The Origin refers to the story components of the job within the game in the forms of background lore and the story told through the job questline. This is effectively the job's reason to exist within the world of the game, and without this element, there would be no point to its inception. The "short" story presented here provides a possible means of establishing Sorcerer into storylines already established into the game.
The Hunt for “The Sharlayan Monster”
The story starts with a Wood Wailer in Gridania speaking of concerning reports regarding an unusual monster sighted in various locations throughout the Central Shroud and that the Warrior of Light's assistance in investigating the matter would be greatly appreciated, starting with speaking to residents of Bentbranch Meadows for more information.
After talking to a handful of villagers, the player receives what sound more like rumors surrounding this creature: “I heard it was nearly three yalms tall and feasts the largest creatures in the wood”, “I recall hearing from a friend about an experiment in Sharlayan gone horribly wrong”, statements along these lines. The last person spoken to though, in addition to another would-be rumor, also mentions that one of the residents has yet to return from their daily hunting expedition, requesting the aid of the Warrior of Light to find them.
Heading northwest of Bentbranch Meadows, the missing hunter is found surrounded by a pack of monsters. When the player defeats the monsters and speaks with the hunter, they warn that more are coming. A cutscene would then follow showing more of the same monsters encroaching on the hunter and the Warrior of Light only to be interrupted by an unusual sound followed by a yeti charging in, knocking some of the monsters aside and making quick work of what ones were unable to flee. A moment after this, a puff of smoke goes off around the yeti as it disappears, revealing an oddly robed figure who pauses, briefly panics, transforms into a spriggan and hastily scampers toward the Standing Corses.
Once the Warrior of Light enters the cave in the Standing Corses and starts searching, a young man's voice is heard: “Are....are you here to kill me? Like all the others?” The Warrior of Light shakes their head (maybe some lip flapping would be involved), and the robed figure steps out toward a more lit area of the cave, removing their hood to reveal themselves as a adolescent male hyur. The young man introduces himself as Lanrich Seward, a student of sorcery, which according to him is “the art of embodying great beasts” that was recently deemed forbidden in his homeland of Sharlayan. Lanrich also goes on to explain the reasons as to why he is in Gridania, including sorcery necessities, sanctuary as an exile and also to search for a tome written by his grandsire said to contain advanced knowledge of sorcery. As soon as the player agrees to help, Lanrich gives the Warrior of Light a soul crystal he claims to be his grandsire's and a chest of secondhand gear that could help in the search.
Research, Train, Research....
Throughout the starting quests, Lanrich teaches the art of shifting and how “in order to become the creature, you must first know the creature”. In addition, the end of each new quest would give a clue as to the whereabouts of the elusive tome Lanrich is looking for.
The end of the starting questline would lead to the finding of the tome, albeit in a heavily guarded area.
The Bestiary of Ranimus Seward
What would be considered the “current” questline for Sorcerer would involve protecting both Lanrich and the tome from Sharlayan envoys attempting to make a claim on bounties for Lanrich as a traitor to his homeland and the tome for property stolen from the nation of Sharlayan.
The story would also involve excerpts from the tome, ranging from the zoological research endeavors of Lanrich's grandsire to his perspective on sorcery, why he believed it should be banned from practice in Sharlayan, where it should be practiced, why it should still be practiced and why some creatures should not have their forms assumed by sorcery.
Painting on the Wall
Any future questlines would delve into the origins of sorcery and archaic forms, most of which being unknown even to Lanrich.
The goal here is to provide a simpler overview of how this job works than going straight to the Abilities section and saying “what the &#@% is he on about?”. Here are some of the basic features.
True Caster Tank
Oh yeah, this isn't some tin can with magic tricks. This is the real deal. An actual spellcaster--cloth and all--dealing exclusively magic damage and taking all those hits just like any other tank.
”But won't it be super squishy because it's not in heavy armor like those other tanks?”
No it won't Captain Whinypants, because this job will have both the gear and the skills needed to not just be as tough as every other tank, but to feel as tough as every other tank too.
