Dragon Sword 1.3 Jumpchain
Dragon Sword 1.3 Jumpchain
Dragon Sword 1.3 Jumpchain
You will have to discover where you begin this journey. You may roll a d8 to determine
this or choose one as you like – each has its own features and threats.
The great Alv civilization of Serannia stood here, but in a long-forgotten war
was destroyed, leaving crumbling spires overgrown with plant life and
dangerous beasts - making it beyond the light of Zandipore's law even in the
kingdom's heyday. As such, it was a perfect destination for exiles and rejects
of every description.
Every town in Allestone is independent, often run by adventurers and
warlords, as strength is the only way to maintain order in the forests.
Allestone is favored by the land's adventurers as the ruins hold secrets and
treasure, and the beasts are fantastic quarry for valuable hunts.
The 'capital' of the kingdom is around the eldest tree in Teyr Forest, where
the BLADE OF DARKNESS rests buried within - guarded by the Great Sage.
The Emissary of Eclipse, Ahriman, plots to claim the BLADE OF DARKNESS
and finally bring calamity upon the land in the name of MASTEMA.
The eldest of the land say that the kingdom was named for the three
goddesses who founded Pal-Ul-Don, and that the Saints were in facts gods
venerated by the old kingdom, submerged by a jealous Creator.
The sunken temple of the three goddesses holds the BLADE OF WATER,
guarded jealously by the vain Emissary of Abyss, Rahab - demanding worship
or else bidding the waves to destroy defiant towns.
[Art Credit: Unknown]
>3. Lagado: The "Shining Kingdom", Lagado, is based in the Scirocco Desert.
Each city in Lagado is built around the towering Red Obelisks built by the
ancient Lagadite kings, advanced facilities channeling oasis water and
underground springs in the scorching desert to grow verdant "hanging
gardens" ripe with delicious fruits, spices, and vegetables to sustain the
peoples of the kingdom.
This wealth of food and water allows the Satraps of these cities to gather
gold and power - even with the Obelisks drawing less and less water with
every passing year, the kingdom still is the closest to Old Zandipore in its
prosperity.
However, with the oasis water growing fewer and food growing scarcer, more
and more are exiled from the Obelisks to ensure the life of the desert princes
- with the people within scrabbling for whatever influence and power they can
to avoid this fate.
Exiled bandits roam the desert, desperate for anything they can take, and
forming small baronies of their own in whatever oases can be found beyond the
Obelisks. Lagado is secretly ruled by the Emissary of Ruin, Ptolemy, who
fashions himself the God-King of this declining paradise out of a castle built
atop the BLADE OF EARTH.
[Art Credit: The Siege and the Sandfox]
>4. Vulpina: The "Echoing Kingdom", Vulpina, was once a colony meant to act
as the first wave of an invasion beyond the Sunset Ocean, arriving in the
coastal jungle of Rauu. For reasons unknown, the Rakasha of Vulpina decided
to settle and become part of the land's people, despite initial bloody
battles with the kingdoms of the land when they first arrived.
While Rauu is normally wild and untamable due to its variety and ferocity of
dangerous beasts of every shape and size, Vulpina was the first to
introduce what would become Bardic and Taming arts to the land - they are
able to subdue and even control the flora as well as fauna of Rauu using
their songs and traditional medicines.
Vulpina has very little in the way of constructed buildings, instead singing
trees into domiciles, or travelling the jungle as nomadic tribes lead by a
duo of "Eagle" (The Wisest) and "Jaguar" (The Strongest) of their
respective tribes. Singing Stones are left in some areas to tell tales of
great victories and tragedies, or the history of a tribe in the area.
The only true standing fortress is the BLADE OF FIRE, which rests at the
landing site of Vulpina's original invasion. The Emissary of Hellfire, Gerra,
seeks to destroy the Vulpine tribes and their arts the best way they can -
bouts of fire tearing scars into Rauu, leaving scorched earth that refuses
to grow again until Gerra is defeated.
However, every sanctuary had to be built strong not only to last the bitter
cold and winds but also the constant raids from the Moreau invaders hailing
from the North. When Zandipore rose to prominence, Edelweiss became a place
of great focus for the kingdom, with towering bastions and bulwarks built
along the mountain pass.
The Moreau became part of the land's people through this, and eventually the
civilized Moreau taught their arts to the wise men and magi of Zandipore,
enhancing the defense lines of Grim Tartary - as the fortress network was
called.
With Zandipore fallen, the remaining defenders have used the dark magics of
Northern magicians to raise the fallen as eternal guardians, killing all who
would trespass the mountains. Grim Tartary is filled with undead sentinels,
guarding a kingdom long destroyed.
The highest peak of Grim Tartary holds the BLADE OF AIR, where the
Emissary of Illwind, Stribog, guards the deepest secrets of this land and the
CREATOR'S actions.
The Knights of Zandipore wandered the land, gathering followers until they
established Castle Yalding at the heart of the land. As the blood of the
Blessed spread and Zandipore's light shone across the land, peace became
the rule of the land. Zandipore's zenith was a golden age, as their great
power with magic and combat meant that the threats of this world were
defeated.
A benevolent church, wise rulers, clever merchants and humble folk allowed
Zandipore to act as a beacon. However, upon the discovery of the BLADE OF
LIGHT, the King enshrined the Blade with Barchester Cathedral in the name
of the Church.
This led to MASTEMA creating the Corrupted Lands out of spite, flooding
Zandipore with cursed magic and demons. Despite the power of the knights,
the king was corrupted and became Picrochole, the Wicked Lord - defeating
many of the knights and allowing the kingdom to fall into chaos. Old
Zandipore is still a fairy tale land of castles and villages - but the
meadows are now tainted, the earth itself spawning demons and cursed dead.
Picrochole guards the BLADE OF LIGHT even now, as the Emissary of
Nebula.
In the deepest parts of Grim Tartary, a legend can be found - that the Tower
of Heaven is in fact the legendary , slumbering. Whether or not
this is true, what is known is that at the highest level of the Tower rests
the CREATOR and their angels.
They say whoever can reach the CREATOR will be granted a boon. It's in fact
rumored among those who know that the blessing that created Zandipore was
the result of such a gift. In any case, small camps and traders await at the
base of the Tower awaiting those brave or foolish enough to seek the top and
reach paradise…
While all of this land’s people are equally capable in their Jobs, you may choose
a race for aesthetic reasons and a minor talent.
Whispering Legend (100): Though there are many prophecies and legends in this land, it’s a
mystery as to who exactly ‘starts’ them…well, you may be an answer. You have a talent for
creating compelling and long-lasting stories that can act as guiding lights for
generations, easily retold and interpreted.
Battle on the Big Bridge (100): Wandering through the worlds, you have an air of
familiarity yet mystery to you – everyone has a sense that they know you, and you’re easily
quotable and likeable, but if you wish to make yourself scarce, those who knew you would
struggle to describe you well.
