Stigma Blade

STIGMA BLADE

Raw, overwhelming power is the name of the game for Stigma Blade. Every single ability they gain access too might look like an Overdrive - or better! - on any other class, but they can do these sorts of things at will. All that power comes at a cost, however; all their abilities are particularly lacking for combo options, and they also cost two or three times as much mana as other classes so they're nearly guaranteed to run dry during an expedition! You'll need to either carefully manage it and perform a larger number of basic attacks, or take the risk that comes with unleashing the Seal Breaker. Other than that, the Stigma Blade's combat loop revolves around casting spells to gain Marks, and then expending those Marks with Techniques. While the core of the Stigma Blade is focused on dealing tons of damage, with a handful of abilities and options they can gravitate towards a more defender sort of role.

Level 0

What you get when generating a new Stigma Blade character.
- 3 Passive Abilities, with a choice of how one functions.
- 1 Quick ability.
- 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] Stigma Blade's Endurance - The Stigma Blade gains +20 Maximum HP. Additionally, when not engaged in battle, the Stigma Blade may spend LP to recover HP, which each LP spent recovering +15HP.

[P] Mark of the Exile: All Stigma Blades are fueled by one of two different power sources: Celestial or Abyssal. Your choice of power source determines what element momentum your M-Stigma abilities generates, what element momentum you consume to activate C-Stigma, and which element Stigma-elemental damage deals. When creating a Stigma Blade, choose one of the following as your Mark of the Exile effect:
- Celestial: Stigma momentum and damage is Fire. Whenever you cast a Spell, you gain a Celestial Mark. When you use a Technique with a melee weapon, you can choose to expend any number of Celestial Marks in order to either roll an extra damage die, or True Heal the Stigma Blade for +4 HP, per Mark.
- Abyssal: Stigma momentum and damage is Water. Whenever you cast a Spell, you gain a Abyssal Mark. When you use a Technique with a melee weapon, you can choose to expend any number of Abyssal Marks in order to either roll an extra damage die, or True Strike an additional enemy for 4 water damage, per Mark.
(If you're playing Dantali Stigma Blade, Wizardry functions a little bit differently with "Stigma" Elements than it does normally. Rather than being able to swap out the element for each ability freely, you can instead change the element that corresponds with your chosen Mark of the Exile option while otherwise keeping the same rules. This would let you play an Abyssal Mark of the Exile that has earth based stigma spells and True Strikes when expending marks rather than water, for example, or a Celestial that still expends marks for True Heals, but has Air based stigma spells!)

[P] The Blades Call To Me: Any melee weapon that the Stigma Blade equips, increases its die potency by one step. This applies to Barehanded damage, as well.

Quick

[Q] Seal Breaker: To use Seal Breaker, you must voice your desire for power - whether you calmly request your desire be sated, or passionately demand it at the top of your lungs, the choice is yours.
Draw massive power from the Stigma, refilling your MP to its maximum instantly. Then roll 1d10:

1-2: No Special Effect
3-4: Inflicts Long Burning II on the Stigma Blade.
5-6: The Stigma Blade is inflicted with the Wound (30) Condition, reducing Max HP by 30. Worsen existing wounds by 30.
7: Reduces the Stigma Blade's LP to 0. If LP is already 0, reduce the Stigma Blade's HP to 1 instead.
8: The Stigma Blade is dealt Supreme damage equal to your current HP. Allies may offer to suffer any amount of this damage instead, reducing the amount you take.
9: The Drive gauge of all enemies instantly fills to maximum.
10: A weapon you are holding (if any) is destroyed, and you are equipped with Lunacalibur instead. (Lunacalibur functions as a weapon with the same WGT as the weapon it replaces, or 0WGT if you had no weapon equipped, 1d12+13 potency, generates M-Stigma, and all physical damage dealt with it is Stigma.) At the end of the battle, it dissipates back into nothingness, and your HP is reduced to 1.

Active Abilities

[T] Blackwing: 12MP. 80CoS. Dash, then deal weapon damage to three targets. M-Rush.
C Rush: Targets a fourth enemy.

[T] Monte Cristo: 8MP. 80CoS. Deals weapon damage +5 to a single target. If the target has ever dealt damage to the Stigma Blade, gain an additional +5 damage potency. M-Launch.
C Fire: Inflicts Long Taunt.

