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paradigm

Sage Class

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Sage
A magician skilled in both White and Black Magicks as well as a collection of other arcane spells.

Stats
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PrerequisiteWeaponsHelmetArmorEquip Shields?
LVL 2 Chemist---Hats| HelmsClothes| RobesNo
LVL 8. White Mage
LVL 8 Mystic
LVL 8 Black Mage
LVL 8 Time Mage
LVL 8 Summoner
LVL 8 Arithmetician


Move RateJump RateSpeedPhys. Evas. RateBase ATKBase MAGBase HPBase MP
30ft30ft8/105%LowHighLowHigh


Sagacity
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NameDescriptionPrep
Black Magicks-channel elemental powers into powerful offensive spells. Varies
Mystic Arts-bend the forces of the cosmos to one's will. Varies
White Magickscast spells of recovery and protection.Varies
Time Magicks-toy with the laws of the universe.Varies
Runes-Cast magic utilizing special sealsVaries
Arithmeticks-Analyze natural phenomena and pinpoint magickal attacks. Varies
Summon-Summon the most powerful of spirits

Note*The Following are just examples of spells including SL spells that are not valid in Colosseum combat. None of the spells are labeled with preps, if they are requested they can be provided.
Specialty
¤ Instructed by Kaioru ¤
Body Flame Technique: Vanish; teleportation.
Body Shedding: Rebirth; sheds mortal coil with heavily damage sustained. Fresh birth, no damage sustained.
Snake Authority Spell: Serpentine Appendages; thick, near-indestructible snakes emerge from the arm-sockets of the user. Constrictive. Violent.
Hidden Shadow Snake Hands: Fist extension, poison; 2~4 feet of snakes will eject from punching fists.

¤ Self-Taught ¤
Healing/Resurrection supplementary--active--currently locked
Spoiler:
SL Ability, Itazuki once possessed the ability to recover his body as well as his subordinate's bodies from near death damage at the cost of his own mana. *Includes Esunaga

Hand of Godspecial technique--currently locked
Spoiler:
SL ability, the ability to rip a soul out of it's body and sever it's connection with the world. *High Mana Cost--tied to necromancy

Spell/Energy Absorption supplementary--passive-Sephirum Rods must make contact with spell.
Spoiler:
If Itazuki witnesses a technique there is a 10% chance he can perform it if he witness's it's use once. Each additional viewing of said technique increases this number by 1% until reaching 15%. It Itazuki completely absorbs an attack he has an 85% chance of learning the spell. If he partially absorbs an attack he stands a 50% chance to utilize the technique.

In battle:He can't just absorb a technique by getting hit, he has to utilize a series of specialized seals first. The absorption of spells is entirely dependent upon the spell's strength and the amount of preps in the attack. A 1 prep fireball would be an easy absorption for Itazuki, but a three prep beam of energy, it's unlikely that he'll absorb more than a small amount of the of the damage, unless he too utilizes three turns to prepare for the attack.


