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 MYSTIC MAGE Rare Skill Set

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Ish'in
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PostSubject: MYSTIC MAGE Rare Skill Set   Sat Jul 16, 2016 12:23 pm

>>>>>>>MYSTIC MAGE<<<<<<<
MYSTIC ARTS
SP
LEVEL
STM
MOVES
Type
Requires
Target
-
40
-
-
Passive
Quest
Self
Permanently Adds:
5000 STM
1000 MAG
500 MDEF
DANCING ORBS (B)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
50
-
-
(+) Dancing Orb
Mystic Mage
Self
Hundreds of Defensive Orbs will dance around the user, protecting them from Magical Attacks.
Reduces Damage Taken from Magic (M), Dark (D), Holy (H) by 10%
Lasts for 4 turns.
Has a cooldown of 6 turns.
IMBUE "GA"
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
60
200
1
Passive
Mystic Mage
1
Improves the effects of IMBUE. If used with IMBUE "RA", it will allow you to use spells like FIRAGA, WATERAGA, etc... when you're using ORB spells.
Number of target depends on which ORB spell is used.
Aside from the element bonus, the damage of your ORB attacks also increases by 15% (Stacks with IMBUE "RA")
MYSTIC ORB LANCE (M)
SP
LEVEL
STM
MOVES
Damage
Requires
Target
1
70
300
2
MAG *1.8
Mystic Mage
1
Summon a gigantic magical lance that can be thrown at the direction of the target. It picks up speed once it leave the user's hand and penetrate through almost anything.
(IGNORES BARRIER and REFLECT Type Spells)
Has a cooldown of 3 turns.
TELUM COMPRIMO ORACCION (N)
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
80
600
1
-1 MOVE per hit
(8 Hits)
Mystic Mage
1
A high level Binding Spell. It prevents the target from moving by stabbing it with large Magical Binding Arrows. Each Arrow Reduces the Target's MOVE by 1.
(8 Hits, roll the dice 8 times)
Effect Lasts for 3 turns.
Has a cooldown of 10 turns.
FASTCAST
SP
LEVEL
STM
MOVES
Effect
Requires
Target
1
90
-
-
Passive
Mystic Mage
Self
Reduces the Spell MOVE cost and TURN cost of All (M) type spells by 1. Cannot reduce a skill's MOVE and TURN cooldown below 1.
MAGE STORM
SP
LEVEL
STM
MOVES
Damage
Requires
Target
2
100
1500
4
MAG*1.15
(12 rolls)
Mystic Mage
1~12
Summons forth a violent magical storm that sends down bolts of Magic to strike down the enemies of the Mystic Mage with pin point accuracy.
(12 Hits, roll the dice 12 times.)
Has a cooldown of 12 turns after activation.
ALL STAT BONUSES ARE APPLIED AFTER EQUIPMENT IS ADDED
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