Re: Fleshed-out Job Concepts
And now, I present onto you all (out of sheer boredom), a Job I made up after my forum namesake!
Backstory:
The Yellow Mages were an order created upon the Windurstian discovery of Magic as a precautionary measure, to ensure these powers would never end up turned against the Federation. The ability to "seal" the Magics of an enemy spellcaster and bend them to your own will proved vastly unpopular with the War Warlocks, who felt they'd be more on the giving end than the recieving one; the order eventually fell into antiquity, thier ways of sealing buried.
Description:
These fighter-mages utilize the magic of an opponent's spell, and bend it to thier own will using special "seals," but are also capable swordsmen when magic isn't readily accessible.
Take note when I say "seals," I mean the Yellow Magic spells of changing magic itself to your advantage. The Yellow Magic spells have nothing to do with any of the "seal" Job Abilities, like "Divine Seal." They're only similar in that they are both applied to future Magic spells, but the similarities end there. While a White Mage would use a Divine Seal to enhance his White Magic spell, a Yellow Mage would use his "Arctic Seal" spell to force a White Magic spell to deal Ice Damage to his intended target. (Take note that a Seal Job Ability has priority over and will overwrite a Yellow Magic spell, thus keeping the spell intact and the Ability doesn't go to waste.)
Yellow Magic spells require Magic to be in use in order to take effect, so while slapping a seal on a monster and hoping it tries to cast a spell (or, if the spell takes a long time to cast, slapping it on mid-spell) may be effective, these can also work off of the charged ambient magic of a Skill-Chain, effectively making them Magic-Burstable for an instant effect.
Also, whenever you're "sealing" anything, you reasonably have to be right next to the target to effectively form the seal between you and them.
Stats:
HP - C+
MP - B-
STR - C
DEX - C+
VIT - B-
AGI - D
INT - D
MND - B
CHR - C
Combat Skills:
Sword - B+
Dagger - B-
Club - B-
Symbol - B+
Shield - D
Parry - B
Evasion - C-
Magic Skills:
Reversal Sealing (INT-based) - B-
Neutralization Sealing (MND-based) - B+
Flattery Sealing (CHR-based) - B-
Equipment: Nearly every Sword, most Daggers, Clubs, and a few Wands. Can wear most flexible and hybrid armors, up to mail; can not wear plate. Can wear mage armor. Prefers a Symbol in the off-hand, but can hold the smaller Shields (mostly Round Shields, but some Bucklers, too), if the extra defense is needed.
About Symbols and Magic: Yellow Magic is based upon the formation of Seals, be it magically cast or physically shaped. Symbols, while unable to use Yellow Magic on thier own, can provide a focus to enhance certain Yellow Magic in various ways. Symbols, like Shields, can be used to block attacks, and can even guard against offensive magic.
Reversal Sealing forces an opponents spell to "backfire," per se, detonating the magic upon casting. These are thier "nukes." However, this offensive Yellow Magic is not often relied upon, as Yellow Mages prefer to force more productive things for them out of the Magic available.
Neutralization Sealing is a Yellow Mage's friend. This changes any spell cast into a beneficial effect to the Mage's will, sometimes even leaving the enemy vulnerable in return. Nothing is more satisifying to a YLM than turning the tide of the battle by thwarting an enemy's dangerous spell and replacing it with HP for the Tank, or MP for the Mages. This is the only seal type that can be placed upon party members as a beneficial status effect: if the Yellow Mage wants to cast a spell beneficial for the party, but the only other wielder of Magic nearby is the Black Mage, the YLM can slap a Neutralization Sealing Spell on the Black Mage, and have the Black Magic cast a powerful nuke in return, to be transformed into an instant beneficial effect on the party.
