Sage

This article is about a class in Towers and Tarragons. If you would like to edit this article, please leave a message asking for permission.

Description
Sages are magical powerhouses; they can use nearly any type of magic, the only two exceptions being Dark Magic and Death Magic. Sages have high Magic Attack and Magic Defense, making them a force to be reckoned with against enemies with poor Magic Defense. Sages have good Agility so that they can evade enemy attacks frequently, but have low Attack and Defense that makes them susceptible to physical weapons.

Skills
Tomefaire: When facing an enemy magic-user the enemy has their Magic Defense halved.* Passive, Enemy Magic Defense/2

Tomebreaker: The Sage causes the enemy's magic weapon to discharge magic that hurts the wielder.* TP Cost: 10

Pupil: The Sage bestows some magic power upon an ally that has less Magic Attack than them.* TP Cost: 10, Magic Attack+5

Enlightenment: The next attack the Sage uses will hit without fail.* TP Cost: 10

Mind Blast: The Sage blasts a beam of combined magics at an enemy. The enemy will be unable to us Skills for one hour, and during that hour will not retain any memories or information.* TP Cost: 30

Burst End: On the last turn of having a buff, the Sage deals extra damage with attacks.* Passive

Null-Magic: The Sage grants an ally immunity to magic attacks and spells, including magic buff spells.* TP Cost: 25

Overview
Sages are great to have in any campaign as they can easily obliterate most foes thanks to their high Magic Attack, though caution should be taken when facing enemies that wield physical weapons.

One of a Sage's true enemies is solid Magic Defense, as it has the potential to render their Magic Attacks weak or even useless. Tomefaire is an outstanding skill to have for this very reason, as most enemy magic-users have solid Magic Defense, and Tomefaire halves this stat in enemy magic-users to render them helpless against the Sage's superior magical attacks.

Tomebreaker is an offensive skill that only works against enemy magic-users; it deals a great deal of magic damage.

Enlightenment, though difficult to activate because of its high roll requirement, can be useful if an enemy has high Agility and is evading the Sage's attacks, as it guarantees that the Sage's next attack will hit without fail.

Pupil can only be used on ally magic-users with less Magic Attack than the Sage, but considering the Sage's high Magic Attack, it is very likely that this skill will be able to be used on such allies. It increases their Magic Attack so that they can deal more damage.

Mind Blast is an offensive skill that deals a great amount of magic damage and prevents a target from using their own Skills.

Burst End essentially rewards a Sage for their buffs expiring by having the Sage deal bonus damage to enemies during the turn when buffs are about to expire.

Null-Magic grants complete immunity of all magic spells to an ally, which is incredibly useful when facing enemies that utilize magic.

Inventory

 * Magic Tome (AR: 9)


 * Wooden Comb


 * Ring from a Relative


 * Leather Sack of Marbles

Starting Spells
(Select Four)

Flare: Launch a flaming orb that travels up to one hundred feet before exploding in a brilliant flash of light. It will explode on impact with a structure or creature. MP: 30

Bolting: A magic spell that calls down a bolt of lightning from above to hit a single target. On a successful hit, the lightning may arc to other creatures or metallic objects within five feet of the initial target. MP: 40

Wind: Summon a stiff breeze from a desired direction, or change the direction of pre-existing wind; the strength of the wind increases with the user's level. MP: 10

Hailstone: A simple ice magic spell that drops some hailstones onto a single target. MP: 20

Earthspike: Cause a stalagmite to erupt from the ground, harming those above it. MP: 30

Divine: An offensive light magic spell that causes a pillar of light to come down and bombard a single target that is within 50 feet. MP: 30

Venom Barb: Conjures a plant next to the user that will inflict Poison on those that touch it. MP: 30

Magic Limb: Create a magical, flying limb; the limb can pass through solid objects and can lift up to ten pounds; the limb cannot attack. MP: 0

War Heart: Grants a single creature that does not know how to fight knowledge of how to fight in hand-to-hand combat, as well as how to use most melee weapons. The knowledge will fade away after one day. MP: 25

Echo Barrage: A barrage of sonic energy is blasted forwards; will bounce off of walls and other objects, but harm creatures it hits. Will damage anyone it hits and continue moving forwards, but its damage will be halved each time it bounces off of something. Will continue for 1,000 feet. MP: 20

Summon Imp: Summons an imp, a short, magical, forest-dwelling being; the Imp plays a prank on enemies by lowering one of their stats a little, and then departs. MP: 30

Strategium: Select one spell the user already knows that can be cast on themselves; cast both Strategium and the selected spell on themselves, but have the effects of the selected spell be delayed until a specific scenario of the user's choosing occurs. MP: 10

Wings of Icarus: Grant a pair of wings to a creature that does not have them; the creature will be able to fly freely up to a maximum of 3,000 feet into the air. The wings will vanish after ten minutes have passed. MP: 20

Trivia

 * Tomebreaker and Tomefaire are both skills from Fire Emblem Awakening.


 * Mind Blast and Burst End are both Arts learned and used by Melia in Xenoblade Chronicles.