Mystic Knight
April 4, 2017
15:31
The good news: You're amazingly fucking overpowered
The bad news: You spend a turn to prepare (doing basically nothing) but that's it
Strength
+14
Agility
+14
Vitality
+14
Magic
+1
Hands
Knives
Swords
Shields
Armor
Heavy Headgear
Heavy Armor
Medium Armor
Heavy Accessories
Command
!Spellblade
Abilities
Level
AP
Ability
Innate
Equip Stats
Description
L1
10AP
Magic Shell
Yes
When a character with this skill is reduced to critical HP (below roughly 19%), they are automatically placed under Shell status.  This status is removed when the character rises above Critical HP.  This... isn't too great, due to the fact that damaging spells will generally be a kill at that point.  However, Shell also halves the infliction rate of incoming status effects, so it's not completely worthless.
L2
20AP
!Spellblade Lv. 1
No
Magic +4
Strength +4
Enables the use of Sword Magic in any class, starting with just Fire, Blizzard, and Thunder.  As the Mystic Knight job level increases, additional spells are added to this list, as well as increasing the power of the Magic and Strength stats transferred.  Remember, characters already in Mystic Knight can use any of these regardless.
L3
30AP
!Spellblade Lv. 2
No
Magic +6
Strength +6
Adds Poison, Silence, and Sleep
L4
50AP
!Spellblade Lv. 3
No
Magic +8
Strength +8
Adds Fira, Blizzara, and Thundara
L5
70AP
!Spellblade Lv. 4
No
Magic +10
Strength +10
Adds Drain, Break, and Bio
L6
100AP
!Spellblade Lv. 5
No
Magic +12
Strength +12
Adds Firaga, Blizzaga, and Thundaga
L7
400AP
!Spellblade Lv. 6
No
Magic +14
Strength +14
Adds Holy, Flare, and Osmose
Success Strategy
Make sure you're using equipment that works with Magic Sword - which to be fair is ALMOST everything the Magic Knight can normally equip (excluding Rune Edge).  Take care if you give it another class' "Equip X" ability though, as not everything will work.
Seriously, that's it.
Go nuts.
Magic Sword
Magic Sword is very simple in immediate sight, but very complex under the hood.  All you really need to know is that it's super freaking strong, but here's some other details:
Magic Sword must be cast one turn; it then modifies all future Attacks by the user until another Magic Sword is cast, the Mystic Knight is knocked unconscious, or if the user's weapon is changed during battle
Magic Sword STACKS with other "attack modifying commands", such as !Focus, !Capture, !Jump, and even things like the Dancer's Sword Dance
Magic Sword OVERWRITES the element of any equipped weapon - even if the used Magic Sword is an ailment one (this resets the weapon type to neutral)
For all elemental magic swords, if the target is immune to the element, accuracy becomes 0%
For all elemental magic swords, if the target absorbs the element, they are healed for the damage as though they had 0 defense (so it can heal for way more than expected!)
Magic Swords do NOT impact damage on targets neutral to elements
Spell
MP
Found
Notes
Fire/Blizzard/Thunder
2
Act 1, Tule/Carwen/Karnak/Crescent
When attacking a target weak to the element, weapon power is doubled and enemy defense is ignored
Damage will still be reduced by rows/protect
Poison/Silence/Sleep
1/1/2
Act 1, Carwen/Karnak/Jacole/Crescent 
When attacking a target, guaranteed to inflict the chosen ailment unless the enemy is immune
Fira/Blizzara/Thundara
5
Act 1, Karnak/Crescent
When attacking a target weak to the element, weapon power is tripled and enemy defense is ignored
Damage will still be reduced by rows/protect
Drain
6
Act 2, Regole/Bal/Quelb/Surgate/Moore
Recover HP equal to damage dealt by physical attacks
Beware of hitting undead while this is active!
Until you get Flare Sword, this is the most useful if no particular vulnerabilities can be exploited
Even after you get Flare Sword it can still make you damn near immortal if you can't be 1HKO'd
Break
8
Act 2, Regole/Bal/Quelb/Surgate/Moore
When attacking a target, guaranteed to inflict Petrification (effectively instant kill)
Does nothing special if the target's immune
Bio
Firaga/Blizzaga/Thundaga
Holy
4
15
10
Act 2, Regole/Bal/Quelb/Surgate/Moore
Act 2, Moore
Act 3, Fork Tower
When attacking a NON-HEAVY target weak to the element, instantly kills the target
This ignores instant death immunity!
When attacking a HEAVY target weak to the element, weapon power is quadrupled(!?) and enemy defense is ignored
Damage will still be reduced by rows/protect in that case
Osmose
1
Act 3, Phantom Village
Steal MP from enemies when you attack
Flare
30
Act 3, Fork Tower
Does not actually have an element
Enhances the user's Weapon Attack by 100 (!!)
Enemy defense is reduced to 1/4th of its value when calculating damage (!!)
None of that is exaggeration - this is completely obscene