The lifeline of the Alliance. Casters use their Abilities to keep their allies on the battlefield alive and well. Coming from the same source as the Yolei’s Blaster arts, the Caster uses magic as a more effective alternative to the medicinal arts practiced by the other Races. While it was mostly the clergy that used these arts in the historic Yolei society, modernly it is doctors, nurses, and medics that study this field of practice.
Despite how useful the techniques Casters learn are, a very small percentage of K.A.O.S. members ever do because it is very demanding the second anyone learns them. It’s like being the one guy in a group who owns a truck, and periodically everyone needs to move something. It also takes a lot of focus to do the job well, and a lot of people don’t want that level of anxiety. Most prefer to just learn the minimum First Aid from the Outrider Vocation, and only the most dedicated seek the path of the Caster.
In Combat, Casters spend almost all of their time tending to their Allies. They do have some damaging Abilities, but they are more for their own survivability than anything else. They tend to wander between the middle and back lines of the party, making sure everyone is always in reach. They aren’t typically in much danger themselves, unless the rest of their team perishes and they find themselves in a battle of attrition until they meet the same fate. Thankfully, just having a Caster around often makes enough difference that no one goes down.
Abilities
Unique Constant Ability: Reliable Blessing
Self, Magic
When Caster is equipped, regen 1% of your missing HP at the start of your turn, for each turn. If you have the Opportunity to Rest and five or more minutes in-game have passed since the last round of Combat, you may bring your HP back to full. For characters without HP, this applies to the resource that replaces it, but still scales off of whatever your HP stat would have been.
Unique Command Ability: Polysporin
TP 5 – Single Ally, Magic
As an Empty Action, you may select an Ally within your Zone of Attention to restore FTH + d20 HP. This can only be used on the same Ally once per turn.
Restore
Cost 1 AP – 10 SP – Learned, Command, Single Ally, Magic
As a Full Action, you may select an Ally within your Zone of Attention to restore (FTH x 3) + 2d10 HP.
Healing Wave
Cost 5 AP – 15 SP – Learned, Command, AOE Ally, Magic
As a Full Action, you may select all Allies within your Zone of Attention to restore (FTH x 2) + d10 HP to each.
Soothing Wind
Cost 1+ AP – (10 x AP) SP* – Learned, Command, All Allies, Magic
Grace becomes you. As a Full Action, target one Ally within your line of sight up to a maximum distance of 100 times your Zone of Attention away as a center point and all Allies within AP [fed into this Ability] meters in diameter circle from them, then heal them for AP x FTH + (AP / 10) d20 HP. There is no upper limit to how much AP can be placed into this Ability over time. You may cast this spell at any lower AP cost below your current investment, for the concern of others. You may still cast the spell at full AP cost, even if you lack the max SP to cast it, as long as your SP is full, but going over will drain you of the ability to replenish your SP until you take a Rest.
Writhe
Cost 10 AP – 20 SP – Intuitive, Command, Single Enemy, Magic
It’s time to inflict direct pain on my enemies. As a Full Action, select a target up to (DIS / 3) meters away from you to inflict severe pain on them for (FTH x 5) + (Level / 10) d8 Unmitigated damage, with a CoS (PC DIS + PC FTH) – Target FTH. Writhe can only inflict pain. So while it can bring a target to 0 HP and incapacitate them, it cannot cause Death. The target does not have to roll to Resist Death from this Ability, but will if executed by some other source while in this state.
Raise Spirits
Cost 5 AP – 10 SP – Intuitive, Command, Single Ally, Magic
As an Empty Action, select an Ally within your Zone of Attention to increase a Stat of your choice (excluding HP, TP, or SP) by 25% for 3 turns.
Photon Barrier
Cost 1 AP – 5 SP – Intuitive, Command, Single Ally, Magic
As an Empty Action, select an Ally within your Zone of Attention to reduce damage taken by 25% for 3 turns.
Photon Ward
Cost 5 AP – 10 SP – Intuitive, Command, Single Ally, Magic
As an Empty Action, select an Ally within your Zone of Attention to increase the Difficulty of Status Ailments by 25% for 3 turns.
Slipstream
Cost 15 AP – 20 SP – Intuitive, Command, Single Ally, Magic
As an Empty Action, select an Ally within your Zone of Attention to increase their Initiative roll by 25% for 3 turns.
Revert
Cost 10 AP – 15 SP – Intuitive, Command, Single Ally, Magic
As an Empty Action, select an Ally within your Zone of Attention to remove a Status Ailment of your choice that afflicts them.
Entrance
Cost 1 AP – 5 SP – Intuitive, Command, Single Enemy, Magic
As an Empty Action, select an Enemy within your Zone of Attention to decrease a Stat of your choice (excluding HP, TP, or SP) with a CoS (PC FTH x 2) – Target RES by 25% for 3 turns.
Snail Trail
Cost 5 AP – 10 SP – Intuitive, Command, Single Enemy, Magic
As an Empty Action, select an Enemy within your Zone of Attention to decrease their Initiative roll with a CoS (PC FTH x 2) – Target RES by 25% for 3 turns.
Bind
Cost 5 AP – 20 SP – Intuitive, Command, Single Enemy, Magic
As an Empty Action, select an Enemy within your Zone of Attention to block their use of Abilities with a CoS (PC FTH x 2) – Target RES for 3 turns.
Photon Ripple
Cost 10 AP – +10 SP – Intuitive, Conditional, AOE, Magic
Taking a Full Action instead, cast Raise Spirits, Photon Barrier, Photon Ward, Slipstream, Revert, Entrance, Snail Trail, or Bind as an AOE spell instead of Single Target, within your Zone of Attention, for the additional SP cost.
Death Denied
Cost 15 AP – 25 SP – Learned*, Command, Single Ally, Existensicence
As a Full Action, select an Ally target to cast a veil of protection over them for 3 turns that prevents them from sitting on Death’s Door. During this time, even if they are dropped to 0 HP and incapacitated, they do not need to roll to Resist Death. They can still be executed in this state if an enemy manages to critically damage their form even further after Death was denied, but at least Resisting Death was not left up to chance and you can either heal them or protect the body until Combat concludes.
Death Defied
Cost 50 AP – 100 SP – Learned*, Command, Single Ally, Existensicence
Prerequisite: Death Denied. As a Full Action, select an Ally that is either on or past Death’s Door and revive them with ((WIL + FTH) x 5) +2d20 HP. If the target is beyond Death’s Door, subtract your roll value from the excess damage that executed them, then they will revive with that much HP. If your roll does not exceed the damage that executed them, they remain how they are. Death Defied only works during the Combat the character went down in, or up to an hour of in-game time after (to your GM’s discretion).
Master Caster
Cost 20 AP – Learned*, Constant, Self, Physics
Increases all outgoing healing from this character by 50%
WIL Boost +
Cost 1 to 10 AP – Intuitive, Constant, Self, Existenscience
For each AP added to this Ability (up to 10), add 1% bonus WIL.
FTH Boost +
Cost 1 to 10 AP – Intuitive, Constant, Self, Existenscience
For each AP added to this Ability (up to 10), add 1% bonus FTH.
Talismans +
Cost 1 – 10 AP – Intuitive, Constant, Self, Physics
For each AP added to this Ability (up to 10), add 1% total damage to Talisman Attacks.
Staves +
Cost 1 – 10 AP – Intuitive, Constant, Self, Physics
For each AP added to this Ability (up to 10), add 1% total damage to Staff Attacks.