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.





