samurai have good Attack and Defense, average Agility, and good Magic Defense. They possess Skills that increase stats of allies, hinder enemies, and support the party.

Base MP: 10

MP Growth: 4

Base TP: 30

TP Growth: 6

Deflection: The Samurai moves so quickly that they deflect incoming projectile attacks, including magic attacks.\* TP Cost: 60

Bushido: The Samurai follows the Bushido, their version of the Code of Chivalry, which gives them increased stats when they are defending allies, innocents, and the like.\* Passive, Attack+4, Defense+3

Precision Edge: The Samurai executes a slicing maneuver that breaks enemy defenses and deals high damage.\* TP Cost: 80, Enemy Defense-6

Sword Torment: The Samurai stabs his katana into the ground and summons the blades of fallen warriors before them to rise from the ground around them and stab upwards to damage enemies. Hits in a twenty-foot radius around the Samurai.\* TP Cost: 70

Honorable Death: When nearing death, the Samurai has the option to smite themselves down in exchange for giving an ally a full heal.\* Passive

Jump Good: The Samurai can leap up to 200 feet into the air and land without injury; after executing the first jump, they may use the Skill a second time upon landing for only half the original TP cost.\* TP Cost: 40

Red Sun Rises: Each dawn, if the Samurai fought in combat the previous day, the Samurai receives half of their current TP back, though cannot exceed their current maximum. Any TP left over can be donated to a single ally.\* Passive

### Highlander

A class that deals heavy damage with their Claymore blade and flail. Highlanders have high Attack and average Defense and Agility. They possess Skills that hinder enemies.

Base MP: 20

MP Growth: 3

Base TP: 20

TP Growth: 5

Helm Splitter: A special sword maneuver designed to split clean through an enemy's helmet and armor, crushing their defenses.\* TP Cost: 60, Enemy Defense-7

Beheading: A lethal attack directed at the enemy's neck with the blade. It will instantly kill an enemy it hits, though it will not work on creatures that have no discernable neck, nor will it work on bosses.\* TP Cost: 100

Bone Breaker: If an attack deals no damage to an enemy, then the force of the attack will still be enough to break their bones and render them unable to move.\* Passive

Chain Tangle: The Highlander aims an attack with their flail at the enemy's legs to tangle their legs up in the flail's chain and decrease their Agility.\* TP Cost: 30, Enemy Agility-3

A Kind of Magic: If health is greater than 1, the Highlander will survive what should be a killing blow or lethal attack from an enemy.\* Passive

Bagpipe Charge: With the sound of bagpipes echoing around them, the Highlander charges headlong into battle to impale an enemy with their Claymore.\* TP Cost: 80

Combat Artisan: The Highlander allows an ally to perform one of the Highlander's offensive skills. TP Cost: 40

### Musketeer

A class armed with a saber and musket, can fight at both close-range and long range effectively, with good Attack and Agility and average Defense and Magic Defense. Musketeers possess Skills that support the party and hinder enemies.

Base MP: 0

MP Growth: 2

Base TP: 30

TP Growth: 4

Sniper Shot: The Musketeer can fire their weapon from an incredibly long distance and still get a headshot, sniping the enemy to deal high damage. TP Cost: 70

Grape Shot: The Musketeer fires a special ammunition that spreads to hit in a fifteen-foot cone in front of them. TP Cost: 80

Ammo Saver: The Musketeer's offensive Skills (Sniper Shot and Grape Shot) won't deplete their ammo supply when used. Passive

Calm Shot: If the Musketeer has lost more than half of their health, they calm their minds before firing to ensure that no shot goes wasted. Passive

Shield Bullet: A special bullet directed at an ally that boosts their Magic Defense. TP Cost: 50, Magic Defense+3

All For One: The Musketeer raises their saber and shouts a battle cry that heals all allies a little bit and removes status ailments from them.\* TP Cost: 50

Diligence: The Musketeer is well-trained with their musket, and so reloading the weapon will not consume an action during their turn. Passive

### Paragon

A class that exceeds all in combat against demonic creatures; Paragons wield charmed blades capable of dealing both physical and magical damage with a single attack. Paragons have good Attack, Magic Attack, and Magic Defense, with average Agility and Defense. They possess Skills that hinder enemies that increase in effect against demons.

Base MP: 30

MP Growth: 3

Base TP: 30

TP Growth: 3

Power Drain: The Paragon's blade drains power from the enemy, decreasing their Attack and increasing the Paragon's.\* TP Cost: 30, Enemy Attack-2, Player Attack+2

Absorption: The Paragon stabs the enemy; if the enemy is a demon, they are killed instantly and their essence is absorbed to increase the Paragon's Magic Attack. The Skill will not instantly kill demonic bosses.\* TP Cost: 60, 40 if facing demon, Magic Attack+3

Charmed Prison: The Paragon slashes around the enemy, trapping them inside of a magical cage that they cannot move or attack from.\* TP Cost: 60, 30 if facing demon

Dull Glow: The Paragon's blade has a dull glow around it that illuminates dark areas; can cleave through darkness placed by demonic magic.\* TP Cost: 10

Die Uhr Tickt: The Paragon unleashes a series of sword slashes with blinding speed that is lethal to demons and will paralyze an enemy it doesn't kill.\* TP Cost: 70

Exorcising Aura: The Paragon's sword exudes an that is harmful to demonic creatures, dealing 5 damage to them whenever they are within five feet of the Paragon.\* Passive

Burning Skies: The Paragon forces flying demonic enemies to the ground. TP Cost: 20

### Witchdoctor

A class that carries a skull staff with them everywhere; they use red magic and some healing magic and can concoct potions; Witchdoctors have low Agility and average Magic Attack and Magic Defense. They have Skills that hinder enemies and support allies.

Base MP: 40

MP Growth: 6

Base TP: 20

TP Growth: 5

Evil Ward: The Witchdoctor wards off evil magic from an ally, preventing them from being afflicted with status ailments by enemy magic.\* TP Cost: 30

Rain Dance: The Witchdoctor performs a rain dance that causes it to rain, healing allies.\* TP Cost: 30

Weakness Totem: The Witchdoctor sets down a totem that decreases an enemy's Defense and Magic Defense.\* TP Cost: 40, (Magic)Defense-5

Taboo: If the Witchdoctor's last action was a critical failure, their bad luck will spread to an enemy and the enemy will also suffer a critical failure.\* Passive

Dulling Ritual: The Witchdoctor performs a ritual that dulls the edges of enemy weapons, removing the Attack Rating from the afflicted weapons. The Skill effects all enemies within a fifty foot radius, and will take effect on anyone who enters that radius after the Skill is used. The effects of the ritual last for one hour. The Skill will not effect blunt weapons or crushing weapons, such as clubs, maces, or hammers.\* TP Cost: 40

Reversal Curse: The Witchdoctor removes stat boosts from enemies that were given to them by allying enemies.\* TP Cost: 50

Silenced Aura: The Witchdoctor exudes an aura that negates the effects of enemy skills that inflict debuffs or status ailments. Passive

### Lancer

A class that wields a lance or spear in battle without the use of a mount; they have trained to use the spear as a whole rather than just the stabbing tip of it; they have good Agility and Attack with average Defense and low Magic Defense; their Skills hinder enemies and increase their own abilities.

Base MP: 0

MP Growth: 4

Base TP: 40

TP Growth: 6

Seal Defense: The Lancer seals their Defense stat, preventing it from being lowered by enemies.\* TP Cost: 50

Lance Lunge: The Lancer lunges forth with their lance and pins the targeted enemy in place while also dealing damage. Enemies that exceed twenty feet in height or thirty feet in length cannot be pinned in place, but will still take damage from the Skill.\* TP Cost: 70

Impale Rush: The Lancer surges forth stabbing forwards with their lance at incredible speeds.\* TP Cost: 60

Quixotic: The Lancer decreases the TP Cost for one ally but also for one enemy.\* TP Cost: 50, TP Cost-20%, Enemy TP Cost-20%

Underdog: The Lancer gains an increase in Agility and Defense if the enemy's Attack is higher than theirs by at least 4.\* Passive, Agility+4, Defense+4

Aptitude: The Lancer gains an increase in stats when they level up.\* Passive, Attack+1, (Magic)Defense+1, Agility+1

Winding Blow: The Lancer delivers a blow that leaves the target winded, lowering their Defense. TP Cost: 60, Enemy Defense-4

### Warrior

A class that is skilled in hand-to-hand combat but also possesses a longsword; Warriors have average Attack and Agility with good Magic Defense and Defense. Warriors possess Skills that hinder enemies and support the party.

Base MP: 10

MP Growth: 1

Base TP: 50

TP Growth: 3

Fight with Honor: The Warrior gives a sword to an enemy and in exchange gets an increase in Attack.\* TP Cost: 40, Attack+6

Colossus: The Warrior deals bonus damage with their attacks if the enemy has higher Attack or Magic Attack than them.\* Passive

Rally Strength: The Warrior shouts a rallying cry that boosts the Attack of up to two allies.\* TP Cost: 40, Attack+3

Galaxia Darkness: The Warrior throws their shadow onto the enemy and then executes a powerful sword slash.\* TP Cost: 70

Vigilance: While conscious, the Warrior is immune to having their stats lowered by surprise attacks, ambushes, or offensive Skills that they don't see coming.\* Passive

Roughhouse Respect: The Warrior is respected by other rough-and-tumble kind of people, and can easily have a conversation with them or get information from them.\* Passive

Appetite Fight: The Warrior gains an increase in Attack if he eats food during combat.\* Passive, Attack+2

### Conquistador

A class that wields a Spanish saber and wears heavy armor; they have average Attack, low Agility, and good Defense, with average Magic Defense. They possess Skills that hinder enemies and increase their own stats.

Base MP: 10

MP Growth: 2

Base TP: 10

TP Growth: 6

Conquer: The Conquistador conquers a battlefield and enemy healing magic stops working.\* TP Cost: 80

Do Your Worst: The Conquistador will simply laugh off any attack that deals less than or equal to 5 damage.\* Passive

Spoil of War: The Conquistador will receive a golden crown after a combat is won, but only if they themselves did not attack anyone during the battle.\* Passive

Equestrian: The Conquistador can quickly tame and develop a bond with a horse and even commandeer horses without resistance from the horse.\* Passive

El Dorado: The Conquistador conjures up a large amount of gold seemingly from nowhere.\* TP Cost: 100

Harquebus: The Conquistador fires off a harquebus to startle enemies, lowering their Defense.\* TP Cost: 50, Enemy Defense-4

Armor Sheen: The Conquistador's armor sparkles with a metallic sheen that impresses people, and raises the Conquistador's Defense. TP Cost: 20, Defense+2

### Rioter

A class that is as rambunctious as they come; carries around a chair to use as a weapon; Rioters are reckless and therefore have low Defense, good Attack, and average Agility with low Magic Defense. Rioters possess Skills that hinder enemies.

Base MP: 0

MP Growth: 0

Base TP: 30

TP Growth: 5

Property Damage: The Rioter can easily break property, including doors and walls, or even the weapons of enemies.\* Passive

Mob Mentality: The Rioter can easily rouse civilians to take up arms and assist them in battle.\* TP Cost: 70

Burning Passion: The Rioter grants an increase in Attack to an ally when in combat with law enforcement or soldiers.\* Passive, Attack+4

Burning Hatred: The Rioter sets fire to an enemy that can spread to other enemies or even nearby objects or structures.\* TP Cost: 60

Agitate: The Rioter agitates an enemy by insulting them or making rude gestures at them; the targeted enemy gains an increase in Attack but also suffers a decrease in Defense and a lower chance of hitting.\* TP Cost: 50, Enemy Attack+4, Defense-6, Success Roll-4

Informal Protest: The Rioter protests the decrease of their allies' stats, and their allies' stats set back to normal.\* TP Cost: 50

Have A Seat: The Rioter launches their chair at an enemy target to deal high damage to them from a range. TP Cost: 60

### Chieftain

A class that possesses a tomahawk and blowgun, allowing them to attack from a wide array of ranges. Chieftains have average Attack and Agility with low Defense and high Magic Defense. Chieftains possess Skills that support the party and hinder enemies.

Base MP: 20

MP Growth: 3

Base TP: 30

TP Growth: 3

Nature Lover: When surrounded by trees and blooming flowers, the Chieftain gains a small increase in Agility; if the nature is disturbed somehow, the boost in Agility grows stronger.\* Passive, Agility+4, additional +2 if nature is disturbed

Berserk Dart: The Chieftain fires a dart coated with a special poison that causes the target to go berserk.\* TP Cost: 40

Spirit Animal: The Chieftain summons their spirit animal to assist them in battle. The spirit animal must be a specific animal of the player's choice, and will remain that animal for the remainder of the campaign. The spirit animal can use nature magic and has 60 health and 10 Magic Attack.\* TP Cost: 50

Tunnel Vision: The first enemy the Chieftain attacks in battle will become the Chieftain's prime target; when attacking their prime target, the Chieftain will deal bonus damage.\* Passive

Speak for the Trees: The Chieftain can converse with Ents and other tree-like creatures and even calm entish or other tree-like enemies in combat.\* Passive

Weakness Totem: The Chieftain sets down a totem that decreases an enemy's Defense and Magic Defense.\* TP Cost: 40, (Magic)Defense-5

Death Blow: The Chieftain delivers a deadly chopping maneuver with their tomahawk to a single enemy. TP Cost: 80

### Lodestar

A class that is a member of a royal court that has a connection with nature; they have a good grasp of how to wield a flamberge sword. Lodestars have good Attack and Defense with low Agility and very low Magic Defense. Lodestars possess Skills that increase the abilities of allies and support the party.

