Sage

SAGE

A general outline of the class and what to expect from it goes here.

Level 0

What you get when generating a new Sage character.
- 2 Passive Abilities, with a choice of how one functions.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 2 Dazed Abilities out of a list of 4.

Passive

[P] Sage's Endurance - The Sage gains +10 Maximum MP. Additionally, when not engaged in battle, the Sage may spend LP to recover HP, which each LP spent recovering +10HP.

[P] Trade Secret: Sages excel at healing people, even when it seems like they're doing something else. When creating a Sage, select one of the following as your Trade Secret bonus:
- At the end of your turn, if you did not use your action to cast a spell that recovers HP, then gain +3 HP recovery Potency on your next HP recovery spell. This bonus stacks if gained multiple times. Any unused bonus is lost at the end of the battle.
- If you healed an ally's HP on your last turn, and did not heal them on your current turn, they recover 3HP.
(The first version of Trade Secret disregards Overdrives and Quicks. The second one includes them.)

Active Abilities

[T] Demonstrate: 3MP. 80CoS. Deals weapon damage to a single target, and the next Spell the Sage cast both rolls an additional die and rerolls any 1s. The additional die bonus stacks if gained multiple times. The bonus is lost if not used by the end of the battle. M-Launch+1.
C Pin: +4 damage potency.
C Water: The next spells rolls two extra dice, instead.

[T] Conjuration: 5MP. 80CoS. Deals weapon damage to a single target, and the next spell the Sage casts gains an additional target. M-Rush.
C Air: The Sage also gains Short Focus II at the start of their next turn.
C Recovery: The Sage's next spell targets an entire row, instead of hitting an additional target.

[S] Chorus: 4MP. 100CoS. Deals 1d8+12 fire damage to a single target, and inflicts Short E-Shatter. M-Fire.
C Fire: Inflicts Short E-Shatter II, instead.
C Launch: +4 damage potency.

[S] Acclaim: 5MP. 100CoS. Restores 1d8+12 HP to a single target, and grants Short K-Power. If the target is defending, grants Long K-Power instead. M-Recovery.
Field: Restores 18 HP to a single target.
C Launch: True Heal +6HP to all other targets in the group.
C Rush: Also gives +2 Drive to the ally.

[S] Solace: 5MP. 100CoS. Restores 1d8+12 HP to a single target, and grants a Barrier (4). If the target has been dealt damage by an enemy since the end of your last turn, the Barrier is (8) instead. M-Recovery.
Field: Restores 18 HP to a single target.
C Earth: +5 HP recovery potency.
C Rush: Also gives +2 Drive to the ally.

[S] Purify: 5MP. 100CoS. Cleanse a single negative status from a single target and grant them Long Energize. If target is Dazed, restore 1d8+18 HP and end Dazed instead. M-Fire
Field: Restores 21 HP to a single target, but may only be used on targets with 10HP or less.
C Earth: Grant Barrier (8).
C Air: Cleanse all statuses, rather than one.
C Fire: Quicken 4 the target.

Overdrive Abilities

[OD][S] Overdrive: Perfection: 100CoS. Restores 1d10+15 HP to a single target and cleanses all negative statuses from them. M-Recovery

[OD][S] Overdrive: Seal Evil: 100CoS. Deals 1d10+15 fire damage to a single target. When the target is Dazed, the Sage recovers +5MP. M-Fire.

Dazed Abilities

[D] Encourage: Dazed. 100CoS. Grants an ally +2 Drive. M-Rush

[D] Shadow of Doubt: Dazed. True Strike a single target for 4 water damage. M-Water

[D][S] Weak Heal: Dazed. 2MP. 100CoS. Restores 1d6+4 HP to a single target. M-Recovery.

[D] Preparation: Dazed. The next non-Dazed action the Sage performs has +2 Potency. This bonus stacks if gained multiple times, and is lost if not used by the end of the battle. M-Rush

Level 1 (Quick)

At level 1, you gain a choice of a single Quick Ability out of the following four:

[Q] Instant Recovery: True Heal +12HP to a single target.

[Q] Remove: Cleanse a negative status from a single target.

[Q] Expand: The next Spell you cast targets an additional target.

[O] Prescription: If the next Technique you use would miss, it instead hits. If it would hit, it instead Criticals.

Level 2 (Active)

At level 2, you learn one of the following two Active Abilities, or another active from level 0:

[T] Evocation: 3MP. 80CoS. Deals weapon damage to a single target, and the next HP recovery Spell the Sage cast grants a Bubble (8) as well. M-Pin
C Water: The Sage gains a Bubble (8) as well.
C Launch: +4 damage potency.

[S] Bolster: 6MP. 100CoS. Restores 1d6+10 HP to three targets. M-Recovery.
Field: Restores 12 HP to three targets.
C Pin: +3 HP recovery potency.
C Rush: The Sage can Dash or Retreat after this Spell, and True Heals themself for +5HP.

