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Thu, Feb. 26th, 2004, 11:48 pm
annwyd: Technomage: Revised.

The caveats I mentioned in my first post still apply: this is a specially-created dress sphere, so while I have no problem with people using it, let me know beforehand so I can keep track, and remember that you wouldn't have had it from Spira; it would have been picked up afterwards.
That said:

Basic Attack: Shoots an opponent with the ethergun (detailed below). This blast deals about as much damage as the Gun Mage's basic attack. (Does not count as a power)

Mechanical Aptitude (no prerequisite): The Technomage has significantly boosted skills when dealing with machina, machines, what have you: anything mechanical. This is similar to the Al Bhed knack for machina. (Flavor power)

Special #1: Ethergun
The ethergun works not only as an ordinary (albeit fancy-looking) gun but also as a powerhouse of elemental magic. It is the most important feature of the Technomage dress sphere. Its most unusual feature is the fact that its elemental mode operates not directly off of the Technomage's ether store, but out of its own power supply. This power supply is created by the Technomage 'feeding' it her own ether. This takes several minutes of concentration (so cannot be done in the middle of combat), and it can never hold more than a third of the Technomage's own maximum ether store. Once the energy has been invested in the ethergun, it cannot be taken back as normal ether.
The benefit of this is that a Technomage can feed her ethergun, then rest to restore her own ether supply, and the gun will still be fully powered up. The downside is that there's always a possibility of the power supply running out in the middle of a battle, especially since the ethergun's power capacity is only equivalent to a third of the Technomage's maximum ether store.
Finally, although the ethergun is (with a few exceptions detailed later) capable only of first-level elemental spells, there is a small chance (between 1% and 8%, depending on the Technomage's current Luck) with each blast that the narrow focus of the beam will trigger the magical equivalent of a critical hit.
The ethergun's primary use is actually outside of combat; the various highly-focused beams are very useful in the workshop, allowing a great deal of elemental fine-tuning of different kinds of machinery. The fact that they can be used in battle is mostly because the dress sphere's creator is slightly psychotic and likes to make things dangerous whenever possible.
Fireblast (no prereq.): Triggers a focused beam equivalent in power to the Fire spell. (Low)
Waterblast (no prereq.): Triggers a focused beam equivalent in power to the Water spell. (Low)
Iceblast (no prereq.): Triggers a focused beam equivalent in power to the Ice spell. (Low)
Thunderblast (no prereq.): Triggers a focused beam equivalent in power to the Thunder spell. (Low)
Demi Beam (prereq. Fireblast, Waterblast, Iceblast, Thunderblast): Triggers a focused beam of gravity-based energy. This is considerably more difficult to learn and requires more power to use than any of the elemental Blasts. (Mid)
Holy Beam (prereq. Demi Beam): Triggers a focused beam of holy-based energy. This is considerably more difficult to learn and requires more power to use than any of the other ethergun abilities. (High)

Special #2: Modality
With an investment of ether, a Technomage can activate one of the dress sphere's different modes. Each mode corresponds to an element. While a Technomage remains in a mode, it slowly but steadily drains ether from her until she either runs out (in which case the mode reverts to normal) or drops the mode back to normal voluntarily.
Flame Essence (no prereq.): In the mode of Flame Essence, a Technomage absorbs fire-based damage into health, but takes double damage from ice-based attacks. (Mid)
Liquidity (no prereq.): In the mode of Liquidity, a Technomage absorbs water-based damage into health, but takes double damage from lightning-based attacks. (Mid)
Winter Force (no prereq.): In the mode of Winter Force, a Technomage absorbs ice-based damage into health, but takes double damage from fire-based attacks. (Mid)
Sparkfest (no prereq.): In the mode of Sparkfest, a Technomage absorbs lightning-based damage into health, but takes double damage from water-based attacks. (Mid)
Tetraguard (prereq. Flame Essence, Liquidity, Winter Force, Sparkfest): Nullifies all elemental damage to the Technomage for a period of five minutes. (High)

Machina Mug (no prereq.): Deals a small amount of damage to a mechanical enemy and attempts to steal a potentially useful (in the workshop, anyway) component from their structure. Can be used outside of combat if the Technomage doesn't mind getting in trouble when her theft is discovered. (Low)
Dismantle (prereq. Machina Mug): Attempts to steal a useful component from a mechanical enemy's structure; if successfully, also has a chance of causing the enemy to fall apart. Like Machina Mug, can be used outside of combat. (Mid or High?)
SOS Etherblast (no prereq.): When critically injured, a Technomage can bypass the normal power supply of her ethergun to feed her own ether directly into a focused beam of non-elemental, purely magic-based energy aimed at a single opponent. The more ether she expends this way, the more powerful the blast will be. (Special)