Flattery Sealing is a special type of seal that often works by tricking the opponent in to casting the spell needed to power the seal. While this may seem to give you something of a casualty loop, this Charisma-based Magic can, on the same note, be quite fickle. All the same, one of these could end up being the turning point of the battle, by forcing your opponent to power another seal effect that was placed in the battle earlier, and triggering its effect; for that reason, they are the most obvious choice to be "stacked" with other spells. All of the YLMs' weirdest spells, more often than not, fall into this catergoy.
Job Abilities:
Auric Harness - Level 1
Duration: 1:00
Recast: 2:00:00
Effect: Temporarily allows you to use the spiritual energy of your opponent to instantly activate any Yellow Magic spells cast upon your target for the duration of the ability. May fail against certain types of targets. Will fail against inanimate objects.
Flourish - Level 30
Duration: 2:00 or until a Weapon Skill is performed (stacks with every hit from the Weapon Skill)
Recast: 10:00
Effect: Requires a One-Handed weapon to use. Increases damage output and slightly increases attack speed, but the bonuses gained from this effect don't affect Enemy TP gain. Dexterity based.
Symbol Bash - Level 40
Duration: Instant
Recast: 5:00
Effect: Requires a Symbol equipped to use. Delivers a small amount of damage. May inflict the Symbol's representative spell upon the target. If it does, has another (small) chance of triggering the spell's effect instantly.
Job Traits:
Shaped Strikes - Level 5
Allows you to cast Yellow Magic while meleeing. If meleeing, however, the casting time is extended.
Double Seal - Level 8
Allows you a 100% chance of successfully stacking two seal effects on a target.
(Note: if wielding a Symbol, the spell it represents is considered "free" and can be successfully stacked with other spells, regardless of Job Traits. Additionally, the Symbol's said spell can occasionally be insta-cast, although the recast time remains at normal.)
(Seals may be stacked infinitely on a target, regardless: however, there's a chance you may mis-align seals, thus cancelling the all effects on the target. Double Seal at Level 8, and later Triple Seal at Level 64, eliminates the risk up to a certain amount fo seals, as well as using a spell that matches the equipped Symbol.)
Resist Curse - Level 10
Shortens the duration of "Curse" effects.
Shaped Strikes II - Level 40
Shortens Yellow Magic casting time while meleeing.
Triple Seal - Level 64
Allows you a 100% chance of successfully stacking three seal effects on a target. (Again, not including the spell matching an equipped Symbol.)
Shaped Strikes III - Level 75
Shortens Yellow Magic casting time while meleeing.
How spells are learned: Spells are learned from the very Seals they represent. To learn the "Arctic Seal," for instance, you would use a "Seal of the Arctic." These are similar to scrolls.
Sample Spell List:
Restorative Seal - Light-Based Neutralization Spell - Converts what damage you would have taken from an enemy's offensive spell into Hit Points which are added to your total - Costs 4 MP - Level 1
Binding Seal - Earth-Based Reversal Spell - Forces your enemy to stay in place within thier own spell - Costs 6 MP - Level 4
Belief Seal - Dark-Based Flattery Spell - Convinces your non-magical enemy that they can cast magic, thus tricking them in to trigger any seal effects; due to the casualty loop that may be caused, it has a high chance of failing - Costs 10 MP - Level 10
Blessing Seal - Wind-Based Neutralization Spell - Changes an offensive spell into a Barspell that coresponds to the offensive spell - Costs 35 MP - Level 40
Arctic Seal - Ice-Based Reversal Spell - Changes the magical energy from your enemy into Ice Damage, dealing an amount of damage proportionate to the amount of MP spent - Costs 24 MP - Level 37
Victorious Seal - Fire-Based Flattery Spell - Convinces your magical enemy that victory is just within its grasp, that it requires one more spell to obtain, causing them to trigger any seal effects; due to the casualty loop that may be caused, it has a chance of failing - Costs 38 MP - Level 35
Runic Seal - Light-Based Neutralization Spell - Instantly transfers the MP from an attempted spell to its target, or the Yellow Mage, if the target was an enemy; can not be cast on an ally - Costs 100 MP - Level 68
Mirror Seal - Water-Based Reversal Spell - Recieves the benefit of an enemy's spell; if the spell is offensive, the effect is inflicted upon the enemy - Costs 90 MP - Level 70
Frustration Seal - Lightning-Based Flattery Spell - When an enemy casts a spell, it is instantly interupted by a sudden lack of concentration; the Yellow Mage gains an amount of enmity comparible to a Provoke; can't stack with other Yellow Magic spells - Costs 50 MP - Level 60
Further notes: this is my first attempt at making one of these class sheet things, so any constructive critisism is appreciated.
