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Adept Jobs

Adepts form the middle ground between Warriors and Mages, encompassing those professions whose repertoire includes both mystic and martial arts.

Blue Mage
青魔道士

Blue Mages are something of a curiosity among spellcasters, eschewing tomes and tradition for down-and-dirty battles with some of the fiercest beasts known to man. Where other magic is defined and painstakingly documented, Blue Magic is wild and anarchic, consciously mimicking the attacks of whatever monsters a Blue Mage runs afoul of over the course of her adventures.

There is a certain method to the madness: ‘monster magic’ uses mana far more efficiently than its human counterpart, allowing for more powerful effects and destructive attacks significantly less draining than comparable battle sorcery. But Blue Magic doesn’t come with a spellbook and clearly defined incantations; to gain access a Spell, a Blue Mage must first discover how it is cast, then use this information to assemble a formula that will recreate the desired effects. The process is a tough, grueling one, and those who practice Blue Magic with more than just a dabbler’s proficiency have the hereditary ability to instinctively dissect and analyze a monster spell in a split second.

Even then, the risks are tremendous. To grow in power, Blue Mages must seek out ever more threatening and fiendish foes, deliberately placing themselves in harm’s way time and again to get the first-hand experience they need. Without great reserves of endurance and bravery, no progress is possible; by its very nature, this profession weeds out the weak and rewards the suicidally courageous.

STR VIT AGI SPD MAG SPR
+10 +10 +8 +8 +12 +12

Job Profile

Representatives: Strago Magus (FFVI_), Quistis Trepe (FFVIII_), Quina Quen (FFIX_), Kimahri Ronso (_FFX), Blue Mage Job (FFV, FFXI, FFTA_), Gun Mage Dressphere (_FFX-2)
HP Die: d8
MP Die: d8
Weapons: Crossbows, Flails, Gloves, Knives, Light Swords, Polearms, Rods, Staves, Swords
Armor: Armwear, Gauntlets, Hats, Mail, Robes, Shields
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitude: Wilderness

Blue Magic

Once the exclusive domain of monsters and select humanoids, Blue Magic has been tamed and legitimized by Blue Mages over countless centuries of hands-on study.

Blue MAgic (Level 1)

Target: Varies Type: Magic Ability

Blue Mages can cast Spells from the Blue Magic list in Chapter 8. Unlike most other Spell types, Blue Magic does not follow a set progression; a Blue Mage’s arsenal grows not with her Level, but as she encounters foes capable of using ever more powerful magic. This unpredictable development is somewhat compensated for by the Blue Mage’s breadth of options; GM fiat aside, there is no limit to how many Blue Spells a Blue Mage can learn. Accordingly, Blue Mages can begin the game with any number of Blue Spells, provided their combined MP cost does not exceed the Blue Mage’s starting MP. In addition, it is strongly recommended that none of their starting spells exceed 15 MP in cost.

Azure Lore (Level 1)

Target: Self Type: Support Ability

To use a Blue Spell, a Blue Mage must be able to understand it. Without tomes or teachers to fall back on, ‘understanding’ mostly boils down to just one thing: experiencing the Spell’s effect first-hand. Azure Lore allows a Blue Mage to acquire any Blue Spell cast on her during a battle or Scene in which the Blue Mage is an active participant. This is subject to two important restrictions. Firstly, while the Blue Mage does not have to suffer the Spell’s effects in order to learn it, the Spell must target her or her current Party in order to be eligible for acquisition. Secondly, the Spell cannot reduce the Blue Mage to 0 or fewer Hit Points—Unconscious Blue Mages are in no shape to learn anything.

Assimilation (Level 1)

Target: Self Type: Support Ability

Durability aside, keen observation and a sharp analytical mind are the Blue Mage’s best friends. By carefully watching the magic woven by an opponent, they can gather enough information for a kind of mystical reverse engineering, allowing them to copy monster magics without putting themselves in harm’s way. Assimilation has a flat CoS of % of allowing a Blue Mage to instantly acquire any Blue Spell used during a battle or Scene in which the Blue Mage is an active participant. Assimilation has no effect if the Blue Mage is Unconscious or affected by any of the following Status Conditions: Berserk, Blind, Charm, Confuse, Curse, Frozen, Heat, Sleep, Stone, Stop, Toad, Unaware, or Zombie.

Intuitive Magic

Target: Varies Type: Magic Ability

The Blue Mage can use her spellcasting abilities for other purposes. More details on Intuitive Magic can be found in Chapter 8.

Keywords: Varies, depending on the spells known.

Dark Knight
ダークナイト

Clad in all-concealing armor and striding with cool self-assurance, Dark Knights are an imposing, even sinister presence on the battlefield. Where other professions draw on chi or mana to fuel their abilities, these shadowy warriors use raw life force—by default their own, though as their experience grows, they swiftly gain the ability to leech the vitality of others to replenish their own.

Though Dark Knights are not inherently evil, the almost vampiric nature of their abilities have made them the subject of intense fear and distrust for countless years. More rumors surround this Job than almost any other; some gossips claim their powers stem from a pact with a devil, others that they age each time they use their abilities, eventually dying a wizened husk once the last drop of life is spent.

Understandably, most Dark Knights are happy enough to encourage these tales, even play them up by donning baroque, spike-encrusted outfits designed to strike fear into the hearts of weaker-willed opponents. Such armor is typically forged from darksteel, an alloy of iron infused with Shadow energy during its creation in order to protect the wearer from the effects of his own attacks. Indeed, darksteel is so fundamental to Dark Knights’ arms and armor that the material has become almost synonymous with the Job; other professions generally shy away from darksteel equipment, lest they fall victim to the same stigma that has bedeviled this poorly-understood profession for centuries.

STR VIT AGI SPD MAG SPR
+12 +10 +9 +8 +9 +12

Job Profile

Representatives: Cecil Harvey (FFIV), Goffard Gafgarion (FFT), Dark Knight Job (FFX-2, FFXI_), Fell Knight Job (_FFT)
HP Die: d10
MP Die: d6
Weapons: Axes, Greatswords, Knives, Light Swords, Polearms, Swords
Armor: Gauntlets, Helmets, Mail, Robes, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitude: Weapon

Fellblade

The Dark Knight’s domain is one of darkness, fire, and malaise, a hellish trifecta of attacks designed to overwhelm an unprepared opponent in the space of an instant.

Darkside

Target: Single* Type*: Fast Action

The Dark Knight rushes at the target, blade burning with black fire as his life force begins to drain into the steel. As he strikes, the black fire grows in intensity, coalescing into a powerful explosion. Darkside inflicts 200%, Armor Shadow Elemental damage on the target, striking automatically. Each use of Darkside reduces the Dark Knight’s current HP by 25% of its maximum value. This damage cannot be reduced or prevented by anything except the Status Condition Shield.

Intuitive Magic (Level 1)

Target: Varies Type: Magic Ability

The Dark Knight can use his spellcasting abilities for other purposes. More details on Intuitive Magic can be found in Chapter 8.

Keywords: Destruction, Fire, Poison, Shadow

Black Sky (Level 8)

Target: Group* Type*: Magic Ability (19 MP)

Holding his weapon at the ready, the Dark Knight unleashes his life force in rolling waves of negative energy. Black Sky inflicts 75%, Armor Shadow Elemental damage on all active combatants in the targeted Group, striking automatically. In addition, it has a flat 30% CoS of inflicting the Status Condition Blind (∞); roll separately for each eligible combatant in the targeted Group.

