Samael Agent

Neutral Samael Mystic/Warrior — Lv. 20+ (small base)

At 4 | Dm 3 | Df 8 | Ar 0 | LP 10 | Re 9 | Mo 8/12 | AP 2/4

Agent: Samael Agents are not unique characters and you may include 1 for every 150 Levels in a Samael Party. For example, a party of 300 levels could include up to two Samael Agents.

ooo — Magic Beam (Magic, Ranged Attack)
Distance (16 Inch). +1 Damage.

ooo — Arcane (Magic, Effect)
A Character within the Samael Agent's control zone is affected by one of the States chosen, and paid for, from the Agent's skill card. If no state was chosen, and paid for, then this ability can't be used. Effect 15.


Skill Card

A Samael Agent can possess any combination of the following options, as long the added levels do not take their total level above 40. Any option cannot be chosen more than once.

  • The Agent recovers one more Action point per turn. Lv. +10
  • The Agent becomes a Level 1 Summoner with affinity to their own faction. Lv. +5
  • Magic Beam's cost is reduced to oo. Lv. 5
  • Arcane causes Paralyze Lv. 2. Lv. +10
  • Arcane causes Blind Lv. 2. Lv. +5
  • Arcane causes Slow Lv. 2. Lv. +5
  • Arcane causes Healing Lv. 2. Lv. +5
  • Arcane causes Haste Lv. 2. Lv. +5
  • Arcane causes Protection Lv. 2. Lv. +5
  • Arcane's Effect is increased to 16. Lv. +5
  • The Agent gets the Innate Ability Flight. Lv. +5
  • The Agent gets +1 Attack and +1 Damage. Lv. +5
  • The Agent gets the following ability. Lv. +5

oooo — Valkyrie (Ki, Charge)
+2 Attack/+2 Damage

Alignment: If the Agent's Arcane ability causes either Paralyze, Blind, or Slow, then the Agent is changed to being Dark faction rather than Neutral. If the Agent's Arcane ability causes either Healing, Protection, or Haste, then the Agent is changed to being Light faction rather than Neutral. If none are chosen, then you decide whether the Agent is either Dark or Light faction.