[Class Abilities] Basic Transformation (Willpower 5):
Those who can transform from one state to another usually are beings like Kitsune who can hide their ears and tails then bring it out; or a Maka who can transform into a Magical Girl. A basic Transformation Spell is changing from one state to another even if it's just changing one's appearance of clothes - there isn't that that much of a drastic change. (well I guess if you went from no cat ears to ears that is a bit of a big change to some) [Costs 1 Class Point] |
[Class Abilities] Advanced Transformation (Willpower 10):
The Transformation now allows a person to change even more about their appearance while retaining basic requirements like height and weight. Facial features, hair color, etc. are all game now. [Costs 2 Class Point - Basic Required] |
[Class Abilities] Complete Transformation (Willpower 15):
Allows a person to transform into another person for a brief time. [Costs 3 Class Point - Advanced Transformation required] |
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[Class Abilities] Armor Transformation (Intelligence 15 and Willpower 15):
This allows one to transform one's own body or clothes into armor around them for a short period. [Costs 5 Class Point - Complete Transformation] |
[Class Abilities] Healing Magic (Intelligence 5):
This teaches basic healing spells - restores damage to body and half HP. [Costs 1 Class Point] |
[Class Abilities] Advanced Healing Magic (Intelligence 10):
This teaches advanced healing spells - restores damage to body and full HP. [Costs 1 Class Point, needs basic] |
[Class Abilities] Group Healing Magic (Intelligence 15):
This does group level healing. [Costs 2 Class Point, needs advanced] |
[Class Abilities] Magic Shield (Intelligence 15):
This casts a shield of magic to protect the user from magic attacks. [Costs 2 Class Point] |
[Class Abilities] Mana Detection (Intelligence 10):
This allows one to detect sources of mana in the world. [Costs 1 Class Point] |
[Class Abilities] Elemental Sword (Strength 5, Intellience 10):
This has your weapon engulfed in an basic element of your choice to strike at your enemy. [Costs 2 Class Point] |
[Class Abilities] Hold Your Ground I (Strength 10):
You can withstand attacks or magic without losing your ground or being knocked back. [Costs 2 Class Point] |
[Class Abilities] Critical Damage (Strength 15):
You can do double damage for a short period of time [Costs 2 Class Point] |
[Class Abilities] Special Strike (Strength 15):
This is a move that will allow you to strike with your weapon and attack the enemy for high damage, ignoring armor. [Costs 2 Class Point] |
[Class Abilities] Shield I (Strength 15):
Allows you to shield the party from an attack without taking damage [Costs 2 Class Point - Hold Your Ground] |
[Class Abilities] Ultimate Concealment (Wisdom -2):
This allows one to hide any object under a magical veil that cannot be pierced no matter locator spell is used [Costs -2 Wisdom] |
[Class Abilities] Fish Spell (Wisdom -1):
Turns a person or a thing into a fish [Costs -1 Wisdom] |
[Class Abilities] Speak with the Dead (-1 Wisdom):
This allows for a perfect Speak with the Dead, so that one can question a recently killed enemy. It does not work on spirits or ghosts. [Costs -1 Wisdom] |
[Class Abilities] Wild Boost (Intelligence 25):
Increase your max overall Intelligence by 5 points. [Costs 5 Class Point] |
[Class Abilities] Wild Magic I (Intelligence 15):
The symbols for Fire Magic demonstrate a way to create fire in a new way. It appears to be extremely potent and can be made in any situation no matter where thanks to drawing it. [Costs 3 Class Point] |
[Class Abilities] Wild Magic Part II (Intelligence 15):
The symbols for Water Magic demonstrate a way to create water in a new way. It appears to be extremely potent and can be made in any situation no matter where thanks to drawing it. [Costs 3 Class Point] |
[Class Abilities] Fire + Water Magic = Steam (Intelligence 15:):
Mixing the two words together of fire and water, it will create a new type of magic - Steam Magic, which can be used to unleash in someone's face. This is an example of how combining various words in Creation makes new Magic. [Costs 1 Class Point] |
[Class Abilities] Tactics (Intelligence 25):
Your character is capable of putting together tactical plans. Or if you feel you are not capable of doing so, the "Gods" will aid you by aiding you in tactical plans. [Costs 3 Class Point] |
[Class Abilities] Gladius Compatible (Willpower 10):
This allows those to synch up with a Gladius partner since they are a transformation being. If you are a Gladius, taking these various abilities makes you a more deadly Gladius. .[Costs 2 Class Point - Complete Transformation] |
[Class Abilities] Status Ailmemt Magic (Intelligence 10):
Cures most known ailments. [Costs 2 Class Point] |
[Class Abilities] Detect (Intelligence 20):
This spell can be used to try to detect the true nature of an object or person for insight. [Costs 1 Class Point] |