Night Sword (Level 15)

Target: Single Type: Magic Ability (17 MP)

The Dark Knight lashes out, an attack that seems to strike at nothing but thin air. A second later, a baleful red eye opens above the target and begins weeping magical energy, building up a vicious blade of power that callously tears through the Dark Knight’s hapless opponent. Night Sword inflicts 100%, Armor Physical damage on the target, striking automatically. In addition, the Dark Knight regains a number of Hit Points equal to 50% of the final damage dealt by the attack.

Corruption (Level 22)

Target: Single* Type*: Magic Ability (40 MP)

Noxious green gases pour from the Dark Knight’s weapon as he makes his attack, forming a life-sapping mist that rapidly grows to swallow the target whole. Corruption inflicts 100%, Armor Shadow Elemental damage on the target, striking automatically; in addition, it has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Zombie (∞) on the target.

Duskblade (Level 29)

Target: Single* Type*: Magic Ability (12 MP)

Shadow energy whirls around the target at the Dark Knight’s behest, gathering speed before coalescing into the pitted, man-high blade of an ethereal bastard sword. In one swift motion, the blade pierces the target and fades away again. Duskblade inflicts 100%, Armor Physical damage subtracted from the target’s MP rather than HP, striking automatically. In addition, the Dark Knight regains a number of Magic Points equal to 50% of the final damage dealt by the attack.

Beast Flare (Level 36)

Target: Group* Type*: Magic Ability (65 MP)

Spheres of fire rush forth from the Dark Knight’s weapon, rolling into position around the targets before detonating into blistering balls of heat and light. Beast Flare inflicts (17 × MAG) + 4d8, M. Armor Fire Elemental damage on all active combatants in the targeted Group, striking automatically.

Catastrophe (Level 43)

Target: Group* Type*: Magic Ability (70 MP)

A swing of the Dark Knight’s blade sends cascades of dark and icy particles roaring towards the enemy, a cloak of darkness that tears at the spirits of anything it touches. Catastrophe has a CoS of (M. ACC – 50), M. Evasion of canceling all Barrier- and Enhance-type Status Conditions currently active on the targeted Group, save for Shield. Roll separately for each eligible combatant.

Nightmare (Level 50)

Target: Single* Type*: Magic Ability (90 MP)

The Dark Knight coolly levels his sword at his chosen victim, summoning a column of choking vapors from the ground below. Nightmare inflicts 100%, Armor Shadow Elemental damage on the target, striking automatically. In addition, it has a flat 30% CoS of inflicting the Status Conditions Curse (4), Mini (∞), Poison (∞), and Sleep (4); roll separately for each Status Condition.

Demon Slice (Level 57)

Target: Single* Type*: Magic Ability (125 MP)

Extending a hand, the Dark Knight sends a single bolt of negative energy jetting towards the target. Yet this is only warm-up; before the smoke from the strike has even had time to clear, the Dark Knight is in motion again, whirling like a dervish as he rushes at his disoriented foe and rains down a hurricane of attacks. Demon Slice has a CoS of (M. ACC – 50), M. Evasion of inflicting (Target’s Current HP / 2) Magical damage on the target. Regardless of the targets current HP, Demon Slice man never inflict more than 999 damage. In addition, it has a flat CoS of 30% of inflicting the Status Condition Sap (4).

Soul Eater (Level 64)

Target: Group* Type*: Magic Ability (175 MP)

For a split second, the battlefield is shrouded in impenetrable darkness as the Dark Knight opens a yawning void above his foes and man-sized fragments of onyx begin thundering down. Soul Eater has a flat CoS of 30% instantly reducing all opponents in the targeted Group to 0 HP, regardless of their current HP scores, Armor, or M. Armor ratings; roll separately for each eligible target. Treat this as a Death effect. Any target not affected in this manner takes 150%, Armor Shadow Elemental damage instead.

Geomancer
風水士

In a world where man has the power to ignore the laws of nature, the Geomancer stands as a living reminder of why humanity discounts nature at its own peril. The Geomancer’s domain is the earth itself, tapping into the tiny flickers of sentience in the slumbering power of a great mountain, the boiling fury of an active volcano, or the swift and capricious course of a fast-moving river. By strategically reawakening those dormant energies, Geomancers can gain control over the entirety of the natural world: animals, spirits, weather, and even geography bend to their will with nary a twinge of resistance. The greater their proficiency, the more miraculous their feats become: an experienced Geomancer can summon a blizzard in the midst of a sea of fire, walk on quicksand, or make water fountain up from bone-dry desert soil. In ancient times, such powers could mean the difference between life and death for a village or town; geomancy and religion were often intertwined, and the act of calling up nature’s power a thing of ritual, song, and dance. Today’s Geomancers are far less likely to engage in such acts, though a few still ‘enhance their focus’ by painting themselves with mystical patterns or wielding ancient ceremonial bells reputed to resonate with the heartbeat of the world.

STR VIT AGI SPD MAG SPR
+10 +10 +10 +10 +12 +8

Job Profile

Representatives: Geomancer Job (FFIII, FFV, FFT, FFTA2_), Mog (FFVI_), Elementalist Job (FFTA, FFTA2_)
HP Die: d8
MP Die: N/A
Weapons: Axes, Instruments, Knives, Light Swords, Polearms, Swords
Armor: Armwear, Hats, Helmets, Robes, Shields, Suits
Accuracy Bonus: +20
Skill Points: 260
Skill Aptitude: Wilderness
Expertise Formula: (_Survival
Rating / 2) + Level + (MAG × 2)

Gaia

The power of nature is the only weapon a Geomancer ever truly needs.

Geomancy (Level 1)

Target: As Effect Type: Fast Action

The secrets of geomancy allow a Geomancer to create useful and powerful effects by summoning the power of the land around him. When Geomancy is used, roll a d8 and consult the table below. Because the targets are determined by the individual effect, the Geomancer does not have to initially declare what he is targeting when Geomancy is used.

Table 4-32: Geomancy Results
|_. Level
Rank 1 Rank 2 Rank 3 Rank 4 Rank 5
1–7 1–8
8–21 1–4 5–8
22–35 1–2 3–6 7–8
36–49 1–2 3–6 7–8
50–64 1–2 3–6 7–8
65+ 1–4 5–8

In this table, find the row with the appropriate Level range at the top, then see which Rank the roll produces. For instance, if the Geomancer was Level 28, he would fall in the 22–35 range. A roll of 1 or 2 would thus create a Rank 1 effect, 3 to 6 a Rank 2 effect, and 7 or 8 a Rank 3 effect.

What said effect does depends on the Geomancer’s current surroundings. The next few pages contain five Ranks of effects for each the major terrain types encountered in the FFRPG: Plains, Forest, Mountains, Desert, Swamp, Water, Underground, Town, Lava, and Snow. Find the terrain type that best reflects the Geomancer’s current surroundings, then find the appropriate Rank and resolve the effects as written.

Geomancy in Action (1)

Luka is a Level 5 Geomancer and a recent addition to the party. In the midst of a pitched battle on an icy mountaintop, he decides to use his Geomancy Ability to even the odds a little. James, Luka’s player, rolls a 4 on his d8, then checks the Geomancy Results table. At Level 5, he falls into the 1—7 range, meaning a roll of 4 produces a Rank 1 result. His current environment could fall under either the Snow or the Mountain terrain sets, but the GM judges that Snow is the more appropriate of the two. James checks the Snow listings and finds that Rank 1 for Snow is Arctic Hare—his powers have summoned a snow rabbit to heal the party.

A Geomancer can voluntarily ‘reduce’ his Level when determining results by declaring he is rolling at an effective Level lower than his current one. If so, _Geomancy_’s results are calculated using the effective Level rather than the actual one.