Collector of Unique Treasures (400): The many worlds are filled with hidden weapons and
gear that hold great power but are locked behind esoteric locks and puzzles. You are not
deterred, however. You have an amazing ability to uncover these hidden “optional”
treasures for yourself, even in places where you wouldn’t expect. In addition, you can even
find “replicas” of unique weapons and artifacts in worlds where they’re truly one of a kind,
though they tend to be only half as powerful as their originator.
While there are Machinists and Chemists in this world who can tinker
in the realms of science, you know the arts to generate miraculous power from technology,
able to create honest-to-Creator magitech. While you start only merely able to replicate
what Machinists can do with steam technology, as you advance, the creation of automata
and flying machines and beam weaponry open up. In time, you may even be able to reach the
stars above…
Champion from Beyond the Rift (600): This may not be the path you used to get here,
but…you may appreciate it none the less. You are now able to “wander” and access the Rift
in any setting you enter, a crystalline blue void filled with all manner of dangerous Rift
Abominations. From this void, you can enter any worlds in the “multiverse” of any setting
you enter, though like any territory you will have to explore and map the Interdimensional
Rift of any setting you go to if you wish to use it effectively. Still, it is a road that is
always open to you, and with effort no place in these many worlds is beyond your reach.
Brave of Light
Pots and Bushes (100): An odd form of luck, you’ll find that some providence deigns for
vital supplies such as money, food and healing items can be discovered with a little
scrounging anywhere you look – though once an area is searched this way, it’ll remain
clean for at least a few weeks.
Echoing Whisper (200): This land is old and storied, and much of the long-forgotten past
will be relevant to your journeys…but the Dragon Sword was old when the Creator was
young, so they say, and you can tap into its observance of this world. Visions of the past
when meeting important people or entering important places will assault you, ensuring
that you will never be without important context in your adventure!
Sleep it Off (200): As the Brave of Light, your body’s natural ability to recover has been
greatly enhanced, allowing you to recover greatly from near mortal wounds and shake off
anything but explicitly supernatural wounds or diseases with bed rest and a good
breakfast! Though you can’t recover from death without white magic, obviously.
Your legend can’t end here! Now, you can shake off
supernatural afflictions such as Curse, Doom, or Petrification with willpower and the
will of your friends at your side in proportion to the severity of the affliction. In
addition, when fighting alongside your friends, your power just grows and grows based on
the depths of your bonds with them. Finally, you can draw upon this inner light to purify
people and objects that were otherwise corrupted!
Brave Break (400): As a hero to cast down evil, your combat potential is great! When are
your most stressed in a fight, you can break your limits and perform a powerful
combination attack that is at least 150% more effective as your usual strikes. In
addition, you have a talent for creating “Double Techs” that combine you and another
hero’s strengths for a single amazing attack.
The guidance of the Blades allows you to gain great skill and
prestige. This perk grants you up to 3 Job Choices and grants 1000 points to spend
specifically on Job Perks, allowing you to truly gain a wide array of tools in the fight!
: The true core of the Brave of Light’s strength, your Blade Brand
allows you to call upon guidance from an ancient guardian spirit of the Element, allowing
you to call upon their strength in combat, their guidance and advice, and their mere
presence in your heart granting immeasurable boosts to your potential in combat and
magic, as well as enhancing your control and flexibility with your chosen Element. You
may look to the Eidolon Generation section to see the nature of this spirit and how it
manifests.
Emissary of Shadow
Wicked Whispers (100): The words from a devil’s lips always have a sweet sound to
them, as the mind knows that it is only the finest of treasures lie behind evil. You
have the ability to seep sin into your voice, allowing you to seduce and intimidate
with little to no effort.
Princess Taker (100): Words don’t always convince the righteous to step down. But, if
someone precious to them were to be on the line…. it’s hard to find a do-gooder who is
willing to let a friend, lover, or family member die. You know how to ‘acquire’ people,
store them, and ensure that they’re not likely to bust out anytime soon.
While crushing your foes is all well and good, it’s hard to rule
through fear if nobody can tremble your name through their lips to those who would
oppose you. With this, you are able to hold back in combat enough to bring someone to
'near defeat' when they would otherwise perish. In this state, they are able to observe
and escape and not much else, being unable to take any action against you until they’ve
recovered. May they learn their lesson ell.
Flood of Demons (400): Demons are your ever-ready minions, and you can birth them
with but a wave of your hand. By infusing pure darkness or your Blighted Blade’s
element into wildlife, humans, or objects, you can create monsters at your beck and
call. You can even create pure demonic constructs of your Blighted Blade Element or
Shadow, much like the Demons of the Rift. Let your army grow and grow.
You are made to corrupt a specific Blade and have been gifted
with great Dark Powers based on that element. This allows you to access the
strongest Black Magic of that element as a combat option. Your power over darkness,
also allows for you to forcibly 'corrupt' magic, creatures, people, or artifacts to be
at your beck and call, though those who would resist you or things that are forced to
act against their nature will be reduced in their effectiveness as they resist your
pull, perhaps even breaking free from the corruption if they’re strong enough.
Just an Old Man (100): While your exploits may be amazing and grand, it’s nice to be
able to hang your blade up and live a simple life. You know how to downplay and mitigate
your reputation, allowing you to fly under the radar despite how amazing your past
victories and triumphs have been.
The Living Legend (100): Conversely, there are times when you simply need to throw
your weight around. When you wish to do so, you know how to make a dramatic entrance
and make it VERY clear to everyone around that you’re a big deal – as well as having it
such that those in this world who are interested in your expertise know you at a
glance and honor your name.
Passing the Torch (200): You know that legends never die, but men do, and their
lessons with them…unless you take the time to spread the light. You know how to
foster and ignite those less experienced then you, suffusing them with determination
and competence by a steady hand and brilliant words. Even if you were to meet your
end, your battle would carry on far beyond your life. That’s the best a hero can hope
for.
Beast Hunter (200): You've spent years and years, perhaps decades, in this land. Every
beast, every monster, everything that isn’t one of Mastema’s own lieutenants or
something entirely new? You’ve killed it. You know how to kill it. You even know how to
capture it! You’re a true hunter of monsters and killing anything less than an agent of
MASTEMA is easy to you even without a Job.
Master of Ceremonies (400): As the highest of echelons for adventurers, it’s up to you
to whip them into shape! Under your guidance, you’re able to optimize parties of
adventurers and create a trim fighting force from even the most rag tag groups,
growing vagabonds with swords and minor magics into heroes with a careful hand. Show
them what a real party looks like!