What I aimed for at the start is a sort of Anti-Magic Tank, as this Job obviously renders an enemy's magic worthless for the enemy, without resorting to something as simple as Silence (in fact, Silence should be flat-out avoided with a Yellow Mage in the party). However, I kind of ended up with a sort of support-job Mage without a reason to leave the front line.
I also kept subjob-ability in mind when I made this: both melee classes and mage classes, and especially hybrid classes can benefit from subbing Yellow Mage.
As you saw with my Flattery Spells, I kind of put in a pathetic excuse to have Charisma with this class, but what was even more pathetic were the seals that forced a monster in to casting magic, thus setting off the sort of "traps" the Yellow Mage set. Originally, those kinds of spells were just going to be grouped with Neutralization and Reversal, but I figured since these acted with an opponent's magic in a sort of different way than all of the other spells, I obviously set them in another Magic Skill, with slightly different rules.
Showing from my Anti-Mage Tank motives is the "Runic Seal" I've put there. I've seen everybody say how they're wanting Runic in the game, and how it should be given to Paladin, or maybe another class . . . what I'm hoping is while another class can have Runic as a Job Ability, Yellow Mage can be given a "Runic Seal" as a spell.
Well, there you have it: the last piece of the Color-Fighter-Mage triad, as well as my forum namesake. I am so glad I finally made a job to go with my username. Again, I'd appreciate constructive critisism on this attempt.
And now, I present onto you all (out of sheer boredom), a Job I made up after my forum namesake!
Backstory:
The Yellow Mages were an order created upon the Windurstian discovery of Magic as a precautionary measure, to ensure these powers would never end up turned against the Federation. The ability to "seal" the Magics of an enemy spellcaster and bend them to your own will proved vastly unpopular with the War Warlocks, who felt they'd be more on the giving end than the recieving one; the order eventually fell into antiquity, thier ways of sealing buried.
Description:
These fighter-mages utilize the magic of an opponent's spell, and bend it to thier own will using special "seals," but are also capable swordsmen when magic isn't readily accessible.
Take note when I say "seals," I mean the Yellow Magic spells of changing magic itself to your advantage. The Yellow Magic spells have nothing to do with any of the "seal" Job Abilities, like "Divine Seal." They're only similar in that they are both applied to future Magic spells, but the similarities end there. While a White Mage would use a Divine Seal to enhance his White Magic spell, a Yellow Mage would use his "Arctic Seal" spell to force a White Magic spell to deal Ice Damage to his intended target. (Take note that a Seal Job Ability has priority over and will overwrite a Yellow Magic spell, thus keeping the spell intact and the Ability doesn't go to waste.)
Yellow Magic spells require Magic to be in use in order to take effect, so while slapping a seal on a monster and hoping it tries to cast a spell (or, if the spell takes a long time to cast, slapping it on mid-spell) may be effective, these can also work off of the charged ambient magic of a Skill-Chain, effectively making them Magic-Burstable for an instant effect.
Also, whenever you're "sealing" anything, you reasonably have to be right next to the target to effectively form the seal between you and them.