Instinct
Ever wonder how an evasion tank would work in a game while being balanced? By making it only look like it's evading, and the Instinct buff would do just that.
The goal of this ability is to use periodic shielding at the expense of MP to help in the compensation for wearing lighter armor to tank with. This would allow for a sort of mechanical illusion of an evasion tank while making it easy to balance as well as being less of a burden on healers having panic attacks after seeing not a lot of damage and then one or two quick damage spikes that would happen with healing a real evasion tank.
The numbers listed for the ability are placeholders for now. I didn't feel like doing too much more math on those, but mostly just wanted something to give an idea as to how it would work.
The Resolve and Fury Gauges
So with every job now having their own shiny new job gauge, this job would be no different. For Sorcerer, its fancy UI toys would be the Resolve and Fury Gauges: a pair of generic animal paw prints, with the Resolve Gauge on the left and the Fury Gauge on the right.
When the Sorcerer performs a weapon combo, one of these paw prints will light up depending on which combo was used. When the Sorcerer performs their enmity combo, the Resolve Gauge on the left will turn yellow and marked as “Level 1”, and when they perform their damage combo, the Fury Gauge will turn red and marked as “Level 1”. Each time afterward that a combo is used, its corresponding paw print on the Beast Gauge will get bigger, up to a maximum size at “Level 2” at 52 and “Level 3” at 62.
Beast Gauges are used for Shift spells, which is explained below. Just keep reading, you won't miss it.
Shifting
Sorcerer will receive three combat-oriented “Shift” spells: Resolve Shift, Fury Shift and Wild Shift. Casting either Resolve Shift or Fury Shift will deplete its respective gauge and transform the Sorcerer into a monster for a brief period of time, with the type of monster dependent on the level of the gauge used upon using casting the corresponding Shift spell. Wild Shift will consume both gauges and its effects are determined the lowest of the two gauges.
Unlike transformation effects from previous content (i.e. Palace of the Dead), Sorcerer transformations are temporary buffs and do not replace any of your hotbars or abilities, so normal weaponskills and abilities can be used, and Beast Gauge levels can still be accumulated while shifted.
With that being said, no Shift spell can be cast while under the effect of a transformation effect, and all combat-oriented Shift spells will have cast times--don't worry, they'll be just short enough to cover for a wrong button.
The Forms
So the forms I have selected are more or less spitballed to give an idea as to what kind of form should be at what transformation levels. Many of these forms would probably be (some would definitely be) smaller than the counterparts they are inspired by for mechanical purposes, and a lore-based reason would also be provided in the job story.
The only three rules I had for picking beast forms were nothing humanoid (i.e. gigas, moogles or other beast tribes), no plant creatures (this would be explained in the job story) and no dinosaurs or dragons (which would also be explained in the job story).
First off, neither the abilities nor their values are set in stone. This list of abilities is to mainly provide some idea as to the basic combat functions of Sorcerer and getting an idea of how it would fight. Unlike the other job concepts I've posted on the forums, this is a full list of traits and abilities, all listed in order of level gained up to the current level cap of 70 with descriptions and extra comments added as needed.
Actions
1) Press Strike (Weaponskill, 3y range, instant, 2.5s recast, 60 TP)
Deals unaspected damage with a potency of 140.
(Beast soul launched forward toward the target and back into the caster's hands. While in a Shifted form, this would look like a headbutt.)
4) Natural Ire (Weaponskill, 3y range, instant, 2.5s recast, 60 TP)
Deals unaspected damage with a potency of 100.
Additional Effect: Increased enmity
Combo Action: Press Strike
Combo Potency: 200
(Beast soul swung in an diagonal upward arc. In a Shifted form, this would be a diagonal upward arc with either claws, horn, tusk, etc.)
6) Roar (Spell, 5y radius, instant, 2.5s recast, 11% base MP)
Deals unaspected damage to all nearby enemies with a potency of 110.
Additional Effect: Increased Enmity
(The caster emotes a roaring motion with a spell effect (and maybe even sound effect) of the bull roar. This animation would not change for Shifted forms.)