Base MP: 60

MP Growth: 3

Base TP: 30

TP Growth: 4

Ignis: Take half of the Lodestar's Defense and add it onto the damage of their next attack. TP Cost: 50

Dancing Blade: A graceful flurry of sword swings that hits a target up to four times. Roll 4 20-sided die; if a die exceeds 10, the corresponding attack will connect successfully.\* TP Cost: 60

Water Will: The Lodestar may use one water magic spell of their choice.\* TP Cost: 60

Dual Guardsman: The Lodestar blocks an enemy attack directed at one of their allies; if successful, the Lodestar and the ally they guarded both replenish 40 MP.\* TP Cost: 80

Speedtaker: When the Lodestar defeats an enemy they gain an increase in Agility.\* Passive, Agility+4

Earthen Flow: The Lodestar fights better when barefoot, as it allows them to feel the energy of the earth beneath them. They can move an extra five feet, even when dashing, and also gain an increase to their Agility and Attack. When barefoot they will take damage when walking on sharp objects like broken glass, but cannot slip on ice.\* Passive, Attack+4, Agility+3

Magnetic Edge: The Lodestar whirls their blade around and it draws in nearby metallic objects such as gold or weapons. TP Cost: 60

### Psion

A class that is skilled in the use of both energy and elemental magics, also has a glaive and chain for physical combat. Psions have good Magic Attack and average Attack, good Magic Defense, average Defense, and average Agility. Psions possess Skills that support the party and hinder enemies.

Base MP: 20

MP Growth: 5

Base TP: 10

TP Growth: 5

Thought Plant: The Psion mentally whispers a thought into the mind of a target; the target begins to think about the thing that was planted in their head, even if for but a brief moment; when the Psion reaches level 6, they can make the target think that they have an itch or a dull stinging pain somewhere on their body. At level 12, they can make the target think they heard someone call their name or say a single word. At level 18, they can make the target experience anxiety, fear, stress, or humor. At level 20, they can make the target suffer a mild headache. Targets with an Intelligence of 11 or higher will notice these sensations quickly and can roll to check if the sensation is legitimate or not; if they fail, the sensation will persist for another turn if in combat or for another minute if outside of combat.

PSI Magnet; The Psion erects a magic barrier of energy that absorbs enemy magic attacks and then heals the Psion for as much damage as the magic would have done.\* TP Cost: 40

Magicant: The Psion reaches into a magical dimension and summons a Flying Sentinel. The Flying Sentinel has 100 health, 8 Attack, 4 Defense, and 20 Courage. The Flying Sentinel will depart after their health reaches 0 or at the end of the day.\* TP Cost: 50

Hammer Space: The Psion has access to a pocket dimension into which they can place a single item; the item can be no bigger than ten feet in height, width, or length, and can weigh no more than the Psion themselves is able to physically lift. They cannot place organic material into this pocket dimension. It costs no TP to retrieve the item.\* TP Cost: 30

To The Moon: The Psion grabs an enemy and then uses their magic powers to hurl the enemy extremely far away, removing them from the battle.\* TP Cost: 90

Starstorm: The Psion calls down a storm of energy meteors that damages all enemies on the field; does not work indoors or underground.\* TP Cost: 70

Charge Magic: The Psion can choose to charge up their magic for a turn instead of attacking, and will increase their damage output the next time they attack with their magic. Passive, Attack Roll+1 each use

### Trickster

A class that has a healing staff and a dagger; tricksters have average Attack and Defense with low Agility and high Magic Defense and good Magic Attack. Tricksters have skills that increase their own stats and hinder enemies.

Base MP: 30

MP Growth: 5

Base TP: 10

TP Growth: 4

Lucky Seven: The Trickster gains an increase in Magic Attack and Attack during the first seven turns of a battle.\* Passive, (Magic)Attack+5

Pass: The Trickster can pass right through enemy lines, even well fortified ones, to get behind enemies.\* Passive

Locktouch: The Trickster can pick any lock like it's nothing.\* Passive

Make A Killing: If an enemy is killed during a battle the Trickster took part in, the Trickster will obtain twice as much gold as health points the fallen enemy had.\* Passive

Savvy: The Trickster catches onto the target's plan and reverses the effects of the target's next action or roll.\* TP Cost: 80

Sneakstrike: The Trickster strikes a single target twice, stealing TP from the target in the process. The amount of TP received will equate to half of the damage dealt by the attack. This Skill does not critical hit, however.\* TP Cost: 5

Bonus Trick: The Trickster donates TP to a single ally; they may donate as much as they like, so long as it does not exceed their current amount of TP.\* TP Cost: 0

### Captain

A class that fights in hand-to-hand combat; captains hold the respect of many aspiring soldiers. Captains have high Attack and Agility but all of their other stats are low. They possess skills that hinder enemies.

Base MP: 0

MP Growth: 2

Base TP: 50

TP Growth: 3

Patriotism: The Captain gains an increase in stats when fighting for their nation.\* Passive, Attack+2, Defense+5, Agility+2

Knee of Justice: The Captain delivers a powerful knee attack to an enemy. If the knee attack connects, then the next punching attack will be a guaranteed critical hit.\* TP Cost: 70

Show Your Moves: The Captain challenges an enemy to use one of their Skills on the next turn.\* TP Cost: 40

Pass Along: The Captain passes along their secrets to an ally when they fall in battle.\* Passive, Attack+6, Defense+3, Agility+6

Make An Entrance: When entering a new location, the Captain will get an increased chance to critical hit.\* Passive, Critical Hit roll set to 16

Rally Defense: The Captain shouts a rallying cry that increases the Defense of nearby allies.\* TP Cost: 40, Defense+4

Raptor Boost: If the Captain stays stationary for the first turn of combat, their movement distance on the next turn will be doubled, whether walking or dashing.\* Passive

### Soldier Elite

A class designed to break through the defense of enemy lines and cause disarray among them; wielding a sword or axe, the Soldier Elite has good Attack, average Agility and Defense, and low Magic Defense. Soldier Elites have skills that hinder enemies.

Base MP: 30

MP Growth: 1

Base TP: 40

TP Growth: 3

Blade Beam: The Soldier Elite sends out a projectile energy beam from their blade at the enemy. The projectile travels across the ground, and so cannot target flying enemies.\* TP Cost: 50

Braver Bash: The Soldier Elite smashes clean through the enemy defenses, lowering the defense of a single target. If hitting a barricade or wall, they will smash the structure down in one clean swing. They cannot break through walls that are more than 6 feet thick.\* TP Cost: 50, Enemy Defense-9

Mimic Voice: The Soldier Elite can perfectly mimic the voice of anybody they've heard.\* Passive

Limit Break: Upon dropping below 20% of their health, the Soldier Elite goes into Limit Break mode, increasing their own stats significantly and making the Blade Beam skill double in damage.\* Passive, Attack+5, (Magic)Defense+6, Agility+4

Summon Materia: The Soldier Elite can use one summoning magic tome of their choice.\* TP Cost: 80

Miracle Drop: The Soldier Elite takes no damage from falls under 3000 feet.\* Passive

Octaslash: The Soldier Elite executes eight attacks on a single target, with the attacks having heightened power but lowered accuracy. Roll eight 20-sided die; if a die rolls a 14 or higher, the corresponding attack will connect. Each slash of the attack will have a benefit tied to it, but only the last slash that hits its target will have the benefit take effect. The first slash simply deals damage, the second slash will heal the user for as much damage as the attack deals, the third slash will increase the user's Magic Defense, the fourth slash will replenish 50 TP, the fifth slash will fully replenish the user's MP, the sixth slash will inflict the enemy with Daze, the seventh slash will yield 500 gold, and the eighth slash will instantly kill its target.\* TP Cost: 70, Magic Defense+5 if third slash is the last slash to connect

### Butler/Maid

A class that serves the wealthy or royalty, Butlers have healing staves and kunai to use in battle. Butlers have average Magic Attack, Magic Defense, and Attack, good Agility, and low Defense. Butlers have skills that support the party and increase their own abilities.

Base MP: 30

MP Growth: 6

Base TP: 30

TP Growth: 2

Live to Serve: When healing allies, the Butler heals back as much health as the ally does.\* Passive

Silver Platter: If the Butler gives food in their inventory to an ally, the food will give the ally a boost in Agility in addition to healing when consumed.\* Passive, Agility+2

Dust Up: The Butler uses a duster to cause a target to sneeze uncontrollably; inflicts Daze on a single target.\* TP Cost: 20

Bow of Honor: The Butler respectfully bows to an enemy when combat begins, giving a stat boost to an ally.\* Passive, Magic Defense+2

Royal Presence: When in the presence of royalty the Butler gains an increase in Magic Attack, allowing them to heal more.\* Passive, Magic Attack+4

Undying Service: If the Butler falls in battle, an ally will get healed at the start of each turn for the next five turns.\* Passive

Be Our Guest: One per battle, the Butler may heal an enemy, and in exchange the enemy joins their side for the remainder of battle. Will not work on purely evil enemies or bosses.\* TP Cost: 50

### Wraith

A class of mysterious beings that some people think don’t exist, Wraiths are quiet and cold, delivering death to those whose times have come. Wraiths wield scythes and can use death magic and have high Attack, good Agility and Magic Defense, average Magic Attack, and poor Defense. Wraiths possess skills that hinder enemies.

Base MP: 70

MP Growth: 2

Base TP: 10

TP Growth: 5

Death Walker: The Wraith is able to walk the fine line between life and death, and as such is immune to death magic.\* Passive

Reap and Sow: The Wraith gains an increase in Special Attack and Defense if an ally falls in battle.\* Passive, Special Attack+3, Defense+5

Deadly Stroll: The Wraith strides forth among enemy ranks and executes a whirling scythe attack that damages up to three enemies and instantly kills one of them.\* TP Cost: 100

Time Hasn’t Come: The Wraith prevents one ally from falling when they are hit with an attack that would otherwise be lethal.\* TP Cost: 40

Shade Phase: The Wraith becomes intangible, and can pass through walls or objects and automatically evade enemy attacks for one turn when used in combat. TP Cost: 10

Phantom Strike: The Wraith executes an attack that sets an enemy’s health to 1 but causes the Wraith to take 50 damage as a result.\* TP Cost: 40

Undead Council: The Wraith can confer with the undead or spirits.\* Passive

### War Magus

A class of warrior mages who wield a sword and staff in battle and can use light, red, and non-energy magic; War Magi have average Attack and Magic Attack, low Agility, average Defense, and poor Magic Defense. War Magi possess Skills that support the party and hinder enemies.

Base MP: 20

MP Growth: 4

Base TP: 20

TP Growth: 5

War Heal: The War Magus heals an ally once and then once again when it is that ally's turn.\* TP Cost: 40

Displace: The War Magus can transfer a status ailment from one target to another.\* TP Cost: 30

Rockskin: The War Magus raises the Defense of a single ally.\* TP Cost: 30, Defense+4

Random Disease: The War Magus has a chance of inflicting a random status effect on a single enemy target when attacking. If the six-sided die rolls a 2 or lower, the enemy will be afflicted with a status effect.\* Passive

Mind Drain: The War Magus will restore either 5 TP or MP when attacking an enemy that is suffering from a status ailment.\* Passive

Bindcut: The War Magus executes an attack that will bind the enemy in place if they are currently inflicted with a status ailment. The enemy will be unable to move on their turn, but may still attack.\* TP Cost: 40

Ailing Slash: An offensive skill that will deal damage, and deal even more damage if the enemy is inflicted with a status effect.\* TP Cost: 40

### Enforcer

A class of special forces that are typically high-ranking officials, Enforcers wield dual whip blades as their weapons of choice. Enforcers possess high Agility, good Attack, and average Defense and Magic Defense. Enforcers possess Skills that hinder enemies and increase their own abilities.

Base MP: 5

MP Growth: 3

Base TP: 40

TP Growth: 5

Radiance Strike: The Enforcer unleashes several powerful whip strikes that hit up to three enemies and inflict Paralysis on one of them.\* TP Cost: 60

Blaze Lash: The Enforcer lashes a single enemy; that enemy is forced to only focus their attacks on the Enforcer for the remainder of battle.\* TP Cost: 40

Memory Storm: The Enforcer uses a special whip maneuver that sharpens their mind, raising their accuracy.\* TP Cost: 30, Success Roll+5

Imperial Swift: The Enforcer's high rank grants an ally increased Agility.\* TP Cost: 10, Agility+3

Break Them Upon Me: The Enforcer steels themselves to take a blow; the next enemy attack on them will hit, but the enemy's weapon will break and be useless to them; does not work on magic tomes or other magical weapons.\* TP Cost: 60

Willshatter: The Enforcer breaks the will of an enemy, inflicting them with Berserk.\* TP Cost: 40

Hellfire Welts: The Enforcer lashes themselves to build up welts and toughen their skin, increasing their Defense.\* TP Cost: 20, Defense+3

### Wyvern Knight

Slower, tankier variants of the Pegasus Knight, Wyvern Knights fight upon draconic mounts. They wield halberds and poleaxes in battle. Wyvern Knights have average Agility, high Defense, good Attack, and poor Magic Defense. They possess Skills that hinder enemies and support the party.

Base MP: 0

MP Growth: 4

Base TP: 50

TP Growth: 4

Ferry: The Wyvern Knight can ferry other characters from one location to another; the weight of passengers cannot exceed over 300 pounds. The Wyvern Knight can travel up to two hundred feet in a single turn when using this Skill. Passive

Outdoor Fighter: The Wyvern Knight has better Agility when in combat outside.\* Passive, Agility+3

Flame Breath: The Wyvern Knight's mount breathes fire on two enemy targets. TP Cost: 70

Luna Pierce: The Wyvern Knight breaks an enemy's armor, severely lowering their Defense.\* TP Cost: 60, Defense-10

Dracoheart: The Wyvern Knight is able to read draconic text and speak the draconic languages, and can also calm aggravated dragons and other draconic beings.\* Passive

Horn of Dragons: The Wyvern Knight blows on a horn, creating a sound that causes up to four enemies to cower in fear, inflicting them with Daze.\* TP Cost: 50

Fortitude: The Wyvern Knight gets a 20 HP increase upon levelling up.\* Passive

### Blade Dancer

Blade Dancers are dancers who have involved the use of dual-wielded blades in their performances, able to weave in and out of enemy defenses gracefully while attacking with a whirlwind of steel. Blade Dancers have good Agility and Attack, low Defense, and poor Magic Defense. Blade Dancers possess Skills that support allies and hinder enemies.