Since you made your own way in this world, it’s not
surprising that you have your own way of doing things – not beholden to legends and
myths, being one yourself! You have a custom Job, which you can create by picking two
100-cost perks, two 200-cost perks, 1 400-cost perk, and a Mastery Perk from any
available Jobs. You have all of these perks and are a MASTER of this custom Job.
Jobs are representations of sets of skills and magical talents that adventurers and
warriors in this world are capable of, allowing you to claim victory in a variety of ways
as well as solve a number of problems. However, you do not get a Job unless a perk
allows you to, and Job perks can only be purchased if you have the Job given by a perk.
You can, however, spend CP on Job Perks once you have the job unlocked. Just like
regular perks, Job Perks cannot be purchased multiple times. Perks aren’t discounted
and MASTERY perks are taken for free by having every perk in a Job’s tree. You may
eventually train and practice to gain Mastery in a Job without needing to buy the perks,
but it will take the better part of a decade to do so.
Archer
Precision (100): Your skill with bow and arrow is phenomenal, allowing you
control and finesse that marks you as a seasoned marksman, able to land shots
even at a dead sprint as long as you can get a bead on your target.
Quick Arrows (100): Your quickdraw capabilities are such that you can easily
get the first shot in any combat among equals, and what’s more you can easily
switch targets without missing a beat.
Trick Arrows (200): While arrows and projectiles are not exactly easy to
switch out and use without causing some issues with trajectory, you know how
to use a mix of simple engineering and alchemical skills to create variant
arrows that can inflict status effects or mimic Elemental spells, albeit
slightly weaker.
Deadly Shot (200): Your precision is increased to the point that you can easily
strike vitals and weak points, even in massive or armored targets. Striking
critical points is your forte!
Barrage (400): Your ability to draw, aim, and fire in moments is so finely honed
that you can send out veritable storms of arrows within the amount of time
that a less experienced marksman could get out 4. Gun users could find that
their trigger finger is such that even muskets can fire in a semi-automatic
fashion, somehow. Rain down on your enemies, marksman!
Soul Slay (Mastery): Years of dealing death have taught you not only to strike
someone’s physical vitals, but their mystical vitals as well. You can take a
moment to aim and use a Soul Slay, inflicting an Instant Death status effect
with an arrow. While creatures with strong willpower or magical strength can
resist it, against simply tough or physically strong enemies, it spells their
doom.
Bard
Take a Melody (100): You gain access to the basic bardic spells – which
consist of a sonic blast attack, and a pair of songs that enhance people's
defenses and magical potential. You must continuously play the Song in
question in order to keep the buff going.
Performance Artist (200): You can perform Bardic Spells using your
movements and gain some skill with dancing and acting, allowing you to
maintain a bardic spell without vocalization or sound, and through your
combat.
Simple as Can Be (200): You can perform median Bardic spells, allowing you
to inflict status effects like Stop or Silence as well as regenerate health
over the course of the healing song, or deal great damage to wicked beings
such as demons or undead.
Words and Sweet Harmony(400): The strongest tier of Bardic spells, this
grants a powerful earthshaking sonic attack song, a song that gives allies
herculean strength and a surge of fighting strength, a song to confound
enemy senses, and a song to allow people to move with great haste and
precision.
Get Angry (100): You are capable of entering the Berserk status. You are
driven to attack everything in your reach, but as your rage fills you, you gain
the strength to chop a tree in one swing of an axe without slowing – easily
allowing you to cut down hordes in your reach.
Get Tough (100): Your iron constitution is such that common status effects
such as Poison and Paralysis are much easier to shake off with pure rage, and
as you are Berserk you can take mortal wounds and still keep fighting with
little to no pain!
Get out of my Way (200): Your strength can easily be leveraged into tossing,
shoving, and otherwise forcing people to move where you want them, able to
toss full grown men like pillows and suplex bears in your sheer rage.
Tamed Beast (200): You have learned to temper your anger with compassion
and protective instincts. While you’re berserk, you can't be forced to attack
allies due to confusion, anger, or mind control. Even a wild wolf doesn’t bite a
feeding hand.
Go Nuts (400): Your rage allows you to expend stamina to create lightning-
quick bursts of rapid attacks while berserk, striking three times where
normal combatants would only strike once.
Avatar of Rage (Mastery): You are beyond angry. Mental effects such as fear,
mind control, forced sleep, or confusion don't work on you as long as you're
Berserk. In addition, while you're berserk, your body is naturally as tough and
difficult to damage as if you were inhumanly armored, like attempting to tear
into a mountain with your weapon alone. Rip and tear, until it’s done.
Black Mage
With a distinct pointed cap and a face shrouded deep inside the
darkness of their cowl, the Black Mage is a master of magic
turned to the aim of destruction. Even if their outfits seem
doddering and silly, and whether they're loudmouthed, stoic or shy,
the fires, blizzards and thunderstorms they call inspire awe in
those around them.
Presto (100): You have access to the most fundamental of all Black Magic –
Elemental Attacks. You can wield all of the basic elements except Light (instead
replaced with Lightning) as powerful attacks. At this level, they’re potent but
nothing out of the ordinary – Fire I hits like being struck with a blazing torch,
Earth I is a fist sized hunk of solid rock flung at high speeds, and Water I feels
as if you dove from 40 feet into a lake. Even so, elemental weaknesses and
strengths can make these much, much stronger.
Fun with Shapes (100): Your control over magic gives you the ability to shape
your magical attacks into 'beams' and ‘balls’ that have an area of effect rather
than simply striking a single target, as Black Magic normally does.
Abracadabra (200): You have learnt Journeyman-level Black Magic, able to inflict
basic status effects such as Poison, Frog, and Sleep. In addition, your Elemental
spells become stronger – Fire II is a massive bonfire, Earth II is a man-sized
boulder flung as a projectile, Air II is a howling wind that can pick someone off
their feet and fling them a few yards. Many stop here, but your path can go even
further…
Finesse (200): Your control over magic is such that you can even dial back or
further pump your spells! You can either weaken a spell (while still taxing more
Mana Points in order to control this process finely) in order to give it more
targets and allow you to 'home in' on them with your spells, or 'pump' a spell to
boost its potency 1.5 times. You can combine these, but the cost of a spell
increased by 30% for each specific alteration, meaning a pumped targeted spell is
nearly 60% harder to cast, for most. Still, it’s well worth the effort.
Alakazam (400): You have reached some of the highest levels of Black Magic. You
have learned Stone, a petrification spell, allowing you to directly turn enemies to
stone. In addition, you can use Mana Drain and Life Drain, allowing you to sap mana
and vitality from your foes. You now call upon elemental magic that would qualify
as a minor natural disaster - conflagrations that can swallow castles, small
hurricanes, and lightning bright and strong enough to drive deep splits into stone.
Wield your power well!
