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Final Fantasy RP - Job Classes (Magic)
If promotion of a class is available, your character is free to refuse it and stay the class they are. All characters start out fairly new to their classes.

If a character is born in certain place that specializes in a promoted class (Eoda for ninjas, Eilonwry for summoners), then that character starts out in a weaker version of that class until they gain more experience and can't change their class at all.

Some of these promotions are completely made up and the Lancer class doesn't exist. Keep in mind that most of these promotions are completely made up and should probably not be brought into an actual Final Fantasy game discussion unless you'd like to be ridiculed.

I credit Square Enix and their wonderful games for the job classes and such that I did not make up, which is a large chunk of this.


Magic Classes

Black Mage - Users of considerable magic power that cast offensive and status spells onto their enemies, black mages excel in magical stats but suffer from abysmal physical attack and defense. Magical attacks never miss, and a Black Mage's speed and evasion, when not boosted by special equipment, are average.

Can equip - Daggers, Rods
Defensive equip - Robes, Armlets, Hats, Gloves

Promotes into Magus - A Magus has increased magical power and magical defense. The most powerful spells in the land are now able to be mastered by them. All of the equipment is the same.

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White Mage - A spell-caster specializing in healing and supportive magic, they have the ability to resurrect party members that have fainted at the cost of MP. Like its more offensive counterpart, White Mages are excellent in magical power and defense, but sadly lacking in physical defense and attacks.

Can equip - Hammers, Flails, Staves
Defensive equip - Robes, Armlets, Hats, Gloves

Promotes into Cleric - Magic suited towards keeping a person alive at all costs, Clerics have access to the powerful and offensive Holy spell. All equipment is the same.

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Blue Mage - Blue Mages specializes in a unique type of magic that allows them to perform attacks and spells exclusive to monsters. Unlike the White and Black Mage, Blue Mages are quite good in combat and have reliable defense and strength stats, though their true power lies in their magical skill.

Can equip - Daggers, Swords, Rods
Defensive equip - Robes, Light Armor, Gloves

Blue Mages can learn attacks through the following methods: Eating a monster's flesh, being attacked with an ability that can be learned, watching the attack performed (It may take several battles' worth of observations), or being taught by an intelligent monster.

Blue Mages promote into Morphers - For a short time, the Blue Mage may actually become the monster. The longer they are in their beastforms, the longer and stronger side effects are after reverting (For instance, vicious cat-like tendencies after morphing into a Sabertooth or still having fangs after transforming into a Hellhound)
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Red Mage - These versatile mages can cast both Black and White spells. Their stats are well rounded but do not specialize in anything. They are also fairly good in combat, though nothing to speak of. Their special ability is Doublecast, which takes a lot of effort to learn. As the name implies, it allows the Red Mage to cast two spells in one turn.

A Red Mage is not able to learn the most powerful spells of a Black or White Mage. Forbidden spells include: Firaga, Blizzaga, Thundaga, Curaga, Flare, Holy, and Death.

Can equip - Daggers, Swords, Rapiers, Staffs, Rods
Defensive equip - Robes, Light Armor, Hats, Gloves

Can promote into Summoner - Promoted Summoners are much weaker than natural born Summoners unless they relinquish both their Black and White magic. Even then, their Summoning ability still pales in comparison to a natural born Summoners, which are rare to find nowadays. Most Red Mages do not bother to promote.

Can equip - Daggers, Swords, Rapiers, Staffs, Rods, Whips
Defensive equip - Robes, Light Armor, Hats, Gloves

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Natural born Summoners from The Hidden Village of Eilonwry retain their Black Magic. Beginning natural born Summoners are able to perform both Black and White magic, but eventually must lose either their Black or White Magic. Summoners have the weakest attack stat of all magic classes but the greatest magical offense. Their defense is of average weakness, and their magical defense is somewhat lower than that of a Red/Black/White Mage.

When they begin to lose either White Magic or Black Magic, they keep the one that reflects upon them. If they prefer not to injure others or are gentle, they keep White Magic and lose Black Magic. However, if they are offensive fighters or are aggressive in nature, they permanently lose White Magic instead.

A natural born Summoner can not pretend to be kind or aggressive in order to keep a certain kind of magic. The magic they keep reflects upon their soul: They can lie all they want, but it won't influence what they keep at all.

The Summons are called Eidolons. Each Summoner has a guardian Eidolon, even promoted-from-Red-Mage ones. If a Summoner summons their guardian Eidolon, that Eidolon's power is slightly stronger than what it would be if a Summoner who did not have that Summon as a guardian called it in battle.

Most Eidolon's come out in battle only for a brief moment. However, if an Eidolon stays longer, it takes a strain on a Summoner's energy, sometimes even their health. It's pretty tiring, especially if that Eidolon is very powerful! Too much and it has a chance of killing the Summoner. Any Eidolon can return to their home any time (Though forcing an Eidolon to stay costs even more energy and is the mark of a bad Summoner- Eidolons willfully stay out as much within their power because they trust the Summoner).

When an Eidolon dies in battle, they lay a temporary curse upon the Summoner by taking whatever remained of the Summoner's MP with them. If a person's Guardian Eidolon dies, the Summoner dies too.

Often, there are species of a certain Eidolon and Summons (Ifrits, Shivas, Ramuhs, Chocobos, etc,), so if a Summon or Eidolon dies in battle, there are others. Unique summons (Odin, Alexander, Bahamut, etc.) take a LOT of energy to stay for more than a brief attack and are very rarely guardians for Summoners.

Can equip - Daggers, Swords, Rapiers, Staffs, Rods
Defensive equip - Robes, Light Armor, Hats, Gloves

Both natural born and promoted Summoners must fight certain Eidolons in order to have the right to summon them.





 
 
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