10) Spirit Tear (Weaponskill, 3y range, instant, 2.5s recaset, 60 TP)
Deals unaspected damage with a potency of 100.
Combo Action: Press Strike
Combo Potency: 210
Combo Bonus Effect: Restores MP
(Beast soul swung horizontally, briefly creating a white claw mark in front of the caster. Mechanically, this would restore 12% of base MP. In Shifted forms, this would be a horizontal slash with claws, horns, tusks, etc.)
15) Ghost Claw (Spell, 15y range, instant, 2.5s recause, 5% base MP)
Deals unaspected damage with a potency of 100.
Additional Effect: Increased Enmity
(Beast soul thrown at the target, briefly creating a slash mark. While shifted, this would be a similar animation for animals with claws or rearing the head up for animals without claws.)
18) Scouting Shift (Ability, instant, 5s recast)
Transforms the caster into a Scouting Form, increasing movement speed. This ability is canceled upon entering combat.
Duration: 30s
(So the plan for this would be a Spriggan, but it could be any small, less threatening animal-like monster.)
26) Seething Anger (Weaponskill, 3y range, instant, 2.5s recast)
Deals unaspected damage with a potency of 100.
Additional Effect: Increased Enmity
Combo Action: Natural Ire
Combo Potency: 250
Combo Bonus Effect: Increases Resolve level by 1
(Beast soul swung upward, looping around the caster to strike the target twice. If used in a combo, the attack would briefly leave a minute amount of smoke. For Shifted forms, this would be an upward strike with claws, horns, tusks, etc.)
30) Aggression (Ability, instant, 10s recast, 18% of base MP)
Increases maximum HP by 10% and enmity generated. Reduces damage taken by 10% and damage dealt by 20%. Lasts until cancelled.
(The caster stamps their foot, cracking the ground beneath them. While in this stance, the Resolve and Fury gauges would appear steaming.)
30) Resolve Shift (Spell, 1.5s cast, 2.5s recast)
Consumes current Resolve level to transform the caster into a resilient monster based on the Resolve level consumed.
Level 1: Scarab
Level 2: Crab
Level 3: Mammoth
(The caster gains a yellow aura before a puff of smoke goes off with a successful cast as the caster becomes the animal. A puff of smoke would appear upon the form ending.)
35) Gift of the Wendigo (Ability, instant, 80s recast)
All attacks restore MP and heal the caster for 10% of all damage dealt.
Duration: 20s
(A blue aura would briefly emanate from the caster's hands and beast soul. Mechanically, each attack would restore 5% of base MP. In Shifted form, the aura would appear from the animal's claws, horns, tusks, etc.)
38) Revenant Slam (Weaponskill, 3y range, instant, 2.5s recast)
Deals unaspected damage with a potency of 100.
Combo Action: Spirit Tear
Combo Potency: 300
Combo Bonus Effect: Increases Fury level by 1
(Beast soul swung downward. For Shifted forms, this would be a downward strike with claws, horns, tusks, etc.)
40) Fury Shift (Spell, 1.5s cast, 2.5s recast)
Consumes current Fury level to transform the caster into a powerful monster based on the Fury level consumed.
Level 1 : Crow
Level 2: Tiger
Level 3: Predator
(The caster gains a reddish aura before a puff of smoke goes off with a successful cast as the caster becomes the animal. A puff of smoke would appear upon the form ending.)
42) Instinct (Ability, instant, 5s recast)
Periodically create a shield absorbing 5% of maximum HP. This ability drains MP while active. Lasts until canceled.
(A pair of white beast eyes open up over the caster's head before disappearing. Mechanically, this would be 5% damage absorption at the expense of 17.5% of base MP drained every three seconds.)
45) Collapse (Ability, instant, 90s recast)
Inflicts damage with a potency of 150. Damage is doubled while under the effect of a Shift spell.
(A downward strike with the entire upper body regardless of form.)
46) Shell Shield (Ability, instant, 180s recast)
Reduces all damage taken by 30%.