Base MP: 20

MP Growth: 3

Base TP: 40

TP Growth: 5

Dance Show: The Blade Dancer dances for a crowd or audience to gain items or gold.\* TP Cost: 10

Steel Whirlwind: The Blade Dancer executes a spinning blade maneuver that damages all enemies within ten feet of the Blade Dancer.\* TP Cost: 70

Special Dance: The Blade Dancer uses a special dance that allows an ally to make a second action during player phase before enemy phase begins.\* TP Cost: 50

Eclipse Blade: The Blade Dancer dances around enemy attacks, evading all attacks during enemy phase, and then on the next turn executes an attack on two enemies.\* TP Cost: 60

Light Feet: The Blade Dancer is light on their feet and so will not stumble or fall, and cannot have their Agility lowered by enemy skills.\* Passive

Sword Step: The Blade Dancer performs a dance that increases the critical chance for a single ally.\* TP Cost: 40, Critical Roll set from 20 to 16

Battleweave: The Blade Dancer evades an enemy attack and then lowers the enemy's Defense.\* TP Cost: 30

### Monk

Monks are a special class of martial artists who are typically pacifists who only attack in self-defense. They are skilled in hand-to-hand combat and know several special combat techniques. Monks have good Attack and Magic Defense, poor Defense and average Agility. Monks possess Skills that support the party and hinder enemies.

Base MP: 40

MP Growth: 3

Base TP: 0

TP Growth: 5

Pacifism: If the Monk does not attack until an enemy attack is directed at them, an ally will gain a stat boost for each turn the Monk does not attack.\* Passive, Attack+2 each turn until targeted by enemy

Numbshock Fist: The Monk executes a special punching technique that makes the target go numb, inflicting them with Paralysis.\* TP Cost: 30

Viper Strike: The Monk jabs the enemy with their hand, somehow afflicting the enemy with Poison.\* TP Cost: 30

Tiger Hold: The Monk grabs the enemy with two fingers; although it seems harmless, the hold will inflict 10 damage on an enemy if they try to escape, and while in the hold they cannot flee.\* TP Cost: 30

Alignment: The Monk's body, mind, and soul come into alignment, and they temporarily receive healing at the start of each turn in addition to a boost in Attack.\* TP Cost: 50, Attack+4

Astral Journey: The Monk is able to take on an astral form and leave their body. While in this astral form, they cannot interact with physical matter; they can pass through physical objects, walls, floors, and barricades. They can physically touch magic barriers and energies, and subtly influence the behaviors of fire, wind, and electricity. They can telepathically send thoughts to others while in this form. While in this form, they cannot attack, and will suffer damage from magic attacks while all physical attacks will miss. They are able to instantly teleport back to their body at any time.\* TP Cost: 10

Ki Charge: The Monk harnesses spiritual energy to convert it into a magical attack on a single target; uses Monk's Attack stat and enemy's Magic Defense stat.\* TP Cost: 50

### Eldritch Blade

Eldritch Blades are a magic-using class that command arcane magic alongside the use of a blade. Eldritch Blades have average Attack and Magic Attack, good Magic Defense, poor Defense, and low Agility. They possess Skills that hinder enemies.

Base MP: 30

MP Growth: 5

Base TP: 40

TP Growth: 3

Darkblade Jinx: The Eldritch Blade places a curse on an enemy's weapon that causes the enemy's weapon to backfire if they roll higher than a 12 when attacking.\* TP Cost: 50

Final Masquerade: The Eldritch Blade dons a mask of magic energy and then, wrapping their blade in arcane forces, unleashes a lethal attack on all enemies within a forty foot radius; all allies of the Eldritch Blade receive debuffs to stats.\* TP Cost: 80, (Magic)Attack-6, (Magic)Defense-6

Veil of Darkness: The Eldritch Blade wraps a curtain of shadows about themselves, inflicting themselves with Blind, and then throws it onto an enemy, inflicting them with Blind as well.\* TP Cost: 30

Faded Sun: The Eldritch Blade lowers an enemy's defensive stats when battling at night.\* Passive, (Magic)Defense-4

Lotus Gift: The Eldritch Blade gifts a lotus flower to an enemy; the enemy is healed for 50 health, but is unable to flee or escape from battle and also becomes afflicted with Sleep.\* TP Cost: 20

Empty Moment: The Eldritch Blade evades an enemy attack and then executes a counterattack.\* TP Cost: 60

Genesis Saber: The Eldritch Blade rains down arcane meteors upon an enemy while executing several blade slashes.\* TP Cost: 70

### Corsair

A class that excels in combat on the sea, possessing Skills that increase their stats and hinder enemies that have enhanced effects when fighting at sea. Corsairs wield a cutlass and pistol in battle and have good Attack and Agility with good Magic Defense but poor Defense.

Base MP: 40

MP Growth: 5

Base TP: 40

TP Growth: 3

Sea Legs: The Corsair gains an increase in Agility while at sea.\* Passive, Agility+5

Parrot Pal: The Corsair can have their parrot listen to a phrase spoken by anyone and memorize it; the parrot can later repeat the phrase back in a perfect impression of the original speaker.\* TP Cost: 20

Treasure Map: The Corsair can locate hidden or buried treasures within a one hundred feet radius thanks to their map.\* Passive

Ratline: The Corsair hurls out a ratline to entangle an enemy; can entangle multiple enemies while at sea. Entangled enemies cannot move, and must spend both of their actions untangling, untying, or otherwise cutting themselves free of the rope.\* TP Cost: 40

Spyglass: The Corsair can see great distances of up to 3000 feet with their spyglass, seeing 2000 feet farther when at sea.\* TP Cost: 5

Ship Shape: The Corsair gets increased Defense and Magic Defense; when at sea the Corsair will also heal back some health when this Skill is used.\* TP Cost: 10, (Magic)Defense+6

Pirate Code: The Corsair can choose to use MP rather than TP to activate their Skills.\* Passive

## Sub-Classes

### Mercenary

A class that wields a sword and small shield; Mercenaries have overall balanced stats, being equipped for nearly any problem but not exceeding in any department either. Mercenaries have Skills that can bolster their stats temporarily; Mercenaries enjoy fighting in exchange for pay but will gladly fight for their own reasons as well.

Base TP: +10

Monetary Motivation: When promised money in exchange for a deed by an NPC, the Mercenary gains an increase in stats.\* Passive, Player Attack+6, Defense+4, Agility+5

Professional Courtesy: The Mercenary can save an enemy from death, setting their health to 1 if they or an ally killed them.\* TP Cost: 30

Riposte: When under attack from an enemy, the Mercenary gains a slight boost in Courage.\* TP Cost: 20, Courage+3

Aether: A flying sword attack that inflicts heavy damage to a single target; is deadly on critical hit.\* TP Cost: 50

Quick Draw: The Mercenary moves quick as lightning to unsheathe their blade and strike the nearest enemy, within a range of one hundred feet.\* TP Cost: 60

Dead or Alive: The Mercenary attacks a single enemy target; if the target is still alive after being hit with the attack, the Mercenary will receive an increase in Attack; if the enemy is killed by the attack, the Mercenary receives 250 gold.\* TP Cost: 50, Attack+4

Vantage: When health is lower than half, the Mercenary will attack any enemies that target them during enemy phase for half as much damage as the enemy deals.\* Passive

### Blacksmith

A class that uses a hammer in battle; they have low Attack and Agility but good Defense; their Skills can increase the attack of allies that wield swords, lances, axes and the like.

Base TP: +8

Forge: The Blacksmith sets to work tending to and sharpening the weapons of allies to increase their Attack in the next battle.\* TP Cost: 30, Weapon Attack Rating+5

Protective Smock: The Blacksmith takes halved damage from fire-based attacks due to their protective smock.\* Passive

Armory Regular: The Blacksmith can get reduced prices on weapons at armories.\* TP Cost: 15

Soot-Spread: The Blacksmith releases soot from their clothes when attacked that makes the assailant more likely to miss the next time they attack.\* Passive

Anvil Smash: The Blacksmith hurls an anvil at a single target to attack them.\* TP Cost: 70

Dent Pounder: The Blacksmith pounds out dents in weapons to make them move through the air more efficiently, making them less likely to miss.\* TP Cost: 40, Attack Success Roll set to 4 as the minimum to hit an enemy instead of 6 for one ally

Weapon Savant: The Blacksmith knows their weapons, and can discern much about a weapon's wielder, culture, and history at a glance. Particularly rare or strange weapons may not yield much, however.\* Passive

### Hunter/Pathfinder

A class that wields a small bow and some knives that allow them to fight from a distance or in close quarters; they have Skills that lets them hinder enemies and track enemies; they have low Attack and Defense but high Agility.

Base TP: +9

Skilled Tracker: The Hunter is able to track down all kinds of creatures from even the most minute of signs.\* TP Cost: 5

Hunter Snare: The Hunter sets down a snare that immobilizes those that set foot on it. The snare can either tether the target to a stake in the ground or suspend the target upside down from a tree branch. The rope can be cut with a weapon or burned with fire, or can be undone with magical incantations.\* TP Cost: 15

Forest Voice: The Hunter can mimic the call of an animal to near perfection.\* TP Cost: 10

Pathfinder: The Hunter can detect when hidden passages are near through some sort of sixth sense.\* Passive

Silent Step: The Hunter is mindful of where they step, and can move silently through forests and others wooded areas.\* Passive

Fauna Fanatic: The Hunter is knowledgeable on animals and their behavior, and can discern much information by studying such creatures. By observing behavior of nearby animals, they can deduce where an animal's habitat is, what the animal is doing, or if the animal detects danger nearby. Exotic or strange animals may be more difficult to gather information from, however.\* Passive

Botanist: The Hunter is knowledgeable on plants, and knows which ones are safe to eat and which ones are not; the Hunter can detect traces of specific types of plants and plant secretions in foods, even able to detect plant-based poisons and toxins.\* Passive

### Seer

A Support class that can see the future, which proves invaluable in battle as they can use Skills that allow them to warn allies of incoming enemy attacks; Seers have very low Attack but good Defense and Agility.

Base MP: +5

Base TP: +8

Vision: The Seer sees a vision of the future and can then warn allies of incoming danger.\* TP Cost: 40, or roll between a 14 and 16 when rolling for success on an action

Magic Eyes: The Seer can see things that are invisible to others and can even peer into other dimensions.\* Passive

Mystic Eyes: The Seer is able to see through illusions and hallucinations created by enemy magic.\* TP Cost: 20

Magic Tracks: The Seer can track magic-users by looking for clues in magical residue and remnants.\* Passive

Preparedness: When warning an ally of an incoming attack, the ally's success rate goes up and their Skills require lessened roll requirements to be used.\* Passive, Success Rate+4, Skill Roll Requirement-4

Vision Shield: The Seer uses a magic shield that protects nearby allies from attacks across all of time.\* TP Cost: 40, (Magic)Defense+5

Purge Skills: The Seer nullifies the effects of enemy passive skills.\* TP Cost: 15

### Noble/Lady/Lord

A class that wields a saber in battle; they possess Skills that support allies and increase the stats of allies. Nobles have all around stats, similar to the Mercenary class, but having high Magical Defense in exchange for lower Defense.

Base MP: +3

Base TP: +7

Shield Breaker: A powerful sword stab attack that shatters enemy defenses.\* TP Cost: 50, Enemy Defense-8

Dancing Blade: A graceful flurry of sword swings that hits a target up to four times. Roll 4 20-sided die; if a die exceeds 10, the corresponding attack will connect successfully.\* TP Cost: 60

Noble Blood: The Noble's royal blood reduces the cost of magic spells by 10%. Passive

Counter Stance: The Noble counters an enemy attack with an attack of their own.\* TP Cost: 50

Royal Audience: The Noble can request an audience with royalty and have a very low chance of being rejected.\* TP Cost: 5

Court Advantage: The Noble gets healing each turn when in a throne room or banquet hall.\* Passive

Dolphin Slash: The Noble does a leaping upwards slash that can carry them to higher ground or rooftops nearby.\* TP Cost: 40

### Baker

A Support class that uses kitchen items in battle and can give baked foods to allies to heal them and grant stat boosts; has low Attack, good Defense and Agility, and has Skills that can increase the stats of allies and their own abilities.

Base TP: +12

Rations: The Baker has a surplus of rations in their possession, and eats one or gives one to an ally to heal back health and also grant a slight stamina boost temporarily.\* TP Cost: 50, Staminax1.2

Cook Food: The Baker cooks food, cooking raw foods or combining multiple ingredients to create a stat-boosting food item that can be given to allies. The food may increase one stat of the Baker's choice by 2 points.\* TP Cost: 20

Sugar Rush: The Baker gives a sugary pastry to an ally that greatly increases their Agility for two turns but then decreases their agility afterwards.\* TP Cost: 30, Agility+9, afterwards Agility-5

Handle the Heat: When in a restaurant, inn, eatery, pantry, or other food storage, enemies will take 5 burn damage each turn.\* Passive

Spice Up: The Baker adds some spice to their foods to accentuate the flavor and remove a negative status effect or debuff from the person who eats it.\* TP Cost: 5

Spoiled Food: Food that the Baker makes but doesn't give to others or consume before three days pass spoils and can then be given to enemies to inflict poison damage.\* Passive

Hot Potato: The Baker makes a hot potato that heals the person who holds it but then must be passed to another person or it will deal damage.\* TP Cost: 40

### Dancer

A Support class that can use special dances to invigorate allies and increase their stats; Dancers have high Agility but low Defense; they have average Attack but low Magic Defense, and wield a knife in battle. Dancers can use Skills to support allies and increase their own stats.

Base MP: +5

Base TP: +8

Special Dance: The Dancer uses a special dance that allows an ally to make an additional action during player phase before enemy phase begins.\* TP Cost: 30

Graceful Dance: A graceful dance that grants a boost in Defense and Magic Defense to one ally.\* TP Cost: 30, (Magic)Defense+8

Dance Show: The Dancer dances for a crowd or audience to gain items or gold.\* TP Cost: 5

Ribbon Dance: The Dancer performs a dance that gives boosted Agility to two allies.\* TP Cost: 30, Agility+3

Second Wind: The Dancer regains 2 TP each turn in battle, and 10 TP at the end of each day.\* Passive

Blissful Dance: The Dancer performs a blithe dance to remove status ailments from allies.\* TP Cost: 15

Light Feet: The Dancer is light on their feet and so will not stumble or fall, and cannot have their Agility lowered by enemy skills.\* Passive

### Spy

A class that specializes in stealth, infiltration, and gathering information about enemies; they possess Skills that increase their own abilities and increase the abilities of their allies. Spies have low Attack and Defense but high Agility and Magic Defense; they carry a small club as their only means of attack.

