Pure Mugic Skills
**Adaptive Progression**: Negates next Elemental Attack on Target.
Notes needed: Bass->Midline->Treble
**Aegis Airia**: Negates Next Attack on Target, however Targets next Attack causes 0 Damage.
Notes Needed: Bass->Midline->Midline->Treble->Treble
**Allegro**: Target gains 20 LCK for 3 turns, Forces Targets Tempo to High.
Notes Needed: midline->midline->midline->midline
**Cadence Clash**: Negate all notes gained and negate all note gain for 3 rounds
Notes Needed: Bass->midrange->Treble->Treble-.Midrange->bass
**Carnivore's keening**: Gives user 30% sp Recovery, but places them into beserk status for 3 rounds.
Notes Needed: Treble
**Cascade Symphony**: for 2 turns, all damage from Wind and Fire attacks are reduced by 20% (this Mugic can't be used again for 6 turns).
Notes needed: Treble->Midrange->Bass
**Counterpoint of Chaos**: Target Loses all Strengths, weaknesses, Boosts/amps, penalties to elements for 3 rounds.
Notes Needed: Bass->Treble->Bass->Treble-Bass-Midpoint
**Curemorph Chords**: Target heals 20% HP/
Notes Needed: Midrange->Midrange->Treble->Bass
**Deep Dirge**: 30% Chance to Charm Target.
Notes Needed: Bass->Bass->Midrange->Bass
**Disarming Theme**: All Combatants get -20% Attack for 2 turns.
Notes Needed: Midrange->Treble->Treble->Bass
**Dischord of Flame**: Target gains Resistance to fire for 1 turns, if Target already has Resistance to fire, they gain Absorb fire for 1 turn instead.
Notes Needed: Treble->Bass-Midrange->Treble->Bass
**Dissonance of Will**: Disables all Passive skills/effects for 3 turns.
Notes Needed: Midrange->Treble->Bass->Treble->Bass
**Ecstatic Fanfare**: Grants all allies +20% Attack, Defense, Agility, Crit chance for 3 rounds, User unable to act for 4 turns.
Notes Needed: Midrange->Treble->Treble->midrange->Treble
**Etude of Exhaustion**: Target and User cannot act for 3 rounds.
Notes Needed: Bass->Treble->Midrange
**Falsetto**: Target gains -15% Attack, Defence, Agility, and Crit for 3 rounds, cannot be used again for 5 rounds.
Notes Needed: Midrage->Bass->midrange->midrange
**Fighters' Fanfare**: Change target of 1 attack on an ally this turn to another target ally of your choice.
Notes Needed: Treble-Midrange-Treble-Treble
**Final Fugue**: Target gains 15% SP recovery and is Taunted as the skill.
Notes Needed: Midrange-Midrange-bass-treble
**Fluid Fugue**: Target heals for 25% HP, if target resists Ice Healing is reduced to 15% HP if Target is Weak to Ice Healing is increased to 50% HP.
Notes Needed: Midrange-Bass-bass-treble-midrange
**Geo Flourish**: Target heals for 25% HP, if target resists Earth Healing is reduced to 15% HP if Target is Weak to Earth Healing is increased to 50% HP.
Notes Needed: Midrange-Treble-Treble-Treble-midrange
**Harmonics of Water**: Target gains Resistance to Ice for 1 round, if they already have resistance they gain Absorb instead.
Needed Notes: Bass-bass-midrange-midrange-treble
**Harmonies of the Wind**: Target gains Resistance to Wind for 1 round, if they already have resistance they gain Absorb instead.
Needed Notes: Treble-Treble-midrange-midrange-Bass
**Harmonious Highsong**: Heal all allies by 35% HP if they already have full health, heal 30% SP instead, If any SP is healed in this way this Mugic can't be used again for 4 rounds.
Notes Needed: Midrange-Treble-treble-midrange-treble
**Hymn of the Elements**: Target gains Resistance of Casters choice for 2 rounds, if target already has that resistance, gain absorb instead.
Notes Needed: Bass-bass-midrange-midrange-treble-treble
**Improvisational Melody**: Deals non-elemental tier 1 Magical damage to target.
Notes Needed: Any three
**Melodic Might**: Allows target to make two attacks this round, however Target then cannot act the following round.
Notes Needed: Bass-midrange-treble-bass
**Melody of Malady** Target and user are 20% more suseptable to Ailments for 3 rounds.
Notes Needed: Midrange-bass-midrange-treble
**Melody of Miracles** Revives 1 target to full health, but reduces users health down to 1 and they cannot act next turn.
