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Amaraya Info
Character Info
Guild Info
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Magik Classes
[] The Magik Classes are only for the Magik Preference []



Sythinc Magik
--MUST BE OF Magik Prefrence--
Class Level
MA Level
JP Needed
Ability
01
N/A
N/A
N/A
02
MA.11
1000
D.Caster 1-1
03
MA.12
2000
D.Caster 1-2
04
MA.13
3000
D.Caster 1-3
05
MA.14
4000
D.Caster 1-4
06
MA.15
5000
D.Caster 1-5
MUST BE MASTER Sorceror
--See [ Magik Book of Chosen Words ] for Spells--
*Double Caster: Double Caster allows two fellow mages of the magik preference, to combine there skill and cast stronger magik. MP bonus is used by the higher of the two mages, and the concentration skill is usable ONLY too the attacking spells. MA must be achieved by BOTH mages, and the spell once castable is rolled by one of the two, unless it is split with status effects. Also both mages MUST MASTER the Sorcerer Class before taking this class.



Necromancer Class
--Must be Chaotic Alignment--
Class Level
JP Needed
Ability
01
N/A
N/A
02
1500
Dark Matter
03
2500
Shadow Servant
04
3500
Shade
05
4000
Undead
MUST BE Magik Preference
*Dark Matter: Necro cast's a type of spell, where he hides behind a shield of "Dark Matter" roll a 1d250 for your shield's uncalculated base HP. (This can be put on all characters, but used once a battle)
*Shadow Servant:  Necro summons a monster with the HP x (10) of the current MA of the char, and its dice is a set rate of 4d80 (Can only raise three of this monster at a time, may not be included at the same time as Undead) Roll a 1d20 and achieve a 10 or above to gain this monster
*Shade:   The Necro is allowed for one round to cast a spell of which he casts on all enemies. Roll a 4d200 for this spell, but since it takes so much magic energy it is allowed once a battle
!Undead: Raise an even stronger monster of the dead with HP x (15) if the current MA of the char, and its dice is at a set rate of 4d150 ( May only raise two of this monster at a time, but may not be included at the same time as Shadow Servant ) Roll a 1d20 and achieve a 15 and above to gain this monster



Holy Lord Class
--Must be Pure Alignment--
Class Level
JP Needed
Ability
01
N/A
N/A
02
1500
Magik Enchantment
03
2500
Spirit Counter
04
3500
Angelic Servant
05
4000
Inner Healing
MUST BE Magik Preference
*Magik Enchant: The Character raises all the stats of his/her allies roll a 3d20 and achieve a 10 or above on the three stats that are raised by 10% during the battle []1=PO,2=MA,3=HP[] whichever of those three achieve the 20 are the ones that are raised during the battle.
*Spirit Counter:  The character gets the chance to counter an attack from a physical attack with a spell, roll a 1d20 and achieve a 15 or above, then roll the MA of spell and cast the spell if successful
#Angelic Servant: Call upon an Angelic Guard to serve you the creatures HP is x(15) of your current MA and its dice is a set rate of 4d100 (attacks at the end of all battle) roll a 1d20 and achieve a 10 or higher to gain Angelic Servant
!Inner Healing:  Your character heals all party members even those that have fallen roll a 1d20 and achieve a 10 or higher for heal, and 15 and above for the fallen members. Then roll a 1d350 uncalculated for the returned HP.



Channeler Class
--MUST BE Magik Prefrence--
Class Level
JP Needed
Ability
01
N/A
N/A
02
2000
MA Raise
03
3000
Hidden Sage
04
5000
Concentration
MUST MASTER Battle Mage
*MA Raise: Roll a 1d20 and achieve a 15 or higher, this will then allow you to roll your MA and add the number you achieved from your roll to your MA ONLY for that battle and must be re-rolled after every battle
!Hidden Sage: Roll a 1d20 and achieve a 10 or higher, upon doing so your mage character will hide his or her MA from that exploit Sage attack making a user of that attack roll a 1d20 and have to achieve a 15 or higher to find you.
*Concentration: Use one turn to wait and take extra time to study the spell. If you do so DOUBLE the PO of the spell and then roll the dice (must achieve the MA of the spell and a 1d20,10^ to do this)


Elemental Knight
--MUST BE Magik Prefrence--
Class Level
JP Needed
Ablity
01
N/A
N/A
02
1000
Shockwave
03
2000
Destroy
04
3000
Magik Forge
05
4000
Remove Source
MUST MASTER Channeler
*Shockwave: This attack is special only to the Elemental Knight, this skill allows your Magik character chanel his or her Spirt into their weapon and distruit it among their enamys. Roll your characters MA and the number you gain multiply by your level then add to your PO and attack.         [- maybe used once a battle -]
!Destroy:  This attack will allow your character to destroy the PO or MA of an enamy. Roll a 1d20 and achive a 15 or higher upon gaining the 15 or up the oppent losses half of either one of those stats. [- maybe used once a battle -]
*Magik Forge:  This ablity allows your character to share his or her MA with an ally. Roll your characters MA the number you achived then will be granted to the other ally, the MA will not be lost to your character [- maybe used once a battle -]
*Remove Source: This attack  will remove an enamy from the True Source of magik in Amaraya making it impossiable to cast  a magik spells for five rounds roll a 1d20 and achive a 15 or highre to sucessfully block the persons spells.