Base TP: +10

Interrogate: The Spy is able to coerce information from nearly anyone with secret interrogation methods.\* TP Cost: 10

Fast Learner: The Spy can perfectly replicate someone's action, as long as they've seen someone else do it; cannot replicate magical acts or physically impossible acts such as flying or breathing underwater.\* TP Cost: 40

Limblock: The Spy can lock a target's limb in a hold that will cause the target's limb to break if they struggle.\* TP Cost: 20

Nimble: The Spy is so nimble and light on their feet that they can avoid critical failures during combat.\* Passive

Lockpick: The Spy can pick locks on doors, cells, cages, or chests with their bare hands.\* TP Cost: 30

Free-Run: The Spy is able to free-run up walls and across rooftops and narrow paths with great ease.\* Passive, Success Roll+6 when climbing, jumping gaps, or traversing narrow or unstable terrain

Attention to Detail: The Spy can recall even the most minute of details about a person, place, object, or plan.\* Passive

### Gambler

A class that uses cards and gold to get information from people; Gamblers have a small amount of magic ability that allows them to levitate their cards, which they use in battle in addition to a sword; their Attack and Magic Attack is average but their Defense and Magic Defense is lacking, with them having high Agility. Gamblers have Skills that hinder enemies and support allies.

Base MP: +4

Base TP: +8

Lady Luck: The Gambler summons Lady Luck herself to assist them; she will bless an action of the player's choice to make it a critical success.\* TP Cost: 70

Bet Maker: The Gambler makes a bet with someone in a game of cards, and if the Gambler wins, the loser of the bet will give them information or items.\* Passive

Coin Flip: The Gambler flips a coin; if they get the side they called, they will know luck is on their side and unleash a devastating attack; if not, they will suffer a decrease in Defense.\* TP Cost: 50, Defense-5 if failed

Bluffer: The Gambler can call an enemy's bluff in combat to make them uncertain of their next move, suffering a decrease in Agility.\* TP Cost: 40, Enemy Agility-4

Trap Card: The Gambler lays down a trap card on the battlefield that activates when an enemy steps on it, immobilizing that enemy.\* TP Cost: 40

Gambit: The Gambler takes a gambit and goes in for an all-out attack; if the attack fails, the Gambler will take heavy recoil damage, but allies will receive stat boosts.\* TP Cost: 70, (Magic)Attack+6, (Magic)Defense+4, Agility+2

Loaded Dice: The Gambler switches the Gamemaster's dice for loaded ones that make them roll higher numbers for one player phase.\* TP Cost: 50, Success Rolls+9, Attack Rolls+4

### Augur

A Support class that uses items looted from fallen enemies to create potions that will increase the stats and abilities of their allies the next time they fight that type of enemy; Augurs have Skills that support the party and increase their own stats. In battle Augurs wield horns and fangs of defeated enemies as weapons; Augurs have low Defense and Agility, good Attack, and high Magic Defense.

Base MP: +11

Base TP: +2

Spirit Cloak: The Augur is surrounded by a cloak of spiritual energy that wards off bad luck for a full day, preventing them from rolling critical failures.\* TP Cost: 10

Omen Dealer: The Augur is keenly aware of omens, and can groom bad omens from someone's aura to later apply to objects and creatures. Objects with bad omens may develop defects, break, or backfire. Living creatures with bad omens will have bad luck, and may randomly stumble, miss attacks, fail actions, or even have unnatural events befall them. TP Cost: 40

Riddle Weaver: The Augur weaves a riddle that baffles or confuses people and makes them forget about a conversation or question they asked.\* TP Cost: 20

Harvest: The Augur harvests the innards of a defeated creature and creates a potion that will grant the whole party a small stat boost the next time they face that kind of creature.\* TP Cost: 5, (Magic)Attack+1, (Magic)Defense+1, Agility+1

Oracle: The Augur converses with an oracle to learn the location of a person or object.\* TP Cost: 30

Wormtongue: The Augur uses words of magic to turn an enemy to their side until the end of the battle.\* TP Cost: 40

Chant: The Augur takes up a haunting chant that makes all enemies uneasy and decreases their stats.\* TP Cost: 25, Enemy (Magic)Defense-3, Agility-2

### Jailer

A class that wields a ball and chain in battle, Jailers are in their element in dungeons and their Skills are enhanced when located in them; their Skills hinder enemies and increase their own abilities. Jailers have low Agility, good Defense, and high Attack.

Base TP: +8

Shackle: The Jailer shackles an enemy in place, preventing them from moving. The chain can be broken by a heavy weapon or by magical means.\* TP Cost: 20

Dungeon Instinct: The Jailer can sniff out traps or dead ends in dungeons.\* Passive

Wrecking Ball: The Jailer does a whirling attack with the ball and chain that hits all enemies in a circle around them.\* TP Cost: 60

Prison Food: The Jailer gives prison food to an enemy; the enemy is healed a small amount but also suffers a decrease in Attack and Agility.\* TP Cost: 30, Enemy Attack-4, Agility-3

Confine: The Jailer places an enemy in confinement, preventing them from being healed or receiving buffs from other enemies.\* TP Cost: 40

Jailer Key: The Jailer can unlock doors in dungeons.\* Passive

Salvage: The Jailer salvages as much as they can in dungeons, and after a battle will acquire a weapon item.\* Passive

### Farmer

A class that wields a pitchfork in battle; they have low Attack and Defense with good Agility; Farmers are able to till the terrain and harvest crops using their Skills, which can hinder enemies and support allies.

Base TP: +12

Terrain Tiller: The Farmer tills the terrain and grants better traction on the ground for allies.\* TP Cost: 10, Agility+2

Magic Beans: The Farmer uses magic beans to grow a large beanstalk that goes up to fifty feet tall. The beanstalk can be climbed to reach a high location or can be chopped down to create a bridge across a large gap.\* TP Cost: 50

Commoner: The Farmer is well-liked among the common folk and is comfortable talking to them, having a very easy-going conversation.\* Passive

Irrigation: The Farmer digs irrigation trenches to move water around the field...if only there was some water to fill them.\* TP Cost: 30, Enemy Agility-2

Early To Rise: The Farmer is used to waking up early to begin a day of work, so effects of sleeping spells and the like will last half as long as usual on the Farmer.\* Passive

Lon Lon Milk: The Farmer gives some Lon Lon Milk to an ally which raises their Magic Attack and Magic Defense.\* TP Cost: 40, Magic Attack+6, Magic Defense+6

Fertilizer: The Farmer throws a fertilizer at an enemy that stinks so badly that the enemy flees.\* TP Cost: 50

### Sherpa

A class that exceeds others in mountainous environments since they are able to nimbly and quickly navigate such places without stumbling; Sherpa use harpoons in battle and have good Attack and Defense with high Agility. Sherpa have Skills that increase the abilities of allies and hinder enemies that are enhanced when in mountainous locations.

Base TP: +9

Climber: The Sherpa is an expert climber and cannot have their Agility lowered or movement restricted when fighting in the mountains; they are also able to scale walls or buildings that others have trouble with.\* Passive

Guide: The Sherpa can easily guide allies through mountains, and so allies will have increased Agility when fighting on mountains.\* Passive, Agility+2

Bundled Up: The Sherpa is resistant to cold or ice-based attacks and magic, taking halved damage from them.\* Passive

Avalanche: The Sherpa blows on a bugle that causes a large amount of snow to fall onto the field of battle, covering an area of fifty square feet; one enemy is frozen and unable to move for some time. Snow restricts the movement of anyone who walks in it, halving their movement.\* TP Cost: 80

Thin Ice: The Sherpa has little patience, and if their Defense or Agility gets lowered their Attack will increase by the same amount their other stats were decreased.\* Passive

Belay: The Sherpa can tie a belay line between themselves and an ally to share stat boosts that the ally receives, including healing, but will also share status ailments that the ally is afflicted with.\* TP Cost: 20

Icebreaker: The Sherpa gets to know an enemy and profiles any weaknesses they have.\* TP Cost: 20

### Trader

A class that rides on a horse that has been bred to traverse the desert sands; Traders have great negotiating skills and can often get information or useful items from others through trade; Traders wield a scimitar in battle and have good Attack and Defense and good Agility, with increased stats and Skill effectiveness when in a desert. Traders have Skills that can increase the abilities of allies.

Base TP: +10

Haggle: The Trader haggles with merchants or shopkeepers to get a reduced price on items.\* TP Cost: 10

Negotiate: If the enemy seems reasonable, the Trader can attempt to diplomatically negotiate with them to end the battle peacefully.\* TP Cost: 30

Sandstorm: If in the desert, the Trader places a curse on the enemy that makes a sandstorm blow through and blind them.\* TP Cost: 20

Profiteer: If the Trader delivers the killing blow on an enemy, that enemy will drop more loot.\* Passive

Skill Purchase: The Trader can purchase TP from an enemy or ally, with one TP costing ten gold. They may purchase as much TP as they can afford, until the target has no more to spare.\* TP Cost: 0

Magic Purchase: The Trader can purchase MP from an enemy or ally, with one MP costing ten gold. They may purchase as much MP as they can afford, until the target has no more to spare.\* TP Cost: 0

Tradewinds: The Trader may use one wind spell of their choice; TP used is equivalent to the MP cost of the selected spell, though spells that cost no MP will cost 5 TP.\* TP Cost: MP cost of spell, 5 if MP cost is 0

### Interpreter

A class that is fluent in nearly all languages, Interpreters are capable of speaking to people that use different languages and negotiating with them; Interpreters are unarmed and so they have extremely low Attack and Defense stats, but they have good Agility and Magic Defense. Interpreters have Skills that can hinder enemies and support allies.

Base TP: +5

TP Growth: +1

Linguist: The Interpreter can learn nearly any language, the only exception being ancient runes. They must spend one day studying the language to learn it.\* Passive

Negotiate: If the enemy seems reasonable, the Interpreter can attempt to diplomatically negotiate with them to end the battle peacefully.\* TP Cost: 30

Broker: The Interpreter can broker a peace treaty between themselves and enemies, ending a battle peacefully, but only if the enemies are intelligent beings that are not evilly aligned.\* TP Cost: 40

Translate: The Interpreter translates documents written in other languages, as long as they know how to read, speak, and write the language.\* Passive

Wordsmith: The Interpreter speaks special magic words that create a barrier from attack around them.\* TP Cost: 15

Orator: The Interpreter is well-practiced in giving speeches, and gives a speech to uplift morale.\* TP Cost: 10, Attack+1, Defense+2, Agility+2

Voice Carrier: The Interpreter's voice can carry over extremely great distances, perfect for sending messages to people far away.\* Passive

### Cultist

A class that follows a cult; the cultist arms themselves with a dagger and some dark magic to use in combat; they have low Attack and Defense, average Magic Attack and Magic Defense, and good Agility. Cultists possess Skills that increase their stats and hinder enemies.

Base MP: +12

Base TP: +3

Brainwash: The Cultist brainwashes an enemy to attack other enemies.\* TP Cost: 30

Blood Moon: The Cultist gains an increase in Attack and Magic Attack when fighting at night.\* Passive, (Magic)Attack+4

Chant: The Cultist takes up a haunting chant that makes all enemies that hear it feel uneasy and decreases their stats.\* TP Cost: 30, Enemy (Magic)Defense-3, Agility-2

Harvest: The Cultist harvests the innards of a defeated creature and creates a potion that will grant them a small stat boost.\* TP Cost: 10, (Magic)Attack+2, (Magic)Defense+2, Agility+2

Bloodlust: The Cultist gets an increase in Attack if the last attack they used killed its target.\* Passive, Attack+4

Zeal: The Cultist's zealous nature increases their stats when they near death, dropping below 40 health.\* Passive, (Magic)Attack+6, (Magic)Defense+5, Agility+4

Sacrifice: The Cultist sacrifices a small portion of their health in exchange for stat boosts.\* TP Cost: 5, Current Health-20, (Magic)Attack+5, Defense+4, Agility+3

### Tactician

A class that studied war strategy and tactics and can quickly lay out a battle plan or analysis. Tacticians have overall average stats, but with low Agility and good Magic Attack; Tacticians wield swords and elemental magic in battle. Tacticians have Skills that support the party, hinder allies, and increase stats of allies.

Base MP: +8

Base TP: +5

Battlefield Analysis: The Tactician quickly surveys the battlefield and points out to allies where advantageous positions are located and making allies more battle-ready.\* TP Cost: 5, Attack+3, Defense+2

Personal Stakes: The Tactician's personal Skill has its TP cost reduced by 20%.\* Passive

Checkmate: The Tactician's patented battle technique, they unleash a powerful sword attack on an enemy.\* TP Cost: 60

Confidence: The Tactician always makes sure to plan for the worst, and if an ally is hit with a lethal attack, their health will merely go down to 1 instead of being killed.\* TP Cost: 30

Paired Strike: The Tactician will join in when an ally within ten feet performs an offensive Skill, doubling the damage of the attack.\* Passive

Hard Read: The Tactician reads an enemy's attack, and the next enemy attack on the Tactician or an ally will miss.\* TP Cost: 50

Levin Sword: The Tactician summons a Levin Sword to their hand, a sword that has magical properties, allowing it to deal both physical and magical damage to enemies; the Levin Sword will break after ten uses.\* TP Cost: 40

### Gatekeeper

A class that excels at keeping gates and passageways guarded and is able to easily manipulate a choke point into putting an enemy at even more of a disadvantage; they can also reinforce gates and other doorways. Gatekeepers have high Defense and Magic Defense, good Attack, and average Agility. They possess Skills that hinder enemies and support the party and wield a halberd or polearm in battle.

