Quote from: MountainDew~ on December 01, 2011, 11:03:58 pm
You can pick between the two, this isn't two separate classes, but more of a...separation of class. Feel free to change them or remove things however you wish. These are just suggestions after all
The layout is
Element type
Spell name - MP cost
Spell Description not spell quote
Causes (FFTA Route) or Notes (Apprentice)
Elementalist- FFTA Route - 13 action abilities, 4 R/S/M Abilities.
A person in-tune with nature, allowing manipulation of elements and an enlightened state of mind.
Low Damage (Equivalent to the 1st tier of Black Mage spells), Debuffs, medium-high MP cost, fast cast, and a sub-par melee.
Wields: Knives, Swords, Robes, Light Helmets, Boots. (No equipment on the hands [rings, gauntlets, gloves], freeing the hands for work with Nature)
All spells inflict damage or heal hp at 4 range, NO status-only skills. Single Target Only (with exception of Heavy Rain)
Action Abilities
Wind
Banshee Shriek - 12 MP
"A loud, forceful shriek that can silence a foe with gusts of Wind"
Causes - Silence or Knockback
Fire
Flame Switch- 15 MP
"Absorbs the foe's Fiery passion for battle"
Causes - Slow or Absorbs MP
Earth
Terra Blast - 12 MP
"Uproots and launches a large piece of Earth out from under the foe"
Causes - Addle (?) or Immobilize
Dark
Nyx's Curse - 12 MP
"Impose Horrific aparitions in the opponent's mind"
Causes - Confusion or Chicken
Holy
Consecration - 14 MP
"Blesses one ally, removing all impairments and slowly regenerate grave wounds"
Causes - Regen and Remove debuffs
Water
Heavy Rain - 12 MP
"Creates a fierce Hurricane over the battlefield"
Causes - Small chance of CT - 0 for ALL units, friend and foe.
Lightning
Static Buildup - 12 MP
"Creates an Electric buildup in an opponent's weapon, rendering it useless"
Causes - Disable
Ice
Absolute Zero - 16 MP
"Freezes the immediate area occupied by a foe, stopping all sense of time"
Causes - Stop
Non-Elemental 1
Mind Blast - 12 MP
"Telekinetically control your opponent"
Causes - Charm
Non-Elemental 2
Telekinetic Transfer - 12 MP
"Support a struggling ally using willpower beyond comparison"
Causes - Medium level heal, utilizes either Shell or Protect, never both.
Fire/Dark
Infernal Sacrifice - 14 MP
"Offer a sacrifice to a hellish demon...No one knows if it will approve..."
Causes - Random Buff or Debuff on an opponent
Holy/Lightning
Shining Strike - 12 MP
"Blast an opponent with divine light and natural lightning"
Causes - Faith or Atheism
Ice/Earth
Congealing Grass - 12 MP
"Cause the earth to emit shards of intense magical cold"
Causes - Sleep or Slow
R/S/M Abilities
MP Shield, Magic Counter
Half MP, M Atk^
No Move Abilities
Elementalist - Apprentice - 17 action abilities, 2 R/S/M Abilities.
A mage-in-training that relies on the strength-of-arms and insticts to keep pace in combat.
Fast Casts, Medium power (equivalent to 2nd tier Black Mage spells), Pure Defensive/Offensive Mage, No support spells, Lower Faith = higher damage
Wields: Flails, Swords, Spears, Light Armor, Robes, No Capes.
Action Abilities
Wind
Wind Crush - 10 MP
"Crushes opponents between two walls of Wind."
Straight Line attack up to 3 spaces, ignores Height
Arcane (Non-Element)
Magicka Infusion - 8 MP
"Strikes a foe with a blade imbued by magicka"
MA Attack that pierces Reflect/Shell (If possible)
Holy
Blast of Light - 10 MP
"Holy light decends judgement in a Small area"
4 square area hit. No vertical tolerance
Non-element
Inexperienced - 6 MP
"A panicked, hurried spell that pushes foes away"
Adjacent multiple targets, Knocks back. Instant Cast. Very weak (Think Rush, but area hit and MA oriented) 2 up/down tolerance
Electric
Spinal Injection - 12 MP
"Causes Electrical jumps along the spinal cord, severely wounding opponents"
Heaviest hitting spell, 3 range, 4 square target, no vertical tolerance.
Water
Liquify - 10 MP
"Spews water forth from the palms in a straight line"
6 space straight line attack, lower damage than wind crush. No vertical tolerance
Fire
Immolation - 6 MP
"Ignite the opponents clothing with one fast, easy spell!"
4 range, 4 square effect, low fire damage. Exactly the same as Fire =(] LAAZZYYY!
Ice
Sphere of Frost - 12 MP
"Emit a slow moving ball of ice, hitting a large area"
Long cast, 4 range, the 2x3 (?) effect. 2 vertical tolerance
Ice
Icy Shard - 8MP
"Impale opponents on blades of ice"
Standard Blizzara spell.
Poison
Swamp Decay - 10 MP
"Inflicts poison in a large area"
Exactly as the spell description, 4 range. 3 vertical tolerance
Non-elemental
First Aid - 6 MP
"Grasps the basic concept of healing magic, regenerating wounds"
Caster-Only Heal and Debuff cure.
Wind
Healing Breeze - 8 MP
"Gentle breezes upon your face reminds one of better, peaceful times."
Generic Cura/CureII spell with a wind element. no vertical tolerance (wind on face lol)
Non-elemental
Arcane Explosion - 10 MP
"Utilising pure magicka, the Elementalist can wound with no elemental influence"
Similar to Flare, but on-par with 2nd tier spells and AoE hit. No vertical Tolerance
Dark
Catacylsm - 8MP
"Show the opponents their ever-inevitable fate"
Inflicts Medium Dark damage. 4 Range, Adjacent to target effect. 2 vert. tolerance
Meditate - 0MP
"Focus your magical power"
Restore some MP, Increase MA +1, LONG Cast. Caster-Only
Fencing - 6 MP
"Practice makes perfect"
Increase PA +1, Caster-Only
R/S/M Abilities
R:Speed Save - Critical HP,+1 Spd (Cowardice forces an apprentice to panick)
S:No Supports
M:Move +1
I like these my only issue is that we have a black mage and red mage already, that and I'm not certain what Durbs has in mind for the Elementalist skillset but there is a good possibility that we will use some of these