(The caster quickly crouches down as a glowing green tortoise shell forms around them and disappears when the caster gets up immediately afterward.)
50) Survival of the Fittest (Ability, instant, 360s recast)
Restores all HP and MP.
(The caster roars, arms outstretched with the beast soul over the caster's head. For non-bipedal Shifted forms, the animal would rear up on its hind legs instead.)
52) Stampede (Ability, instant, 15y range, 60s recast)
Charge 15y forward, dealing unaspected damage with a potency of 200 to all enemies in the path.
(The caster moves foward, leaving a trail of dust in the path to show the area of effect.)
54) Swiping Blows (Ability, instant, 45s recast)
All weaponskills strike an additional target for 30% damage.
Duration: 10s
(A pair of outward slash marks would appear in front of the caster.)
56) Deft Counter (Ability, instant, 3y range, 5s duration, 60s recast)
Evade the next physical attack. If the attacker is nearby, damage is dealt to them with a potency of 150.
(The caster's outline becomes hazy for a second. If the attacker is in melee range,
the caster lurches left and strikes to their right regardless of form.)
58) Revitalize (Spell, instant, 30s recast, 25% of base MP)
Restores the caster's HP over time.
Regen Potency: 300
Duration: 12s
(The caster visibly takes a deep breath, quickly shaking their head. This animation would be the same for all forms.)
60) Adaptation (Ability, instant, 180s recast)
Increase damage dealt by 3% and reduce damage taken by 3%. Each time the caster deals damage, damage dealt is increased by an additional 3% up to a maximum of 15%. Each time the caster takes damage, damage taken is reduced by an additional 3% up to a maximum of 15%.
Duration: 20s
(The caster briefly rears back regardless of form as it gains a faint green aura, which lasts for the duration of the ability.)
62) Stomp Smash (Weaponskill, 10y range, 10y radius, instant, 20s recast)
Inflicts damage to all enemies in a cone in front of the caster with a potency of 350. Can only be used under the effect of Resolve Shift or Wild Shift and removes the effect. Shares a recast timer with Beatdown.
(The caster leaps up a bit and slams hard onto the ground, briefly leaving cracks in the ground in front of the caster and smoke around the caster as they exit their shifted form. The reason why it shares a cooldown with Beatdown is that it would be the easiest means of combating a possible rotation glitch during Wild Shift.)
64) Beatdown (Weaponskill, 3y range, instant, 20s recast)
Inflicts damage with a potency of 450. Can only be used under the effect of Fury Shift or Wild Shift and removes the effect. Shares a recast timer with Stomp Smash.
(The caster repeatedly strikes downward with the last hit creating a shockwave and smoke as the caster exits their shifted form. Like partially stated, the reason why this shares a cooldown with Stomp Smash is that it would be the easiest means of combating a possible rotation glitch during Wild Shift.)
68) Savagery (Ability, instant, 90s recast)
Increases Resolve and Fury levels to 3.
(The caster appears to tense up regardless of form as fanged maw appears in front of them and opens up before disappearing.)
70) Wild Shift (Spell, 1.5s cast, 120s recast)
Consumes Resolve and Fury levels to transform the caster into a dangerous monster based on the lowest of the two levels consumed.
Level 1: Ape
Level 2: Yeti
Level 3: Behemoth
(The caster gains an orange aura before a puff of smoke goes off with a successful cast as the caster becomes the animal. A puff of smoke would appear upon the form ending.)
Resolve Shift: Scarab
Activated upon consuming a Resolve Gauge Level of 1. Reduces damage taken by 5%. No other Shift spells can be cast during the duration of this effect.
Duration: 20s
(This would look just like any other beetle in the game and around the same size as well.)
Fury Shift: Crow
Activated upon consuming a Fury Gauge Level of 1. Reduces weaponskill cast and recast time and auto-attack delay by 10%. No other Shift spells can be cast during the duration of this effect.
Duration: 20s
(So I couldn't think of any better name for it, but the visual goal would be a black version of the Bi Fang birds in Yanxia that would be around the height of an average Miqo'te.)