The Hidden Art of the Body Flicker - Extensive training at moving quickly and unseen has developed into a mystic ability to actually do so. Those so trained can tap into their ki and jump from one place to another in the space of a blink of an eye. Not teleportation in the truest sense, because the person is actually moving, but he does so so quickly that all that one can see is the after image .
Effect: The caster moves from one place to the next at super speed. However, it isn't entirely reliable and even when it is, it quickly tires one out. Repeated usage quickly drains the user of any mana reserves.
The Hidden Art of Surface Walking - Some no longer need rope to climb walls, or must use a bamboo tube to breathe under water, because through the mystical training of the Hidden Art of Surface Walking, one can learn to channel their ki to their feet, allowing them to walk upon any surface, even if the surface is as thin as a spider's silk.
Effect: Demimancy is used by gathering mana power and altering ones personal gravity, making it seem that they can climb walls, walk across water, or stand upon silk threads. The effect is so relatively minor, and because with great practice, many could do this for hours on end. The same Gravity Magician explain why so many beings seem to jump such great distances with ease.
The Hidden Art of Shadow Duplication - Sometimes the greatest ally one can have is the element of distraction. By using the mystical arts, the caster can alter the shadows around him to create the illusion of one or numerous other people, often in the guise of the user. While these shadow people seem real, they can do no harm and disappear at such a time that they take damage or the caster dismisses them.
Effect: Shadowmancy is used to a mass of shadow form, and alter it's shape so that it looks like a person. The shadow shape has no mass, no form, just the illusion of presence. It can not attack, and can not defend and is typically only capable of mundane tasks. Attacks against the Shadow Form dissipate the form.
Inpo - Also known as "The Art of Hiding in Plain Sight". Inpo trains the caster with the skills and ki manipulation to hide from investigation simply by standing still and focusing.
Effect: Shadowmancy is again used to move and alter the shadows inherent to an area, this time by creating a type of 'cloak' that protects the caster from sight. The Inpo can be rendered useless by a handful of ways, including magically enhanced sight, rapid movement by the caster, and sudden loss of focus.
Inton - Also known as "The Art of Escape". Intense training in escape tactics has taught the user how to be incredibly flexible and to dislocate joints, allowing them to slip free from bondage.
Effect: One can escape from ropes, chains, straight jackets, handcuffs, manacles, and even the wrestling holds of an opponent with great ease.
Ki Suppression - Many skilled beings have large quantities of mana (or chakra or ki), and many skilled magic users know how to trace and track mana. As such, one branch of ki training is on how to suppress the user's own ki so that it appears that he has very little or none.
Effect: Decreases another's ability to track, sense, follow, or otherwise find the caster's magical essence.



Black Magic
Fire Magic
Explanation:Fire Magic consists of offensive-type techniques that primarily allow the user to create fire by increasing the temperature of their mana. There are some exceptions to this though in which the Elementalist forms mediums in order to create explosions.Fire Magic is typically perfect for mid-to-long-ranged combat and causes burning and explosive damage. Fire Magic is strong against wind; because wind naturally feeds fire but is weak against water due to its ability to extinguish the flames. A sufficiently strong fire technique can be strong enough to evaporate its natural weakness of water.

  • Fire-Fire
  • Fire2-Fira
  • Fire3-Firaga
  • Fire4-Firaja



Earth Magic
Explanation:Earth Magic consists of techniques that allow the user to manipulate the surrounding earth for offensive and defensive purposes; be it dirt, mud, sand or rock. Earth Release techniques have the ability to change the strength and composition of the earth from being as hard as metal to as soft as clay. This includes allowing the user to travel through ground and rock in various ways which can be essential for both transportation and for setting up attacks or creating defenses or for offense. Indeed, this makes earth techniques one of the most versatile of the elemental techniques. Pre-existing earth is not necessary though, for the user can create it with their own Mana. Earth Magic is naturally strong against water but likewise, Earth is also naturally weak against lightning. Earth Magic also extends into Sand manipulation, although this requires a great deal more concentration than typical Earth Techniques. The Sand typically moves through the air to serve various purposes. The amount of sand one can control at one time is immense if the mana pool is deep enough. If sand is lacking in abundance, the elementalist can break down the earth minerals in the ground to create more sand. While he can control any dry sand, ordinary sand requires more mana to manipulate, tiring him at a rapid rate.


  • Quake
  • Quake2
  • Quake3
  • Quake4




Lightning Magic
Explanation: Lightning Magic consists of techniques that allow the user to generate lightning by increasing the high frequency vibrations of their mana, allowing for piercing damage and fast movement. The electricity paralyzes the target so that they are unable to move and leaves them vulnerable to a finishing strike.While uncommon, lightning can be infused into bladed weapons in a way similar to Wind through mana flow for increased sharpness through vibrations, with the added effect of inducing numbness.When the technique is released from their bodies, and thus not requiring physical contact, it does not move as fast as true lightning. Instead, due to the control the user has to exert over it, it moves far slower, which can give opponents time to still react.Lightning is naturally strong against an earth, and weak against wind. Lightning also has a unique relation with water since water conducts electricity. This means that a Water can be used to increase the damage of a Lightning technique. Though this also means that if one's opponent still has a physical connection with the water, either a pre-existing source or one created with their own mana, then they can be paralyzed via their own jutsu. Based on the exhaustion of using Lightning techniques, it can be presumed that they require more mana/chakra/ki than the other nature elements.


