common
Undertow
The tide turns. Everyone within two tiles — friend or foe — is drawn one step toward you
physical (PA x Brave x facing, mitigated by DEF)
- Pull
- 1 tile toward the caster — stopped by a wall, a body, or a rise of more than one step. Any drop is allowed: a fall of 2 or more steps costs 5 HP per step (10 off a 2-step ledge) and is never lethal.
- Job
- Tidewarden
- MP cost
- 12
- Charge
- Instant
- Power
- 6
- Range
- Self-centred
- Area
- self-centred diamond r2 (caster exempt)
- Targets
- anyone in the area
- Accuracy
- inherits the equipped weapon class (80-100)
- JP to learn
- 200
- Element
- Whatever your weapon carries Authored water, but a physical hit takes its element from the equipped weapon — so this one never applies.
There is no single accuracy number for this ability. It inherits whichever weapon the unit rolled that battle — anywhere from 80% for an axe to 100% for a knife or ninja blade — and the target's evasion is then subtracted, reduced by half if you strike from the side and to nothing if you strike from behind.
Rolling it
Nothing is guaranteed. At the start of each battle a unit's primary job rolls every ability it knows, one at a time.
- As your primary job
- 75%
- As a sub-job draw
- 60% of the bucket
Roughly one unit in 150 skips the roll entirely and fields its whole catalogue. If a unit rolls nothing at all, it is granted its cheapest ability rather than being sent out empty-handed.