Resolve Shift: Crab
Activated upon consuming a Resolve Gauge Level of 2. Reduces damage taken by 10%. No other Shift spells can be cast during the duration of this effect.
Duration: 20s
(This would look just like any of the red crabs south of Costa del Sol, but around the size of the adamantoise mount, if not slightly smaller.)
Fury Shift: Tiger
Activated upon consuming a Fury Gauge Level of 2. Reduces weaponskill cast and recast time and auto-attack delay by 20%. No other Shift spells can be cast during the duration of this effect.
Duration: 20s
(Go find a tiger model. That's pretty much what it'll look like.)
Resolve Shift: Mammoth
Activated upon consuming a Resolve Gauge of 3. Reduces damage taken by 10% and increases maximum HP by 10%, restoring the amount of health increased. No other Shift spells can be cast during the duration of this effect.
Duration: 20s
(This might probably be a baby mammoth, and would be no taller than the tallest male Au'ra.)
Fury Shift: Predator
Activated upon consuming a Fury Gauge Level of 3. Reduces weaponskill cast and recast time and auto-attack delay by 20%. Chance to critically strike increased by 10%. No other Shift spells can be cast during the duration of this effect.
Duration: 20s
(As tempting as it was to call it "Weasel Form", it felt better to give it a name that more suitably matched how threatening it would be. This would be the same model as the Doman Weasel or Gulo Gulo, and would be roughly the same size or smaller than the current models.)
Wild Shift: Ape
Activated upon consuming both Resolve and Fury gauges each with a minimum level of 1. Reduces damage taken by 5% and reduces weaponskill cast and recast time and auto-attack delay by 10%. No other Shift spells can be cast during the duration of this effect.
Duration: 20s
(As odd as it'd seem to have a Level 1 Wild Shift for a cooldown-based shift, it still felt necessary to have it as a failsafe. Think of it and the Level 2 Wild Shift like the Hyoton of shifts: there's not really much reason to use it, but they're there just in case.
As for looks, it'll be just like any gorilla model about the size of a Roegadyn.)
Wild Shift: Yeti
Activated upon consuming both Resolve and Fury gauges each with a minimum level of 2. Reduces damage taken by 10% and reduces weaponskill cast and recast time and auto-attack delay by 20%. No other Shift spells can be cast during the duration of this effect.
Duration: 20s
(Same thing with the Hyoton analogy. This would look like any other Yeti model about a head above the tallest male Au'ra or Elezen.)
Wild Shift: Behemoth
Activated upon consuming both Resolve and Fury gauges each with a minimum level of 3. Reduces damage taken by 10% and reduces weaponskill cast and recast time and auto-attack delay by 20%. Increase chance to critically strike by 10% and maximum HP by 10%, restoring the amount of health increased. No other Shift spells can be cast during the duration of this effect.
Duration: 20s
(I'm not gonna lie, even I'm still on the fence about this one, but I still wanted this Level 3 Wild Shift to be something legendary, something worth shifting into. For the size perspective, it would definitely be smaller than the Behemoth mount with a goal of having its hitbox size being slightly smaller than that of Demi-bahamut. Also because of its oblong size, its rear end might stick out of that hitbox a bit, but that shouldn't be too big of a deal.)
Traits
20) Enhanced Vitality
Increase vitality by 8.
40) Enhanced Vitality II
Increase vitality by 16.
52) Enhanced Shifting
Increase the maximum level for Resolve and Fury to 2.
60) Enhanced Vitality III
Increase vitality by 24.
62) Enhanced Shifting II
Increase the maximum level for Resolve and Fury to 3.
66) Enhanced Swiping Blows
Swiping Blows now hits a third target for 30% of the damage dealt to the original target.
LIMIT BREAK – Protection of the Wild
Cast visual: The Sorcerer channels a powerful shift as all party members are surrounded by glowing, translucent tortoise shells.
End visual: The Sorcerer briefly shifts into a massive Adamantoise and creates a shell-like barricade before shifting back to their previous form.