Elemental Sorcerer

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

Description
An Elemental Sorcerer is a magic-user that has honed their skill in one of the many subgroups of the Elemental Magic type. As such, there are subcategories of an elemental sorcerer, being Fire Sorcerer, Water Sorcerer, Lightning Sorcerer, Wind Sorcerer, and Earth Sorcerer. They all have high Magic Attack and Magic Defense, making them a force to be reckoned with when facing enemy magic-users. They have solid Agility that allows them to dodge most attacks directed at them, but they have low Attack and Defense that causes them to struggle a bit in combat against enemies with physical weapons.

Skills
Elemental Detection: The Elemental Sorcerer can detect specific, nearby sources of their element; is harder to do when more of their element is around, i.e. a rainstorm, thunderstorm, or being on an ocean. TP Cost: 5

Mimic Element: The Elemental Sorcerer is able to become their respective element i.e. fire, electricity, air, etc., allowing for a multitude of uses. TP Cost: 5

Elemental Construct: The Elemental Sorcerer uses their magic to create objects out of their element, be it weapons, tools, or other trinkets, these objects can be given to allies for use in combat or used in other situations. TP Cost: 20

Elemental Prowess: The Elemental Sorcerer is an expert in their field of magic, and as such will have a 20% reduction on MP costs for their respective spells.* Passive

Summon Elemental: Summons an Elemental based on the Elemental Sorcerer's magic element, which can be assigned to hover above the user or an ally; the Elemental will support the target by periodically healing them, granting them defense against certain attacks, or using an elemental magic attack on enemies. The Elemental has 20 health and 10 Magic Attack, with no form of defenses. After five turns they will depart.* TP Cost: 30

Elemental Burst: When a summoned elemental nears death or expiry, it will home in on an enemy and release a high-powered burst of elemental magic to damage the target.* Passive

Absorb Element: The Elemental Sorcerer can absorb their elements i.e. fire or water from nearby sources of them. Absorbing their respective element will bolster their magical abilities for their next attack.* Passive, Magic Attack+3

Overview
Elemental Sorcerers are magical powerhouses that are great to have in a party in any campaign as they can typically hold their own and deliver great amounts of damage.

Mimic Element lets the Elemental Sorcerer become the element they wield, allowing them to hide from enemies or NPCs by becoming a boulder or part of a puddle or stream, and can be used for many other situations as well, but in battle will grant them invincibility for a single turn, which is great for when the Elemental Sorcerer needs to take a breather while allies heal them up.

The Elemental Construct skill will create a useful item out of the Elemental Sorcerer's element. This can be used to make a key out of stone, a crowbar out of wind, a necklace of ice, or a sword of flames, really anything you could imagine.

Summon Elemental is an excellent skill as it will summon another member to the party, essentially, for a short time. The Elemental can be assigned to an ally to support specifically by healing them, blocking enemy attacks, and attacking enemies with an elemental magic attack. The Elemental will only stick around for five turns before departing and the Elemental only has 20 health.

Elemental Burst is a great way to make the most out of a summoned Elemental; if the Elemental drops below 5 health, or on the fifth turn of being there, it will home in on an enemy and release a powerful magic attack on an enemy that deals a great amount of damage. Note that Elemental Burst is only useful if the Elemental Sorcerer already has the Summon Elemental skill.

The Absorb Element skill lets the Elemental Sorcerer absorb sources of their element around them, be it water from a stream, fire from a torch, or lightning from a storm cloud. Once it is absorbed, the source it came from will be gone, and will dry up the stream, extinguish the torchlight, and make the storm cloud release only rain, and not lightning.

Inventory

 * Spellbook (AR: 6)


 * Candlestick, Bottle of Water, or Bottle of Sand (Select One)


 * Spicy Pepper, Slice of Watermelon, Lemon, or Potato (Select One)


 * Sorcerer Cloak (Select Red, Blue, Yellow, Green, or White)

Fire Sorcerer
Spark: Allows the user to conjure a flame into their hand or on the tip of their finger; the flame can be extinguished by closing the hand. MP: 0

Fireball: A simple fireball that can be launched up to 150 feet; the target will take damage and has a chance of catching fire if they are made of or wearing flammable material. MP: 20

Burning Passion: Cause nearby sources of fire to burn hotter and brighter. MP: 0

Heat: A magic spell that raises the temperature in the desired area. The change in temperature can range from 1 degree to fifty degrees, at the user's desire. MP: 5

Water Sorcerer
Water: A simple watery projectile fired with high-pressure speed. MP: 20

Waterga: A magic spell that causes it to rain. MP: 10

Shape Water: Use a pre-existing source of water and manipulate it to form a shape; the water will hold its shape until the user dispels it. MP: 0

Splash: The user assigns a word to trigger this spell; they may choose to have the spell only be triggered by them saying the word, or by an ally speaking it, or by anyone speaking it. Upon saying the word, the one who said it will be suddenly drenched in several gallons of water, soaking them from head to toe. MP: 0

Lightning Sorcerer
Thunder: A basic electrical magic attack involving a simple projectile of ball lightning. The target has a chance of dropping one item held in their hands upon being hit. MP: 20

Thundara: A magic spell that conjures a thunderstorm. MP: 20

Magnet Link: The user can cause two metallic objects to be attracted to each other or repelled away from each other. MP: 10

Shock: The user emits an electrical spark from the tip of their finger, delivering a mild but harmless shock to whoever or whatever they next touch. MP: 0

Wind Sorcerer
Wind: Summon a stiff breeze from a desired direction, or change the direction of pre-existing wind; the strength of the wind increases with the user's level. MP: 10

Wilderwind: A magic spell that creates a strong updraft of air. MP: 0

Cutting Gale: A blade of wind is launched forth at a single target; will cut through fabric material that is not being worn. MP: 20

Icy Wind: Call forth a brisk wind that carries a chill with it. MP: 0

Earth Sorcerer
Stone: A projectile of stone and earth fused together by magic. MP: 20

Pebble: Conjure a small rock from thin air; it can weigh up to 5 pounds, and the user may make it weigh a specific amount. MP: 0

Statue Form: The user can make themselves appear as a statue; the statue will look exactly like them in whatever pose they were doing as they cast the spell. They may remain in statue form for one hour, and may return to their normal state at any time. MP: 0

Earthspike: Cause a stalagmite to erupt from the ground, harming those above it. MP: 30

Trivia

 * The Summon Elemental skill is inspired by the Summon Elemental Art wielded by the character Melia in Xenoblade Chronicles.
 * Elemental Burst is also from Xenoblade Chronicles, being Melia's Talent Art, though it works much differently in that game than in Towers and Tarragons.