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jugh3ad
Captain

PostPosted: Mon Jan 30, 2006 2:16 pm


Mage Jobs
PostPosted: Mon Jan 30, 2006 2:19 pm


BLACK MAGE

Masters of elemental and destructive magic, Black Mages can stop even an army in its tracks.

STR VIT AGI SPD MAG SPR
+5 +5 +10 +10 +15 +15

Representatives: Black Mage Job (FFI, FFIII, FFV, FFX-2, FFXI, FFTA), Wizard Job (FFT), Palom of Mysidia (FFIV), Vivi Ornitier (FFIX), Lulu (FFX)
HP Die: d6
MP Die: d10
Weapons: Bows, Knives, Rods
Armor: Armwear, Hats, Robes
Attack Bonus: +10
Skill Points: 280
Skill Aptitude: Scholastic
Required Skills: One Weapon Skill
BLACK MAGIC

Black Magic [Level 1]
Type: Magic

Black Magic focuses on the offensive side of magic - elemental power, destructive assaults and status inflicting attacks. Black Mages start with any three level one Black Magic spells. As they gains levels, Black Mages gain more powerful magic to produce a variety of effects that can clear the battlefield in one swift action. Complete details of Black Magic are given in Chapter Eight: Magic.

Spell Level Levels

1 3, 5, 7
2 9, 11, 13, 15
3 17, 19, 21, 23
4 25, 27, 29, 31
5 33, 35, 37, 39
6 41, 43, 45, 47
7 49, 51, 53, 55
8 57, 59, 61, 63

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Mon Jan 30, 2006 2:23 pm


BLACK CALLER

Users of elemental and destructive magic along with the awesome powers of summoned beasts, Black Callers make powerful magical allies.

STR VIT AGI SPD MAG SPR
+5 +5 +10 +10 +15 +15

Representatives: Rydia (FFIV)
HP Die: d6
MP Die: d10
Weapons: Bows, Flails, Knives, Rods, Staves
Armor: Armwear, Hats, Robes
Attack Bonus: +10
Skill Points: 280
Skill Aptitude: Scholastic
Required Skills: One Weapon Skill
BLACK MAGIC

Black Magic [Level 1]
Type: Magic

Black Magic focuses on the offensive side of magic - elemental power, destructive assaults and status inflicting attacks. Unlike most other mages, Black Callers only start with two first level Black Magic spells. As they gains levels, Black Callers gain more powerful magic to produce a variety of effects that can clear the battlefield in one swift action. Complete details of Black Magic are given in Chapter Eight: Magic.

Spell Level Levels

1 3, 6, 9
2 11, 13, 16, 19
3 21, 23, 26, 29
4 31, 33, 36, 39
5 41, 43, 46, 49
6 51, 53, 56, 59

CALL MAGIC

Call [Level 1]
Type: Magic (6)

The Black Caller calls upon a Summoned Beast to unleash its power onto the battlefield. This is the traditional form of Final Fantasy summoning, where the beast appears and instantly unleashes it's effect - be that healing, damage, indirect attacking or support - and leaves as quickly as it appeared. Black Callers start with access to one Summoned Beast - either Lakshmi, Remora or Valefor. Summoned Beasts are gained throughout the game solely at the discretion of the GM. Complete details of all Summoned Beasts are given in Chapter Eight: Magic.

Boost [Level 30]
Type: Magic (icon_cool.gif

As the Black Caller gains a practical knowledge of calling, he gains the ability to increase the power unleashed by his Summoned Beasts. When boosted, any Summoned Beast which restores HP or deals damage will increase its effect to 125% of normal. To compensate for this boost in power, the Black Caller must also increase the standard MP expenditure (or Gil cost, for Yojimbo) to 125% of normal.
Type: Magic

Black Magic focuses on the offensive side of magic - elemental power, destructive assaults and status inflicting attacks. Unlike most other mages, Black Callers only start with two first level Black Magic spells. As they gains levels, Black Callers gain more powerful magic to produce a variety of effects that can clear the battlefield in one swift action. Complete details of Black Magic are given in Chapter Eight: Magic.

Spell Level Levels

1 3, 6, 9
2 11, 13, 16, 19
3 21, 23, 26, 29
4 31, 33, 36, 39
5 41, 43, 46, 49
6 51, 53, 56, 59
PostPosted: Mon Jan 30, 2006 2:27 pm


SAGE

Masters of multiple forms of magic, Sages are the only ones capable of full use of Red magic. Their versatility comes at the cost of power, reflected in their attributes. But power is never the goal of a Sage, as most prefer to dedicate their lives to the pursuit of knowledge and skill, just for the sake of learning it.