Base TP: +8

Reinforce: The Gatekeeper reinforces a gate or doorway to keep creatures on the other side of the door from passing through it for another two turns if in combat, or 10 minutes if outside of combat.\* TP Cost: 10

Claustrophobe: The Gatekeeper decreases stats of enemies when fighting in a choke point.\* Passive, Enemy Attack-5, Defense-4, Agility-5

Confine: The Gatekeeper places an enemy in confinement, preventing them from being healed or receiving buffs from other enemies.\* TP Cost: 30

Keeper Rush: The Gatekeeper rushes forth with a flurry of stabbing attacks into a single target.\* TP Cost: 60

Gateway Circle: The Gatekeeper sets down a magic circle that enemies cannot leave or enter.\* TP Cost: 30

Welcome Mat: The Gatekeeper removes a status ailment or debuff from an enemy but also prevents them from using any magic or their own Skills.\* TP Cost: 40

Magic Door: The Gatekeeper can create a magic door in any wall that will allow passage in or out of the building the magic door is created on.\* TP Cost: 10

### Scholar

A class that thirsts for knowledge and enjoys sharing it with others; Scholars wield elemental, light, and energy magic in battle and have good Magic Attack and average Magic Defense though their other stats are all quite low; the Scholar, as a student, is able to learn a Skill from an ally; Scholars possess Skills that support the party and increase their own stats.

Base MP: +9

Base TP: +4

Learn Skill: The Scholar learns the Skill of an ally that replaces this one.

Know-It-All: The Scholar learns another type of magic outside of the ones they already know.\* Passive

Polyglot: The Scholar learns a language of their choice.\* Passive

Pen is Mightier: The Scholar gains an increase in stats when fighting enemies that wield physical weapons.\* Passive, Magic Attack+3, Magic Defense+3, Agility+2

Extra Credit: The Scholar is dedicated in their studies, and their MP growth will have an additional point added onto it.\* Passive

Bookmark: The Scholar bookmarks an ally's stats to prevent their stats from being lowered.\* TP Cost: 20

Student Loan: The Scholar loans some of their stats to an ally.\* TP Cost: 10, Player Magic Attack-5, Magic Defense-5, Ally Magic Attack+5, Magic Defense+5

### Architect

A class that brings a chisel and parchment with them everywhere; they have low Attack and Agility but good Defense; Architects can strengthen existing structures or create new ones to use as defensive means. They possess Skills that support the party and hinder enemies.

Base TP: +9

Brick and Mortar: The Architect builds a brick wall around an enemy to prevent them from moving; the wall can be broken down with heavy weapons or certain magic spells.\* TP Cost: 30

Foundation: The Architect strengthens an existing structure by making some modifications to its foundation; allies inside of the structure gain boosted Defense.\* TP Cost: 20, Defense+5

Barricade: The Architect builds a barricade that increases stats of allies that use it.\* TP Cost: 30, Attack+4, Defense+3, Agility+1

Archway: The Architect builds an archway that increases magical abilities of allies.\* TP Cost: 30, Magic Attack+5, Magic Defense+5

Cemented: The Architect petrifies an enemy with cement and also prevents that enemy from having their stats raised.\* TP Cost: 30

Stonework: The Architect outfits a structure with reinforced stone, giving ranged attackers inside of it increased Attack and Defense.\* TP Cost: 20, Attack+4, Defense+4

Great Pillar: The Architect envisions a great stone pillar of their design that is then built up from the ground beneath them, escalating them to higher ground. The pillar can be between 40 and 80 feet in height.\* TP Cost: 20

### Mime

A class that is a street performer and is unarmed in combat, having low Attack and Defense but good Magic Defense and Agility; Mimes have a Skill that allows them to mimic the Skills of enemies; a Mime's other Skills will support the party.

Base TP: +7

Invisible Wall: The Mime pretends to be behind an invisible wall, protecting them and allies from enemy magic attacks.\* TP Cost: 40

Mimic: The Mime mimics an enemy's Skill.\* Passive

Invisible Rope: The Mime pulls on an invisible rope that yanks an ally out of the path of an enemy attack.\* TP Cost: 40

Silent Show: The Mime takes the Silence status ailment from allies and applies it to themselves.\* TP Cost: 10

Comic Relief: When hit with an attack, an ally gains a small boost in Agility.\* Passive, Agility+1

Play Dead: Mimes can play dead, quite convincingly, to get an enemy to stop attacking them.\* TP Cost: 5

Hear No Evil: The Mime prevents an enemy from using dark or death magic spells.\* TP Cost: 20

### Falconer

A class that has trained a falcon to assist them in combat; Falconers themselves are unarmed and have low Defense and Agility but good Attack that translates into their falcon's attacks. Falconers have Skills that hinder enemies and increase their own stats.

Base TP: +11

Falcon Flight: The Falconer releases their falcon to survey from above. Passive

Bird of Prey: After attacking and successfully defeating an enemy, the falcon brings back a healing item to the Falconer. Passive

Eye Claws: The Falconer sends their falcon to scratch out an enemy's eyes to blind them permanently. TP Cost: 60

Peregrine Dash: The Falconer inherits their falcon's speed, increasing their Agility and allowing them to move an additional 10 feet. TP Cost: 20, Agility+3

Aviary Ally: The Falconer is good at handling and communicating with birds and bird-like creatures.\* Passive

Aerial Stunt: The Falconer is able to perform a seemingly impossible maneuver when in midair. They can slow their fall to a full stop for a brief moment or perform a jump in midair, propelling themselves upwards to a height equal to their normal jumping height.\* TP Cost: 10

Falcon Eyes: The Falconer increases the critical hit rate of allies that use ranged weapons. TP Cost: 50, Minimum Roll for Critical Hit Set to 16

### Tideturner

A class that is able to turn the tide of battle in their favor; if the party is losing a battle, a Tideturner can use Skills to turn the tables around and put the fight back in their favor; Tideturners have average stats all across the board and have a hatchet and shield.

Base TP: +8

Perception Swap: The Tideturner swaps the healthiest enemy's current health with the ally that has the least health currently.\* TP Cost: 20

Bolster: The Tideturner shouts a battle cry that maxes out the Attack/Magic Attack and Defense/Magic Defense of up to two allies.\* TP Cost: 50, (Magic)Attack = 20, (Magic)Defense = 20

Turning Point: The Tideturner sets a health value that, when dropped below, causes enemies to suffer from multiple random status ailments.\* Passive

Payback: The next time the Tideturner or one of their allies gets attacked it will trigger an all-out attack on that enemy by the entire party.\* TP Cost: 60

About Face: The Tideturner grants a counterattack maneuver to all allies that will critical hit an enemy that it targets.\* TP Cost: 65

Hold the Line: The Tideturner makes the whole party invincible for two turns.\* TP Cost: 40

Turnwheel: The Tideturner can turn back the hands of time to the last enemy phase, and can do so up to three times per battle, but will also reverse the effects of any ally actions taken between the enemy phase and the use of the Skill. Passive

### Vigilante

A class that enforces justice that is typically fantasized by the public and disliked by other law enforcement; the Vigilante wields a short dagger and a sling. Vigilantes have good Attack and Defense, average Agility, and high Magic Defense. They possess Skills that increase their own abilities and support the party.

Base TP: +10

Guise of Darkness: The Vigilante prefers to work in the dark of night to avoid detection, and gains an increase in Agility when fighting at nighttime.\* Passive, Agility+4

Undying Vigil: The Vigilante cannot be blinded, dazed, put to sleep, or forced to flee the battle.\* Passive

Crack Shot: The Vigilante will add half of the targeted enemy's health to the damage of a ranged attack on them if their Agility is higher than the Vigilante's.\* Passive

Long Arm: The Vigilante prevents a certain target from escaping or fleeing the battle.\* TP Cost: 40

Sidekicks: The Vigilante grants a boost in Attack and Magic Attack to up to two of their allies.\* TP Cost: 30, (Magic)Attack+4

Justice Bringer: The Vigilante hurls out several oddly-shaped throwing knives at the target.\* TP Cost: 25

Fantasized Reputation: The Vigilante uses their fantasized reputation among common people to capture their attention. Passive

### Veteran

A class that has fought countless battles and numerous wars and triumphed with their axe and recurve bow. Veterans have good Attack and Defense with low Magic Defense and Agility. They possess Skills that support the party.

Base TP: +12

War Story: The Veteran tells a war story that bores its audience to sleep.\* TP Cost: 20

Hardened Veteran: The Veteran is unaffected by changes in weather or terrain caused by enemy skills.\* Passive

New Tricks: The Veteran learns how to use a new type of weapon of their choice (non-magic).\* TP Cost: 30

Survivor: The Veteran has survived hundreds, maybe even thousands of battles, and if they near death (drop below 50 health) during a battle they get a large boost in stats.\* Passive, Attack+6, Defense+5, Agility+8, Magic Defense+6

Goad: The Veteran makes terrible puns or aggravates an enemy and forces that enemy to attack first when enemy phase begins.\* TP Cost: 10

Enemy Stance: The Veteran mimics an enemy's combat stance, gaining an increase in any stats that the enemy has that are higher than the Veteran's.\* TP Cost: 50

Experience Bolster: The Warrior shares his experience with the party, and after a battle each party member will increase 2 levels instead of 1. Passive

### Scribe

A class that specializes in the art of writing and working with documents; they are unarmed and as such have low Attack and Defense; they have good Magic Defense and average Agility, however. Scribes possess Skills that support the party.

Base MP: +4

Base TP: +4

Wordsmith: The Scribe speaks special magic words that create a barrier from attack around them.\* TP Cost: 40

Messenger Pigeon: The Scribe sends out a message pigeon to call for help or deliver information quickly.\* TP Cost: 10

Penmanship: The Scribe writes a formal letter that is able to persuade people easily.\* TP Cost: 10

Skill Scroll: The Scribe gives a scroll to an ally that makes their next Skill used increase in effect.\* TP Cost: 20

Rewrite Destiny: The Scribe reverse the effects of the last enemy phase.\* TP Cost: 50

Epilogue: After an enemy is defeated, the Scribe gains knowledge they had.\* Passive

Dictate: The Scribe swaps their own actions for the action of an ally, letting an ally act in their place during their turn. Passive

### Adventurer

A class that adventures around the world and explores far and wide; they arm themselves with a whip and a small crossbow. Adventurers have good Agility and Magic Defense with average Attack and Defense. They possess skills that hinder enemies and support the party.

Base TP: +8

Ancient Curse: The Adventurer exposes an enemy to ancient cursed treasure to cause them to fail on the next turn.\* TP Cost: 30

Tempting Fate: The Adventurer can try something crazy and then try it again; once a day, the Adventurer player may reroll their die for success rolls, but if the second roll is worse than the previous roll then they must accept it.\* Passive

Legendary Feat: If the Adventurer did something truly extraordinary or legendary during a battle, they will go up by two levels instead of one.\* Passive

Improvisation: The Adventurer is quick to improvise and can swipe an enemy's weapon to strike with that weapon; when attacking with the weapon damage will be calculated based on the enemy's Attack stat; does not work with magic weapons.\* TP Cost: 15

Fed Up: After the first three turns of a battle the Adventurer can use this skill to blast a high-damage crossbow bolt into an enemy.\* TP Cost: 40

Escape Artist: The Adventurer can escape traps or forms of restraint with general ease.\* TP Cost: 5

Cup of a Carpenter: The Adventurer drinks a special potion that lets them cheat death, allowing them to act for one more turn after their health has been fully depleted.\* TP Cost: 75

### Alchemist

A class that specializes in concocting potions to use on allies for improved performance; Alchemists possess various acids that they can use to attack or defend themselves with, but have low Attack and Defense with average Agility and good Magic Defense. Alchemists have skills that support the party.

Base MP: +9

Base TP: +3

Chemical Shower: The Alchemist dumps stat-boosting chemicals on an ally.\* TP Cost: 25, (Magic)Attack+4, (Magic)Defense+4, Agility+2

Beaker Bash: The Alchemist breaks a beaker of chemicals on an enemy that lowers the enemy stats.\* TP Cost: 30, Enemy (Special)Attack-5, Special Defense-3, Agility-2

Midas Touch: The Alchemist can transform ordinary stone into gold coins.\* TP Cost: 10

Berserker Brew: The Alchemist gives an ally a special potion that increases their fighting capabilities.\* TP Cost: 30, (Magic)Attack+4

Truth Serum: The Alchemist creates a truth serum that will force the one who drinks it to only answer questions truthfully.\* TP Cost: 10

Firepower: The Alchemist frightens the enemy with a loud and bright explosion.\* TP Cost: 30

Concoct: The Alchemist can concoct a chemical mixture, given that they have access to the right components. It can be an acid, potion, poison, drink, medicine, or elixir. The Alchemist can choose for it to take either a liquid or gas form when making it.\* TP Cost: 10

### Rider

A class that is extremely skilled on horseback, Riders can tame and train any horse and can pull off incredible stunts on horseback; Riders have good Agility, average Defense and Magic Defense, and low Attack. Riders wield a lasso as their weapon and have Skills that hinder enemies or increase their own abilities.

Base TP: +8

TP Growth: +1

Equestrian: The Rider can quickly tame and develop a bond with a horse and even commandeer horses without resistance from the horse.\* Passive

Wrangler: The Rider wrangles an enemy with their lasso and then drags them across the ground as they run.\* TP Cost: 40

Riding Stunt: The Rider can perform insane stunts while on horseback. Passive

Horse Soothe: The Rider can easily soothe crazed or frightened horses.\* TP Cost: 5

Horsemaster: The Rider causes enemy horses to turn against the enemies; also works on horse-like enemies such as centaurs.\* TP Cost: 20

Grass Whistle: The Rider uses a grass whistle to call their horse to them, and the horse will arrive no matter the distance. TP Cost: 5

Rein Snapper: The Rider snaps the reins to increase their speed.\* TP Cost: 15, Agility+4

### Jester

A magic-using class of entertainers that put on performances for audiences; Jesters have average stats overall with high Magic Defense. Jesters possess Skills that support the party and hinder enemies.