  • Bolt-Thunder
  • Bolt2-Thundara
  • Bolt3-Thundaga
  • Bolt4-Thundaja




Water/Ice Magic
Explanation:Water Magic consists of techniques that allow the user to manipulate pre-existing water, or create their own, by turning their mana/chakra/ki into water. It takes much more skill and mana to create the water than to manipulate what is already available and expel it from their mouths.One of the most versatile of the basic elements, Water techniques can not only change shape but form into Ice as well. The water appears to do its damage from the sudden force that it exerts, which can cause massive internal damage.Water will naturally extinguish fire (though a sufficiently powerful technique can cause evaporation) but will naturally be overcome by earth. When water techniques are combined with Wind techniques, the concussive and overall destructive power is vastly increased. Also, water is efficient in combination with lightning, increasing the flow of electricity into the target.


  • Ice-Blizzard
  • Ice2-Blizzara
  • Ice3-Blizzaga
  • Ice4-Blizzaja




Wind Magic
Explanation:Wind Magic consists of offensive-type techniques that allow the user to manipulate wind by shaping their mana to be as sharp and as thin as possible, very much like the blades of a pair of scissors. The ranged techniques work by the user causing movement in the air, such as by blowing air from their mouth or creating air currents with objects. Wind-based magic becomes stronger if the user can generate a suction behind their target. Wind techniques are suited for short-to-mid-range combat, and combine brute force and precision to deal cutting and slashing damage. Users can even channel wind-natured mana into blades to increase their range and cutting power. Wind is naturally strong against lightning techniques, and likewise naturally weak against fire techniques. In the case of a combination, it augments the strength of a fire technique as well as increases the concussive power of a water technique.


  • Aero
  • Aero2
  • Aero3
  • Aero4





Mystic Arts
Explanation:A majority of the Mystic Arts rely on Shadow Magic. Shadow Magic typically consists of utilizing negative energy to perform techniques and includes the manipulation of one's own shadow.

Blind-Umbra| Rob targets of sight, reducing success rate of their physical attacks.
Absorb-Empowerment| Absorb Mana from the target
Drain-Invigoration|Absorb life energy from the target
Faith-BeliefFill the target's soul with a zealous fervor
Doubt-Disbelief|Drain the target's soul of piety
Zombie-Corruption| Transform the target into one of the walking dead.
Silence-Quiescence| Rob target of speech, rending them unable to cast magicks
Rage-Fervor|Impart a thirst for destruction, rendering the target mad for blood
Forbid-Trepidation|Reduce the target's bravery
Confusion-Delirium|Cause the target to become delirious and act irrationally
Dispel-Harmony|Neutralize beneficial status effects on the target
Paralyze-Hesitation|Render the target incapable of action
Sleep-Repose|Put the target into a deep slumber
Petrify|Turn the target's body into stone





White Magic
Explanation:Holy Magic consists of utilizing positive/pure mana for techniques and are typically healing/supplementary abilities.

Cure| White magick that soothes injuries, restoring HP.
Cure2-Cura| White magick that soothes injuries, restoring HP.
Cure3-Curaga| White magick that soothes injuries, restoring HP.
Cure4 -Curaja| White magick that soothes injuries, restoring HP.
Raise| White magick to fetch a warrior from the brink of death.
Raise2-Arise| White magick to fetch a warrior from the brink of death and fully restore HP as well.
Reraise| White magick that endows a unit with a protective force that will revive him or her only once after being KO'd.
Regen| White magick that invigorates the life force, gradually restoring HP as long as its protection is in effect.
Protect| White magick that conjures up invisible armor made of air to protect the body from direct blows.
Protect2-Protectja| White magick that conjures up invisible armor made of air to protect the body from direct blows.
Shell| White magick that conjures up invisible, mystical veil to protect the body from magick.
Shell 2-Shellja| White magick that conjures up invisible, mystical veil to protect the body from magick.
Wall| White magick that conjures up an invisible barrier to protect the body from physical and magickal blows.
Esuna| White magick that removes negative status effects.
Holy| White magick that attacks the target with sacred light.