Notes Needed: Treble-midrange-midrange-treble-midrange
**Mightsinger's Requiem** if Target is reduced to 0 HP give all targets allies +30% Attack.
Notes Needed: Bass-midrange-treble
**Mindproof March**: all allies are immune to Mental ailments for 3 rounds, Cannot be used again for 6 rounds.
Notes Needed: Bass-bass-midrange
**Minion's Freesong**: Cures Rage, Charm, Confusion, on target.
Notes Needed: Treble-midrange-bass-treble
**Nocturne of the Elements**: Changes Weakness and Strengths of all combatants for 3 Rounds, cannot be used again for 8 Rounds.
Notes Needed: Treble-treble-midrange-midrange-bass-bass-bass
**Nourishing Nocturne**: Target ally loses all SP, spread SP evenly to all other Allies.
Noted Needed: Bass-bass-bass-midrange-bass
**Ode to Obscurity**: all skills used on target now have +30% miss chance for 3 rounds, cannot be used again for 5 rounds.
Notes Needed: Midrange-bass-treble-bass
**Overworld Aria**: Allows immediate escape from Combat and Dungeon (takes party completely out of dungeon when used in combat).
Notes Needed: Bass-midrange-treble-midrange-treble
**Prelude of Protection**: Target gains resistance to dark, light, instant death, and almighty for 1 round.
Notes Needed: Bass-midrange-treble-midrange-treble
**Psionic Serenade**: 30% chance to make Target enemy leave the battle (does not work on bosses/bodyguards).
Notes Needed: treble-midrange-bass-treble-bass
**Requiem of Fear**: 30% chance to inflict Fear on target.
Notes Needed: Treble-bass-bass-treble
**Sonata of Storms**: allows On stage support to attack and use Mugic in combat for 3 rounds, User can't act the next turn after activation.
Notes Needed: Bass-bass-midpoint-midpoint-treble-treble-bass
**Song of Desperation**: Target Ally gains 30% SP but all Damage they deal is reduced to 0 for the next 2 turns.
Notes Needed:Bass-Midrange
**Song of Resilience**: If Target has Resistance to an element, they gain Absorb of that Element instead for 3 Rounds.
Noted Needed: Treble-bass-midrange-bass
**Song of Resistance**: Target gains 20% Defense boost.
Notes Needed: bass-bass-midrange
**Song of Resurgence**: Target gains 10% SP.
Notes Needed: Bass-midrange
**Song of Revival**: Revive Ally with 1 HP.
Notes Needed: Bass-Midrange-Treble
**Song of Shelter**: All allies take 20% less damage from AOE attacks for 3 rounds.
Notes Needed: Treble-treble-midrange-bass
**Song of Stable Shields**: Target is protected from Mugic or Skills that raise or lower stats.
Notes Needed: Bass-treble-bass-midrange-bass
**Sound of Noise**: Disable all Pure Mugic buffs/debuffs currently active.
Notes needed: bass-treble-bass-treble
**Surprising Riffs**: Target enemy has 40% chance to be automatically downed (does not trigger once again).
Notes Needed: Treble-treble-midrange-bass-treble-bass
**Switch Riff**: Change tempo of one ally by 1 step.
Notes Needed: Treble-bass-bass-midrange-treble
**Symphony of Shielding**: All allies are protected from Environmental Effects for 3 turns.
Notes needed: Treble-treble-treble-bass
**Symphony of the Guard**: All allies count as having guarded this turn (they may still act as normal) this Cannot be used agains for 8 turns.
Notes Needed: Treble-midrange-bass-bass-midrange-treble
**Tonal Destruction**:all combatants are unable to use any Pure Mugic skills, or Skills for 5 rounds, This skill can only be used once.
Notes Needed: bass-bass-bass-bass-bass-bass-bass-bass-bass
**Vexing Waveform**: Prevents any Note bonuses from activating (Flats, Switches, Wavers, Rising notes) for 6 rounds, skill can't be used again for 13 rounds.
Notes Needed: bass-midrange-treble-midrange-bass-treble