Geomancy in Action (2)

A few adventures later, Luka and company are back in themountains. A collapsing cliff face has left them stranded on the other side of a crevasse, and nobody in the current party has the means to cross it. The Rank 1 Mountain effect, however, gives the entire party Float—just the thing to overcome this obstacle. Unfortunately, Luka is now Level 24, which means that he would normally only have a 25% chance of getting a Rank 1 effect. James declares that he is using Geomancy at an effective Level of 6, allowing him to roll as per the 1–7 on the Geomancy Results table and giving him a 100% chance of getting the result he wants. Freed from the bonds of gravity, the party gently drifts over the crevasse and prepares to continue its journey…

Geoawareness

Target: Self Type: Support Ability

By tapping into the power of a given terrain, a Geomancer can not only harness useful effects in battle, but improve his effectiveness in more mundane tasks as well. Geoawareness allows the Geomancer to gain a +(SPR × 2) Enhancement Bonus on any Task Check where intimate knowledge of the terrain would be beneficial. Some examples might include:

Which Task Checks are eligible for Geoawareness is left to the GM’s discretion, though the Geomancer should be able to argue for why a specific Task Check would be eligible. Geoawareness cannot be used to improve rolls made for Geotrance.

Light Step (Level 1)

Target: Self Type: Support Ability

Knowing a terrain means knowing where to tread. Light Step allows the Geomancer to ignore the effects of Difficult terrain and treat Adverse terrain as merely Difficult.

Geotrance (Level 1)

Target: Self Type: Support Ability

Once a Geomancer gains intimate knowledge of a terrain, its powers remain with him throughout his travels. Geotrance is used in conjunction with Geomancy, and allows the Geomancer to replace the terrain he is currently in with another one of his choosing when resolving _Geomancy_’s effects. At Level 1, Geomancers can choose from Plains, Forest, and Town; every 8 Levels beyond that, the Geomancer may add one terrain he has previously used Geomancy in to this list.

Starting Geotrances

With the GM’s consent, a starting Geomancer may replace the standard terrains available at Level 1 with a list of their own choosing. The player receives three ‘picks’ for terrain selection; Plains, Forest, Mountains, or Town take up one pick each, while Desert, Swamp, Water, and Underground take two picks. Snow and Lava are not available at character creation.

The Geomancer’s player must declare that he is using Geotrance as well as the terrain being invoked, then make an unmodified Task Check against his current Survival Skill Rating. A failure or Botch means that Geotrance has failed; the Geomancer’s Action is wasted. If the roll is successful, the player rolls a d6 and consults the Geomancy Results table to see which effect he has triggered.

Geotrance in Action

Still later, Luka is facing a pair of Ice Elementals in the midst of a raging blizzard. While Luka is now Level 30, most of Luka’s Snow effects are useless in the face of the Elementals’ superior cold resistance. James chooses to use Geotrance and summon up Lava instead. He makes a Task Check against Survival and easily passes; he then rolls a 3 on a d6 and checks the 22–35 row in the Geomancy Results table. A ‘3’ here means Luka has triggered a Rank 2 effect; normally, this would be Icicle, but as Luka is using the Lava terrain set, the result is Shining Air.

Geoawareness II (Level 30)

Target: Self Type: Support Ability

By further refining his mastery over nature, a Geomancer can bestow its benefits on others. At Level 30, a Geomancer’s Geoawareness can give all allies a +(SPR × 2) Enhancement Bonus for any Task Check the Geomancer is using Geoawareness on.

Light Step II (Level 30)

Target: Self Type: Support Ability

With improved command over the principles of geomancy, a Geomancer can find footing on any ground. At Level 30, Light Step II allows the Geomancer to treat Lava as Adverse terrain, swim in Deep Water without penalty, and ignore any damage that would normally be dealt by terrain.

Terrains & Effects

The following section describes the criteria for each terrain category, as well as the Geomancy effects they produce.

Plains

Open areas of relatively level and dry ground where grass and scrubland are the dominant plant life. Temperatures in this terrain can range from temperate to sub-tropical. Colder grasslands such as taiga will generally use the Snow terrain set, while hotter, drier grasslands such as steppe may use the Desert set.

Rank 1: Plasma

Iridescent columns of pure energy erupt from the ground around the target. Plasma inflicts (2 × MAG) + d8, M. Armor Lightning Elemental damage on the targeted combatant, striking automatically.

Target: Single

Rank 2: Gusty Wind

Gale-force winds assail the target. Gusty Wind inflicts (8 × MAG) + 2d10, M. Armor Wind Elemental damage on the targeted combatant, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Slow (6).

Target: Single

Rank 3: Pitfall

A crevice pulls open beneath the Geomancer’s foes, unceremoniously dropping them into a gaping pit. Pitfall inflicts (12 × MAG) + 5d8, M. Armor Magical damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Immobilize (6).

Target: Group

Rank 4: Sunbath

Golden light shimmers and dances over the battlefield. Sunbath restores (16 × MAG) + 4d10 Hit Points to all active allies.

Target: Party

Rank 5: Tempest

A roaring, towering cyclone bears down on the target. Tempest has a CoS of (M. ACC – 50), M. Evasion of instantly reducing the target to 1 HP, regardless of their current HP scores, Armor, or M. Armor ratings. Treat this as a Death effect. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Meltdown (2); roll separately for each Status.

Target: Single

Forest

Terrain marked by extensive tree growth. Forests can range in size from a small wood to a sprawling rainforest, and cover a wide range of climate types. Colder, snow-blown forests can use the Forest or Snow terrain sets, while moist, water-logged jungles qualify as both Forest and Swamp, depending on the party’s current location.

Rank 1: Leaf Swirl

Whipped up by the wind, a cloud of razor-sharp leaves encircles a single foe. Leaf Swirl inflicts (1 × MAG) + d8, M. Armor Magical damage on the targeted combatant, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Sleep (6).

Target: Single

Rank 2: Will o’ the Wisp

Glowing spirits converge on the Geomancer’s enemies in a disorienting dance, burning a single target with spectral fire. Will o’ the Wisp inflicts (8 × MAG) + 3d8, M. Armor Fire Elemental damage on the targeted combatant, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Confuse (4).

Target: Single

Rank 3: Wild Bear

A wild bear appears from the undergrowth, radiating sylvan energy. Wild Bear removes negative Status Conditions from one combatant as if they had been targeted by Esuna.

Target: Single

Rank 4: Tanglevine

Brambled vines of ivy shoot out of the ground, catching the Geomancer’s enemies in a thorny embrace. Tanglevine inflicts (16 × MAG) + 4d10, M. Armor Magical damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Stop (4).

Target: Group

Rank 5: Branch Spears

The forest shakes and shivers, seeming to come to life as sharpened branches begin to rain down on the battlefield. Branch Spears automatically strikes 1d6 times, each strike inflicting (10 × MAG) + 5d8 Magical damage on one randomly determined combatant in the targeted Group.

Target: Group

Mountains

Rocky, elevated terrain with cooler temperatures and spare, if not outright non-existent, vegetation. At the highest elevations, air temperature can drop to freezing levels and sharp winds frequently blow; these conditions may qualify for the Snow terrain set.

Rank 1: Gust

A blast of mountain air lifts the party off its feet, suspending it in mid-air. Gust bestows the Status Condition Float (4) on all active combatants in the current Party.

Target: Party

Rank 2: Collapse

Jagged columns of rock shoot up around the target, trapping it in a rapidly-shrinking stone cocoon. Collapse inflicts (8 × MAG) + 3d8, M. Armor Earth Elemental damage on the targeted combatant, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Petrify (4).

