Title: Raisa'n Heart Author: bardysseus Pastebin link: http://pastebin.com/FMDv24da First Edit: Thursday 19th of January 2012 03:04:35 PM CDT Last Edit: Thursday 19th of January 2012 03:04:35 PM CDT http://www.pixiv.net/member_illust.php?mode=medium&illust_id=24128347 Raisa level 16 White Mage INT 17+4=21 (+7) SPR 12+4=16 (+5) VIT 9+4+2=15 (+5) DEX 9+4=13 (+4) STR 3+4=7 (+2) DP: 7 ARM: 50 MARM: 90 HP: 346 (21*16)+10 MP: 468 (26*16) ACC: 5 EVA: 11   Equipment Homemade Marvel Shoes (3000g) [+4 all attributes] (7500g) [Holy Enhancer, Auto-Haste] Massive Hammer of Weaponsmithing (250) [Tier 2 Huge, +2 synthesis weaponsmithing] Giant Needles of Knitting Armor (250) [Tier 2 Huge, +2 synthesis tailoring] Farplane Shroud 30 ARM/70MARM (4500) Venetian Shield 20/20 (4500) [+2 VIT]   Skills: Synthesis DC 14 Synthesis: Tailoring: 8 (12 faith/tools)         Weapon smithing: 8 (12 faith/tools)         Armorsmithing: 8 (10 faith)         Cooking: 5 (7 faith)         Alchemical: 8 (10 faith) Healing: 8   Abilities: Divine Seal MP Stroll Body and Soul Clear Mind Blessed Existence Shield Bearer   Spells: Faith (3 MP) Target: Single Type: Effect The target of Faith receives an automatic +2 bonus to his next skill check, opposed roll, or attack.   Dia (5 MP) Target: Single Type: Elemental, Holy Reflectable Pinpricks of white light circle the target rapidly, blasting away with tiny beams of light for a moment before dissipating. Dia inflicts (INT x 2) + 2d6 points of Holy damage, and removes magically-granted Invisibility and natural Stealth from the enemy, as it is now dimly outlined with a white glow. Foes who have taken damage from the Dia spell cannot successfully make Stealth rolls until the end of combat, and their EVA score does not increase from the Invisible or Vanish spells or the Sunken State or Elemental Body job abilities.   Float (10 MP) Target: Single Type: Recovery Resist 12 Though not a true spell of flight, the caster is able to alter the air currents slightly, protecting allies from harmful falls and allowing them to hover a few inches above the ground. It nullifies damage caused by Earth-based spells and abilities, as well as damage caused by falling. The target of this spell receives the positive status effect Float for several rounds   Poisona (5 MP) Target: Single Type: Recovery By concentrating for a moment, the caster is able to neutralize the poisons and venoms within the body. The target is no longer affected by the negative status effect Poison. Although some truly potent poisons are unaffected by this spell, it remains a tried-and-true favorite amongst adventurers everywhere. It’s also great for getting rid of hangovers.   Vox (5 MP) Target: Single Type: Recovery Reflectable There are few things more vulnerable than a mage unable to cast – this simple (if oddly-named) spell prevents that. The target is no longer affected by the negative status effect Seal and is immune to its effects for the remainder of combat.   Protect (40 MP) Target: Single Type: Status Reflectable, Resist 13 A barricade of blue light explodes into existence in front of an ally, gleaming brightly. Protect bestows the effects of the positive status Protect on one target. All physical damage they take (after ARM is calculated) is halved. This effect lasts until combat ends.   Cure II (25 MP) Target: Single Type: Recovery Reflectable Droplets of astral light seem to fall from the skies, mending injuries and closing wounds instantly. Cure II restores (INT x 4) + 2d6 points of HP to any conscious target.   Wall Target: Single Type: Effect The user of this spell is capable of forming a shimmering barrier of magical force, strong enough to deflect and absorb most projectile attacks. All attacks made against the target of a Wall spell from a Medium Range or Long Range away are negated. Short Range attacks are unaffected, and the spell ends if the Walled character is ever the target of a Critical Hit or Limit Break, regardless of distance. This spell is not a status effect and cannot be removed with Dispel or similar methods.   Seal (20 MP) Target: Single Type: Status Reflectable, Resist 13 Near-invisible bands of force clasp around the target’s limbs and mouth, making it impossible to use abilities or spells. The target is affected with the negative status effect Seal.   Escape (10 MP) Target: Party Type: Effect Acting as a short-range teleport, this spell allows the party to exit dungeons with convenient swiftness. The spell returns all party members to the last safe location on or near the surface. This magick also doubles as a way to safely flee dangerous combat, as casting will instantly end combat and return the likely-wounded   Cure III (40 MP) Target: Single Type: Recovery Reflectable Green baubles of water and light shimmer around the target, restoring (INT x 6) + 2d6 points of HP to any conscious target.   Life II (50 MP) Target: Single/holy energy illuminates the ground around the fallen target, helping them to return to their feet as if carried aloft by invisible hands. An unconscious or dying target is returned to a semblance of fighting form. The target recovers (INT x 4) + 2d6 points of HP, and this spell may only be cast on allies with 0 HP or less.