Stats:
HP - C+
MP - B-
STR - C
DEX - C+
VIT - B-
AGI - D
INT - D
MND - B
CHR - C
Combat Skills:
Sword - B+
Dagger - B-
Club - B-
Symbol - B+
Shield - D
Parry - B
Evasion - C-
Magic Skills:
Reversal Sealing (INT-based) - B-
Neutralization Sealing (MND-based) - B+
Flattery Sealing (CHR-based) - B-
Equipment: Nearly every Sword, most Daggers, Clubs, and a few Wands. Can wear most flexible and hybrid armors, up to mail; can not wear plate. Can wear mage armor. Prefers a Symbol in the off-hand, but can hold the smaller Shields (mostly Round Shields, but some Bucklers, too), if the extra defense is needed.
About Symbols and Magic: Yellow Magic is based upon the formation of Seals, be it magically cast or physically shaped. Symbols, while unable to use Yellow Magic on thier own, can provide a focus to enhance certain Yellow Magic in various ways. Symbols, like Shields, can be used to block attacks, and can even guard against offensive magic.
Reversal Sealing forces an opponents spell to "backfire," per se, detonating the magic upon casting. These are thier "nukes." However, this offensive Yellow Magic is not often relied upon, as Yellow Mages prefer to force more productive things for them out of the Magic available.
Neutralization Sealing is a Yellow Mage's friend. This changes any spell cast into a beneficial effect to the Mage's will, sometimes even leaving the enemy vulnerable in return. Nothing is more satisifying to a YLM than turning the tide of the battle by thwarting an enemy's dangerous spell and replacing it with HP for the Tank, or MP for the Mages. This is the only seal type that can be placed upon party members as a beneficial status effect: if the Yellow Mage wants to cast a spell beneficial for the party, but the only other wielder of Magic nearby is the Black Mage, the YLM can slap a Neutralization Sealing Spell on the Black Mage, and have the Black Magic cast a powerful nuke in return, to be transformed into an instant beneficial effect on the party.
Flattery Sealing is a special type of seal that often works by tricking the opponent in to casting the spell needed to power the seal. While this may seem to give you something of a casualty loop, this Charisma-based Magic can, on the same note, be quite fickle. All the same, one of these could end up being the turning point of the battle, by forcing your opponent to power another seal effect that was placed in the battle earlier, and triggering its effect; for that reason, they are the most obvious choice to be "stacked" with other spells. All of the YLMs' weirdest spells, more often than not, fall into this catergoy.
Job Abilities:
Auric Harness - Level 1
Duration: 1:00
Recast: 2:00:00
Effect: Temporarily allows you to use the spiritual energy of your opponent to instantly activate any Yellow Magic spells cast upon your target for the duration of the ability. May fail against certain types of targets. Will fail against inanimate objects.
Flourish - Level 30
Duration: 2:00 or until a Weapon Skill is performed (stacks with every hit from the Weapon Skill)
Recast: 10:00
Effect: Requires a One-Handed weapon to use. Increases damage output and slightly increases attack speed, but the bonuses gained from this effect don't affect Enemy TP gain. Dexterity based.
Symbol Bash - Level 40
Duration: Instant
Recast: 5:00
Effect: Requires a Symbol equipped to use. Delivers a small amount of damage. May inflict the Symbol's representative spell upon the target. If it does, has another (small) chance of triggering the spell's effect instantly.
Job Traits:
Shaped Strikes - Level 5
Allows you to cast Yellow Magic while meleeing. If meleeing, however, the casting time is extended.
Double Seal - Level 8
Allows you a 100% chance of successfully stacking two seal effects on a target.
(Note: if wielding a Symbol, the spell it represents is considered "free" and can be successfully stacked with other spells, regardless of Job Traits. Additionally, the Symbol's said spell can occasionally be insta-cast, although the recast time remains at normal.)
(Seals may be stacked infinitely on a target, regardless: however, there's a chance you may mis-align seals, thus cancelling the all effects on the target. Double Seal at Level 8, and later Triple Seal at Level 64, eliminates the risk up to a certain amount fo seals, as well as using a spell that matches the equipped Symbol.)
Resist Curse - Level 10
Shortens the duration of "Curse" effects.