Target: Single

Rank 3: Tremor

The Geomancer calls violent tremors to shake the battlefield. Tremor inflicts (12 × MAG) + 5d8, M. Armor Earth Elemental damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Confuse (6); roll separately for each eligible combatant.

Target: Group

Rank 4: Sonic Boom

A tremendous thunderclap echoes across the battlefield, distracting and disorienting all opponents. Sonic Boom has a CoS of (M. ACC – 50), M. Evasion of reducing the current Hit Points of all active combatants in the targeted Group by 50%. Treat this as a Gravity-type effect. It also has CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Silence (6); roll separately for each Status and eligible combatant.

Target: Group

Rank 5: Landslide

Set into motion by the Geomancer’s power, a crushing wave of dirt and debris sweeps over the battlefield. Landslide inflicts (24 × MAG) + 5d10, M. Armor Earth Elemental damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of reducing all combatants’ current Initiative by 50%; roll separately for each eligible combatant.

Target: Group

Desert

Dry areas of often intense heat and relatively little plant growth. Sand and dust are an omnipresent feature of the landscape, and are easily whipped up by passing winds.

Rank 1: Vacuum Blade

A howling crescent of wind scythes across the battlefield, cutting into a single foe. Vacuum Blade inflicts (3 × MAG) + d8, M. Armor Wind Elemental damage on the targeted combatant, striking automatically.

Target: Single

Rank 2: Quicksand

The ground beneath the target gives way, turning into a sucking pit of quicksand. Quicksand has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Conditions Immobilize (6) and Sap (6); roll separately for each Status.

Target: Single

Rank 3: Sandstorm

A howling wind picks up and sweeps across the battlefield, assailing the Geomancer’s foes with a veil of sand and small stones. Sandstorm inflicts (14 × MAG) + 5d8, M. Armor Magical damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Blind (6); roll separately for each eligible combatant in the targeted Group.

Target: Group

Rank 4: Antlion

A monstrous antlion surfaces in the midst of the enemy, clamping down on an unfortunate target with jaws tough enough to crack boulders before digging its way back into the earth. Antlion has a CoS of (M. ACC – 50), M. Evasion of instantly reducing the target to 0 HP, regardless of their current HP score, Armor, or M. Armor rating; treat this as a Death effect. If the target survives, Antlion has an additional CoS of (M. ACC—50), M. Evasion of inflicting the Status Condition Berserk (6).

Target: Single

Rank 5: Desert Storm

Called up by the Geomancer’s powers, a chaotic vortex of heat, wind, and sand forms in the battlefield, building in power before roaring towards the party’s foes. Desert Storm inflicts (26 × MAG) + 5d10, M. Armor Fire Elemental damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Slow (6); roll separately for each eligible combatant.

Target: Group

Swamp

Low-lying wetlands with relatively little solid ground. A swamp can be composed primarily of mud, slow-moving, or stationary shallow water, and often features a rich array of vegetation. Jungles with high levels of rainfall or tree growth close to a body of water can also exhibit swamp-like terrain.

Rank 1: Poison Mist

Deadly vapors bubble up from the mire, drawing a choking veil over a single foe. Poison Mist inflicts (3 × MAG) + d8, M. Armor Bio Elemental damage on the targeted combatant, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Poison (∞).

Target: Single

Rank 2: Marsh Lights

An eerie mystical haze rises from the fetid waters to envelop the battlefield. Marsh Lights gives all active combatants in the Geomancer’s current party +30 M. Evasion (4).

Target: Party

Rank 3: Bottomless Bog

The ground suddenly shifts beneath the Geomancer’s foes, leaving them at the mercy of the swamp’s sucking waters. Bottomless Bog inflicts (14 × MAG) + 4d10, M. Armor Water Elemental damage on the targeted combatant, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Condemned (4).

Target: Group

Rank 4: Ignus Fatuus

A ghostly, ominous shape slowly materializes and drifts into the melee, shining its strange light all the while. Ignus Fatuus has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Conditions Venom (4) and Zombie (4); roll separately for each Status.

Target: Single

Rank 5: Bindweed

With a shudder and a scream, the swamp itself seems to come alive, trapping the Geomancer’s foes in a tangle of tree branches, crawling vines, and slithering fauna. Bindweed inflicts (26 × MAG) + 5d10, M. Armor Magical damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Disable (6); roll separately for each eligible combatant.

Target: Group

Water

Large bodies of fresh- or saltwater, ranging from small lakes to great rivers and the mighty ocean itself. Smaller water-based features, such as a pond found in a forest or a mountain stream, generally do not qualify as Water terrain unless they are prominently involved in a battle.

Rank 1: Plasma

Iridescent columns of pure energy erupt from the ground around the target. Plasma inflicts (2 × MAG) + d8, M. Armor Lightning Elemental damage on the targeted combatant, striking automatically.

Target: Single

Rank 2: Waterfall

Soothing droplets of water cascade down on the Geomancer’s comrades. Waterfall restores (6 × MAG) + 3d8 Hit Points to all active allies.

Target: Party

Rank 3: Sliprain

Bright light refracts in a mysterious pattern through the water, disorienting all who behold it. Sliprain has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Conditions Confuse (4) and Blind (4); roll separately for each Status.

Target: Group

Rank 4: Torrent

A globe of sludgy, putrid green detaches from the water’s surface and sails towards the enemy, crashing into them in an explosion of filth and mire. Torrent inflicts (14 × MAG) + 5d8, M. Armor Water Elemental damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Toad (4); roll separately for each eligible combatant.

Target: Group

Rank 5: El Niño

Unleashed by the Geomancer’s power, the fury of the deeps washes over the battlefield in an unstoppable tidal wave. El Niño inflicts (26 × MAG) + 5d10, M. Armor Water Elemental damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Confuse (4); roll separately for each eligible combatant.

Target: Group

Underground

Covers subterranean areas both natural and artificial, including, but not limited to, caverns, tunnels, and ruined underground complexes. These environments tend to see little sunlight, making them both cool and frequently damp. Abandoned buildings above ground may also qualify for this terrain set, provided they are in an advanced state of disrepair.

Rank 1: Phantom

A fearful apparition emerges from the darkness, its body shining with such intensity that all who see it run the risk of being struck blind on the spot. Phantom inflicts (3 × MAG) + d8, M. Armor Shadow Elemental damage on the targeted combatant, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Blind (6).

Target: Single

Rank 2: Will o’ the Wisp

Glowing spirits converge on the Geomancer’s enemies in a disorienting dance, burning a single target with spectral fire. Will o’ the Wisp inflicts (8 × MAG) + 3d8, M. Armor Fire Elemental damage on the targeted combatant, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Confuse (4).

Target: Single

Rank 3: Earth Heal

Greenish-brown dust swirls forth from nowhere, settling onto the Geomancer’s comrades. Earth Heal restores (14 × MAG) + 5d8 Hit Points to all active allies.

Target: Party

Rank 4: Contortion

Gray dust creeps up to cover the enemy, quickly hardening into a shell of solid rock. Contortion inflicts (20 × MAG) + 4d10, M. Armor Earth Elemental damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Stone (∞); roll separately for each eligible combatant.

Target: Group

Rank 5: Cave In

A dangerous rumble tears through the cavern; seconds later, man-size boulders begin crashing down. Cave In automatically strikes 1d6 times, each strike inflicting (10 × MAG) + 5d8 Physical damage on one randomly determined combatant in the targeted Group.

Target: Group

Town

Buildings and areas of habitation constructed by intelligent life. Because of its broad focus, this terrain set encompasses everything from ancient temples to bustling metropolitan areas. A building or complex does not have to be in active use to qualify for this terrain type, but must be in good repair; if it is collapsing or crumbling, it should be treated as belonging to the Underground terrain set.