STR VIT AGI SPD MAG SPR
+5 +5 +10 +10 +10 +10

Representatives: Sage Job (FFIII), Tellah (FFIV), Fusoya (FFIV)
HP Die: d6
MP Die: d10
Weapons: Rods, Staves
Armor: Armwear, Hats, Robes
Attack Bonus: +10
Skill Points: 280
Skill Aptitude: Scholastic
Required Skills: Inquiry, One Weapon Skill
RED MAGIC

Red Magic [Level 1]
Type: Magic

While most mages are content to focus on a particular form of magic, the Sage prefers gain as much unique knowledge as possible. Red Magic combines the elemental power of Black Magic, the healing and defense of White Magic and even a little dimensional manipulation from Time Magic. The Sage starts with three level one Red Magic spells and learns more as levels are gained. Unlike the Red Mage, the Sage is capable of taking Red Magic to levels that rival Black, White and Time Magic. Unfortunately due to their powerful magical knowledge, Sages never get the opportunity to acquire X Magic. Details of all Red Magic spells can be found in Chapter Eight: Magic.

Spell Level Levels

1 3, 4, 5, 7
2 9, 11, 12, 13, 15
3 17, 19, 20, 21, 23
4 25, 27, 28, 29, 31
5 33, 35, 36, 37, 39
6 41, 43, 44, 45, 47
7 49, 51, 52, 53, 55
8 57, 59, 60, 61, 63

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Mon Jan 30, 2006 2:27 pm


SUMMONER

Many mages argue over which school of magic is more useful - the destructive power of Black, the peerless support of White or the indispensible manipulation of Time. But all agree on one point - that none can compare to the limitless potential of Summoning.

To pay for this potential, Summoners must endure grueling trials to obtain the power of even the weakest of beasts. Summoning the beasts themselves requires large amounts of magic power and time. But the payoff is extraordinary - healing, status effects, support spells, and all types of damage, in magnitudes that eventually surpass even the most advanced spells of the standard schools of magic. It's a long and hard road that the Summoner - and her party - must endure, but the end results are always worthwhile.

STR VIT AGI SPD MAG SPR
+10 +6 +10 +7 +12 +15

Representatives: Yuna (FFX)
HP Die: d6
MP Die: d10
Weapons: Bows, Flails, Knives, Rods, Staves
Armor: Armwear, Robes, Hats
Attack Bonus: +10
Skill Points: 280
Skill Aptitude: Scholastic
Required Skills: Awareness, One Weapon Skill
SUMMON MAGIC

Summon [Level 1]
Type: Magic (CT 6)

Using intense concentration and magical energy, the Summoner draws a legendary beast into the physical world with Summoning. Summoning has no initial MP cost, though it does require some time. The beast will takes the place of the Summoner during battle, and may act as soon as they arrive on the battlefield. Details on determining the strength of Summoned Beasts, what they can do in battle, how long they may stay summoned and what happens when they're dismissed or defeated can be found in Appendix Three: Summoned Beasts.

Grand Summon [Level 33]
Type: Magic (CT 15)

With practice and experience, the Summoner gains the ability to unlock a Summoned Beast's full potential. Grand Summoning does not require an initial MP expenditure but it does take a significant amount of time. Once Summoned, the rules governing the Summoned Beast are the same as for Summon but with two additions. The first is the unlocking of all the Summoned Beast's latent abilities, including the Grand Summon ability. These locked abilities are denoted by an asterisk (*) in the Summoned Beasts' descriptions in Appendix Three: Summoned Beasts. The second is a new condition for dismissal - use of the Grand Summon ability immediately dismisses the Summoned Beast from battle and prevents it from being Summoned again in the same battle, as if it had lost all its HP.
PostPosted: Mon Jan 30, 2006 2:32 pm


TIME MAGE

Masters of dimensional magic, Time Mages can create spacial anomalies or even alter the flow of time.