Base MP: +6

Base TP: +2

Lurgy: The Jester inflicts poison on up to four enemies.\* TP Cost: 45

Performance Volunteer: The Jester calls on a volunteer for their next act, and one of the enemies becomes an ally until the end of battle; does not work on bosses.\* TP Cost: 40

Naptime: The Jester inflicts themselves with Sleep, and all enemies are inflicted with Sleep as well.\* TP Cost: 40

You Can Do It: The Jester heals two allies, heals an additional 10 health for each status effect the allies are afflicted with.\* TP Cost: 30

Comic Relief: When hit with an attack, an ally gains a small boost in Agility.\* Passive, Agility+1

Trampoline Leap: The Jester places down a trampoline to jump off of and reach high ground.\* TP Cost: 5

Balloon Decoy: The Jester makes a balloon-animal decoy of one of the party members, and enemies that are trying to attack that party member will mistake the decoy for them; when the decoy is attacked, it will pop and stun the attacker.\* TP Cost: 25

### Privateer

A class similar to the Corsair, Privateers are typically in possession of a license to conduct piracy for a nation or government. They wield a flintlock pistol and dirk in battle. Privateers have good Agility and high Attack with low Magic Defense and Defense. Privateers possess Skills that hinder enemies and support the party.

Base TP: +7

Ship Shape: The Privateer gets increased Defense and Magic Defense; when at sea the Privateer will also heal back some health when this Skill is used.\* TP Cost: 30, (Magic)Defense+6

Walk the Plank: The Privateer forces a single enemy to disengage from combat.\* TP Cost: 50

Hoist the Colors: The Privateer flies a flag overhead that grants two allies a boost in Defense.\* TP Cost: 20, Defense+4

Release the Kraken: The Privateer summons a powerful sea monster, the Kraken, to swallow up two enemies and deal critical damage to them, with a chance to eat the enemy and kill them entirely. Roll two 20-sided die; if a die has higher than 10, then the corresponding enemy will be hit; if higher than 16 is rolled, the corresponding enemy will die from the attack.\* TP Cost: 60

Maroon: The Privateer isolates one enemy from the others, preventing that enemy from receiving healing, buffs, Skill effects, and any other support from other enemies, and vice versa.\* TP Cost: 40

Anchors Away: The Privateer frees all allies from Paralysis, Sleep, Berserk, Frozen, and Silence.\* TP Cost: 30

Full Sail Ahead: The Privateer increases the Agility of himself and three allies.\* TP Cost: 30, Agility+5

## Magic

These are the different magic spells that can be used and their effects.

### Elemental Magics

Magic that uses different kinds of elements like Water, Fire, and Electricity.

Spark: Allows the user to conjure a flame into their hand or on the tip of their finger; the flame can be extinguished by closing the hand. MP: 0

Fireball: A simple fireball that can be launched up to 150 feet; the target will take damage and has a chance of catching fire if they are made of or wearing flammable material. MP: 20

Bolganone: A magic spell that causes a portion of earth, twenty square feet in area, to explode into fire and lava. MP: 70

Firestorm: Calls down a shower of flaming meteors on an area of twenty square feet. MP: 50

Firaga: Blasts forth a constant stream of fire from the user's hands, hitting in a line in front of the user for fifty feet. On a successful hit, the target will catch on fire and take damage over time. MP: 40

Flare: Launch a flaming orb that travels up to one hundred feet before exploding in a brilliant flash of light. It will explode on impact with a structure or creature. MP: 30

Gigaflare: Launch a projectile of flame that violently explodes after travelling ten feet, or after impacting with a structure or creature. MP: 70

Heat Signature: Leave a message in flaming writing on a surface. MP: 5

Burning Passion: Cause nearby sources of fire to burn hotter and brighter. MP: 0

Blazing Path: For the next thirty seconds, leave a trail of fire behind you as you move. MP: 10

Inferno Divider: Cause pre-existing fire to bend around the user as they move. MP: 0

Incandescent: Cause a single non-living object to rapidly heat up, maintain a hot temperature for a full minute, and then gradually cool down. MP: 5

Heat: A magic spell that raises the temperature in the desired area. The change in temperature can range from 1 degree to fifty degrees, at the user's desire. MP: 5

Thunder: A basic electrical magic attack involving a simple projectile of ball lightning. The target has a chance of dropping one item held in their hands upon being hit. MP: 20

Thoron: A magic spell that fires a continuous beam of electrical energy, hitting in a straight line in front of the user for 100 feet; targets hit will drop one item held in their hands and have a chance of being paralyzed. MP: 80

Thundara: A magic spell that conjures a thunderstorm. MP: 20

Bolting: A magic spell that calls down a bolt of lightning from above to hit a single target. On a successful hit, the lightning may arc to other creatures or metallic objects within five feet of the initial target. MP: 40

Rexbolt: A magic spell that creates a loud, booming sound. MP: 10

Shock: The user emits an electrical spark from the tip of their finger, delivering a mild but harmless shock to whoever or whatever they next touch. MP: 0

Static Cling: The user causes the clothing of a single target to cling to an object or surface via static electricity. MP: 0

Magnesis: The user can manipulate a single metallic object through electromagnetic energy; the object cannot be bigger than ten feet in length or width or exceed 100 pounds in weight. MP: 10

Magnet Link: The user can cause two metallic objects to be attracted to each other or repelled away from each other. MP: 10

Kazap: A wave of electricity is sent out from the user, hitting in a ten feet circle around them. MP: 30

Inner Charge: The user generates an electrical current within their own body that lasts for ten minutes, or for three turns in combat. While the current is active, they can conduct electricity safely through their body without being harmed, and are immune to electrical-based magics and attacks. MP: 5

Wind: Summon a stiff breeze from a desired direction, or change the direction of pre-existing wind; the strength of the wind increases with the user's level. MP: 10

Tengu: A magic spell that creates a tornado. The size and strength of the tornado increases with the user's level. MP: 50

Wilderwind: A magic spell that creates a strong updraft of air. MP: 0

Fell Wind: Summon an ominous wind that strikes fear into those with Courage lower than 9; at higher levels, the wind will scare those with Courage less than 12, and has a chance of inflicting paralysis on targets. MP: 20

Cutting Gale: A blade of wind is launched forth at a single target; will cut through fabric material that is not being worn. MP: 20

Ward of Gales: The user casts a spell on a single target that causes violent winds to blow other creatures away from the target when they get too close. MP: 40

Hurricane Orb: Launches forth a magical projectile that travels 30 feet in a straight line; it will pull targets it hits with it until it reaches the end of its path. MP: 50

Icy Wind: Call forth a brisk wind that carries a chill with it. MP: 0

Fog: Cause a cloud of fog to envelope an area of fifty square feet. MP: 20

Howl of Winds: Summon a strong wind that pushes objects and creatures away from it while making a loud, howling sound. MP: 30

Water: A simple watery projectile fired with high-pressure speed. MP: 20

Waterga: A magic spell that causes it to rain. MP: 10

Mímisbrunnr: A magic spell that creates a large wave of water and sends it surging forth. MP: 90

Shape Water: Use a pre-existing source of water and manipulate it to form a shape; the water will hold its shape until the user dispels it. MP: 0

Hydrate: Absorb moisture from an object to dehydrate it, or rehydrate it with water; only works on foods, dead things, and non-organic objects. MP: 0

Geyser: Cause a large fountain of water to erupt from the ground at a designated point; the geyser can reach a maximum of fifty feet in height. Once the geyser stops, it can be reactivated by the user after two minutes have passed at the cost of no additional MP. MP: 30

Bubble: Create a large magic bubble. The bubble can be created around a single target, or can be created in any space the user can visually see, be it in the air, on the ground, or underwater. The bubble can not exceed ten feet in diameter. The bubble will pop if hit with a sharp object or if a loud sound goes off near it. The user can dispel the bubble at any time they like. MP: 10

Wavemaker: The user creates a current on a pre-existing water source; the current will go in the desired direction, and the direction can be changed at any time. The strength of the current increases with the user's level. If a current already exists in the water, the new current will not be able to overcome the existing one if they are going in opposite directions. MP: 10

Puddle: The user creates a puddle on the ground that can be up to five feet across. Those that step in the puddle have a chance of slipping. An existing puddle can be transported to within ten feet of the user at any time. The puddle will disappear after three hours. MP: 20

Splash: The user assigns a word to trigger this spell; they may choose to have the spell only be triggered by them saying the word, or by an ally speaking it, or by anyone speaking it. Upon saying the word, the one who said it will be suddenly drenched in several gallons of water, soaking them from head to toe. MP: 0

Hailstone: A simple ice magic spell that drops some hailstones onto a single target. MP: 20

CryoShock: A magic spell that freezes a single target. MP: 40

Blizzaga: A magic spell that causes it to snow. MP: 10

Fimbulvetr: Causes an icy wind to envelope an area of twenty square feet, after which a series of ice spikes erupt from the ground. MP: 60

Chill: Lowers the temperature in an area; can be lowered up to a maximum of fifty degrees. MP: 0

Frozen Path: For the next thirty seconds, the ground behind the user will freeze over as they move, creating a slippery surface. MP: 20

Absolute Zero: Cause a single object to rapidly grow cold to the point it has a frost over it; the object will maintain its cold temperature for one minute, during which it is very fragile and will break if hit hard enough. MP: 20

Drift: Creates a snow drift underneath the user. MP: 0

Freezing Touch: The user channels a magical energy into their palms that makes them cold to the touch; the next person or object they touch will be frozen. MP: 15

Arctic Armor: The user creates a layer of armor made from ice around themselves; they receive an additional 20 stamina as a result. The additional health goes away after their stamina drops below that value, after which being healed will only return them to their default maximum. MP: 40

Stone: A projectile of stone and earth fused together by magic. MP: 20

Karkinos: A magic spell that causes an earth tremor. Everyone within one-hundred feet of the user must roll a die; if they roll lower than 10, they will stumble and fall to the ground. MP: 50

Superquake: A magic spell that causes a powerful earthquake. Everyone within a 300-foot radius of the user that is touching the ground will take damage, and must roll a die; if they roll lower than 15 they will stumble and fall to the ground. MP: 100

Rock Wall: Create a stone barrier in front of the user; the barrier will be one foot thick, five feet high, and five feet across. MP: 5

Quicksand: Make an area of ground ten feet in diameter soften and become quicksand; those who step foot in it will begin to sink, and will sink faster if they make sudden movements. MP: 5

Earthspike: Cause a stalagmite to erupt from the ground, harming those above it. MP: 30

Stone Island: Pull a chunk of pre-existing stone from the ground and levitate it. The chunk can be no bigger than ten feet in diameter, and can only be levitated up to one hundred feet above the ground. MP: 30

Pebble: Conjure a small rock from thin air; it can weigh up to 5 pounds, and the user may make it weigh a specific amount. MP: 0

Orbital Stones: Causes four stones to orbit around a single target and pelt the target with one stone each player phase for four phases. MP: 50

Statue Form: The user can make themselves appear as a statue; the statue will look exactly like them in whatever pose they were doing as they cast the spell. They may remain in statue form for one hour, and may return to their normal state at any time. MP: 0

### Light Magic

Magic that harms the undead and primarily is used for healing or supporting allies.

Heal: Heals an ally it is used on. MP: 10

Cure: Cures an ally of a single status ailment when used. MP: 20

Dia: A simple light magic spell only useful against undead enemies. Targets a single undead enemy within 50 feet. MP: 10

Diaga: A powerful light magic spell that harms all undead enemies in the vicinity. Targets all undead enemies within 50 feet. MP: 30

Bifrost: A light magic spell that revives a fallen party member with one-quarter of their maximum health; can only be used twice per battle. MP: 50

Shine: A spell that illuminates a dark area. MP: 0

Divine: An offensive light magic spell that causes a pillar of light to come down and bombard a single target that is within 50 feet. MP: 30

Aura: A spell that creates a bright flash of light capable of dazing those who look at it. MP: 40

Seraphim: A strong light magic spell that deals high damage to a single undead target and inflicts them with Blind; can travel up to 20 feet. MP: 30

Expel: A magic spell that has a chance of instantly-killing all undead enemies that are a lower level than the caster; each undead enemy must roll a die, if they roll lower than a 10, they will die. MP: 70

Blessed Bolt: A long-range light magic attack that travels up to 200 feet and takes the form of an arrow; it will fly in a straight line and will pierce through multiple targets. Deals bonus damage to undead enemies. MP: 50

Healaga: Heals the entire party when used. MP: 10 per party member

Rescue: Teleports a distant ally within 100 feet next to the user. MP: 20

Ward: Prevents curses from being placed on the target. MP: 0

Restore: Removes all status ailments from a single target. MP: 40

Rebirth: Removes all status ailments from the entire party. MP: 15 per party member

Istari: Summons forth the light of the sun to bathe the area in sunshine. MP: 0

Purge: Purge an evil spirit that is possessing a target; can also cure targets of Berserk. MP: 10

Ivaldi: Fully heals the entire party. MP: 30 MP per party member

Mend: Can mend things that have been broken; works on injuries, but also works on severed rope or torn fabrics. MP: 20

Null: Erects a barrier around one target that halves damage of the next attack that hits them. MP: 40

Phoenix Down: Can only be used once per day; revives and fully heals a single ally. MP: 100

### Dark Magic

Magic surrounded in dark arts and associated typically with evil.