Rank 1: Mysidian Rabbit

A small creature with a great cotton tail and large, feathery ears prances up from behind the party. Its eyes glow, and in an instant the Geomancer has an intimate knowledge of a single foe. Mysidian Rabbit allows the Geomancer to see the targeted combatant’s Level, Monster Type (if applicable), current and maximum HP and MP values, Absorbances, Immunities, Resistances, Weaknesses and Status Immunities. Opponents who are immune to the effects of Scan will also be immune to Mysidian Rabbit.

Target: Single

Rank 2: Will o’ the Wisp

Glowing spirits converge on the Geomancer’s foes in a disorienting dance, burning a single target with spectral fire. Will o’ the Wisp inflicts (8 × MAG) + 3d8, M. Armor Fire Elemental damage on the targeted combatant, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Confuse (4).

Target: Single

Rank 3: Wind Slash

Howling storm spirits swirl about the enemy, calling down crackling bolts of lightning upon all and sundry._ Wind Slash_ inflicts (12 × MAG) + 5d8, M. Armor Lightning Elemental damage on the targeted combatant, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Disable (6).

Target: Group

Rank 4: Tapir

A snuffling, piglike creature shimmers into existence in front of the Geomancer, sizing up the party before showering them with bubbles of vital of energy. Tapir removes negative Status Conditions from the Geomancer and all active allies as if they had been targeted by Esuna.

Target: Party

Rank 5: Tempest

An unstoppable cyclone roars across the battlefield. Tempest has a CoS of (M. ACC – 50), M. Evasion of reducing the targeted combatant to 1 HP, regardless of their current HP scores, Armor, or M. Armor ratings; treat this as a Death effect. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Meltdown (2). Roll separately for each effect.

Target: Single

Lava

Areas of extreme heat. Typically volcanic terrain, though fierce blazes, industrial structures such as blast furnaces and magical fire may qualify for this terrain set.

Rank 1: Flame Blast

Flames unceremoniously explode around a single target. Flame Blast inflicts (6 × MAG) + 2d8, M. Armor Fire Elemental damage on the targeted combatant, striking automatically.

Target: Single

Rank 2: Shining Air

The air around the Geomancer’s foes begins to heat up, turning the battlefield into a shimmering array of mirages. Shining Air bestows the Status Condition Ruse (4) on all allies in range.

Target: Party

Rank 3: White Flame

Holy fire engulfs the target, searing away sickness and injury with an intense blaze of life. White Flame bestows the Status Condition Reraise (∞), and may not target the same combatant more than one per battle or Scene.

Target: Single

Rank 4: Magma

Columns of burning lava erupt underneath the Geomancer’s foes, spreading fiery destruction throughout the immediate area. Magma inflicts (24 × MAG) + 4d12, M. Armor Fire Elemental damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Heat (2).

Target: Group

Rank 5: Prominence

An explosion of white-hot fury engulfs the target, searing it within an inch of its life. Prominence inflicts (28 × MAG) + 5d8, M. Armor Fire Elemental damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Elemental Weakness (Fire) (6).

Target: Group

Snow

Areas of extreme cold, typically at freezing point or below. Includes environments with high levels of snowfall, though cold tundra and terrain such as icebergs and glaciers also qualify for this set.

Rank 1: Arctic Hare

A small, white-furred rabbit burrows out of the snow, rubs noses with a single combatant, and then vanishes. Arctic Hare restores (3 × MAG) + 2d6 Hit Points to the targeted combatant.

Target: Single

Rank 2: Icicle

Blades of extreme cold stab up from under the Geomancer’s foes. Icicle inflicts (10 × MAG) + 4d8, M. Armor Ice Elemental damage on all active combatants in the targeted Group, striking automatically.

Target: Group

Rank 3: Ice Storm

The air around the Geomancer’s opponents begins to chill to absolute zero, assailing all in range with bitter, crippling cold. Ice Storm inflicts (16 × MAG) + 5d8, M. Armor Ice Elemental damage on all active combatants in the targeted Group, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Silence (6).

Target: Group

Rank 4: Avalance

A shower of snow, ice, rocks, and debris descends, burying a single unfortunate victim. Avalanche has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Conditions Frozen (2) and Curse (6); roll separately for each Status Condition.

Target: Single

Rank 5: Ice Pillar

Spears of sharp, polished ice rain down on the target, mercilessly skewering it. Ice Pillar inflicts (28 × MAG) + 5d8, M. Armor Ice Elemental damage on the targeted combatant, striking automatically. It also has a CoS of (M. ACC – 50), M. Evasion of inflicting the Status Condition Elemental Weakness (Ice) (6).

Target: Single

Magic Knight
魔法剣士

At a distance, they look like any other swordsman—only when the Black Magic begins to course through their blades does their true nature emerge. Magic Knights are initiates in a mysterious and secretive order of magical swordsmen gifted with the ability to store spells within their weapons, leaving them capable of turning a simple sword-slash into flaming devastation, clouds of toxin, or black holes capable of warping reality itself.

Because the nature of their magic requires them to get up close and personal with foes, Magic Knights are warriors first and sorcerers second. While a handful of Mages dabble in the Magic Knights’ signature art, only the Knights themselves have the arms mastery needed to exploit it to its fullest; even when stripped of her magical abilities, a Magic Knight can still hold her own against a Swordmaster or Fighter.

STR VIT AGI SPD MAG SPR
+10 +10 +10 +10 +12 +8

Job Profile

Representatives: Mystic Knight Job (FFV_), Adelbert Steiner (FFIX_), Warrior Dressphere (FFX-2)
HP Die: d8
MP Die: d8
Weapons: Axes, Bows, Flails, Gloves, Greatswords, Knives, Light Swords, Polearms, Rods, Staves, Swallows, Swords
Armor: Gauntlets, Helmets, Mail, Robes, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitude: Weapon

Spellblade Magic

Spellblade Magic gives the Magic Knight a versatile arsenal of enchantments, allowing them to tailor their attacks to foes’ weaknesses with absolute precision.

Spellblade (Level 1)

Target: Self Type: Magic Ability

Magic Knights can cast Spells from the Spellblade Magic list in Chapter 8. Like Blue and Summon Magic, Spellblade Magic has no discrete Levels, but is organized into four tiers according to effect: Elemental, Status, Effect, and Ultimate. As the Magic Knight gains Levels, she will gain the option of choosing Spells from each of these tiers.

While players can choose which Spells they gain when they qualify for new ones, each Spell has its own Level requirement. The Status effect Stone Strike, for instance, can only be acquired if the Magic Knight is at Level 43 or higher, even though the Magic Knight first gains access to Status effects at Level 1.

Because they simply enhance the Magic Knight’s basic attacks, most Spellblade magics can score Critical Hits in the same manner as normal Attack Actions. Their effects also stack with a number of Weapon Equipment Abilities—Auto-[Status], +[x] [Attribute/Combat Statistic], Break Damage Limit, Critical+, Critical++, [Element] Enhancer, Sensor, and the special rules associated with Ultima Weapon and the Valiant Knife. All other Equipment Abilities on the Weapon are ignored.

Table 4-33: Magic Knight Growth
Level New Spells Gained
1 Status ×1, Elemental ×1
8 Status ×1, Elemental ×1
15 Status ×2, Elemental ×1
22 Status ×1, Elemental ×1, Effect ×1
29 Status ×1, Elemental ×1, Effect ×1
36 Status ×2, Elemental ×1, Effect ×1
43 Status ×2, Elemental ×1, Effect ×2
50 Status ×1, Elemental ×1, Effect ×1, Ultimate ×1
57 Status ×1, Elemental ×1, Ultimate ×1
64 Status ×2, Ultimate ×1

Intuitive Magic (Level 1)

Target: Varies Type: Magic Ability

The Magic Knight can use her spellcasting abilities for other purposes. More details on Intuitive Magic can be found in Chapter 8.

