Vagabond's Gambit

This is the result of the Gambler archetype of a dark blue mage entering "trance" (rules for trance can be found on this page).

Here are the ten limits the gambling dark blue mage of lore can cast:

Level 3 techs

These are the first four limits a dark blue mage learns at level 1.

Black Jack (6 LP)
Primary: Attack Magic (Medium)
Secondary: Random Enemy

The dark blue mage unleashes a gust of energy through his card and let's it crash upon an enemy.

Dealer's Wrath (14 LP)
Primary: Quadra Slam (Strong)
The dark blue mage throws a series of cards at his enemies.

Deuce's Wild (19 LP)
Primary: Inflict Blind (base at -35%) and Berserk (base at -35%)
Secondary: Area Effect

The dark blue mage attempts to enrage his foes with a duality of chaotic ailments.

Odds Favor the House (21 LP)
Primary: Healing
Secondary: Area Effect

All gambler's know that the games are rigged. Sometimes they like to send their enemies a reminder of who is in charge by healing the allies to allow them to keep on fighting.

Level 4 techs

These are the limits a dark blue learns at level 20.

52 Pick-Up (29 LP)
Primary: Magic Attack (Strong)
Secondary: Area Effect

The dark blue mage holds out a deck of cards. A throng of energy escapes the cards and attacks his enemies.

Bottom Dealing (29 LP)
Primary: Revenge
Secondary: Steal as Well

The dark blue mage holds the bottom card of his deck and unleashes a beam of hatred upon an opponent. The weaker the gambler the stronger the attack.
A reward is sometimes given to the gambler.

Royal Flush (26 LP)
Primary: Bestow Regen
Secondary: Area Effect

Bestowing his friends with luck, they get this feeling as though they can fight on. Perhaps it's because something is keeping them alive.

Level 5 techs

These are the limits a dark blue mage learns at level 30.

Black Joker (37 LP)
Primary: Demi 50%
Secondary: Area Effect

Using the power of the Black Joker Card the dark blue mage sends his foes closer to death.

Red Joker (37 LP)
Primary: Near-Fatal Attack (Base +0)
Secondary: Area Effect

Using the power of the Red Joker Card the dark blue mage sends his enemies closer to death.

Level 6 tech

This is the ultimate limit. The dark blue mage learns this at level 40 or if the GM so chooses, after completing a quest.

Dead Man's Hand (90 LP)
Primary: Attack Magic (Strong)
Secondary: Boost (+50%)
Secondary: Inflict Sap (base -45%)

The dark blue mage holds out five cards with red backs. He reveals a queen of hearts, two black 8's, and two black Aces.
He throws the cards at his foe and smiles at the destruction.