Flux: A simple dark magic spell that causes tendrils of dark magic to erupt from the ground and ensnare a target, and then combust at the user's discretion. Targets a single enemy within 30 feet of the user. MP: 20

Nosferatu: A dark magic spell that heals the user for as much damage as it deals to the target. Can target a single enemy within 20 feet of the user. MP: 40

Luna: An even stronger dark magic spell that makes orbs of darkness surround the target and then crush them between them; lowers Magic Defense of enemies. Can target a single enemy within 20 feet of the user. Magic Defense-1 MP: 50

Darkness: A magic spell that thrusts an area into darkness, dispelling any non-magical light sources and blotting out sun and moonlight. MP: 10

Fear: A magic spell that evokes fear in a target. MP: 30

Miasma: A concentrated orb of dark magic that is hurled towards a single target; can travel up to 80 feet, will snuff out light sources that it passes as it flies. MP: 30

Mire: Conjure a pit of black liquid that slows the movement of those who walk through it. Can be placed on the ground anywhere the user can visibly see. MP: 20

Expiry: Cast a curse that will kill the target within a certain, random time span. The time can be from 3 days to 1 year. MP: 100

Apocalypse: A dark magic spell that effects an area of ten square feet within one hundred feet of the user; ignores half the magical defense of the targets, and then halves the Defense of the targets. Does not effect undead creatures, insect or insect-like creatures, or bosses. Defense/2, MP: 70

Crimson Eye: Place a magic eye on a surface that is invisible to everyone but the caster; when the user closes their eyes, they can see what the eye sees. Only one eye can be in existence at a time. MP: 0

Fenrir: Halves the health of a distant target; cannot target enemies within 50 feet or more than 150 feet away. MP: 60

Ragnarok: Conjure a dark flame to the user's hand; this flame will emit darkness from it that cannot be penetrated by natural light sources. The flame will burn wood and other flammable objects like a normal flame, but cannot be extinguished with water. MP: 0

Gorgon Eye: Place a magic eye on a surface that is visible to anyone; when the user closes their eyes, they can see what the eye sees. The first person who looks directly at the eye will be inflicted with Petrification, after which the eye will vanish. Only one eye can be in existence at a time. MP: 20

Dim Hex: Cause nearby light sources to dim significantly; when outside, will cause a dark cloud to block the sunlight. MP: 0

Nightmare: Make a sleeping target experience a nightmare. MP: 0

Gleipnir: Cause pre-existing shadows to bend and morph in order to take a desired shape. MP: 0

Shadow Sight: Allow the target to see through shadows and darkness as though it were bright as day. MP: 40

### Nature Magic

Magic that manipulates nature and plant-life.

Entanglement: A nature spell that causes thorny vines to ensnare the limbs of a target, dealing little damage but preventing the target from moving or attacking until they cut free of the vines or the user dismisses the vines. MP: 30

Bloom: A magic spell that causes plants and flowers to bloom in the targeted area. MP: 0

Swarm: A magic spell that causes wasps, hornets, locusts, and other insects to swarm the target. MP: 40

Yggdrasil: A magic spell that causes a tree to sprout and grow. The tree cannot exceed 500 feet in height. MP: 50

Leaf Whisper: A magic spell that lets the user speak with a plant for five minutes; also works on treants and other plant-like creatures. MP: 0

Animal Speech: A magic spell that allows an animal to speak for five minutes. Also works on animal-like creatures. MP: 0

Autumn Storm: A magic spell that causes a whirlwind of autumn leaves to surround a single target, lowering their accuracy when attacking. Enemy Success Roll-5 when attacking, MP: 40

Life: Causes pre-existing plants to accelerate their growth. Can also revive dead plants or heal dying plants. MP: 10

Venom Barb: Conjures a plant next to the user that will inflict Poison on those that touch it. MP: 30

Photosynthesis: Heals the user when they are in direct sunlight. MP: 5

Wavemaker: The user creates a current on a pre-existing water source; the current will go in the desired direction, and the direction can be changed at any time. The strength of the current increases with the user's level. If a current already exists in the water, the new current will not be able to overcome the existing one if they are going in opposite directions. MP: 10

Waterga: A magic spell that causes it to rain. MP: 10

Shape Water: Use a pre-existing source of water and manipulate it to form a shape; the water will hold its shape until the user dispels it. MP: 0

Hydrate: Absorb moisture from an object to dehydrate it, or rehydrate it with water; only works on foods, dead things, and non-organic objects. MP: 0

Fog: Cause a cloud of fog to envelope an area of fifty square feet. MP: 20

Wind: Summon a stiff breeze from a desired direction, or change the direction of pre-existing wind; the strength of the wind increases with the user's level. MP: 10

Blizzaga: A magic spell that causes it to snow. MP: 10

Dryada: A magic spell that transforms the target into a tree; the user can transform them back to normal if they so wish. The target will transform back to normal after a full day has passed. MP: 70

Splinter Shot: Fire a collection of wooden splinters in a cone in front of the user, hitting all enemies in a range of fifteen feet. MP: 50

Purify: Removes poisons, toxins, and harmful chemicals from a food or drink. MP: 15

Wicked Brambles: Create a forest of barbed brambles ten feet high, ten feet thick, and up to thirty feet across. MP: 80

### Death Magic

Magic that commands the dead and is related to death.

Ghast: A simple death magic spell that hurls a projectile of ghastly energy and bones at the target; travels up to 60 feet. MP: 20

Death: A dark magic spell with a lowered chance of hitting, but has a chance of instantly killing its target. Will not kill undead creatures, non-corporeal beings, or bosses. If a 5 or higher is rolled on the six-sided attack die, the target will die. Success Roll-5 when casting, MP: 60

Skeleton: A spell that summons a skeleton to fight at one's side. The skeleton will have 30 HP, 6 Attack and 20 Courage, but no Defense or Agility of any kind. Skeletons take extra damage from some light magic spells, as they are categorized as undead. MP: 20

Skelemount: A spell that summons a skeletal horse to fight at one's side or for the user to mount upon. The skeletal horse has 60 HP, 3 Attack, 20 Courage, and 10 Agility, but possesses no defenses. MP: 40

Pestilence: A magic spell that takes the form of a poisonous spray, poisoning enemies within ten feet right in front of the user. The poison will spread to those who go within five feet of a poisoned enemy, though the spellcaster is immune to the infection. MP: 60

Dead Puppet: Manipulate a dead creature to move and act; the dead creature will copy the movements of the user, but cannot speak. The puppetry can last for ten minutes, after which the spell will wear off. MP: 10

Final Word: Revive a dead creature; the creature cannot move but may say one word before they die again; reviving the same creature again will have them only able to say the same word they had said before. MP: 0

Bonesight: The target gains the ability to see through skin to see the skeletal structure of other creatures. Wears off after 5 minutes. MP: 0

Revenant: Summons an undead zombie to the user's side. The revenant has 12 Attack, 20 Courage, and 5 Magic Defense. MP: 50

Gargoyle: Summons an undead gargoyle to the user's side. The gargoyle can fly and wields a scythe in combat. The gargoyle has 15 Attack, 20 Courage, and 13 Agility. MP: 60

Wretched Sense: A magic spell that causes a single target to experience a harrowing sensation; they can feel a cold air on their skin, experience a smell as though something near them has died, or hear voices whispering. MP: 0

Rot: Cause an already dead creature to decompose at a rapid pace, or make perfectly ripe or fresh food turn rotten in a manner of seconds. MP: 0

Reanimate: Summon a dead spirit to possess the body of a dead foe and manipulate it to fight by the user's side. The stats of the undead creature are half of what their stats were before they perished. They can wield weapons but cannot perform magic. After the body has taken enough damage, the spirit will depart. Will not work on boss enemies or enemies that were already undead. MP: 70

Styx Curse: Place a curse on an undead target that will make them explode when hit, or on the user's command. MP: 60

Blight: A death magic spell that effects an area of ten feet around the user; skeletal hands erupt from the earth and grab onto whatever they can. Enemies in the area when the spell is cast will start to be pulled down into the ground, and must struggle to escape. Enemies with a Courage stat less than 10 will be inflicted with Petrification. MP: 80

Calamity: Conjure a green fog to fill the area, make the earth shake, and then scare everyone with an image of Death itself. Enemies with a Courage stat lower than 15 will immediately flee the area. MP: 90

Hades Pact: Summon a group of 5 to 10 zombies to your side. MP: 100

### Arcane Magic

Magic that distorts reality.

Arcane Orb: A simple arcane magic spell that blasts a projectile orb of magic that homes in on a single enemy target. Can move up to 50 feet. MP: 30

Doppelganger: A magic spell that creates an illusory duplicate of the target; the duplicate cannot attack and is not corporeal. MP: 20

Mavii: Morph one of the user's limbs into a desired object; can not be any heavier than what the user can physically carry. MP: 20

Hallucination: An arcane magic spell that causes the target to hallucinate, making them very unlikely to hit targets but also making them berserk. Enemy Success Roll-6, MP: 40

Deformity: An arcane magic spell that cripples the opponent by polymorphing their bones into spikes that pierce their flesh before fracturing the bones; has decreased hit chance but will force daze as well as immobilize the target. Success Roll-5, MP: 80

Void: A magic spell that creates a magic void that pulls objects and creatures towards it. The void can be up to twenty feet in diameter. Objects that enter the void cannot return from it through non-magical means. MP: 60

Create Key: A magic spell that lets the user create a magic key that can mold to a lock it is put into; once the key molds to a lock for the first time, it stays that way, and cannot be used on other locks, but can be used on the same lock an unlimited number of times. MP: 5

False Passage: Create a false door or passageway on a wall that cannot actually be entered. MP: 0

Shattertouch: The user casts a spell on their hands; the next object they touch will shatter into countless pieces. MP: 30

Gap in Space: The user can create a hole in a surface; the hole can be up to ten feet deep and five feet across. MP: 40

Illusory Disguise: The user casts an illusion around themselves that changes their appearance to that of someone or something they have visually seen. The illusion cannot be three feet taller or shorter than the user, and cannot be larger than twice their own arm span. The illusion will also change the user's voice to that of who they are taking the appearance of. MP: 10

Mirror Sight: The user casts a spell on a single target that makes their sight flip 180 degrees vertically or horizontally. MP: 40

Special Illusion: The user can create an illusion within ten cubic feet; the illusion can move along a path that the user determines, for up to 200 feet, and can move an additional ten feet for each level the user currently has. The illusion can make one sound, and can be programmed to make the sound in response to certain events, such as a significant change in lighting or if the illusion detects sound within fifteen feet. MP: 10

Trigger Illusion: The user can place a magical glyph on a wall, floor, or object; when the glyph detects movement, sound, or touch, it will trigger an illusion that can take the form of an image or sound. The image can be no bigger than ten cubic feet. MP: 5

Major Illusion: Create an illusion; it can be no bigger than a space of five hundred cubic feet. The illusion can make up to ten different sounds, move in a space of one thousand cubic feet freely or at the user's instruction, emit light, and simulate physical touch, but cannot cause pain. MP: 75

Arcane Flares: Set three arcane orbs to orbit around a single target; after a full combat phase passes, or after five minutes, the orbs will home in on and bombard the target; if the target goes near another creature, the orbs can hit that creature. The user can make the orbs fly outwards, away from the target, to hit things in the surrounding area. MP: 50

Arcane Beam: Fire an arcane beam in a straight line, travelling up to one hundred feet. The beam will hit any creatures in its path. MP: 60

Mirror Wall: Create a wall up to ten feet high and five feet across; the side facing away from the user will be a mirror that reflects whatever anyone sees back to them, whereas the user is able to see through the barrier to the other side. The barrier is very fragile and will break if attacked. MP: 5

Phantom Edge: Cause an invisible force to slash right in front of the user. MP: 10

Transmogrify: Cause a single target to transform into something else; can be an animal, plant, or inanimate object, but cannot exceed 100 pounds in weight or five feet in length, width, or height. MP: 80

Magic Limb: Create a magical, flying limb; the limb can pass through solid objects and can lift up to ten pounds; the limb cannot attack. MP: 0

Arcane Fog: Create a purple mist that envelopes the area; those who enter the mist will have their sense of direction warped, causing them to be lost in the mist. The user is immune to the effects of the fog. The fog can cover an area of up to forty square feet, and will dissipate on its own after one hour. MP: 50

Dimension Step: Stand on an invisible platform suspended at a designated point of space. MP: 5

Sizeshift: Change the size of a single target; can shrink down to the size of a mouse or grow to the size of a house. MP: 80

### Red Magic

Magic that commands the powers of war, anger, and rage.

Rage Blast: A basic red magic spell that launches forth an orb of condensed rage and visceral energy. MP: 20

Berserk: A magic spell that can inflict Berserk on a target. MP: 40

Provoke: Cause docile or pacifist creatures to become enraged and belligerent. Effects one target within the user's visual range. MP: 10

Fever Curse: Cause tensions to rise subtly and gradually; effects a space of one hundred square feet, effecting anyone who enters that area. MP: 20

Wrath: Cast a spell that forces its target to attack recklessly out of anger. Will not work on allies. MP: 0

Aggro Point: Force a single target to direct its attention towards the user. MP: 0

Rain of Rage: Angry or belligerent creatures in the area will have rainclouds appear over them. MP: 0

Burning Rage: Effects a single, angry or belligerent target within one hundred feet; cause the target to violently explode. MP: 90

War Heart: Grants a single creature that does not know how to fight knowledge of how to fight in hand-to-hand combat, as well as how to use most melee weapons. The knowledge will fade away after one day. MP: 25

War Torch: Create a red flame that hovers next to the user and follows them; the flame will glow brighter when hostile or angry creatures are nearby. MP: 0

War Strike: Makes a creature's next attack lethal. MP: 90

Voice of Fury: Makes the user's voice much louder and deeper for a full minute. MP: 10

War Sense: Makes one creature's senses kick into overdrive, allowing them to see, hear, smell, and taste things that they normally couldn't. MP: 5

Malice: Cause a red aura to envelope the next creature the user touches, making them extremely violent to everyone and everything around it. MP: 80

Warmonger: Cast a spell on a single target within twenty feet; each time the target attacks, regardless of who they attack, the user will be healed for 20 HP. MP: 50

Apoplexus: If enough angry or belligerent creatures are around, the use can set off a large explosion of magical energy at a point within fifty feet, harming anything in a twenty foot radius around the explosion's epicenter. MP: 75

War Drums: Allows the user to imbue mutton with a deadly poison. MP: 5

Aura of Hate: Targets a single creature the user can visibly see; all other creatures will instinctively hate the target, acting at varying levels towards the target in response. MP: 30

War Horn: Make the sound of a war horn blare for all to hear. MP: 10

Voices of War: Make the sound of thousands of soldiers roaring a great war cry echo across the battlefield. MP: 10

Will of Weapons: Magically craft a weapon out of thin air; the weapon cannot exceed 50 pounds in weight or have an Attack Rating higher than 5. The weapon cannot have magical abilities attached to it, nor can it be a magical weapon such as a magic staff or spellbook. Projectiles such as arrows, bolts, stones, or darts cannot be created. MP: 60

Fighting Words: The user speaks, and those who hear their words take magical damage. MP: 50

### Radiant Magic

Magic that utilizes energy not associated with any of the other magic types.