Keywords: Barrier, Destruction, Earth, Elemental Manipulation, Fire, Holy, Ice, Lightning, Poison, Shadow, Water, Wind

SOS Skill

When danger looms, Magic Knights can protect themselves in the blink of an eye.

SOS-Shell (Level 1)

Target: Self Type: Support Ability

Due to their heavy reliance on spellcasting, Magic Knights are taught from early on how to prepare anti-magic barriers at a moment’s notice—as much to protect them from the sorcery of an opponent as the potentially devastating consequences of a miscast Spellblade effect. SOS-Shell takes effect when the Magic Knight’s current Hit Points are reduced to 25% or lower of their maximum value, bestowing the Status Condition Shell. The Status Condition is automatically canceled once the Magic Knight’s current Hit Points are more than 25% of their maximum value. This Ability stacks with SOS-Protect and SOS-Haste.

SOS-Protect (Level 15)

Target: Self Type: Support Ability

As they begin to gain hands-on combat experience, Mystic Knights quickly learn how to broaden their reflexive defenses. SOS-Protect takes effect when the Magic Knight’s current Hit Points are reduced to 25% or lower of their maximum value, bestowing the Status Condition Protect. The Status Condition is automatically canceled once the Mystic Knight’s current Hit Points are more than 25% of their maximum value. This Ability stacks with SOS-Shell and SOS-Haste.

SOS-Haste (Level 40)

Target: Self Type: Support Ability

A savvy Magic Knight knows that speed is of the essence, particularly when death is near. SOS-Haste takes effect when the Magic Knight’s current Hit Points are reduced to 25% or lower of their maximum value, bestowing the Status Condition Haste. The Status Condition is automatically canceled once the Magic Knight’s current Hit Points are more than 25% of their maximum value. This Ability stacks with SOS-Shell and SOS-Protect.

Ninja
忍者

The Ninja is a warrior of shadow, combining the talents of infiltrator, spy, and assassin in a single finely-trained body. Ruthlessly independent by nature, Ninja are schooled from early on in the virtues of silent action and caution, the art of killing from a distance as well as a hair’s breadth away. To do so, they make use of a wide range of tools: scrolls and powders imbued with magical properties, compact bombs for clearing away obstacles or stubborn opponents, deadly throwing stars, and much more besides.

In the old days, Ninja served a feudal lord, dispatching political enemies and gathering intelligence at his behest. Today, they are more likely to be mercenaries, selling their skills out to the highest bidder. Few, if any, worry about the ethics of their actions—cold-hearted amorality is the Ninja’s stock in trade, a trait that accounts for much of their power and mystique. Nor are they team players by any stretch of the imagination; they are trained to work alone and rely only on themselves in battle. But parties willing to overlook the Ninja’s more selfish edges will find them to be superbly versatile combatants capable of matching—and mastering—the most overwhelming challenges.

STR VIT AGI SPD MAG SPR
+10 +8 +12 +12 +10 +8

Job Profile

Representatives: Edward Geraldine “Edge” Eblan (FFIV_), Clyde “Shadow” Arrowny (FFVI_), Ninja Job (FFI, FFIII, FFV, FFXI, FFT, FFTA)
HP Die: d8
MP Die: d6
Weapons: Boomerangs, Claws, Flails, Katana, Knives, Ninja Blades
Armor: Armwear, Hats, Suits
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitude: Thievery

Ninjutsu

Ninjutsu is the Ninja Art, a blend of mysticism and martial technique that emphasizes the destruction of an opponent at any cost.

Throw (Level 1)

Target: Single Type: Support Ability

Fast and discreet, throwing weapons are a natural favorite among Ninja, who are trained from early on to wound and kill with any projectile they can lay their hands on. Throw allows the Ninja to launch a single Weapon or Throwing Weapon at an opponent with devastating force and accuracy, striking automatically for 200%, Armor damage. Damage for this attack is always calculated using the Ninja’s STR Attribute, even with Weapons whose damage code normally defaults to MAG or AGI, and may ignore the Damage Cap. Equipment Abilities are ignored unless a Throwing Weapon was used; in this case, they apply as normal.

This technique does comes with a price, however. Any Weapon used in conjunction with Throw breaks on impact and cannot be retrieved after it has been thrown. This includes Artifact and Legendary Weapons—even these rare relics cannot stand up to the Ninja’s throwing arm.

Dual Wield (Level 1)

Target: Self* Type*: Support Ability

Because they operate alone, many Ninja prefer to wield paired weapons in order to scrape up a fighting chance against multiple opponents. Dual Wield may be used to equip a Weapon in the Shield Slot as per the Two Weapons Skill. With two Weapons equipped, the Ninja will strike twice when making an Attack Action against a target; calculate damage for each Weapon as if the Ninja had made two separate attacks, rolling to hit for each as normal.

Intuitive Magic (Level 1)

Target: Varies Type: Magic Ability

The Ninja can use her spellcasting abilities for other purposes. More details on Intuitive Magic can be found in Chapter 8.

Keywords: Earth, Elemental Manipulation, Fire, Illusion, Lightning, Water

Utsusemi (Level 8)

Target: Self Type: Slow Action (4)

The Ninja clasps his hands together in a meditative pose, standing utterly still even as his outline begins to swim and blur. Utsusemi bestows the Status Condition Agility Up (6)_.

Katon (Level 15)

Target: Single* Type*: Magic Ability (28 MP)

Focusing the power of the elements, the Ninja calls up a sudden, stabbing eruption of flame beneath the target. Katon
inflicts (12 × MAG) + 3d6, M. Armor Fire Elemental damage on the target, striking automatically; in addition, it has a CoS of Mind, Evasion of inflicting the Status Condition Confuse (4) on the target.

Image (Level 22)

Target: Self* Type*: Slow Action (8)

The Ninja’s body begins to waver, becoming more and more indistinct until one lone figure has become a host of dark, obscure assassins. Image creates 4 silhouettes around the Ninja (6), each of which grants +5 Evasion to the Ninja for as long as they remain in existence. Whenever the Ninja takes damage, reduce the number of silhouettes by one; Image may not be used again until all silhouettes have expired or been destroyed.

Suiton (Level 29)

Target: Single Type: Magic Ability (46 MP)

Drawing on the power of the surrounding elements, the Ninja unleashes the might of the tide in a torrent of powerful ocean waves. Suiton inflicts (16 × MAG) + 5d6, M. Armor Water Elemental Magical damage on the target, striking automatically. In addition, it has a CoS of Mind, Evasion of inflicting the Status Condition Silence (4) on the target.

Shadow Stitch (Level 36)

Target: Single Type: Magic Ability (66 MP)

With a single hand-clap, the Ninja summons a burst of tiny needles to stitch the target’s shadow to the ground, trapping it in place. Shadow Stitch has a CoS of Mind, Evasion of inflicting the Status Conditions Disable (4) and Immobilize (4) on the target. Roll for both Status Conditions at once; either the target is affected by both or it is affected by neither.

Raiton (Level 43)

Target: Single Type: Magic Ability (70 MP)

Summoning the might of the storm and skies, the Ninja calls down an arcing barrage of lightning to incinerate his foes. Raiton inflicts (20 × MAG) + 4d10, M. Armor Lightning Elemental damage on the target, striking automatically. In addition, it has a CoS of Mind, Evasion of inflicting the Status Condition Blind (4) on the target.