Shaped Strikes II - Level 40
Shortens Yellow Magic casting time while meleeing.
Triple Seal - Level 64
Allows you a 100% chance of successfully stacking three seal effects on a target. (Again, not including the spell matching an equipped Symbol.)
Shaped Strikes III - Level 75
Shortens Yellow Magic casting time while meleeing.
How spells are learned: Spells are learned from the very Seals they represent. To learn the "Arctic Seal," for instance, you would use a "Seal of the Arctic." These are similar to scrolls.
Sample Spell List:
Restorative Seal - Light-Based Neutralization Spell - Converts what damage you would have taken from an enemy's offensive spell into Hit Points which are added to your total - Costs 4 MP - Level 1
Binding Seal - Earth-Based Reversal Spell - Forces your enemy to stay in place within thier own spell - Costs 6 MP - Level 4
Belief Seal - Dark-Based Flattery Spell - Convinces your non-magical enemy that they can cast magic, thus tricking them in to trigger any seal effects; due to the casualty loop that may be caused, it has a high chance of failing - Costs 10 MP - Level 10
Blessing Seal - Wind-Based Neutralization Spell - Changes an offensive spell into a Barspell that coresponds to the offensive spell - Costs 35 MP - Level 40
Arctic Seal - Ice-Based Reversal Spell - Changes the magical energy from your enemy into Ice Damage, dealing an amount of damage proportionate to the amount of MP spent - Costs 24 MP - Level 37
Victorious Seal - Fire-Based Flattery Spell - Convinces your magical enemy that victory is just within its grasp, that it requires one more spell to obtain, causing them to trigger any seal effects; due to the casualty loop that may be caused, it has a chance of failing - Costs 38 MP - Level 35
Runic Seal - Light-Based Neutralization Spell - Instantly transfers the MP from an attempted spell to its target, or the Yellow Mage, if the target was an enemy; can not be cast on an ally - Costs 100 MP - Level 68
Mirror Seal - Water-Based Reversal Spell - Recieves the benefit of an enemy's spell; if the spell is offensive, the effect is inflicted upon the enemy - Costs 90 MP - Level 70
Frustration Seal - Lightning-Based Flattery Spell - When an enemy casts a spell, it is instantly interupted by a sudden lack of concentration; the Yellow Mage gains an amount of enmity comparible to a Provoke; can't stack with other Yellow Magic spells - Costs 50 MP - Level 60
Further notes: this is my first attempt at making one of these class sheet things, so any constructive critisism is appreciated.
What I aimed for at the start is a sort of Anti-Magic Tank, as this Job obviously renders an enemy's magic worthless for the enemy, without resorting to something as simple as Silence (in fact, Silence should be flat-out avoided with a Yellow Mage in the party). However, I kind of ended up with a sort of support-job Mage without a reason to leave the front line.
I also kept subjob-ability in mind when I made this: both melee classes and mage classes, and especially hybrid classes can benefit from subbing Yellow Mage.
As you saw with my Flattery Spells, I kind of put in a pathetic excuse to have Charisma with this class, but what was even more pathetic were the seals that forced a monster in to casting magic, thus setting off the sort of "traps" the Yellow Mage set. Originally, those kinds of spells were just going to be grouped with Neutralization and Reversal, but I figured since these acted with an opponent's magic in a sort of different way than all of the other spells, I obviously set them in another Magic Skill, with slightly different rules.
Showing from my Anti-Mage Tank motives is the "Runic Seal" I've put there. I've seen everybody say how they're wanting Runic in the game, and how it should be given to Paladin, or maybe another class . . . what I'm hoping is while another class can have Runic as a Job Ability, Yellow Mage can be given a "Runic Seal" as a spell.
Well, there you have it: the last piece of the Color-Fighter-Mage triad, as well as my forum namesake. I am so glad I finally made a job to go with my username. Again, I'd appreciate constructive critisism on this attempt.
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