Last Odyssey

Sorcerers

Sorcerers are magical specialists, and can make use of Sorcerer abilities to disrupt enemy spellcasters.

Tier 1

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
4 11 6 25 2 2 6 1 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 2 6 6

Available Abilities

Name Type Cost Description
Magic Missile Ranged 3 MP, 1 AP The Sorcerer uses a colorless spell against a single target.
Elemental Bolt Ranged 5 MP, 1 AP The Sorcerer uses a spell against a single target whose element is the same as their base element.
Shell Ally 5 MP, 1 AP The Sorcerer applies an amount of Shell equal to their Magical Attack of their base element to a single ally. If the target already has a Shell of a different element, it changes to the element of this ability.
Grimoire Passive N/A In addition to MP, the Sorcerer also has a number of Spell Slots equal to their current tier. When they use a spell, including spells from feats, they may expend a single Spell Slot instead of paying the MP cost.

Tier 2

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
8 22 9 40 2 2 8 2 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 2 2 8 8

New Abilities

Name Type Cost Description
Copycat Special 10 MP, 1 AP The Sorcerer uses one of the abilities that one of their allies used between the end of the Sorcerer’s last turn and the beginning of their current turn, counting held turns.
Charm (Magical Attack) Ally 3 MP, 1 AP The Sorcerer moves Magical Attack a single step up the Bonus Tracker for the selected target.

Tier 3

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
11 29 12 60 2 4 12 2 6
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 2 4 10 8

New Abilities

Name Type Cost Description
Counterspell Reaction Variable When a warrior uses a spell, the Sorcerer may expend double the MP cost of the attack in order to prevent its effect from occurring. The user of the ability will still expend the MP and AP cost of using it as normal.
Magic Chain Special 5 MP, 2 AP The Sorcerer uses a ranged, colorless spell against a single target. If this results in the target becoming Shellbroken or downed, they may use this ability again against another target without spending any MP or AP.

Tier 4

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
12 38 15 80 2 4 16 2 8
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 2 4 13 10

New Abilities

Name Type Cost Description
Sorcerer’s Mask Passive N/A Whenever the Sorcerer uses an ability that has an element, they may obtain the Masked status, which means they now count as having HP and Shell of that element for the purpose of calculating received damage. While the Sorcerer is Masked, they may use the Unmask ability, which costs 1 AP and removes the Masked status from themselves.
Elemental Chain Special 7 MP, 2 AP The Sorcerer uses a ranged spell against a single target whose element is their base element. If this results in the target becoming Shellbroken or is downed, they may use this ability against another target without spending any MP or AP.

Tier 5

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
20 45 18 95 2 6 18 3 9
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 3 6 14 10

New Abilities

Name Type Cost Description
Cantrip Passive N/A The Sorcerer may use the Magic Missile ability for free regardless of what role they currently play.
Haste Ally 6 MP, 2 AP The Sorcerer grants the Hasted status to a single target during the Effect Phase of this round. The status then lasts for three subsequent rounds, or until it is removed. While a character is Hasted, they have +1 AP to use per round.

Tier 6

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
28 52 21 110 3 8 20 4 10
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 4 8 15 10

New Abilities

Name Type Cost Description
Mimic Special 20 MP, 1 AP The Sorcerer uses one of the abilities that any of their opponents have used between the end of the Sorcerer’s last turn and the beginning of their current turn, counting held turns.
Power Charm (Magical Attack) Ally 8 MP, 2 AP The Sorcerer raises Magical Attack three steps up the Bonus Tracker for the selected target.

Tier 7

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
28 62 24 130 3 8 24 4 12
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 4 8 18 12

New Abilities

Name Type Cost Description
Wizard Duel Passive N/A When the Sorcerer uses Counterspell, they may expend Spell Slots to reduce the MP cost of doing so, at a conversion rate of 1 Spell Slot per 10 MP.
Multishell Multi 7 MP, 2 AP The Sorcerer applies an amount of Shell equal to their Magical Attack of their base element to themselves and all of their allies. If any of this ability’s targets already have a Shell of a different element, its element changes to the element of this ability and increases by the same amount.

Tier 8

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
36 69 27 145 3 10 26 5 13
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 5 10 19 12

New Abilities

Name Type Cost Description
Costume Change Self 2 AP The Sorcerer may change their element to an element of their choosing. While they have this new element, it counts as innate, and they have the Masked status.
Elemental Storm Multi 15 MP, 2 AP The Sorcerer uses a spell against all opponents on the battlefield that has the same element as their base element.

Tier 9

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
40 75 31 160 3 12 28 5 14
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
7 5 12 21 14

New Abilities

Name Type Cost Description
Magic Storm Multi 13 MP, 2 AP The Sorcerer uses a colorless spell against all opponents on the battlefield.
Protect Ally 5 MP, 1 AP The Sorcerer applies the Protected status to a single target, which goes away at the beginning of the Sorcerer’s next turn, not counting held turns. While a character is Protected, they are immune to receiving damage or statuses of the Sorcerer’s base element. Characters can be Protected from more than one element at the same time.

Tier 10

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
45 85 34 175 3 12 30 6 15
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
8 6 12 23 16

New Abilities

Name Type Cost Description
Multihaste Multi 13 MP, 3 AP The Sorcerer and all of their allies receive the Hasted status during the Effect Phase of this round. The status then lasts for three subsequent rounds, or until it is removed. While a character is Hasted, they have +1 AP to use per round.
Multiprotect Multi 10 MP, 2 AP The Sorcerer applies the Protected status to themselves and all of their allies, which goes away at the beginning of their next turn, not counting held turns. While a character is Protected, they are immune to receiving damage or statuses of the user’s base element. Characters can be Protected from more than one element at the same time.