Sunken State (Level 50)

Target: Self Type: Reaction

By temporarily harnessing the dark energies of the underworld, a skilled Ninja can sink into the ground to evade attacks, leaving only their shadow behind. When triggered, Sunken State has a flat CoS of 30% of bestowing the Status Condition Vanish (2).

Reaction Trigger: Physical damage targeting the Ninja.

Doton (Level 57)

Target: Single Type: Magic Ability (90 MP)

The Ninja slaps the ground with the palm of his hand, unleashing intense tremors that toss the target like a ragdoll. Doton inflicts (24 × MAG) + 4d12, M. Armor Earth Elemental damage on the target, striking automatically. In addition, it has a CoS of Mind, Evasion of inflicting the Status Condition Slow (4) on the target.

Élan (Level 64)

Target: Self Type: Support Ability

The Ninja slips into a trance-like state as he begins to soak in ambient chi, building a store of energy capable of supercharging his already formidable techniques. When using Katon, Suiton, Raiton, Doton, or Shadow Stitch, the Ninja may elect to add a Charge Time of 10 to the Ability’s MP cost in order to empower the technique with Élan. If they choose to do so, the Ability’s Target is changed from Single to Group for the duration of that Action. Once this is done, _Élan_’s effects expire.

Paladin
パラディン

The Paladin is a sacred knight, consecrated to the powers of light and dedicated to justice and virtue in their purest forms. Purged of any self-doubt and absolute in their devotion to their cause, these holy warriors form the unlikely middle ground between the White Mage’s compassion and the Knight’s fierce sense of honor. While all Paladins follow the same basic moral code, each Paladin has their own interpretation of it; some are crusaders dedicated to the extermination of evil in all its worldly forms, others focus their efforts on protecting the lives of those weaker than themselves. The one unifying factor in all is the strength of the Paladin’s own beliefs; in sheer moral conviction, few professions can hope to rival them.

STR VIT AGI SPD MAG SPR
+12 +13 +9 +8 +8 +10

Job Profile

Representatives: Cecil Harvey (FFIV_), General Beatrix (FFIX_), Agrias Oaks (FFT), Paladin Job (FFXI, FFTA)
HP Die: d10
MP Die: d6
Weapons: Axes, Greatswords, Light Swords, Knives, Staves, Swords
Armor: Gauntlets, Helmets, Mail, Robes, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitude: Weapon

Holy Sword

Protector, healer, fighter: the Paladin’s talents extend in many directions.

Cover (Level 1)

Target: Single Type: Fast Action/Reaction

The Paladin is a protector first and foremost, thinking nothing of placing herself in harm’s way in order to shield a comrade. Cover allows the Paladin to select a single target to protect; once a target has been selected, Cover becomes a Reaction Ability. When triggered, Cover applies all damage that would otherwise be taken by the target to the Paladin instead, modifying for the Paladin’s Armor as normal. Cover may only affect one target at any given time; switching targets or removing this protection is a Zero Action, but requires the Paladin to be able to use the Ability.

Reaction Trigger: The Ally being _Cover_ed is dealt Physical damage. Will not trigger if the Paladin is 25% of maximum HP or lower herself.

Sentinel (Level 1)

Target: Party Type: Reaction

While Paladins can single out individual allies for protection, they are also trained to keep a close eye on the health of the party as a whole. When triggered, Sentinel applies all damage that would be taken by the ally to the Paladin instead, modifying for Armor as normal. Sentinel does not affect use of Cover, but does not enhance its effects; Cover will always be used instead of Sentinel where applicable. If multiple combatants could use Sentinel on the same target, the one with the highest Hit Points will take the blow.

Reaction Trigger: An ally at 25% or fewer of maximum HP is dealt Physical damage. Will not trigger if the Paladin is 25% of maximum HP or lower herself.

Intuitive Magic (Level 1)

Target: Varies Type: Magic Ability

The Paladin can use her spellcasting abilities for other purposes. More details on Intuitive Magic can be found in Chapter 8.

Keywords: Barrier, Healing, Holy, Lightning

Hallowed Bolt (Level 8)

Target: Group Type: Magic Ability (22 MP)

The Paladin holds her sword to the heavens just as a lightning bolt slams down, guiding that blast of electrical fury straight into the midst of the enemy. Hallowed Bolt inflicts 75%, Armor Lightning Elemental damage on all active combatants in the targeted Group, striking automatically. In addition, it has a flat CoS of 30% of inflicting the Status Condition Silence (4); roll separately for each eligible target.

Healing Wind (Level 15)

Target: Group Type: Magic Ability (34 MP)

Gusts of healing energy begin to whirl around the Paladin’s body, building up in intensity until the entire party is enveloped. Healing Wind restores (9 × MAG) + 2d6 HP to all allies.

Cleansing Strike (Level 22)

Target: Single Type: Magic Ability (40 MP)

The Paladin thrusts her weapon forward, calling a spectral greatsword to erupt from the ground and skewer the target where it stands. Cleansing Strike inflicts 125%, Armor Holy Elemental damage on the target, striking automatically. In addition, it has a flat CoS of 30% of inflicting the Status Condition Condemned (4) on the target.

Astra (Level 29)

Target: Single Type: Magic Ability (46 MP)

The Paladin pours her ironclad resolve into a powerful magical barrier capable of shielding an ally from harmful influences. Astra bestows the Status Condition Resist (4), but this Status is automatically canceled the first time it protects the target from being afflicted with a Status Condition. If the target is struck by an attack that inflicts multiple Status Conditions at once, all Conditions will be blocked before _Astra_’s effects dissipate.

Seal Evil (Level 36)

Target: Single Type: Magic Ability (53 MP)

With a wave of her weapon, the Paladin unleashes a swarm of holy spirits, overwhelming the target with a barrage of purity and light. Seal Evil can only be used to target Undead and Demons, and has a flat CoS of 60% of inflicting the Status Condition Stone (∞).

Holy Circle (Level 43)

Target: Party Type: Magic Ability (61 MP)

The Paladin raises her weapon to the skies, calling down beams of divine light to empower the party. Holy
Circle
bestows the Status Conditions Protect (4) and Holy Enhancer (4).

Judgement Blade (Level 50)

Target: Group Type: Magic Ability (90 MP)

The Paladin’s blade cuts through the air, triggering a shower of ethereal crystals to entomb the enemy. Judgment Blade inflicts 125%, Armor Holy Elemental damage on all active combatants in the targeted Group, striking automatically. In addition, it has a flat 30% CoS of inflicting the Status Condition Stop (2); roll separately for each eligible combatant in the targeted Group.

Divine Ruination (Level 57)

Target: Group Type: Magic Ability (155 MP)

With a swing of her blade, the Paladin draws forth the divine energies of the earth itself, sowing panic and chaos among her foes as searing white pillars of light tear across the battlefield. Divine Ruination inflicts 150%, Armor Holy Elemental damage on all active combatants in the targeted Group, striking automatically. In addition, it has a flat 30% CoS of inflicting the Status Condition Confuse (4); roll separately for each eligible combatant in the targeted Group.

Great Gospel (Level 64)

Target: Party Type: Magic Ability (200 MP)

Silver rain begins to fall on the battlefield, drenching all but the silently praying Paladin. Suddenly, the rain ceases; the Paladin rises, arms held aloft as dazzling sunlight bursts forth and cherubs descend from the heavens to bestow their blessings on the party. Great Gospel restores (17 × MAG) + 4d8 HP to all active combatants in the Party; in addition, it bestows the Status Condition Wall (4).

