The Enchanter's Outfit is designed for wizards specializing in the art of enchantment. It enables its wearer to craft enchanted items, enhance the skills of allies, and manipulate mystical forces in a subtle and creative manner.
Attributes
The character can temporarily enhance a weapon or armor for a cost of 1 MP. They can add a bonus of +1 to the damage or physical/magical defense of an allied piece of equipment for 1 round.
The character can move objects at a distance or repel enemies. They can move objects weighing up to 15 kg or lift a target up to 3 meters high, causing 1d6 falling damage for a cost of 1 MP.
The character can enhance the attack skills of an ally for 1 round at a cost of 2 MP. During this period, the ally gains a +1 bonus to the damage of their physical or magical attacks.
The character creates a magical sphere capable of temporarily imprisoning an enemy. He can target a single opponent by spending 3 MP to attempt to imprison him for 1 turn. The imprisoned enemy is immobilized and cannot attack or move, but is also protected against outside attacks.
The character can weave a harmonious magical shield around a nearby ally, increasing their resistance to magical damage for 2 rounds at a cost of 1 MP. During the duration of this ability, the ally gains a +1 bonus to their DEF Mag.
The character can create an Ethereal Blade from magical energy to inflict slashing damage to a single opponent for a cost of 2 MP, dealing 1d6+2 slashing damage.
The character casts a confusion spell on a target for a cost of 3 MP, causing them to lose their composure for 1 round. During this period, the target is unable to control their actions and may attack their own allies when it is their turn to act. On the opponent's attack roll, if it fails, they either attack one of their allies or suffer the damage from their own attack.
For a cost of 2 MP, the character summons 2 perfect illusions of himself. These copies move and simulate the actions of their creator without being able to attack or interact materially with the world around them. They serve as decoys, intended to deceive enemies who attack them as a priority instead of the character. If an enemy attempts to attack an illusion or if it is hit by any attack or effect, it instantly dissipates. Illusions last until dispelled or until the combat scene ends.