Magic Beam: A simple beam of pure magical energy that flies in an arcing path; aim at a higher trajectory to increase the range it can travel. The beam can travel up to one mile, and will damage a single target that it hits. MP: 30

Soul Flay: Forge a whip of magical energy that is then used to attack an enemy within melee range; the whip vanishes after a single attack lands, and the whip stings right down to the soul of the target, ignoring any bolstered magic defenses or immunities. Will not work on creatures that have no soul. MP: 50

Flash Storm: A small, condensed orb of magic energy is maneuvered over to a single target and then explodes, releasing a brilliant flash of magic energy that hits in a ten foot circle around the primary target. MP: 60

Power Geyser: The user punches the ground and causes a geyser of magical energy to explode forth from the ground in front of them. MP: 50

Energy Palms: The user's hands glow with a magic energy, allowing them to blast short-ranged bursts of magical energy from their hands and fists for five minutes, or three turns if in combat. The beams will hit in a range of five feet in the direction the user aims their hands. MP: 45

Echo Barrage: A barrage of sonic energy is blasted forwards; will bounce off of walls and other objects, but harm creatures it hits. Will damage anyone it hits and continue moving forwards, but its damage will be halved each time it bounces off of something. Will continue for 1,000 feet. MP: 20

Muffle: Greatly reduce the noise made by a group of targets; can affect up to five targets at a time. MP: 0

Fox Ear: Greatly enhance the hearing capabilities of a single target, allowing them to hear clearly through walls and underwater. MP: 5

Special Effect: Make the sound of thunder rumbling in the distance. MP: 0

Alert Presence: Cast a spell on a single object, and register up to ten creatures for the spell to recognize. If a creature the spell does not recognize comes within a certain distance of the object, a loud sound will go off. The user can choose the distance in which the alarm will be sounded, from a minimum of 5 feet to a maximum of 500 feet. Regardless of distance from the object, the user will receive a mental message if the alarm is triggered. MP: 10

Blank Barrier: Create a magical barrier that physical objects can pass through; if the barrier is hit with a certain kind of energy, whether magical in origin or not, the barrier will absorb the energy and then take on the elements and characteristics of the absorbed energy. MP: 15

Disintegrate: Fire a beam of magical energy that reduces a single target to a pile of dust. MP: 100

Rainbow: Create a rainbow of any size the user wishes. Can also be used to change the color of nearby light sources. MP: 0

Gravity Dome: Manipulate gravity in a dome area of a minimum of five feet in diameter to a maximum of one hundred feet in diameter. The user may choose for gravity to increase to make objects heavier or force things to the ground, or may choose to make them more lightweight to the point where they are floating freely in midair. The user may not change the strength of the gravity once they have set it, but may dispel the dome at any time. The dome will last for ten minutes before dispelling on its own. MP: 50

Stubborn Hex: Choose a single inanimate object and cast a hex on it that prevents it from being moved from its current position. MP: 25

Vedrfolnir: Place a curse on an object that makes it violently explode if anyone touches it. The user may set a passcode for the curse, where if someone says the passcode before touching the object, the curse will not take effect. MP: 80

Power Scream: The user lets loose a powerful scream that can be heard for a mile; those who hear it within 100 feet have a chance of being inflicted with Daze. MP: 30

Translate: A single target will have any words they say be translated magically into whatever language a listener speaks, but only for the next hour. MP: 10

### Summon Magic

Very specific type of magic used to summon allies or creatures through magic.

Stick Figure: The user draws a stick figure on paper or another surface; the stick figure is then magically animated, allowing it to leap off the page and move around. The stick figure cannot be taller than 12 inches, or have an arm span greater than ten inches. The stick figure cannot die, but can be scared away or returned back to a drawing form. The stick figure can lift up to two pounds and attack, though it will only deal damage if it is armed with something; it cannot use magic. The stick figure has 3 Attack, 8 Courage, and 11 Agility. MP: 0

Summon Healer: Summons a healer that will heal allies each turn until the healer is killed or the battle ends. The healer has 20 HP, 10 Magic Attack, and 5 Magic Defense. MP: 20

Summon Soldier: Summons a soldier who bravely engages enemies in combat with their sword and shield; doesn't have much health or defense but can provide a distraction. The soldier will leave after combat ends or if they die. The soldier has 30 HP, 8 Attack, 2 Defense, and 14 Courage. MP: 25

Summon Sentinel: Summons a magical being that serves as a sentinel or guardian; attacks with simple magic spells and will try to block magic-based attacks from hitting allies. The sentinel will depart after combat ends or after losing all their health. The sentinel has 50 HP, 10 Magic Attack, 8 Magic Defense, and 10 Courage. MP: 40

Summon Imp: Summons an imp, a short, magical, forest-dwelling being; the Imp plays a prank on enemies by lowering one of their stats a little, and then departs. MP: 30

Summon Minotaur: Summons a Minotaur which leaves after combat ends or after being killed, but has an area attack to hit multiple enemies at once. The Minotaur has 100 HP, 14 Attack, 12 Defense, 6 Magic Defense, and 18 Courage. MP: 70

Animate Art: Bring artwork of creatures to life in realistic detail; also works on statues and sculptures. Creatures summoned from artwork are very fragile, and will begin to break and crumble if hit or if they get wet (exception being statues). Animated art will fall apart and die if they are hit even once, but cannot be scared away or forced to flee by any spell or Skill. MP: 50

Summon Special Ally: Summons a special ally that the user met earlier in the adventure; effects vary, special ally can only stay for one phase of battle. MP: 75

### Bardic Magic

Magic that takes the form of song and poem, used to influence the emotions of its audience; can only be cast by those who use magic instruments.

Jaunty Tune: Play a rousing tune that makes those who hear it within 50 feet feel happy. MP: 10

Ode of Truth: Play a song that makes those who hear it feel more honest; effects one target within 10 feet, lasts for one hour. If the user tells a lie during this hour their instrument will break. MP: 40

Command Melody: Use musical magics to command a single target within 30 feet to perform an action of your choosing; the target cannot directly inflict harm upon themselves or others. MP: 80

Rhythm of Double Time: Play a fast-paced song that increases the speed of a single target within 10 feet. Agility+2, Movement Distance+10, MP: 30

Minuet of Forest: A gentle song that draws animals of a desired type within 500 feet towards the user. MP: 20

Chord Strike: Play a collection of notes; creatures within ten feet are thrown back by an invisible force. MP: 10

Scarecrow Stanza: Play a magic song that causes a scarecrow to sprout up out of the ground at a desired point within 100 feet. MP:
0

Prelude of Light: Play a song that deters demonic and undead creatures within twenty feet, forcing them to distance themselves from the user and avoid attacking them. MP: 25

Requiem of Tears: Play a song that makes its audience feel saddened and sorrowful; effects anyone within 50 feet of the user. MP: 10

Charming Serenade: Play a romantic song that makes a single target within 10 feet feel charmed by the user. MP: 30

Ballad of Battle: Play a heroic song that makes anyone within ten feet feel more courageous. Courage+3, MP: 40

Nocturne of Haunting: Play a haunting song that strikes fear into the heart of its audience, making those within ten feet that hear it feel spooked and be more susceptible to being scared away. MP: 25

Infectious Fervor: Play a song that causes a single creature within 20 feet to start dancing uncontrollably; if another creature touches the dancing creature, then they will also begin to dance. The effects of the song will last until one hour has passed. MP: 60

Forbidden Lyric: Play a foreboding tune that effects a single creature that hears it that the user can visually see; if the creature comes within five feet of a designated target, they will take damage and be inflicted with a random status ailment. They will continue to take damage if they stay near the target. MP: 45

Boss Theme: Play an awesome song that bolsters the combat capabilities of a single ally within 10 feet. (Magic)Attack+6, (Magic)Defense+6, Agility+6, Courage+4, MP: 50

Limerick of Echoes: Play a rather repetitive song; after the song concludes, all sound within 50 feet will be recorded by the instrument for the next minute. Play the song again, and the recorded sound will be heard. The user can choose to stop the recording early, or make the instrument forget the recording so that a new one can be made. MP: 10

Intermission: Play a song that will skip the turn of a single target within twenty feet; only works during combat. MP: 40

Fanfare: Play a quick song that increases the offensive abilities of a single creature within ten feet that hears it. Attack Roll+3, MP: 30

Lullaby: Play a song that lulls its audience to sleep; all creatures within twenty feet of the user that hear the song have a chance of being put to sleep. MP: 30

Bolero of Fire: Play an inspiring song that makes a campfire roar to life next to the user. MP: 0

Poem of Peace: Play a serene song that makes a single creature within 10 feet that hears it feel peaceful and calm. MP: 30

Sounds of Silence: Play a quiet song that inflicts one creature within 10 feet with Silence. MP: 20

Haiku of Habits: Play a song that compels a single creature within 30 feet that hears it to exhibit any habits they may have. MP: 0

Chaotic Cacophony: Play a seemingly random collection of sounds; any creature within 20 feet that hears it has a chance of being perplexed, which will make them act in very strange and chaotic ways. MP: 60

Elegant Ambience: Cleans a single creature that hears it; dirt and other foreign matter fades from their skin, hair, and clothing, their hair comes untangled, any tears they have in clothing are mended, and any unpleasant smells go away. MP: 0

Boulder Bossa Nova: Temporarily grants a single ally target within 20 feet an additional 10 HP on top of their maximum; once they drop below the 10 bonus HP, the extra HP goes away. MP: 30

### Miscellaneous Magic

Magic that is not able to be classified under any other category and generally does not utilize or manipulate energy of any form.

Snooze: A magic spell that puts a single target within twenty feet directly in front of the user to sleep. MP: 25

Silence: A magic spell that prevents the enemy target from using magic spells. Can target a single creature within 20 feet. MP: 25

Enfeeble: A magic spell that lowers all of the target's stats by 4. Can target a single creature within 40 feet. MP: 50

Hammerne: A magic spell that repairs a broken weapon or object. The user must be physically near the object. MP: 30

Blind: Blinds a single target, making them miss with attacks. Targets a single creature within 20 feet. MP: 25

Haste: Allows an ally to make an additional action on their next turn. The target must be within 10 feet of the user. MP: 40

Temper: Makes an ally more likely to critical hit (essentially by lowering the critical success number requirement to 15). The target must be within 10 feet of the user. MP: 50

Hold: A magic spell that paralyzes an enemy. Can target a single creature within 20 feet. MP: 25

Break: A magic spell that petrifies an enemy. Can target a single creature within 20 feet. MP: 25

Read Emotions: Allows the user to perfectly read the emotions of a target, even if they try to hide them. MP: 0

Serpent Tongue: Everything the user says for the next five minutes will more easily charm or persuade those who hear it. MP: 30

Mind Bend: Control the mind of a single target; the user cannot move, speak, or act on their own while controlling the target, performing their actions and saying their words through the target. They cannot access the thoughts and memories of the target while in control of them. Once they release control of the target, they cannot reestablish mind control on them again without using the spell again. MP: 80

Kinesis: The user can manipulate inanimate objects in the environment around them. They can lock and unlock things, open doors and containers, and lift and throw objects. For every point of Magic Attack the user possesses, they can lift fifteen pounds with this spell. At level 16, the amount of weight they can lift gets doubled. MP: 20

Disperse: The user picks a point within their visible range; an invisible force originates from that point and pushes things in its radius away; the higher level the user is, the stronger the force is, at max strength being able to push objects that weigh up to 100 pounds. MP: 15

Mirror Trap: The user must touch a mirror; the next living creature to touch the mirror will be pulled inside of it and trapped behind it. The trapped creature can exit through any other mirror, but must be able to physically fit through it; they cannot climb out of a broken mirror. MP: 60

Great Force: The user imbues the spell into a very small object, such as a drop of water or grain of sand. When thrown, the object will hit other objects, structures, or creatures with the force of one thousand pounds. MP: 60

Addictive Quality: Cast a curse on a single object that makes those who touch it grow addicted to it; the addiction grows stronger the longer the person is with it. Wears off after one week. MP: 45

Curse of Greed: Cast a curse on a single creature that the user can physically touch; the curse strengthens any greed they might hold, and makes them act very selfishly and greedily. Lasts for one day. MP: 20

Fit of Laughter: Cast a spell on a single target within thirty feet; the target will break into a fit of uncontrollable laughter; if in combat, on their turn the target will be unable to act if they roll lower than a 12. On subsequent turns, the roll requirement will be halved. Wears off naturally after fifteen minutes. MP: 45

Wings of Icarus: Grant a pair of wings to a creature that does not have them; the creature will be able to fly freely up to a maximum of 3,000 feet into the air. The wings will vanish after ten minutes have passed. MP: 20

Strategium: Select one spell the user already knows that can be cast on themselves; cast both Strategium and the selected spell on themselves, but have the effects of the selected spell be delayed until a specific scenario of the user's choosing occurs. MP: 10

Sagittae: Hurl a barrage of magical arrows forwards, hitting in a horizontal line of fifteen feet for fifty feet in front of the user. MP: 50

Tracking Glyph: Place a glyph on a creature the user can physically touch; no matter where the creature goes, when this spell is used again, the user will know the location of the creature. The spell can only be removed at the original caster's will, and only one tracking glyph may be active at a time. MP: 0

Mind Reader: Allows the user to read the mind of creatures they can visibly see; will not work on creatures with no mind, lasts for only thirty minutes. MP: 40

Mind Lock: The user casts a spell on themselves; if another creature tries to read their thoughts, their thoughts will be coded so that the creature cannot comprehend them. If the creature tries to read the user's mind for one minute or longer, the other creature will be locked out of the user's mind and be put into a coma that lasts one week. MP: 40

Hypnotic Suggestion: Cast a spell on a sleeping creature that makes them sleepwalk and take an action that the user desires; the creature cannot harm itself or move more than fifty feet from where it started. MP: 25

Amnesia Ray: Fire a ray into a single target that makes them stand still and forget the last five minutes; the user can fill in the memory gap with a story that they verbally tell to the creature. The creature must understand the user's language in order for the new memory to be planted. After a minute passes, the creature can continue as usual. MP: 50

Invisible Sight: The user gains the ability to see invisible objects and creatures; wears off after one day. MP: 30

Telepathic Link: The user establishes a telepathic link with any person or creature they have met, and can speak with each other through thoughts alone. The link will go away after one week, or can be severed by either of the participants. MP: 10