[T] Phantom Edge: 9MP. 80CoS. Deals supreme weapon damage to a single target and inflicts Long Curse. Any other enemies currently inflicted with Curse take damage as if they had spent 1 LP. M-Pin.
C Pin: Lower the CoS check result by -20. This combo effect my be activated even on a miss.

[S] Crackling Sword of Az-Atall: 11MP. 100CoS. Deals 1d10+16 air damage to a single target and inflicts Short Burning II. M-Air.
C Launch: Gains +4 damage potency to front row targets if cast from the front row.

[S] First Gate: 12MP. 100CoS. Deals 1d8+6 stigma damage to the entire group. The first time you cast First Gate in each battle, add +2 damage per the number of rounds combat has lasted. M-Stigma. ((So the first casting of First Gate would do 1d8+8 in round one, 1d8+10 in round two, 1d8+12 in round three, and so on with the first casting, then 1d8+6 with all further uses.))
C Stigma: Gain an additional Mark if used during the first round.

[S] Chronometabolism: 8MP. 100CoS. Restore 1d8+15 HP to the Stigma Blade, and Quicken 3 as well. M-Recovery.
Field: Restores 21 HP to the Stigma Blade.
C Water: Cleanse one of the following: K-Falter, E-Falter, or Challenge.

Overdrive Abilities

[OD][T] Cerberus: 80CoS. Deals weapon damage to a single target, twice. Scratch 4 on a miss. M-Rush

[OD][S] Omen Wings: 100CoS. Form wings of Stigma Energy. Has no effect when used, but at the start of the next round, the energy ruptures, dealing 1d8+14 stigma damage to the entire group. If the battle ends before the Omen Wings rupture, the Stigma Blade folds them back up, recovering the Drive expended to activate this ability. M-Stigma.

Dazed Abilities

[D] Not Yet…!: Dazed. 35CoS. Remove Dazed form the Stigma Blade and recover 1d8+20 HP. M-Recovery

[D][S] Emanation: Dazed. 5MP. 60CoS. Deals 1d6+6 Stigma damage to the entire group. Does not generate a Mark. M-Stigma.

[D] My Power Awakens: Dazed. 100CoS. The Stigma Blade recovers +1 MP and gains a Mark. M-Stigma.

[D] Brood: Dazed. 100CoS. The Stigma Blade gains +2 Drive. M-Recovery.

Level 1 (Quick)

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

[Q] Stigma Chains: Pull an enemy into the front row, then gain a Mark.

[Q] Ground Zero: The Stigma Blade gains Long E-Power II and Long H-Power II. After acting this turn, the Stigma Blade gains Long Exhaust.

[Q] Nemesis: Select a single enemy - when it damages the Stigma Blade, it gains +3 damage potency. Anytime the Stigma Blade targets this enemy until the end of the battle, gain an additional Mark, even if the ability being used normally would not generate one.

Level 2 (Active)

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

[T] Sever: 8MP. 80CoS. Deals weapon damage to a single target. Gains +10 damage potency against targets with more than half their max HP remaining. M-Pin.
C Earth: Short Toxin II the target as well.

[S] Signed in Blood: 10MP. Offer a single ally Stigma Power. If they accept, they lose 10HP, and gain Long Stigma Saber II. M-Stigma
C Recovery: Grant the ally a Barrier (5).

[S] Pale Aurora: 12MP. 100CoS. Deals 1d6+10 stigma damage to a row of enemies. Targets without Resistance to the element are inflicted with Short K-Falter, and targets with Weakness to the element are inflicted with Short K-Falter II. M-Stigma
C Stigma: Cleanse a single negative status from the Stigma Blade.

Level 3 (Active)

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

[T] Gravity Blade: 9MP. 80CoS. Dash, Deal weapon damage to a single target, then Slow 3 the target as well. This attack has +60 Critical. M-Launch+4
C Air: Slow 5 the target, instead.

[S] Beast Unbound: 12MP. 100CoS. Deals 1d8+10 stigma damage to three enemies, and inflicts Short Challenge to each target. M-Stigma
C Rush: Hits a fourth target.

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] The Contract is Formed: Anytime the Stigma Blade hits an enemy's elemental weakness, they gain Long K-Power II.

