These sword fighters imbue their weapons with elemental magic to increase attack damage.
A warrior that imbues weapons with magic!
Might and magic are wielded as one by this class. Favoring swords above all, and well-versed in all forms of armor, Spell Fencers cast before cutting, coating their blades in potent magic before hacking away at enemies for increased damage and elemental affinity. Their versatility as all-around combatants make them a force to be reckoned with in any situation; mages in particular must be especially careful as a Spell Fencer's arcane defense is nearly insurmountable.
Though a warrior to the end, Spell Fencers forgo heavy armor in favor of a tightly-wrapped robe for the males and sheer cloth veils for the females, fitting dress for someone that employs magic as well as muscle.
The Spell Fencer specializes in 'Sword Magic', which can be used to add elemental damage or other magical effects to the player's current weapon for ten turns. The magic available corresponds to the spells in Black Magic (e.g. level 1 Sword Magic imparts Fire, level 3 imparts Fira, level 5 imparts Firaga). Despite the name, 'Sword Magic' can be used with any physical attack weapon, meaning most offensive job classes can benefit from selecting Sword Magic as the job command.
The Spell Fencer's Specialty is Anti-Magic. Its Job Command is Sword Magic.
|Sword Magic Lv.1||1||MP cost varies by spell||Enables the use of level 1 Sword Magic: Fire, Blizzard, and Thunder. Note that these cannot be used without the appropriate scroll.|
|Sword Magic Lv.2||2||MP cost varies by spell||Enables the use of level 2 Sword Magic: Silence, Poison, and Sleep. Note that these cannot be used without the appropriate scroll.|
|Firewall||3||1 slot||Has a 50% chance to counterattack with fire damage when hit with a single-target physical attack.|
|Sword Magic Lv.3||4||MP cost varies by spell||Enables the use of level 3 Sword Magic: Fira, Blizzara, and Thundara. Note that these cannot be used without the appropriate scroll.|
|Auto-Aspir Blade||5||1 slot||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.|
|Magic Armor||6||1 slot||When using elemental Sword Magic, damage from the element in use is reduced for four turns.|
|Sword Magic Lv.4||7||MP cost varies by spell||Enables the use of level 4 Sword Magic: Drain, Aspir, and Fear. Note that these cannot be used without the appropriate scroll.|
|Memento||8||3 slots||Restore 50% of MP for all allies except yourself when you suffer a K.O. However, allies in the K.O. state do not recover MP. Except during Bravely Second, the upper limit for MP restoration is 999.|
|Sword Magic Lv.5||9||MP cost varies by spell||Enables the use of level 5 Sword Magic: Firaga, Blizzaga, and Thundaga. Note that these cannot be used without the appropriate scroll.|
|Anti-Magic||10||2 slots||Raise Magic Defense by 50% for four turns when hit by a magic attack. The upper limit for M.Def is 150%.|
|Sword Magic Amp||11||1 slot||The MP cost of sword magic doubles, but the damage dealt while the ability is in effect is 1.25 times greater no matter which sword magic is used.|
|Sword Magic Lv.6||12||MP cost varies by spell||Enables the use of level 6 Sword Magic: Holy, Dark, and Death. Note that these cannot be used without the appropriate scroll.|
|M.Def Specialize||13||1 slot||Lower Physical Defense by 25% and raise Magic Defense by 50%.|
|Phantom Weapon||14||3 slots||The damage from the currently equipped weapon is added to the damage of magic attacks.|
spell, charm or hex is a set of words, spoken or unspoken, which are considered by its user to invoke some magical effect. Historical attestations exist for the use of some variety of incantations in many cultures around the world.A