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.
- 1 Passive Ability, with a choice of how it functions.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 2 Dazed Ability out of a list of 4.

Passive

[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:
- Anytime you take your normal action on your turn without casting a recovery spell, you next active ability that restores HP gains +2 Potency, which is stackable until you use an active ability recovery spell and resets.
- If you healed an ally on your last turn, and did not heal them on your current turn, they recover 3HP.

Active Abilities

[T] Demonstrate: 3MP. 3MP. 80CoS. Deals weapon damage, and the next Spell the Sage cast rolls an additional die, and rerolls any 1s. Can stack. M-Launch+1.
C Recovery: +4 damage.
C Air: The next spells rolls two extra dice, instead.

[T] Conjuration: 5MP. 80CoS. Deal weapon damage to an enemy, and the next spell the Sage casts hits an additional target. M-Rush.
C Air: The Sage also gains Short Focus II at the start of their next turn.
C Recovery: Rather than gaining +1 target, the Sage's next spell targets an entire row!

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

[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 hit since your last turn, the Barrier is (8) instead. M-Recovery.
Field: Restores 18 HP to a single target.
C Earth: +5HP restored.
C Rush: Also gives +2 Drive to the ally.

[S] Purify: 5MP. 100CoS. Cleanse a single negative status from the 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 the target 4.

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 an enemy for 4 water damage. M-Water

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

[D] Preparation: Dazed. The next non-Dazed action the Sage performs has +2 Potency. Stacks. 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, and the next 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.

[S] Bolster: 6MP. 100CoS. Restores 1d6+10 HP to three targets. M-Recovery.
Field: Restores 12 HP to three targets.
C Pin: +3HP Restored.
C Rush: The Sage can Dash or Retreat after this Spell, and is True Healed 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 and Slow 1s the target. M-Water.
C Pin: +4 damage.
C Earth: Slow 3s instead.

[S] Rescue: 5MP. 100CoS. Restores 1d8+10 HP 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).
C Air: Quicken 3s the target instead.

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 Active Slot.

If you choose to upgrade an ability you've already learned, lower its MP cost by -2. 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 Active Slot, you may also immediately learn a single active ability from level 3 or lower to fill it with.

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 deals +4 damage 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 recovery spells when you take a turn without casting one, it's now +3 instead of +2.
- 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 negative status from a single target. Until 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: True Strikes deal 10 fire damage instead.

[S] Relief: 5MP. 100CoS. When the Sage cast Relief, make a note that they've done so and take no other immediate effect. And the end of each round, the Sage can choose to activate a previously cast Relief, instantly healing a single target for 1d8+14 HP. Momentum is generated when cast, but spent on Combos when activated. M-Recovery+1
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.

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 (5). If the Spell already grants a Bubble, increase its value by +5.

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 and grants Short Stalwart to a single target. 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 status on the target, as well.
C Earth: +5HP Restored.

[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 damage.

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 Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. 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 Active Slot, you may also immediately learn a single active ability from level 11 or lower to fill it with.

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 potency by +10.

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