[P] You're Next: Anytime an enemy is Dazed, the Stigma Blade gains Short Lucky at the start of their next turn. If multiple enemies are Dazed before the Stigma Blade acts, gain Short Lucky II instead.

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 (Passive)

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

[Q] Colorless Halo Until the end of the round, the Stigma Blade reacts to being targeted by an enemy in accordance with their Mark of the Exile.
Celestial: the Stigma Blade True Heals an ally for +6HP.
Abyssal: the Stigma Blade True Strikes the enemy for 6 water damage.

[Q] Closed Heart: Consume all positive statuses on the Stigma Blade. The Stigma Blade gains +2 damage potency for each short status, +4 damage potency for each Long status, and +3 more damage potency for each II status, with their next attack.

Level 7 (Passive Upgrade)

At level 7, your Mark of the Exile ability is upgraded:

- When you expend a Mark to True Heal or True Strike a target, each mark gives +6 rather than +4, and your Mark of the Exile gains additional functionality:

If you took the Celestial Mark, you can now True Strike targets for 6 fire damage when you expend marks.

If you took the Abyssal Mark, you can now True Heal yourself for +6HP when you expend marks.

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:

[T] Exile Buster: 8MP. 80CoS. Deals weapon damage to a single target, dealing Stigma element damage rather than physical. Any Marks that the Stigma Blade spends enhancing Exile Buster have their bonus applied twice. M-Stigma.
C Launch: If Exile Buster missed, hit instead. If Exile Buster hit, Critical instead. This combo effect can be activated even if it missed, of course.

[S] Spirit Chain: Niflnir Conjuration: 12MP. 100CoS. Deals 1d8+10 stigma damage to a single target and suppresses its Drive by -2, then True Strikes all other enemies for 6 air damage. M-Air.
C Recovery: The Stigma Blade gains +2 Drive as well.

Level 9 (Overdrive)

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

[OD][T] The Sword That Sunders Bonds: 80CoS. Deals weapon damage to a single target with +20 Critical, and inflicts Long E-Shatter as well. The Stigma Blade then gains Long E-Power. Scratch 6 on a miss. M-Rush.

[OD][S] From Beyond The End Of Time: 100CoS. Deals 1d8+10 stigma damage to a single target, and inflicts Long K-Shatter. The Stigma Blade then gains Long K-Power. M-Stigma.

Level 10 (Passive)

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

[P] I Can Feel It Pulsing: When the Stigma Blade uses Seal Breaker, roll two separate d10 and pick either result.

[P] Restless Wanderer: The Stigma Blade's Basic Attacks gain +20 Critical.

Level 11 (Active)

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

[T] God-Killing Sword: 11MP. 80CoS. Deals supreme weapon damage to a single target, and increases the target's Overdrive Gauge maximum by 2. For each Mark spent with this attack, increase the OD Gauge further by +1. M-Launch
C Stigma: +5 damage.

[S] When The Orchestra Of Creation Strikes For The Last Time I Shall Be Standing There, Sword in Hand, To Declare This To You: These Chains That Rest Upon Me Shall Be Your End — Hence, Da Capo Aeternam!: 11MP. 100CoS. Spend your action this turn chanting an elaborate Spell, with no other effect. As long as the Stigma Blade continues to chant an incantation out loud until their next turn, anytime one of the Stigma Blade's ally is dealt damage by an enemy, something happens based on their Exile Mark. On the Stigma Blade's next turn, rather than taking an action normally, instead complete your spell chant and unleash When The Orchestra Of Creation Strikes For The Last Time I Shall Be Standing There, Sword in Hand, To Declare This To You: These Chains That Rest Upon Me Shall Be Your End — Hence, Da Capo Aeternam!, which deals 2d10+30 stigma damage to a single target. Momentum is generated after damage is dealt. M-Stigma+5
Celestial: The ally is True Healed for +5 HP.
Abyssal: The enemy is True Struck for 5 water damage.
C Stigma: Gain a stacking +2 damage potency for each time the Stigma Blade's allies were struck while the Spell was charging.

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] Last Word: When you get this ability, name it after your catch phrase the mantra of your inner spirit, or the coolest thing you've ever said. After you do so, all your MP Costs are reduced by -2.

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