| JOB ABILITIES INFORMATION
TIME MAGE
| EXP | SKILL | DESCRIPTION |
| 0000 | Prescience | Passive skill active only in battle. Allows to see what the enemy will do 1 second before they do it, extended to 2 seconds once the Job mastered and 2.5 seconds once the supreme skill mastered. |
| 0050 | Combustion | Speeds molecules up on a target to the point of causing an explosion (low damage, grows to medium once the job maxed) |
| 0100 | Time Slip | Reverts self to the previous turn state. Can be used only once in battle. (Reverting doesn't allow to use Final or Supreme skills twice). |
| 0200 | Haste | Allows an ally to use two attacks in the turn, at the cost of the Time Mage's turn. Doesn't stack with other similar effects. |
| 0350 | Extend | Extend by one turn all the buffs currently effective on the party. Cannot be stacked more than three times. |
| 0500 | Banish | Opens a portal to the Interdimensional Rift and banishes the enemy (50%, ineffective on bosses or sentient characters). |
| 0750 |
Comet | Low damage on all enemy targets. |
| 1000 |
Time Compression | Reverts an ally or self to a previous state within a two-hour window. Restores health and energy, erases buffs and debuffs. Memories are not reverted. Cannot be used if target is dead. |
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| EXP | MODIFIER SKILL | DESCRIPTION | | 0500 | Soft Prescience | Passive skill active only in battle. Allows to see what the enemy will do 0.5 second before they do it. |
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| EXP | JOB BONUS | DESCRIPTION | | 0000 | Eccentricity | Time mages have a tendency to be eccentric and excitable. |
ILLUSIONIST
| EXP | SKILL | DESCRIPTION |
| 0000 | Levitation | Passive Skill. Allows to levitate a few feet over the ground. |
| 0050 | Disguise | Creates an illusion to take on the appearance of someone else. |
| 0100 | Teleport Mastery | Allows to teleport up to two hundred feet away. Consumes a turn when used to teleport further than ten feet away in battle. |
| 0200 | Demi | Inflicts damage equal to 25% of the enemy's current health. Inefficient on enemies immune to illusory magics. |
| 0350 | Telekinesis Mastery | Passive skill. Allows to move one small thing with the mind. Potency increases with experience, allowing eventually to move a few smaller things or one larger thing with telekinesis. Consumes a turn when used in battle to attack. |
| 0500 | Imitate | Uses the last (non final or supreme) skill used by an ally. |
| 0750 |
Maelstrom | Reduces the health of all enemies by 15% of their current health. Inefficient on enemies immune to illusory magics. |
| 1000 |
Copies | Create three identical copies of self. Each copies will use the same skills as the original, but with only 15% of its attack power. Copies will instantly fade away upon being hit by an attack. |
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| EXP | MODIFIER SKILL | DESCRIPTION | | 0500 | Flash Step | Allows to teleport up to twenty feet away. Doesn't consume a turn if used to teleport within less than five feet. |
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| EXP | JOB BONUS | DESCRIPTION | | 0000 | Time Sense | The Illusionist needs no watch. They always know what time it is |
CHEMIST | EXP | SKILL | DESCRIPTION |
| 0000 | Pocket Space | Allows to carry an unlimited number of items (with dimensions of one meter or less) on one’s self. |
| 0050 | Throw | Throw an item at an ally. The item can be consumed by the target as a free action. |
| 0100 | Re-equip | Instantly change the weapon or armor currently equipped by self or ally. |
| 0200 | Safeguard | Consume a potion that nullifies all actions targeted at self on the next turn. |
| 0350 | Mix | Combine two or more items together to increase their efficiency. |
| 0500 | Treasure Hunter | Chance to find hidden items when moving. |
| 0750 |
Unstable Reaction | Combined items into an unstable compound that will explode when thrown at a target. |
| 1000 |
Job Lore | Allows self or an ally to swap active, passive, and stored jobs in battle. |
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| EXP | MODIFIER SKILL | DESCRIPTION | | 0500 | Switch Job | Can instantly swap to a different job without iMog slate and without time constraints. |
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| EXP | JOB BONUS | DESCRIPTION | | 0000 | Pharmacist | Chemists have improved knowledge of local herbs and can brew home remedies for minor illnesses with ease. |
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Melody Name: But It Refused
Melody Description: Through sheer force of will and determination, Frisk decides not to be defeated. They return to full health instantly and all damage is drastically reduced for the duration, and should any blow still manage to take them out they simply revive again within seconds. Their soul also becomes visible as a glowing red heart over their chest, though this is an entirely visual aspect and targeting it has no further effect than hitting them in the chest normally would. Otherwise, they are no faster or stronger than they normally are. When the duration ends, Frisk is left mentally and physically fatigued for a time equal to the time spent as an unstoppable force. It can last for up to two turns at level 1, with an additional turn added with every level up.
ILLUSIONIST STATSphysical power: D
magical power: S (boosted from A)
attack potency: C
healing potency: E
physical defense: E
magical defense: A
speed: C
TIME MAGE STATSphysical power: E
magical power: S
attack potency: C
healing potency: B
physical defense: D
magical defense: C (boosted from D)
speed: A