Quote Originally Posted by JBPuffin View Post
English looks fine to me. Don't speak a lick of Portugese, I'm afraid, but there's definite promise based on just the translated classes.
Thanks JBPuffin! Hope I can finish this ASAP (already translated 18 pages, total pagecount in portuguese for 2 core books + 1 supplement is 130). Anyway, i'll be posting the tidbits as they're done, so onto with more Main Jobs!

Black Mage
Spoiler: Black Mage
Show
A magician skilled in elemental magic, master of destructive energies. Its main Stats are Fire and Water. Your spells are extremely offensive, which makes it extremely handy in eliminating the opposition, but at the same time youíre not very versatile. The list of spells and their description is in the Spells chapter.

Skills

Spoiler: Arcane Power (level 1)
Show
Arcane Power: Core Ability acquired at level 1. You can equip light armor and the following weapons: Claws / Gloves; Staffs; Wands. Your HP bonus is 3x your level, and increases by 1x your level at levels 15, 30 and 60. Your MP bonus is 3x your level, and increases by 1x your level at level 30. Specialties:

Arcane Mystery: Flare: Requires Fire level 20 and character level 64. You gain the Flare Spell.

Arcane Mystery: Ultima: Requires Fire level 20 and character level 64. You gain the Ultima Spell.

Arcane Mystery: Doomsday : Requires Fire level 20 and character level 64. You gain the Doomsday Spell.


Spoiler: Elemental Magic (level 1)
Show
Elemental Magic: Core Ability acquired at level 1. You gain one Elemental Spell group: Lightning, Ice or Fire. Specialties:

Elemental Mastery: Requires Fire level 7. You gain all Elemental Spell groups.

Elemental Burst: Requires Earth level 5. Whenever you use an Elemental Spell in a single target, you can deal 25% of the Spellís damage to another opponent, chosen randomly, ignoring their Magic Armor.

Elemental Shock: Requires Air level 8 and Fire level 5. Whenever you deal damage with an Elemental Spell,
increase all the targetsí initiative die value by 1, up to a maximum of 10.


Spoiler: Transmutation (level 1)
Show
Transmutation: Core Ability acquired at level 1. You gain one Transmutation Spell group: Death, Transformation or Poison. Specialties:

Transmutation Mastery: Requires Fire level 9. You gain one Transmutation Spell group.

Piercing Arcana: Requires Air level 6 and Water level 7. Transmutation spells ignore targetsí Resistance. This has no effect on immunities.

Magic Resistance: Requires Earth and Fire level 6. You resist all status effects you are able of inflict with a Transmutation Spell.

Spoiler: Earthly Magic (level 15)
Show
Earthly Magic: Core Ability acquired at level 15. You gain one Earthly Spell group: Water, Earth or Shadow. Specialties:

Earthly Mastery: Requires Earth level 8. You gain one Earthly Spell group.

Earthly Shock : Requires Fire level 10 and Water level 7. Your Earthly Spells ignore half of targetsí Magic Armor.

Vital Sacrifice: Requires Air level 5 and Water level 8. Once per round, if you donít have enough MP to use a
Earthly Spell, you can spend HP equal to its MP cost to cast it.


Spoiler: Magical Expert (level 30)
Show
Magical Expert: Core Skill acquired at level 30. You gain one Expert Spell group: Drain, Hex or Mage Bane. Specialties:

Multi-Expert: Requires Earth, Air and Water level 7. You gain one Expert Spell group.

Obliterate: Requires Fire level 12. When you use an Expert Spell, before applying the Spellís effects, if target have the Protect, Shell and/or Reflect statuses, they cease to affect him until the end of the round.

Favorite Element: Requires Air level 9 and Fire level 10. Choose an element. Your attacks of the chosen element ignore targetís resistance and cause 50% damage in immune targets.


White Mage

Spoiler: White Mage
Show
A magician skilled in healing and protection magic, master of the beneficial magical energies. Its main Stats are Water and Fire, with Earth as tertiary attribute. Your spells are primarily defensive in nature, giving you few tools to deal directly with your enemies. The list of spells and their description is in the Spells chapter.

Skills

Spoiler: Arcane Devotion (level 1)
Show
Arcane Devotion: Core Ability acquired at level 1. You can equip light armor and the following weapons: Claws / Gloves; Staffs; Wands. You gain the Healing Spell group. Your HP bonus is 3x your level, and increases by 1x your level at levels 15, 30 and 60. Your MP bonus is 3x your level, and increases by 1x your level at level 30. Specialties:

Arcane Mysteries: Holy: Requires Fire level 20 and character level 64. You gain the Holy Spell.

Arcane Mystery: Rebirth: Requires Fire level 20 and character level 64. You gain the Rebirth Spell.

Arcane Mystery: Shield: Requires Fire level 20 and character level 64. You gain the Shield Spell.


Spoiler: Heavenly Magic (level 1)
Show
Heavenly Magic: Core Ability acquired at level 1. You gain one Heavenly Spell group: Light, Air or Purification. Specialties:

Heavenly Mastery: Requires Air level 3. You gain one Heavenly Spell group.