Time Magic
Explanation: Time Magic is possible via many venues, chiefly Gravity Magic. Gravity Magic consists of spells that alter the user's own personal gravity and (on the very very rare occassion) the gravitational pull of others, allowing the user and his equipment to be lighter and thus move faster. Typically Demimancy is used by gathering mana power and altering ones personal gravity, making it seem that one can climb walls, walk across water, or stand upon silk threads. At it's basic form the low level techniques are extraordinarily easy to master and are used by many. The same Gravity Magic can explain why so many seem to jump such great distances with ease. Conversely, higher level spells drain mana at an alarming rate and can even go so far as to grant the user the ability to slide across the ground with no traction or even fly.

Haste| Time Magic increases speed.
Haste2-Hasteja|Time Magic greatly increases speed
Slow|Time Magic decreases speed
Slow2-Slowja|Time Magic greatly decreases speed
Stop| Puts target in stasis preventing action
Immobilize|Target is unable to move
Float|Allows user to float/fly
Reflect|Time Magic creates aura that reflects magic
Demi-Gravity|Time Magic damages with the powerful pull of gravity
Demi2-Gravija|Time Magic greatly damaged with the powerful pull of gravity
Meteor|Time Magic unleashes a huge meteor from the heavens, devastating it's target





Runic
--Itazuki is a skilled Runesmith and utilizes several different abilities through these specialized seals. Examples include:

[Forbidden Mark] A special seal that unlocks the target's potention and imbues the bearer with forbidden power. The power comes with several costs, chief among those being a bond with Itazuki, who possesses a strong measure of control over the target.
[Speak No Evil] When inscribed upon a person it prevents them from speaking about certain topics chosen by Itazuki. When the target attempts to speak the forbidden words their body is paralyzed preventing them from speaking. This does not protect against mental probing.
[Exploding Tag] A slip of paper with symbols drawn upon it that store mana only to explode when a proper command is given or condition is met.
[Five Seal Barrier] A barrier is placed over a location chosen by the user and prevents entry and divination unless all five seals are located and removed. The seals have to remain within a certain perimeter of the desired barrier and must all be removed simultaneously. There is typically a counter of some sort involved with removing the seals but is dependent entirely on the user.
[Four Symbols Seal] When placed correctly the Four Symbols Seal locks seals the targets mana for a short period of time. On a larger scale this can be used to seal evil spirits.
[Summoning Seal] A very complicated seal to create without assistance and impossible to simply make on the spot due to the complex design, the seal is used to call items/animals/people to the user's location. The seal has to have been placed on the target's person in order to summon them and is typically used to transport items great distances or summon creatures to fight on behalf of the user.
[Reverse Summoning Seal] Whereas the summoning seal brings the seal bearing target to the user's location, the Reverse Summoning Seal sends the user to the seal's location. This seal is far more difficult than it's progeny and requires a great deal of preparation to create the necessary runes.


Arithmeticks
Explanation:The Arithmetician, also known as Calculator, is a a high-level magician. The Arithmetician can cast most magic for free and without an extended charge time, assuming they already know the spell and they can do the right calculations for it. Like marble in the hands of a master sculptor, or how the body is subjugated by one with a complete knowledge of pressure points, so too is the relationship between Mana and an Arithmetician. It is presumed that the Arithmetician's abilities are derived from an advanced knowledge of the flow of magic (Mana) already present in the environment. As such, they can simply redirect it naturally without forcibly bending it to one's will, such as a conventional mage.

Ultimately this means the Arithmetician has no unique spells of their own, save one.

Supernova|Deal a large amount of non-elemental magic damage to all opponents


The Spell is considerably difficult to cast and requires utilizing complex calculations to bring to fruition which are entirely dependent on the environment and many other variables(target location, distance from caster, etc).






The first two equations calculate the sun's and planet's potential attractive forces, the third equation calculates the Earth's potential attractive forces and the fourth misstates that the asteroid is working on a two dimensional level, as it is the equation for the area of a circle, all to direct the energy used to cause the supernova. Courtesy of ff wiki


The Six
The Six are no longer Relevant and have since been destroyed in the attack on Celin City, Genesaris.


Reaction Abilities
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NameDescriptionTrigger
ReflexAvoid Standard Attacks.Phys ATK


Support Abilities
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NameDescriptionPrep
Absorb MPAbsorb the amount of MP used to cast spell1 RND
Dual WieldUse a weapon in each hand even if not a Ninja.Constant



Movement Abilities
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NameDescription
Levitate Float over land
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