STR VIT AGI SPD MAG SPR
+5 +5 +10 +10 +15 +15

Representatives: Time Mage Job (FFV, FFT, FFTA)
HP Die: d6
MP Die: d10
Weapons: Bows, Knives, Rods, Staves
Armor: Armwear, Hats, Robes
Attack Bonus: +10
Skill Points: 280
Skill Aptitude: Scholastic
Required Skills: One Weapon Skill
TIME MAGIC

Time Magic [Level 1]
Type: Magic

A unique twist on the dichotomy of White and Black Magic, Time Magic uses dimensional fundamentals to produce a wide range of effects. A Time Mage's main power lies in the manipulation of time and space to attack, heal, protect himself or even halt the flow of time for his enemies! Time Mages start with three level one Time Magic spells, and learn many more as they gain levels. All of the Time Magic spells are listed in Chapter Eight: Magic.

Spell Level Levels

1 3, 5, 7
2 9, 11, 13, 15
3 17, 19, 21, 23
4 25, 27, 29, 31
5 33, 35, 37, 39
6 41, 43, 45, 47
7 49, 51, 53, 55
8 57, 59, 61, 63

jugh3ad
Captain


jugh3ad
Captain

PostPosted: Mon Jan 30, 2006 2:33 pm


WHITE MAGE

Masters of defensive and healing magic, White Mages are a necessity for any group of travelers.

STR VIT AGI SPD MAG SPR
+5 +5 +10 +10 +15 +15

Representatives: White Mage Job (FFI, FFIII, FFV, FFX-2, FFXI, FFTA), Priest Job (FFT), Rosa Farrell (FFIV), Porom of Mysidia (FFIV)
HP Die: d6
MP Die: d10
Weapons: Bows, Staves
Armor: Armwear, Hats, Robes
Attack Bonus: +10
Skill Points: 280
Skill Aptitude: Scholastic
Required Skills: Healing, One Weapon Skill
WHITE MAGIC

White Magic [Level 1]
Type: Magic

White Magic utilizes the warm and loving side of magic, developed to protect life rather than destroy it. While there is limited offensive magic, the powerful healing, defensive and utility spells are what make the White Mage a must have for any serious adventuring party. White Mages start with any three level one White Magic spells, and learn more as they gain levels. Details of all White Magic spells can be found in Chapter Eight: Magic.

Spell Level Levels

1 3, 5, 7
2 9, 11, 13, 15
3 17, 19, 21, 23
4 25, 27, 29, 31
5 33, 35, 37, 39
6 41, 43, 45, 47
7 49, 51, 53, 55
8 57, 59, 61, 63
PostPosted: Tue Jan 31, 2006 11:11 am


WHITE CALLER

Users of healing and protective magic along with the awesome powers of summoned beasts, White Callers are a powerful magical support for any party.

STR VIT AGI SPD MAG SPR
+5 +5 +10 +10 +15 +15

Representatives: Dagger (FFIX), Eiko (FFIX)
HP Die: d6
MP Die: d10
Weapons: Bows, Flails, Knives, Rods, Staves
Armor: Armwear, Hats, Robes
Attack Bonus: +10
Skill Points: 280
Skill Aptitude: Scholastic
Required Skills: Healing, One Weapon Skill
WHITE MAGIC

White Magic [Level 1]
Type: Magic

White Magic utilizes the warm and loving side of magic, developed to protect life rather than destroy it. While there is limited offensive magic, the powerful healing, defensive and utility spells are what make the White Caller a must have for any serious adventuring party. Unlike most other mages, White Callers only start with two level one White Magic spells, though they learn more as they gain levels. Details of all White Magic spells can be found in Chapter Eight: Magic.

Spell Level Levels

1 3, 6, 9
2 11, 13, 16, 19
3 21, 23, 26, 29
4 31, 33, 36, 39
5 41, 43, 46, 49
6 51, 53, 56, 59

CALL MAGIC

Call [Level 1]
Type: Magic (6)

The White Caller calls upon a Summoned Beast to unleash its power onto the battlefield. This is the traditional form of Final Fantasy summoning, where the beast appears and instantly unleashes it's effect - be that healing, damage, indirect attacking or support - and leaves as quickly as it appeared. White Callers start with access to one Summoned Beast - either Lakshmi, Remora or Valefor. Summoned Beasts are gained throughout the game solely at the discretion of the GM. Complete details of all Summoned Beasts are given in Chapter Eight: Magic.

Boost [Level 30]
Type: Magic (icon_cool.gif

As the White Caller gains a practical knowledge of calling, he gains the ability to increase the power unleashed by his Summoned Beasts. When boosted, any Summoned Beast which restores HP or deals damage will increase its effect to 125% of normal. To compensate for this boost in power, the White Caller must also increase the standard MP expenditure (or Gil cost, for Yojimbo) to 125% of normal.

jugh3ad
Captain

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