Heavenly Blessing: Requires Fire level 3 and Water level 5. You may affect target two characters with a single target Heavenly or Protective Spell if you spend twice the MP cost.

Heavenly Warrior: Requires Earth level 3. You can equip medium armor and the weapon Heavy Weapon & Shield. Your HP bonus increases to 4x your level, if it is not already higher.


Spoiler: Protective Magic (level 15)
Show
Protective Magic: Core Ability acquired at level 15. You gain two Protective Spell groups: Elemental, Life, Protection, Shield or Images. Specialties:

Protective Mastery: Requires Earth level 7. You gain one Protective Spell group.

Magic Shield: Requires Air level 8 and Fire level 5. You can use Protective spells on yourself as Reaction when an enemy targets you with an action. Spells cast as Reaction end its effects at the end of the round.

Mana Armor: Requires Earth and Water level 10. As a free action at the beginning of each round, you can erect a magical shield on yourself that lasts one round. Whenever you take damage with this shield on, you lose MP instead of HP. If your MP is zero, you lose HP as normal.


Spoiler: Psychic Magic (level 30)
Show
Psychic Magic: Core Ability acquired at level 30. You gain one Psychic Spell group: Madness, Enchantment or Vulnerability. Specialties:

Psychic Mastery: Requires Fire and Water level 11. You gain one Psychic Spell group.

Asceticism: Requires Earth level 8 and Air level 10. Even if you have the Stone, Berserk and/or Stop statuses, you can act normally if your action remove the status.

Elemental Blessing: Requires level 8 in and 12 in Fire. Choose an element. You gain the Resist status for that element permanently.


Time Mage

Spoiler: Time Mage
Show
An magician expert in time and cosmic magic, able to manipulate the battlefield and use spells that support your allies and hinder your enemies. Like all magicians, its main attributes are Fire and Water. His spells can change the flow of battle, but ultimately the power of the Time Mage relies not in wining the battles directly, but indirectly giving your group the tools to do so.The list of spells and your description is in the Spells chapter.

Skills

Spoiler: Arcane Studies (level 1)
Show
Arcane Studies: Core Ability acquired at level 1. You can equip light armor and the following weapons: Claws / Gloves; Light Swords / Knives; Staffs; Wands. Your HP bonus is 3x your level, and increases by 1x your level at levels 15, 30 and 60. Your bonus MP is 3x your level, and increases by 1x your level at level 30. His modifiers are:

Arcane Mystery: Old: Requires Fire level 20 and character level 64. You gain the Old Spell.

Arcane Mystery: Meteor: Requires Fire level 20 and character level 64. You gain the Meteor Spell.

Arcane Mysteries: Time Stop: Requires Fire level and character level 64. You gain the Time Stop Spell.

Spoiler: Astral Magic (level 1)
Show
Astral Magic: Core Ability acquired at level 1. You gain an Astral Spell group: Cosmic, Teleport or Gravity. Specialties:

Cosmic Mastery: Requires Fire level 5. You gain one Astral Spell group.

Phase: Requires Water level 5. Gain the reaction !Phase. Use this reaction when you receive a physical attack. Make a Fire vs (the greater of Earth and Air) attack, difficulty 50. If you succeed, you teleport away and the attack has no effect on you.

Arcane Archer: Requires Air level 3. You can equip medium armor and Bows.


Spoiler: Subtle Magic (level 1)
Show
Subtle Magic: Core Ability acquired at level 1. You gain one Subtle Spell group: Slow, Weaken, Strengthen or Flight. Specialties:

Subtle Mastery: Requires Air level 6. You gain one Subtle Spell group.

Levitation: Requires Fire level 5. You gain the Float status permanently.

Procrastination: Requires Earth level 8. Gain the free reaction !Delay. Once per round, when an ally or opponent cast a Spell, you can use this reaction. The Spell has no effect. At the start of next round, its effects happen normally.


Spoiler: Void Magic (level 15)
Show
Void Magic: Core Ability acquired at level 15. You gain one Void Spell Group: Speed or Meteors. Specialties:

Void Mastery: Requires Fire and Water level 9. You gain one Void Spell group.

Acceleration: Requires Air level 10. After casting a Void Spell, you may reduce one of your initiative diceís value by 1, to a minimum of the current phase.

Ethereal Body: Requires Earth level 6. With an action, you can become ethereal, gaining the Resist status for the Cut, Puncture and Crush elements, but the Vulnerability status to all other elements. This effect lasts 8 hours.


Spoiler: Magical Inspiration (level 30)
Show
Magical Inspiration: Core Ability acquired at level 30. You gain one Inspiration Spell Group: Regeneration, Paralysis or Divination. Specialties:

Inspiration Mastery: Requires Earth and Air level 7 and Fire level 10. You gain one Inspiration Spell Group.

Action and Reaction: Requires Water level 12. At the start of each combat, roll two d100. You can substitute any d100 roll by the result of one of these two dice. If you do, discard the used dice.

Fluid Time: Requires Air level 12. When rolling initiative, roll one extra dice. Before the round start, discard one of your initiative dice.