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Spell Fencer

“A warrior that imbues weapons with magic! Adds elemental effects to attacks. Favours swords.”

Unlocked when Spell Fencer Khint is defeated.

Specialty: Anti-Magic

Raise Magic Defence by 50% for four turns when hit by a magic attack.

The upper limit for M.Def is 150%.

Note: You may notice that this class gains a Support Ability that is the same as their class’s Specialty. This is so that if you change your character’s class to something else, you can still give them the ability via the customisable Support Abilities on the Ability page.

Support Ability

Level Ability Name Description
3 Firewall

Has a 50% chance to counterattack with fire damage when hit with a single-target physical attack.

5 Auto-Aspir Blade

Imbue a weapon with an MP absorb effect for ten turns, starting from the beginning of the battle. Attacks with this weapon absorb the target’s MP. Note that this can be overwritten by other sword magic.

6 Magic Armour

When using elemental sword magic, damage from the element in use is reduced for four turns.

8 Memento

Restore 50% of MP for all allies except yourself when you suffer a K.O. However, allies in the K.O. state do no recover MP.

Except during Bravely Second, the upper limit for MP restoration is 999.

10 Anti-Magic

Magic defence increases whenever receiving a magic attack.

11 Sword Magic Amp

MP-consuming attacks cost more MP in exchange for becoming stronger.

13 M.Def Specialise

Physical defence becomes 50%, magical defence becomes 200%.

14 Phantom Weapon

The damage from the currently equipped weapon is added to the damage of magic attacks.

Job Command: Sword Magic

Level Ability Name Description
1 Sword Magic Lv.1

Enables the user of level 1 sword magic. Note that these cannot be used without the appropriate scrolls.

Fire: Imbue a weapon with a low-power fire effect for ten turns. This will raise attack power by the amount of the magic effect.
Blizzard: Imbue a weapon with a low-power water effect for ten turns. This will raise attack power by the amount of the magic effect.
Thunder: Imbue a weapon with a low-power lightning effect for ten turns. This will raise attack power by the amount of the magic effect.

2 Sword Magic Lv.2

Enables the user of level 2 sword magic. Note that these cannot be used without the appropriate scrolls.

Silence: Imbue a weapon with the status ailment silence for ten turns. Has a 75% chance to cause silence in one target when attacking.
Poison: Imbue a weapon with the status ailment poison for ten turns. Has a 75% chance to cause poison in one target when attacking.
Sleep: Imbue a weapon with the status ailment sleep for ten turns. Has a 75% chance to cause sleep in one target when attacking.

4 Sword Magic Lv.3

Enables the user of level 3 sword magic. Note that these cannot be used without the appropriate scrolls.

Fira: Imbue a weapon with a medium-power fire effect for ten turns. This will raise attack power by the amount of the magic effect.
Blizzara: Imbue a weapon with a medium-power water effect for ten turns. This will raise attack power by the amount of the magic effect.
Thundera: Imbue a weapon with a medium-power lightning effect for ten turns. This will raise attack power by the amount of the magic effect.

7 Sword Magic Lv.4

Enables the user of level 4 sword magic. Note that these cannot be used without the appropriate scrolls.

Drain:
Aspir:
Fear:

9 Sword Magic Lv.5

Enables the user of level 5 sword magic. Note that these cannot be used without the appropriate scrolls.

Firaga: Deal high fire damage to one target. This spell can be group-cast.
Blizzaga: Deal high water damage to one target. This spell can be group-cast.
Thundaga: Deal high lightning damage to one target. This spell can be group-cast.

Sword Magic Lv.6

Enables the user of level 6 sword magic. Note that these cannot be used without the appropriate scrolls.

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Stat Affinities

HP Str Vit MP Int Mnd Dex Agi
B B B B B B C C

Arms Aptitude

Swords Axes Spears Rods Staves
S E D E E
Daggers Bows Katana Knuckles
C E B E

Armour Aptitude

Shields Helms Armour
A A A