sage's spells & abilities.
Mar. 30th, 2026 07:57 pmWhile Alphinaud has since shifted jobs from Academician to Sage, after being gifted his father's old set of nouliths (the Sage's weapon, consisting of four short staves), his role within the party remains consistent as a support focusing on barrier mitigation and passive healing to keep his team reasonably healthy. He remains careful and deliberate in a fight, and his style of healing (that is: shielding) becomes more key as he uses these Sage spells to protect his team before resulting to more offense/physical attacks. (Though the Sage does have those too.)
As a full Sage and once he has relinquished his grimoire, he will no longer have the aid of his carbuncle, and instead will have the use of his in-game made nouliths, once acquired. Ultimately, the plan is for Alphinaud's Sage arm to become a specifically customized product of the game's in-universe technology while still having the ability to channel his aether for his new skillset.
In the meantime, before Alphinaud acquires a set of nouliths (or nouliths-similar) in-game, he'll maintain his Academician's skills, his grimoire, but also due to his canon-point will have a Sage's knowledge and practiced skill with a weapon he does not currently possess.
For future reference once he obtains his proper weapon, the below spells in healing, shielding, and offensive/damage attacks are outlined.
HEALING
Diagnosis: A single-target healing spell, allowing Alphinaud to use his magic energy to restore someoneβs health in part with a finite potency. In Diadem, this can be used in situations that require any other characters in his team/party to receive a boost of energy and strength against some bigger, Eldritchy Bad. This spell also only works on one person at a time and cannot be dealt across a party. This will appear in Diadem like a glowing blue-green, sparkling aura, granting a feeling of comfort and warmth to the person taking on the spell.
Prognosis: A spell that will reduce the damage done against both him, as well as other members in his party, and provide a slow regeneration of their health during the duration of this spell at a max 15 seconds. This will also appear like a glowing blue-green light as a shield-like shape briefly appears to signal its use.
Pneuma: Both an attack spell and a healing spell, this is a double-whammy in a pinch (or a giant 'boss' fight) that Alphinaud can bring out at great cost to his own energy. While it can bring damage to any enemy he faces, it is mostly used as a very strong healing spell. It will start off as a direct blast of light in a single line, and then fade out into a shield-like shape in bluish light.
Egeiro: A single-target healing spell that raises a party member from very low health/near death, and used during a fight. Alphinaud can help to pick a team member up from an incapacitated state to partial health, but this does not mean he can raise the dead. This spell also takes a great deal of energy and effort to cast, and only applies to a teammate who might be on the brink. This doesn't serve as a regular heal or a top-up. Its effects will appear similar to Taurochole, in that it appears like a glowing blue-green, sparkling aura, and it will feel like ones wounds are being carefully stitched back together again β not entirely pleasant but still evoke a feeling of relief.
Druochole: Will have very similar effects to Diagnosis, but with a little more boost of healing power.
Ixochole: Will have very similar effects to Prognosis, but with a little more boost of healing power.
SHIELDING
Haima: Alphinaud will retain his ability to magick a single-target heal through shielding. This essentially provides a little less healing magic at first but over a short duration of time will apply a quick boost of healing energy when cast. This spell also takes a great deal more energy and magic from Alphinaud than a Taurochole, and is used when a team member is in more grave danger and requires a stronger form of protection in a fight. In Diadem, this will take on the form of a translucent physical diamond-shaped shield in blue light, and then continue to linger over his target with a faint blue glow until the spellβs effect fades away. Duration will only last up to 15 seconds.
Panhaima: This spell works similarly to Haima, but provides a larger breadth of cast to include more than one target. If a number of his team are injured, Alphinaud will turn to using this spell in order to slowly heal them but also provide a shield to protect them from further injury. This will appear in Diadem in the form of a physical translucent diamond-shaped shield in blue light and will fade to a lingering faint blue glow until the spellβs effects fades away. The duration of this spell will be up to 15 seconds. In addition, itβs fair to say that Alphinaud will use a lot of his own energy and strength to cast a spell that can help more than one teammate and will take some time afterwards to recover before he can use it again.
Holos: A spell that will heal both himself and also the rest of his party members, but is mostly focused on creating a magicked shield that nullifies any damage done that equals the amount of energy restored. A burst of bright light in the form of wings will appear behind Alphinaud when he casts the spell, as well as a little bit of fancy footwork. This spell will last for about 20 seconds. This is one to have in his back pocket but won't be commonly used.
OFFENSE/ATTACK
Dosis III: Alphinaud's main attack spell, it will deal a fair amount of unaspected damage to a single target, like a strong physical punch. It will appear like a bright hit of targeted blue-white light that fades into purple, and leave an enemy sorely regretting their decisions.
Phlegma III: An offensive magic attack that deals unaspected damage, with a strong kick for the first target, and about half of the power of the first hit for the rest of the remaining enemies. This will obviously not kill or greatly harm, but can be akin to a strong physical punch. This magic will appear like a spherical explosion with a purple-blue glowing aura.
Eukrasia: The use of this spell will upgrade Dosis III, Diagnosis, and Prognosis into alternate versions of their original spells; either through changing them into damaging over time, or pulling up a shielding effect for the latter two spells while also offering some healing abilities. This is more of a gameified ability and is not likely to be used so literally, but in-game can be a spell used in an emergency situation where Alphinaud may need to call upon some deeper magic within him to offer one last ditch attempt to help his fellow party members against a very strong enemy. It will appear like a brief burst of light in an 'X' shape behind him.
Toxikon II: A spell that will deal unaspected damage to a target and all of its nearby enemies with a strong hit for the first enemy, and then about half of its potency for the remaining.