Level 3 (Active)

At level 3, you learn one of the following two Active Abilities, or another active from level 2 or lower:

[S] Refrain: 4MP. 100CoS. Deals 1d8+12 water damage to a single target and Slow 1s the target. M-Water.
C Pin: +4 damage potency.
C Earth: Slow 3s instead.

[S] Rescue: 5MP. 100CoS. Restores 1d8+10 HP to a single target and Quicken 1s the target. If the target has 30HP or less, restores an additional 1d8+10 HP. M-Recovery.
Field: Restores 15 HP to a single target, or 21 HP to a target with 40 or less HP.
C Fire: Grants the target a Barrier (5) as well.
C Air: Quicken 3s the target instead of Quicken 1.

Level 4 (Passive, Skill)

At level 4, you earn a new skill point, and you gain a choice of a single Passive out of the following two:

[P] Glorify: Anytime the Sage ends a turn in the front row, they recover +1MP.

[P] Channel: Anytime the Sage Defends, they recover +3MP.

Level 5 (Upgrade/Slot)

At level 5, you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 6 (Quick)

At level 6, you gain a choice of a single Quick Ability out of the following four, or another quick from level 1:

[Q][S] Quick Cure: 2MP. 100CoS. Restores 1d8+15 HP to a single target.

[Q] Majesty: Grants Long E-Power to a single target.

[Q] Grandeur: The Sage gains +4 damage potency with their next attack, and if it's made from the front row, they gain a Barrier (4) as well.

Level 7 (Passive Upgrade)

At level 7, your Trade Secret ability is upgraded in the following way:

- If you gain bonus potency to HP recovery spells when you take a turn without casting one, it's now +5 instead of +3.
- If you True Heal targets by not healing them on consecutive turns, the True Heal is now +5 rather than +3.

Level 8 (Active, Skill)

At level 8, you earn a new skill point, and you learn one of the following two Active Abilities, or another active from level 3 or lower:

[S] Annul: 6MP. 100CoS. Cleanse a single negative status from a single target. Until the start of the Sage's next turn, anytime an enemy inflicts a negative status effect, immediately True Strike them for 6 fire damage. M-Fire.
C Recovery: -4MP Cost
C Rush: +4 True Strike potency.

[S] Relief: 5MP. 100CoS. When the Sage cast Relief, it has no immediate effect until the end of the round. Once per Relief cast, at the end of each round and lasting until the end of the battle, the Sage may choose to heal a single target for 1d8+14 HP. Once activated, the effect is lost until Relief is cast again. Generates M-Recovery+1 when this spell is cast, not when recovery is activated; however, this spell may combo when activated, instead of when cast.
Field: Restores 18 HP to a single target.
C Water: True Heal all other targets in the group for +6HP.
C Fire: Grants +2 Drive to the target as well.

Level 9 (Overdrive)

At level 9, you gain a choice of a new Overdrive Ability out of the following two:

[OD][S] Overdrive: Mass Restoration: 100CoS. Restores 1d8+10 HP to the entire party. M-Recovery.

[OD][T] Overdrive: Caduceus: 80CoS. Deals weapon damage and inflicts Long Disease II and Long Chill. This attack has +20 Critical. M-Pin

Level 10 (Passive)

At level 10, you gain a choice of a single Passive out of the following three, or another passive from level 4:

[P] Energy Manipulation: Whenever the Sage casts a Spell which generates M-Recovery, they can instead choose to generate any other type of momentum they've already generated this battle.

[P] Condition Green: Whenever the Sage is within 10HP of their maximum value, they deal +3 damage with attacks.

[P] Safety: Whenever the Sage uses a recovery Spell on a target with 30HP or less, grant the target a Bubble (10). If the Spell already grants a Bubble, increase the bubble's potency by +10 instead.

Level 11 (Active)

At level 11, you learn one of the following two Active Abilities, or another active from level 8 or lower:

[S] Succor: 5MP. 100CoS. Restores 1d8+12 HP to a single target, and grants Short Stalwart as well. If the target is in the front row, grants Long Stalwart instead. M-Recovery.
Field: Restores 18 HP to a single target.
C Rush: Cleanses a single status on the target, as well.
C Earth: +5 HP recovery potency.

[S] Axiomata: 3MP. 100CoS. Deals weapon damage to a single target, and the next time the Sage casts a Spell, it either Cleanses (if used on an ally) or Dispels (if used on an enemy) a single status. M-Pin
C Recovery: The Sage gains a Barrier (5)
C Pin: +4 potency.

Level 12 (Upgrade/Slot, Skill)

At level 12, you earn a new skill point, and you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 13 (Passive)

At level 13, you gain the following Passive:

[P] Doctorate in Excess: Anytime the Sage casts a Spell that recovers HP, they may opt to spend +3MP to increase its HP recovery potency by +10.

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