Rune Knight
ルーンナイト

The Rune Knight is a curious figure by anyone’s reckoning, as much a warrior as a sorcerous lightning rod. Trained to counter the army-shattering effects of large-scale battle magic, they advance ahead of the main force, nullifying incoming spells and draining mana from opposing mages until the enemy’s magical firepower has been utterly silenced. Once the Rune Knight’s work is done, all that remains is to mop up; for better or worse, the tide of battle has irrevocably turned.

A successful Rune Knight is the sum of hereditary power, careful training, and unshakable resolve. Genetics and training allow a Rune Knight to intercept enemy magic and reduce it to raw mana and elemental power; resolve gives them the ability to work those talents in the face of impending fiery doom—or worse. Once absorbed, a spell can be promptly flung back at its caster or used as grist for the Rune Knight’s extensive arsenal of mana-powered attacks; most Rune Knights have at least a little training in traditional spellcasting, though their swords remain their main means of offense.

To ordinary soldiers, experienced Rune Knights are an awesome and inspiring presence, a fearless aegis willing to put everything on the line for the good of his comrades. The trust and loyalty a Rune Knight enjoys makes him a natural leader; those that survive their often suicidal missions quickly advance up the chain of command, buoyed by tales of the selfless heroism so fundamental to the Job’s abilities.

STR VIT AGI SPD MAG SPR
+12 +10 +10 +10 +8 +10

Job Profile

Representatives: Celes Chere (FFVI_), Dycedarg Beoulve (FFT_), Zalbaag Beoulve (FFT)
HP Die: d10
MP Die: d6
Weapons: Axes, Flails, Greatswords, Knives, Light Swords, Swords
Armor: Gauntlets, Helmets, Mail, Robes, Shields
Accuracy Bonus: +30
Skill Points: 240
Skill Aptitude: Weapon

Counter Magic

The Rune Knight’s techniques were created to weaken, damage, and ultimately destroy any spellcasting target on the battlefield. To this end, the Rune Knight must confront his would-be targets head-on, using everything at his disposal to withstand the mystical onslaught.

Runic (Level 1)

Target: Self Type: Fast Action

The Rune Knight’s signature ability allows him to absorb magic by capturing it within weapons or armor inscribed with spell-binding runes, his weapon and breaking it down into raw mana for his own use. Runic affects all Red, Black, White, Time, and Blue Spells, except those with Target: All; monster Abilities with an MP cost may also be affected. Once used, _Runic _absorbs the first eligible Spell or Ability used in the immediate vicinity, regardless of its source; that Spell or Ability has no effect and the Rune Knight gains MP equal to its original casting cost. If Runic has absorbed nothing by the time the Rune Knight’s next turn comes up, its effects are lost; he must decide whether to use Runic again or take another Action.

Intuitive Magic (Level 1)

Target: Varies Type: Magic Ability

The Rune Knight can use her spellcasting abilities for other purposes. More details on Intuitive Magic can be found in Chapter 8.

Keywords: Barrier, Destruction, Elemental Manipulation

Return Magic (Level 36)

Target: Single Type: Reaction

As the Rune Knight gains experience, he learns to do more than simply break down magic to its constituent parts—with practice, he can copy and return sorcerous attacks in a split-second, giving enemy spellcasters a taste of their own medicine. When triggered, Return Magic has a CoS of ((Level / 2) + (Spirit × 2)) of allowing the Rune Knight to immediately cast the exact same Spell, targeting the original caster. Alternately, he may choose to gain a number of MP equal to the Spell’s original casting cost. Neither option prevents the Rune Knight from suffering the effects of the affected Spell—these are calculated as normal. If the Rune Knight elects to return the Spell, the original caster will always be the only one affected by it, even if said Spell was Target: Group.

Return Magic is subject to the same restrictions as Runic: it cannot be used to counter Spells with Target: All, Summon Magic, or Spellblade Magic. The Rune Knight must also be able to cast Spells in order to be able to use Return Magic; Status Conditions such as Silence will seal this Ability until they are canceled.

Reaction Trigger: Arcane, Elemental, or Status spell or monster ability susceptible to Runic.

Quadra Magic (Level 64)

Target: Group Type: Support Ability

Further refinement of Return Magic‘s principles permits veteran Rune Knights to turn a single hostile spell into a blistering volley of sorcery. Quadra Magic may be used whenever Return Magic triggers, and allows the Rune Knight to immediately cast the exact same Spell four times, each time targeting a randomly determined combatant in the original caster’s Group. To do so, the Rune Knight must have enough MP to cast the relevant Spell three times; otherwise, Return Magic’s default effects are used instead. As with Return Magic, Quadra Magic does not prevent the Rune Knight from suffering the effects of the affected Spell—these are calculated as normal.

Unyielding Sword

Powerful and brutal in equal measures, the Rune Knight’s battle techniques turn excess mana into bone-crushing blows.

Fury Brand (Level 1)

Target: Single Type: Magic Ability (20 MP)

A trident of violent red energy thrusts up from under the target, emitting a single intense pulse as it disappears again. Fury Brand inflicts 100%, Armor Physical damage on the targeted combatant, striking automatically. In addition, it has a flat CoS of 30% of inflicting the Status Condition Berserk (4).

Stardust Ray (Level 15)

Target: Group Type: Magic Ability (27 MP)

Glowing arrows of light form around the Rune Knight, trailing glitter as brilliant as the night sky as they begin whistling into the thick of the enemy. Stardust Ray inflicts 75%, Armor Physical damage on all active combatants in the targeted Group, striking automatically. It also has a flat CoS of 30% of inflicting the Status Condition Spirit Break (4); roll separately for each eligible combatant.

Shellburst Stab (Level 22)

Target: Single Type: Magic Ability (35 MP)

The Rune Knight extends his weapon, shaping raw mana into a cruel glowing scimitar blade that callously cuts through the target before fading out. Shellburst Stab inflicts (Target’s Current MP) Physical damage on the targeted combatant, striking automatically. Regardless of how many MP the target currently possesses, Shellburst Stab may never inflict more than 999 damage.

Blastar Punch (Level 29)

Target: Group Type: Magic Ability (56 MP)

A glowing white axeblade descends from the heavens, crashing down onto the Rune Knight’s foes with brain-shattering force. Blastar Punch inflicts 100%, Armor Physical damage on all eligible combatants in the targeted Group, striking automatically. In addition, it has a flat CoS of 30% of inflicting the Status Condition Magic Break (4).

Viper Bite (Level 43)

Target: Single Type: Magic Ability (70 MP)

Sickly green daggers warp into being around the Rune Knight’s enemy, clamping down like the fangs of some great, spectral serpent. Viper Bite inflicts 125%, Armor Physical damage on the target, striking automatically. In addition, it has a flat CoS of 30% of inflicting the Status Condition Venom (4).

Hellcry Punch (Level 50)

Target: Single Type: Magic Ability (95 MP)

The Rune Knight unleashes his accumulated power and summons a monolithic greatsword from the depths of the earth, piercing his foe with an ice-blue edge of pure magic. Hellcry Punch inflicts 150%, Armor Physical damage on the targeted combatant, striking automatically. In addition, it has a flat CoS of 30% of inflicting the Status Conditions Power Break (4) and Silence (4). Roll separately for each Status Condition.

Icewolf Bite (Level 57)

Target: Group Type: Magic Ability (110 MP)

Summoned by the Rune Knight’s power, a phantom longsword tears through the ground, ornately carved blade coruscating blue and red in turn before vanishing. Icewolf Bite inflicts 150%, Armor Physical damage on all eligible combatants in the targeted Group, striking automatically. In addition, it inflicts 200%, Armor Physical damage to the combatants’ Magic Points. MP damage inflicted by Icewolf Bite may ignore the Damage Cap.