Phoenix Down
When used, this item returns to life one dead creature it touches that has been dead no longer than 5 rounds. The revived creature has 5d8+50 hit points.
Phoenix feathers, bottled aether, materia in the sockets, and a limit gauge that fills when you're nearly done for.
When used, this item returns to life one dead creature it touches that has been dead no longer than 5 rounds. The revived creature has 5d8+50 hit points.
When used, this item returns to life one dead creature it touches that has been dead no longer than 10 rounds. The revived creature has 5d8+100 hit points.
Processed via the alchemical extraction of aetheric essence occurring in elemental crystals, the contents of this vial instantly restore a fair amount of aether. Imbibing an ether grants 4 temporary spell points for 1 minute. After the imbiber casts any sphere effect that costs at least 1 spell point, all temporary spell points granted by the ether are removed, even if the sphere effect did not use all of them. Unwilling creatures may make a Will save to resist being granted spell points.
Alternatively, if an ether is imbibed as part of an hour rest period it grants a normal spell point.
Ethers are not effective on those with Incompatible Energies or Alien Source.
Distill Compound, Mana sphere (Transfer (Manipulation)); Cost 750 gp; Special creator must have 10 ranks in Craft (Alchemy)
Processed via the alchemical extraction of aetheric essence occurring in elemental crystals, the contents of this vial instantly restore a fair amount of aether. Imbibing a hi-ether grants 6 temporary spell points for 2 minutes. After the imbiber casts any sphere effect that costs at least 1 spell point, all temporary spell points granted by the hi-ether are removed, even if the sphere effect did not use all of them. Unwilling creatures may make a Will save to resist being granted spell points.
Alternatively, if a hi-ether is imbibed as part of a 10 minute rest period it grants a normal spell point.
Ethers are not effective on those with Incompatible Energies or Alien Source.
Distill Compound, Mana sphere (Transfer (Manipulation)); Cost 1,500 gp; Special creator must have 20 ranks in Craft (Alchemy)
(Ventus: Adamantine Collapsible +1 Light Fortification Full Plate)
(+2 Claw Blades)
| Included with the item | Board |
|---|---|
| Free with +1 Weapons and Armor: 1 Materia Slot | |
| Free with +2 Weapons and Armor: 2 Materia Slots | |
| Free with +3 Weapons and Armor: 3 Materia Slots, 1 Link | |
| Free with +4 Weapons and Armor: 4 Materia Slots, 1 Link | |
| Free with +5 Weapons and Armor: 5 Materia Slots, 2 Links |
You've got to hang in there. Your limit gauge is just starting to build.
Benefit: Upon gaining this feat work with the GM to create a Limit Break using the technique system. Ignore the creation times for the sake of this feat. In any situation where you could use Aristeia, you gain access to the special techniques made using this feat. While you are in Aristeia, you may end your Aristeia state early to perform your Limit Break. The technique takes a full-round action and costs no resources when used in this manner. The situation tied to this feat is forced to be "When I'm at 25% or less HP." You may take this feat twice, upon gaining a second time the situation changes to "When I'm at 50% or less HP." You do not gain an additional situation trigger.
Sworn enemies buried their history for the sake of the future, and cast aside their vestments of black and white. Upon the remnants of their arts a new discipline was built, and the first red mages stepped forward with rapiers in hand to fight back against the rising tides of destruction.
Martial Training:
Description
You cause black and blue distortions as you ripple across the battlefield. Rather than instantly appearing next to your opponent, you travel and home in on your targets, tracing a visible line on the floor when performed on the ground. As a standard action you expend your Martial Focus and spend 6 Spell Points to teleport to a point within Close range and each creature within 15 ft. of you must take damage equal to your weapon damage for both your primary and one of your off-hand attacks. A successful Reflex save reduces this damage by half. At 3 base attack bonus you may increase the radius by 10 ft. For every 5 additional base attack bonus afterward you possess, you may increase the radius by an additional 10 ft.
At the end of the round you may return to where you initiated the technique provided you are still within range of it.