Avatar of Black Magic (Mastery): As one of the genius Mages of our time, you are
able to freely shape and spread your magic's targets (such as in Finesse) with no
reduction in power or addition in cost. In addition, you have twice the amount of
magical potential as any normal adventurer in this world, allowing you to call upon
much more power than they. Let them quiver before you.
Chemist
The source of handy potions and smelling salts world-over,
Chemists are known for their well-stocked inventories
and their swift reflexes. Whether scientists, herbalists,
or something in-between, they know their mixtures and
tinctures better than anyone else - and when you want the
most out of your stock, you'll want a Chemist there to help
out.
Mix and Match (100): As a basic skill of this world’s Alchemists, you know
the recipes and ways to create any consumable magic item of this world
using alchemical ingredients such as herbs and small orbs – antidotes,
potions, and ethers are all within your wheelhouse, and they’re easy to
make for you.
Throw (100): You have a pretty steady throwing arm, allowing you to
accurately and easily administer consumable items from a distance, even
if they normally need to be imbibed or otherwise applied not through high
velocity methods.
Enhance Item (200): By tinkering with existing consumable items and
using more than one of the consumables in question, you can “upgrade” the
items in question – turning two or three potions into a hi-potion or
combining a potion and an ether to make an elixir! In addition, consumables
you tinker with become twice as effective as normal.
All Natural (200): By examining monsters and demons after their defeat,
you can procure useful ingredients that allow you to create more
consumable items! You can also easily dissect and extract all manner of
materials from normal beasts as well.
The Great Work (400): You can easily transform consumables into other
consumables, such as transforming antidotes into eye drops, or potions
into ethers. Combined with Enhanced Item, you can even use a number of
potions to create a Smelling Salt, allowing you to resurrect someone
fallen in battle (though not fully killed) at half health!
Philosopher’s Stone (MASTERY): A simple yet potent ability, a
demonstration of the transformative power of alchemist skill – you can
infuse mana into a consumable item and duplicate it from the ether. There
is no limit to how many times you can do this, only your own mana
reserves. For most adventurers, this process requires 30% of their
maximum mana reserves to perform.
Dark Knight
Faces hidden by black helms and bearing enormous weapons,
the Dark Knight appears on the battlefield as fear
embodied. Legends about them proclaim warriors
empowered by hate and bargains with fiends, mercenaries
who will betray their allies at any moment, knights serving
as a mere extension of their liege's mad ambition. In truth,
none can say but the Dark Knights - and they are not
known for running their mouths.
The Edge is Calling Tonight (100): Your blade can be infused with
Darkness, allowing you to inflict poison and blindness by calling upon
dark winds as well as inflicting Darkness damage through your weapon. As
you grow in strength, it becomes comparable to a Black Mage’s Dark-
aspected attacks, going from Dark I to Dark III as you become a master of
the Evil Weapon technique. IN addition, you are able to instead of
expending mana use your own life force as fuel for these and other Dark
Knight abilities.
I Walk a Lonely Road (100): One way or another, you tend to be much
better off fighting on your own. When you are outnumbered or otherwise
alone in a combat, your effectiveness of strikes goes up by a noticeable
and significant amount, and you become equally harder to put down.
My Shadow Walks Beside Me (200): While you may fight better alone, you
can always count on your inner darkness to aid you. You can manifest your
shadow as a second combatant with your level of power and skill in the
Dark Knight Job, granting it all of your strength in magic and combat.
This Shadow Knight may transform back into a shadow and manifest again,
allowing it to act as an evasive foe for those who stand in your way.
Wicked Ways (200): By channeling evil, you can defeat it. At least, that’s
the idea. You are able to call upon a wicked aura, summoned by an evil
cackling that inflicts the Slow status on your foes. In addition, your
ability to perform dirty tactics such as striking from behind or heavy
intimidation of your foes is within your reach. In fact, your villainy is
such that even when you’re using Darkness against those who would be
empowered or healed by it, they are still harmed!
Darkness, Heed my Call (400): By manifesting your inner darkness, you
now have cultivated that demonic energy that even Demons fear you more
than MASTEMA. Demons and unnatural beings such as undead will not
willingly strike you, and you can banish them with a contest of wills –
forcing them to flee or even turn on their masters if they have less raw
power and will then you.
The Devil Within (Mastery): At the edge of Darkness…you will have to
become what you must. When you would be defeated in battle, you instead
become a monstrous devil created using the Transformation Generation
section, resurrected with half health and suffused with terrible power.
The Devil Within may be used by an Eidolon or Transformation, but The
Devil Within does not stack with itself nor can it be used multiple times
in a fight.
Dragoon
Jump Attack (100): With a single leap, you can fly high into the
air, allowing you to evade most if not all attacks and strike at
flying enemies with your lance. In addition, this allows you to
accurately land and strike with all of your might and combined
momentum when you come down to earth without any
repercussions!
Parry and Leap (100): You are insanely evasive, able to backflip
and turn away even arrows with your lance, using your agility to
your advantage as you simply cartwheel through the danger
unscathed.
Critical Leap (200): Your Lance now can strike critical weak
points with ease after a Jump Attack, allowing you to pierce the
armor of even the strongest Warmechs using your honed
precision and the sheer fact of gravity in your favor. These
critical strikes take whatever damage would be dealt and triple
it!
Bloody Lance (200): Your lance thirsts for blood! With every
Jump Attack, you restore as much health and mana as you inflict
damage, as long as a lance is your given weapon.
Wyrmblood (400): Like the Dragoons of old, you have befriended a
Wyvern and now can call upon them as your allies – allowing you
to ride Dragons into battle and speak the language of Dragons,
giving you many options and powerful allies.
Highwind (Mastery): Your mastery over the Jump Attack is such
that, simply put, when you perform a Jump Attack, you don’t come
down until you want to. You are able to suspend yourself mid-air
indefinitely, allowing you to even fly by moving through the air,
and coming down from hundreds of feet in the air with no ill
effects. In addition, all of your Jump Attack-based abilities are
thrice as effective.
Fighter
Zweihander (100): All you need to do some proper damage is to put your
back into it! By gripping a weapon with both hands, your physical strikes
are much more punishing, doing nearly twice as much damage as normally.
Even otherwise two-handed weapons such as battle axes and great
swords grant this boost in damage as well.
Proud Protector (100): As the bulwark of your party, you know how to
shore up defenses. When you’re the target of an attack, you can steel
yourself and make it inflict half the damage it would’ve inflicted. In
addition, you have the protective instincts to dive and cover a party
member, taking damage that would’ve been inflicted upon them – but you
can’t Guard this damage, so…Make sure it’s something you’re not going to
regret taking.
Heart of the Party (200): You’re the most valuable party member! You can
cheer on your allies, granting them boosts to their defense and
resistance to status effects, as well as assisting their attacks and
actions to become much more effective, almost 40%. Finally, you can
create a distraction that gives your party the best chance to retreat
from any encounter not against one of the Emissaries of Shadow. You’re
certainly popular…
Crosscut (200): By expending mana, you can grant your attacks a ‘double
strike’ property, meaning every strike you land has the effect as if it
had landed twice in that one moment – essentially a kind of double tap.