Dyskrasia II: Similar to Dosis III but deals damage not only to one target but to all nearby enemies as well. They will appear like blue pinpoint blasts that land on Alphinaud's enemies in spheres of light before disappearing.
As a full Sage and once he has relinquished his grimoire, he will no longer have the aid of his carbuncle, and instead will have the use of his in-game made nouliths, once acquired. Ultimately, the plan is for Alphinaud's Sage arm to become a specifically customized product of the game's in-universe technology while still having the ability to channel his aether for his new skillset.
In the meantime, before Alphinaud acquires a set of nouliths (or nouliths-similar) in-game, he'll maintain his Academician's skills, his grimoire, but also due to his canon-point will have a Sage's knowledge and practiced skill with a weapon he does not currently possess.
For future reference once he obtains his proper weapon, the below spells in healing, shielding, and offensive/damage attacks are outlined.
HEALING
Diagnosis: A single-target healing spell, allowing Alphinaud to use his magic energy to restore someoneβs health in part with a finite potency. In Diadem, this can be used in situations that require any other characters in his team/party to receive a boost of energy and strength against some bigger, Eldritchy Bad. This spell also only works on one person at a time and cannot be dealt across a party. This will appear in Diadem like a glowing blue-green, sparkling aura, granting a feeling of comfort and warmth to the person taking on the spell.
Prognosis: A spell that will reduce the damage done against both him, as well as other members in his party, and provide a slow regeneration of their health during the duration of this spell at a max 15 seconds. This will also appear like a glowing blue-green light as a shield-like shape briefly appears to signal its use.
Pneuma: Both an attack spell and a healing spell, this is a double-whammy in a pinch (or a giant 'boss' fight) that Alphinaud can bring out at great cost to his own energy. While it can bring damage to any enemy he faces, it is mostly used as a very strong healing spell. It will start off as a direct blast of light in a single line, and then fade out into a shield-like shape in bluish light.
Egeiro: A single-target healing spell that raises a party member from very low health/near death, and used during a fight. Alphinaud can help to pick a team member up from an incapacitated state to partial health, but this does not mean he can raise the dead. This spell also takes a great deal of energy and effort to cast, and only applies to a teammate who might be on the brink. This doesn't serve as a regular heal or a top-up. Its effects will appear similar to Taurochole, in that it appears like a glowing blue-green, sparkling aura, and it will feel like ones wounds are being carefully stitched back together again β not entirely pleasant but still evoke a feeling of relief.
Druochole: Will have very similar effects to Diagnosis, but with a little more boost of healing power.
Ixochole: Will have very similar effects to Prognosis, but with a little more boost of healing power.
SHIELDING
Haima: Alphinaud will retain his ability to magick a single-target heal through shielding. This essentially provides a little less healing magic at first but over a short duration of time will apply a quick boost of healing energy when cast. This spell also takes a great deal more energy and magic from Alphinaud than a Taurochole, and is used when a team member is in more grave danger and requires a stronger form of protection in a fight. In Diadem, this will take on the form of a translucent physical diamond-shaped shield in blue light, and then continue to linger over his target with a faint blue glow until the spellβs effect fades away. Duration will only last up to 15 seconds.
Panhaima: This spell works similarly to Haima, but provides a larger breadth of cast to include more than one target. If a number of his team are injured, Alphinaud will turn to using this spell in order to slowly heal them but also provide a shield to protect them from further injury. This will appear in Diadem in the form of a physical translucent diamond-shaped shield in blue light and will fade to a lingering faint blue glow until the spellβs effects fades away. The duration of this spell will be up to 15 seconds. In addition, itβs fair to say that Alphinaud will use a lot of his own energy and strength to cast a spell that can help more than one teammate and will take some time afterwards to recover before he can use it again.
Holos: A spell that will heal both himself and also the rest of his party members, but is mostly focused on creating a magicked shield that nullifies any damage done that equals the amount of energy restored. A burst of bright light in the form of wings will appear behind Alphinaud when he casts the spell, as well as a little bit of fancy footwork. This spell will last for about 20 seconds. This is one to have in his back pocket but won't be commonly used.
OFFENSE/ATTACK
Dosis III: Alphinaud's main attack spell, it will deal a fair amount of unaspected damage to a single target, like a strong physical punch. It will appear like a bright hit of targeted blue-white light that fades into purple, and leave an enemy sorely regretting their decisions.
Phlegma III: An offensive magic attack that deals unaspected damage, with a strong kick for the first target, and about half of the power of the first hit for the rest of the remaining enemies. This will obviously not kill or greatly harm, but can be akin to a strong physical punch. This magic will appear like a spherical explosion with a purple-blue glowing aura.
Eukrasia: The use of this spell will upgrade Dosis III, Diagnosis, and Prognosis into alternate versions of their original spells; either through changing them into damaging over time, or pulling up a shielding effect for the latter two spells while also offering some healing abilities. This is more of a gameified ability and is not likely to be used so literally, but in-game can be a spell used in an emergency situation where Alphinaud may need to call upon some deeper magic within him to offer one last ditch attempt to help his fellow party members against a very strong enemy. It will appear like a brief burst of light in an 'X' shape behind him.
Toxikon II: A spell that will deal unaspected damage to a target and all of its nearby enemies with a strong hit for the first enemy, and then about half of its potency for the remaining.
Dyskrasia II: Similar to Dosis III but deals damage not only to one target but to all nearby enemies as well. They will appear like blue pinpoint blasts that land on Alphinaud's enemies in spheres of light before disappearing.