Seer

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
Seers are a class that are able to use skills that allow them to see into the future. They can use this ability to warn allies of danger and change the future. Seers themselves have low Attack and poor Magic Attack, and their only real weapon is Non-Energy Magic that they can use to weaken enemies and inflict status ailments. Seers do however possess solid defensive stats and Agility, making them one of the more tanky support classes in the game as they can evade or tank hits with relative ease.

Skills
Vision: The Seer sees a vision of the future and can then warn allies of incoming danger.* TP Cost: 40, or roll between a 14 and 16 when rolling for success on an action

Magic Eyes: The Seer can see things that are invisible to others and can even peer into other dimensions.* Passive

Mystic Eyes: The Seer is able to see through illusions and hallucinations created by enemy magic.* TP Cost: 20

Magic Tracks: The Seer can track magic-users by looking for clues in magical residue and remnants.* Passive

Preparedness: When warning an ally of an incoming attack, the ally's success rate goes up and their Skills require lessened roll requirements to be used.* Passive, Success Rate+4, Skill Roll Requirement-4

Vision Shield: The Seer uses a magic shield that protects nearby allies from attacks across all of time.* TP Cost: 40, (Magic)Defense+5

Purge Skills: The Seer nullifies the effects of enemy passive skills.* TP Cost: 15

Overview
Seers are great to have in any campaign as they can make dealing with enemy phases easier with their skills and can weaken enemies with their non-energy magic.

Vision allows the Seer to see the future, and during battle they will see one of the actions an enemy takes during the next enemy phase.

The Magic Eyes skill allows the Seer to see invisible objects or objects that only exist in other dimensions.

Mystic Eyes lets the Seer peer through illusions and hallucinations created by enemy magic or skills, and also lets the Seer cure themselves of Blindness.

Magic Tracks is great for tracking a magic-using enemy that the party is in pursuit of, as magic remnants can be harder for other classes such as Rangers or Hunters to make out or make any reason of.

Preparedness is an excellent skill that works alongside the Vision skill; after seeing a vision, the Seer can select one ally to use Preparedness on to lessen the roll requirement for that ally's skills and also raise their success rate; this is a great skill to use on allies with higher roll requirements for their skills as they can have an easier time of then using those skills.

Vision Shield raises the defensive stats of nearby allies, excellent for use on allies with lower defensive stats.

Purge Skills is great to have if the party is facing enemies with passive skills.

Inventory

 * Magic Wand (AR: 1)


 * Small Cup


 * 14 gold


 * Twig

Starting Spells
Strategium: Select one spell the user already knows that can be cast on themselves; cast both Strategium and the selected spell on themselves, but have the effects of the selected spell be delayed until a specific scenario of the user's choosing occurs. MP: 10