This can rapidly mount to amazing piles of damage!
Raw Intuition (400): You may not necessarily have the techniques and
fancy abilities that your party members have, but you are built for
battle and honed well. You have the fighting strength of 10 adventurers
of your caliber, a vitality to match, with punishing blows that strike
critical weak points. Finally, your training allows you to use any kind of
weapon under the sun with no practice or learning curve!
Unavoidable Attack (MASTERY): Your skill is maximum. Your blade is true.
By focusing mana into a strike, you can make it as such that your next
attack will ignore evasive strikes and defensive magics and strike
without fail, barring divine intervention or similarly potent defenses.
Machinist
Focused Blow (100): By anticipating and focusing your chi, you can
strike with increased power using your bare fists – giving it 150%
effectiveness in a single strike. But you must give a moment to charge
the chi, and for the strike to be made barehanded.
Chi Touch (100): Your unarmed strikes are now able to strike like
mystical bullets, allowing you to smash your way through spirits and
even damage roughly armored Machina with your bare hands with no
damage to yourself whatsoever!
Counter Stance (200): You can enter a Stance in which you have a 30%
chance whenever struck to instantly return the damage back with a
powerful unarmed strike, as long as the attack is melee. This stance
slowly drains mana to maintain, but as long as the fee is paid, it can be
maintained indefinitely.
Impetuous Style (200): By entering a Stance (that cannot be combined
with Counter stance), your unarmed strikes now come down fast and
furious, this Impetuous stance allowing you to strike twice with each
punch in the timespan of a single swing of the fist! As with the Counter
Stance, this drains mana slowly, but it can be maintained as long as Mana
is plentiful.
Superb Training (400): Similarly, to the Fighter, you have foregone
fancy magical tricks to harden your body and focus your mind. You’re
faster than a jaguar, your punches can go through armored plating
easily as you swing with the strength of 10 men, and can take a punch
thrown by someone of your caliber and keep going with no issue despite
being lightly armored. In addition, you can use “Focused Blow” with no
time delay whatsoever, allowing you to strike powerfully time after
time.
Turbo Fighter (Mastery): Your body is now so finely trained that it
seems almost like magic. You are essentially under the effects of a
Haste spell at all times, allowing you to move at high speeds, strike
with a flurry of blows in the blink of an eye, and react to attacks so
quickly you are essentially untouchable to sluggish opponents. Even
when slowed, you only return to normal speed for the duration of the
status effect.
Mystic Knight
Barrier (100): When you are put down to low health, you can create
a protective barrier across the entire party, granting a great
boost to defense and protecting both yourself and those around
you!
Smite (100): By expending Mana, you are capable of calling the
Light upon your blade, essentially doing Holy damage as if you were
a white mage through your weapon. In addition, you can use this
power to deal even greater damage to unnatural beings such as
Demons and Undead beyond what Holy does already.
Ad Astra (200): By focusing your inner hope and strength, you can
cast a protective spell on yourself or another during your battles.
This spell negates the damage of a single attack fully, and once an
attack is negated the spell is fully dispelled. The attacks of those
who greatly outpower you can shatter this shield and still keep
going, instead having this divine shield act as merely a damage
reduction.
Last Stand (200): When you are down to low health, you are able to
put an aura upon your body that doubles the effectiveness of all
healing techniques and abilities – including consumables, white
magic, and bardic magic! This maintains even after you are
restored to full health, until the end of a combat.
Spirits Within (400): By calling upon the spirit of your chivalry,
you are capable of summoning a number of silvery blades that can
aid in your assault, striking with holy magic and power as
effectively as you can. You do not stand alone!
Sword That Emits Light (Mastery): The ultimate technique in
banishing evil, this attack allows you to summon forth the hopes
and dreams of your allies and those who despise the one you’re
striking down with this – allowing you to summon their power in a
single strike and ignore the defenses of your vile
opponent…though, with enough raw power beyond even your hopes
and dreams, a particularly ancient or powerful evil can shrug off
the worst of this strike and still have their magical defenses
active.
Ninja
Psychokinetic (100): You are able to utilize the power of your mind
and produce bullets and missiles of great force, equal to Black Magic
such as Fire I or Dark I without using any mana. These attacks are
without any elemental allegiance, allowing you to bypass resistances
but unable to take advantage of weaknesses.
Brainshock (100): By focusing on an opponent and entering in a
battle of wits with them, you may hypnotize or utterly disrupt their
concentration – allowing you to effectively Silence spellcasting
opponents or even charm slow witted enemies. Mindless opponents
cannot be affected by this, such as mindless automatons or zombies.
4th Dimensional (200): You have expanded your mind, allowing you to
tap into an odd plane known as the Inland Empire just layered over
our own. While this plane is dangerous for living beings, you can enter
it for short periods of time to cross distances instantly or store
items for later use – as long as they are not alive, they will be
untouched by the tides of time.
Power Shield (200): With greater control over your psychokinesis,
you are now able to maintain the invisible force of your mind into a
protective shield around you and your allies or bar the path of your
foes. These barriers are effective enough to block Level 2 magic
such as Fire II.
Starstorm (400): The dangerous and chaotic energies of your Inland
Empire are now at your command. You are able to call upon the Star
Storm, a manifestation of the Inland Empire’s amazing power –
raining down pure psionic energy as if it were a meteor shower, with
un-aspected damage equaling the Comet spell, enough to eradicate at
least two packs of Rift Abominations in a single attack. Shame that
you can’t normally control where and who it strikes…
Inland Empire (Mastery): Your Inland Empire has advanced, becoming a
true miniature Rift of its own. While it’s atmosphere still is
violently dangerous and toxic to non-psionic living beings, you are
capable of calling upon Rift Abominations shaped and specified to
your needs as allies, known as Tulpas. You will need to exert
willpower over them for them not to run wild, but while you do, they
are truly at your disposal.
Blue Mage
Learning the Hard Way (100): Your body has been trained with a special kind of
power. While you can’t learn Job Abilities this way unless used by Monster (such as
one who has Transformed and is using Skill Set), you are capable of using your mana
to replicate a monster’s innate attacks and spellcasting…as long as you enter a
Learning stance and allow yourself to be struck by the technique. Once you have
survived such an attack, however, you can perform the ability from there on out
using your own mana as a resource.
Tame and Capture (100): You know the tongue of un-awakened and corrupted
monsters, allowing you to attempt to reason with them. By taking a moment to
attempt to soothe the beast, you can enter a contest of wills with it. In your
success, the creature’s aggression will severely drop, reducing their offensive
capabilities as they lose the will to fight. Tamed creatures may then be captured by
further attempting to convince them to join your side, guaranteeing their
cooperation for a single battle before they attempt to leave. Continuous taming may
become permanent, but it will require a lot of effort and time to do so.
Observe (200): Your studies into monsters ensures that you are never caught off
guard when out in the wild. For any non-unique monster such as Mastema’s
Lieutenants, you are able to take a few minutes to note its capabilities, granting
you knowledge on things such as their weaknesses, their special attacks, and their
general health and durability. In addition, this enhances ‘Learning the Hard Way’ in
such a way that you can choose to Learn an ability that the creature performs while
you are Observing it.
Malleable Blood (200): Your studies into monstrous energy have allowed you to focus
mana and change your ‘Template’, which is the general categories applies to
monstrous beings. A list of templates and their effects are laid out in Notes. It
takes at least 12 hours in order to gather the requisite mana to change your
current template.
Metamorphosis (400): You are what you eat. In your case, literally. By devouring a
monster’s ‘meat’ (be it slime, their softer metallic innards, or simply sucking the
marrow from a defeated skeleton) and channeling a great deal of mana into the
transformation, you can become the monster you devoured – gaining all of their
abilities, strengths, and weaknesses. In addition, you can also use your Blue Magic in
this form, allowing you to even further improve on their capabilities!
Chimera’s Blood (Mastery): Why choose what kind of monster you can be when you can
be whichever kind you want? You are able to expend 20% of an average adventurer’s
mana reserves to take on the traits of any monster you have devoured with
Metamorphosis, freely change your Malleable Blood template, and even pick and
choose specific features from different creatures. Each individual change requires
that mana expenditure, but it can be done on the fly and mid-combat if you wish, the
changes taking seconds.
Time Mage
Between Tick and Tock (100): By twisting the fabric of time, you are
capable of inflicting the Stop status effect upon your foes, though like all
time magic this can be shaken off by an enemy with a great amount of
willpower and strength. You may also Slow an enemy using your skills in time
magic. Finally, you may use a basic Gravity attack, an unaspected magical
strike that is effective against flying foes.
Cures All Wounds (100): You are able to accelerate someone’s natural
healing to the point that grave wounds would become stabilized in minutes.
While this isn’t as effective as a White Mage’s cure, it requires less mana to
use than a Cure and can passively work over the course of a battle.
Warp (200): Twisting the fabric of space, you are able to allow your party
to escape a combat by expending half of an average adventurer’s mana pool.
You will be teleported either to a nearby safe place, or if one is farther
than a few miles from you, at least 10 miles from the combat in question.
Fast Forward (400): Your mastery of time is such that you are capable of
expediting it to your benefit. You can cast Haste II, a powerful haste spell
that allows a combatant to act at triple their normal speed, though this is
only really fully felt on the average adventurer in capabilities – those who
are already three times as fast as the average adventurer will find this a
little less effective. In addition, you are capable of inflicting the Old
status on an opponent, requiring them to resist the effect with their
willpower or otherwise age decades or even eons in an instant. For short
lived creatures, this is Instant Death, while for arcane constructs and
long-lived creatures it reduces their capabilities greatly, effectively
halving every stat.
Avatar of Time (Mastery): Time and space are yours to command. You are
capable of not only inflicting Stop on an opponent but Stopping time for all
those within a mile of you who do not resist the effect. In addition, you are
capable of creating vortexes to the far future, casting unwary foes into
them to ensure that they will never return – at least, not within your
lifetime.
Geomancer
Terrain Attack (100): By channeling the earth’s wrath, you are able to
expend mana to inflict a Level 2 Black Mage’s spell effects based on your
current terrain. For example, in a desert or mountainous area you’ll be
casting Earth II while in a coastal area Water II will be cast. These are
often more cost effective than a Black Mage’s casting but are locked to
your local terrain.
Nature’s Blessing (100): Living amongst the wild beasts and untamed land
has enhanced your body to the point where you are much like a beast in
movement. You are capable of hovering over the ground, burrowing into
the earth, and on foot move quickly enough to overtake a horse at full
gallop. Your senses are equally honed.
Tremor Sense (200): You are able to go beyond your senses and tap into
the Earth’s beating heart, capable of seeing through vibrations in the
ground and by disturbances in the ambient aether – able to see magical
phenomena and detect magic.
Cloaked in the Elements (200): You may expend a quarter of an
adventurer’s mana pool to grant yourself an elemental blessing. The
blessing enhances your physical statistics noticeably (attack for fire,
speed for air, defense for earth, and magical potency for water) and
enhances your attacks with an elemental aspect, in addition to granting
150% effectiveness on your attacks with the blessing.
Power of the Earth (400): You may enter a Geotrance, which allows you
call upon the Boon, Bane, and Disasters of your current terrain –
powerful magical effects. Disasters greatly match many Black Magic
spells and can be cast for only 30% of an average adventurer’s mana
store, but once again require you to be in a specific terrain. For example,
A Geotrance of water may restore your party’s MP and assault foes with
tidal waves, while a Geotrance of underground may spawn healing
mushrooms and cave ins. The power is simply whatever the earth sees as
your best chance at that moment.
One with the World (Mastery): Your mastery of the world is such that you
are capable of calling upon the Geotrance and Terrain Attack of any
Terrain no matter where you are. In addition, you are resistant to the
elements of Earth, Fire, Water, and Air, taking half damage from
elemental strikes of those natures.
Futurist
Witch’s Kiss (100): A Witch’s wrath is not easily suffered. You know how to punish
insolence by enfeebling polymorphic magics, forcing your opponents to resist your
spells or be turned into a Frog, rendered Tiny and weak, or temporarily
transformed into an elderly and feeble form of themselves as if they were Old.
Dark Influence (200): A maddening hex lies in your hands, allowing you to use it
for weal or woe…You may use your magic to force an opponent (or ally?) to resist
becoming corrupt or berserk. While a Berserk target merely will forget any
higher tactics and strike whatever is nearest them with enhanced strength and
durability (as if they were a Berserker), a Corrupted target will actively use the
strongest and most effective capabilities they can on their ostensible allies,
acting as a full turncoat enchantment. To think they’ll die for you…
Ring the Bell (200): You are able to cast the powerful spell known as Demi I , an
offensive spell that does a quarter of an opponent’s current health in a single
magical strike. It requires 40% of an average adventurer’s mana pool to cast and
the damage can be mitigated by those truly beyond your ken, but against the vast
majority of your foes they will suffer horrific damage, allowing your allies to
finish the job with greater ease.
‘Tween Life and Death (400): The shadow of death is your ally. You are capable of
casting Doom and Zombify, two potent spells…though one is surprisingly useful
for your allies. Doom inflicts the Instant Death status effect on those who
cannot resist your magic with their willpower or will to live, and Zombify
transforms a victim who fails to resist partially into an Undead, allowing them to
take increased damage from holy damage but resisting or even being healed by
dark aspected damage. In addition, their durability and vitality (paradoxically)
rise by 30%
Avatar of Doom (Mastery): You are…dangerous. You passively force your foes to
resist taking mounting Break statuses of all kinds as long as you’re conscious,
and what’s more weak foes who suffer a multitude of your Break status effects
will be forced to resist Instant Death in your mere presence. All it takes is for
you to arrive, and people’s very souls become heavier…
Summoner
Elemental Spirit (100): You are able to call upon Elementals, basic
spirits that have access to Fire, Air, Water, or Earth. They will follow
you to the best of your abilities, but they are ephemeral and can be
defeated if focused on with enemy attacks. Still, they can bring to bear
elemental attacks up to Level II if they’re allowed.
Bestial Ally (100): Tapping into the soul of the earth, you can convince
wild beasts such as hawks and wolves in droves to fight on your side.
While they’re not proper monsters such, they can do some damage even
to Wyverns if they gather in great numbers.
Lord of the Beasts (200): Rather than simply calling upon the beasts of
the land, you can call a “King” – such as King of Beasts, King of Birds,
King of Vermin, etc…They tend to hold supernatural abilities ,
monstrous strength and spee,d and dominion over their type of
creature, but they are proud beings and will only provide assistance for
a short time until they’re defeated or their time is up.
Ally of Light/Agent of Chaos (200): You are able to call upon Light and
Dark elementals, known as Angels and Demons. Much like Elementals,
they can call upon Level II Dark and Holy, as well as having much
stronger physical forms that are capable of matching a Beast King in
combat.
The Legend Reborn (400): You may choose a Non-Summoner Job. You can
call upon a Legendary Hero of this job, the entity being a phantom
adventurer who has Mastery over the chosen Job and will follow you
until the combat ends or they are defeated.
Echo of the Old Gods (Mastery): You can call upon an echo of a god from
before the Creator’s ascension, summoning one created using the
Eidolon Generation section. The god’s echo will fight until it is
dispelled or until combat ends, in your name, with all of its might. An
Eidolon may have Echo of the Old Gods, but its own Summon is incapable
of summoning another Eidolon.
Thief
Eidolons and Transformations share this section, but Eidolons have 1500
EP points to spend here while Transformations have 1000 EP to spend here.
Eidolons must pick one of the as their core element.
Eidolons must have a name and an appearance, which you can determine!
Auto Guard (Eidolon Only, 200): Having been a protective guardian God in its
previous life, The Eidolon will automatically move to protect its Summoner
or its Brave from dangerous or powerful attacks.
Body Resistance (300): Owing to an inhuman body with great vitality, the
entity is immune to all basic status effects that effect the body such as
Paralysis, Blindness, and Poison. In addition, Eidolons grant their Braves a
great resistance to these status effects passively, giving their great
constitution among their chosen.
Mana Boost (300): Owing to a grand soul full of potential, the entity has
access to a great reserve of Mana, having double the mana of their summoner
or base form. Eidolons also grant their summoners 150% of their normal
mana pool passively, sharing their wisdom with their chosen hero.
Resilience (400): The entity’s form is titanic and filled with vigor, granting
them nearly triple the amount of HP of ordinary creatures and making them
gravely difficult to put down. They are able to take dragon breath and bites
and return fire with equal strength! Eidolons grant their chosen 200% HP
passively, allowing them to survive and thrive.
Skill Set (600, can be taken more than once): The entity has access to a Job
and is a Master of that Job, perhaps due to having been the inspiration for
that Job in the distant past. Eidolons may grant their Summoners or Chosen
Hero Mastery of that job for as long as they are Summoned, though they do
not grant this passively.
Soul Resistance (400): Owing to a hardy spirit from beyond the pale, the
Entity has immunity to all status effects that affect the mind and spirit
such as Confusion, Instant Death, and Slow. In addition, Eidolons grant their
Braves a great resistance to these status effects passively, giving their
great spiritual fortitude among their chosen.
Strike Boost (200): Owing to inhuman power and majesty, the Entity’s
strikes are at least 200% more effective than their summoner’s or their
base form’s – and Eidolons can passively grant their chosen heroes a 150%
damage boost to their basic strikes.
Toughness (300): Owing to an invincible form and once divine corpus, the
Entity’s defenses are at least 200% stronger than their summoner’s or
their base form’s, and Eidolons can passively grant their chosen heroes a
150% boost to their damage reduction and defenses.
Empower (500): The basic statistics of the entity are far beyond what
adventurers can attain, meaning at base they are three times as strong as
their summoner or their base form’s, which is stacked with any Boost
abilities on top of this option.
Super Combo Strike (600): The entity gains access to a combination attack
that performs 500% of their normal damage output, unleashing their inner
rage and power in a single demonstration of might. Eidolons must be
summoned to perform this and are dispersed after accessing this potential,
while Transformations must spend time and telegraph this attack to
perform it effectively.
Companions
Party Finder (Free): You can create or import up to 8 companions, your
adventuring party! Each one gains a Job and has all the perks except the
400-cost perk of that Job, being seasoned but not quite Masters of the job
yet. You may pay 100 points per Companion through this way to grant them a
second Job with a similar level of expertise in it, however, you can only
upgrade a Companion once this way.
The Braves of Light(Free and Required, Brave of Light, 300 otherwise): You
gain 5 Companions, each one a Brave of Light with the Heroic Spirit and
Inheritor of Legends perks, as well as 300 points to spend from the Brave
of Light origin. They each have a different Elemental Brand, as they are the
other chosen. You may import into this option.
Legends of Light and Darkness (+0, Required for Braves of Light): You begin
at Allestone, and from there must travel across the land with your 5
companions. Along the way, you must purify the Six Blades by defeating their
guardian Emissary and restore peace and order to the land. Once you have
purified the Six Blades, you must go forth to New Zandipore and defeat the
King of Demons Mastema to ensure that this world is restored to its former
glory and your journey continued. As a reward, your Brand of the Brave
becomes Exceeded.
World Full of Troubles (+100): The crawling shadow of Mastema has forced
shortages and struggles on every person in this land – the result is that
nothing can get done without help. Shops need hunters to get supplies, Kings
require threats to be cleared from the land to lend aid, so on and so forth.
While the tasks are never complicated, they can be long, and they come often
enough that accomplishing any tasks is much, much more of an ordeal.
Like a Rogue (+100): While normally the world would have a natural sense of
progression from Allestone to Zandipore, threats are now irregular and
wandering – some monsters are mere vermin even in Old Zandipore, while
there are party-wiping monstrosities in the shadow of Allestone.
Dungeon Rats (+200): There are…way too many heroes in this land. Or at
least wannabes. Adventurers with basic Jobs and various levels of
experience have formed parties en masse, wandering the land, fighting
monsters, and delving dungeons. All the while, causing problems for everyone
involved – Emissaries are threatened constantly by heroic individuals while
everyone else has to deal with bickering, armed groups of fools with equal
amounts of bravado and cowardice, seeking gold and glory and ruining things
in the process.
Traitor’s Road (+200): One among us will betray you. That is to say, you know
that among your companions, allies and acquaintances, someone is going to
take advantage of you and leave you high and dry for your enemies to exploit
at the worst time. Even if you were to reject all your allies, they would
simply take advantage of this and rally against you in the process.
Manifest Destiny (+400): Lagado has the distinction of being directly ruled
by an Emissary of Shadow. While normally it would stay within its own lane,
with this, Ptolemy has decided to be much more forceful with the crusade of
Darkness. Now, Lagado and its armies are on the march against all the other
kingdoms of the land, forcing political strife and now a constant air of
unease and war – As the lands are forced to work together or fall apart. With
“Dragon Sword Zero”, this instead has Allestone and its many adventurer-
lords to rally together armies of adventurers and sally forth, forming
adventurer guilds to stand against the darkness – true companies of heroes
led by Heroes of the Land.
Tidings from Beyond the Rift (+400): The Interdimensional Rift, no longer
contained beyond the pale, vomits forth Rift Abominations from every
corner of the land. Possessing uncanny intelligence and a variety of forms
and powers, Rift Abominations will test your expertise in adventuring as
they have powers beyond what this land can create, they can come forth from
thin air in great amounts, and slowly eradicate the land and its people. With
“Dragon Sword Zero”, instead these Rift Abominations are replaced with
Champions from beyond the rift, summoned heroes with access to exotic Jobs
and powers such as those given by the Drop-In origin. As a result, the land
suddenly gets an influx of amazing defenders from another world.
Tear Heaven’s Seams Apart (+600): One way or another, the truth will get
out. Whether it be from Mastema’s dying breaths or the very proclamations
of the heavens itself once the final Blade is buried in shadow. The Creator
orchestrated this entire war and crusade of the Demon King in a bid to
permanently defeat the Dragon Sword – the weapon forged by the old gods of
their own souls when he attempted to usurp heaven and become the one and
only God of this world. Now, for one reason or another, he has decided to
destroy and remake this world with his angelic army for his own amusement.
Normally, he would do so out of a frustration with the Braves of Light for
reinvigorating the Dragon Sword’s energy. However, in “Dragon Sword Zero”,
he does so as he realizes that the Emissaries of Shadow now have the power
to defeat him, as the Corrupted Dragon Sword still is powerful enough to
kill the Creator and he has no faith in Mastema’s monstrous lieutenants. In
order for you and this world to survive, you must fight the armies of The
Creator, scale the Tower of Heaven to the very top, and confront him. He is
no slouch – he was capable of defeating Eidolons at their full strength
singlehandedly. But by channeling the Dragon Sword’s power as you remove
the Creator’s influence from it via clearing the Tower of Heaven, you can
overcome him and remove his divine might. Cast aside this false god and let
this world decide its own fate.
Inspirations:
Notes Deltarune, Makai Toshi SaGa,
What is Dragon Sword? Dragon Sword is a Jump that is a love letter to
JRPG tropes, warts and all. It can be considered a Generic Console RPG
jump.
If you do not take “Tear Heaven’s Seams Apart”, the Creator is more
whimsical and aloof than outright hostile and will honor the promise to
grant you a Wish if you ascend to his throne on the Tower. These wishes are
more or less freeform, the only thing is not to try and game it and wish for
more wishes or wish for the Creator’s power or something silly like that.
Aekashics Librarium
game-icons.net
Exceeded Elements
Fire -> Flare: Flare grants a number of powerful “almighty” attacks
that ignore defenses and elemental resistances, acting as non-
elemental damage.
Water -> Ice: Ice grants a number of defensive options by creating Ice
Walls, Ice Armor, as well as inflicting Petrification and Slow by
freezing enemies. You can also create solid constructs such as
castles and platforms.
Air -> Storm: Storm grants Lightning attacks, improving potency and
allowing for “chain” attacks that are great AoE. The Storm magic
also allows for weather manipulation.
Earth -> Horizon: Horizon allows for the manipulation of gravity,
crushing enemies and allowing for flight and high jumps. You can also
inflict Heavy and Haste on enemies this way.
Light - > Aurora: Aurora allows for heavy buffs and healing as well
as holy attacks, granting temporary invincibility by expending mana
and dazzling enemies with shining colors.
Darkness -> Midnight: Midnight allows one to call upon the night sky,
barrages of Starlight magic attacks, Comet strikes, and even the
dreaded Demi II status which permanently halves an opponent’s
vitality are within reach.
Templates for Awakened Monsters and Blue Mages
Aerial: Whether through wings or other means, you are able to permanently fly or
hover in place, allowing you to avoid and dodge attacks easily. You are also able to fly
faster than any other aerial creature – twice as fast, in fact. They take double
damage from Lightning attacks.
Angelic: Angelic creatures are rare but seen often around the Tower of Heaven. They
are capable of Flight and are able to naturally cast Holy by expending twice the
required mana and take half damage from lightning. They are susceptible to Dark
aspected attacks and are naturally somewhat fragile, losing 25% of their toughness
and vitality.
Arcana: Raw magic flows through the creature’s bloodstream – they have 20% more
MP and resist any effects that would drain their MP or Silence them. However, they
are susceptible to physical attacks.
Aqua: You are capable of breathing underwater and moving in water unimpeded, in
addition you are able to navigate in salt and freshwater equally well. They are
susceptible to Lightning attacks.
Beast: Your strength and endurance are increased by 20%, and you have natural
weaponry that allows you to strike with the effectiveness a longsword or axe would
have in your hands. They are susceptible to mental attacks.
Construct: You are indistinguishable from a Machina, however you also are able to
communicating with technology directly in addition to a Machina-like body. You may
have integrated Machinist weaponry as well. They are also susceptible to lightning
attacks.
Dragon: You are able to cast a basic elemental attack (except Light or Darkness) on
the tier of Fire II by expending twice the mana required, and have a tough hide on par
with plate mail. They often are capable of flight, though not as fast as Aerial
creatures. They are susceptible to Light and Dark magic.
Demon: You are capable of flight and casting Dark I naturally by expending twice the
needed mana normally and take half damage from Fire. Demons are naturally
susceptible to Holy and have difficulty resisting magic, losing 25% of their base
resistance to many spells.
Undead: Undead are essentially permanently under the zombify status, allowing them
to be healed by Dark aspected damage, taking damage from healing spells, having an
increased vitality and defense by 50%, and being susceptible to Holy.