Name: Frit Race: Demon Stage: Juniour HP:130 HP, MP:30 MP; Maximum Specialization: -15 (applied to: nature) Racial Buffs: -15 (applied to: emotive) earn double points for RP logs Racial Debuffs: +5 (applied to: stewardship)
Personal Spell Book Known Spells:
Spell: Florakinesis (Herbal) Bonus: -15 Diff Cost: 15 MP Effect: HP+/- ||| MP 0 (application) Method: Casting ||| Source: Nature Use: This control of plant life enables the caster to use the plants around them to move to their will. This includes tree roots, branches, vines, grasses, etc. However supply the original plant might be, this magic does not change its inherent limits or flexibility. Caution should be taken as pushing the plants too far can cause irreparable damage.
Spell: Speedwell (Herbal) Bonus: -15 Diff Cost: 15 MP Effect: HP+ ||| MP+ (application) Method: Focus ||| Source: Nature Use: This herbal magic requires both compassion and dedication, but it can greatly speed the process of growth. Whether a babe was born premature and needs a boost, or a specific herb is required for a crucial alchemical potion, Speedwell is the herbalist's best 'in a pinch' magic.
Spell: Gaekinesis (Gaestia) Bonus: -15 Diff Cost: 15 MP Effect: Effect: HP+/- ||| MP 0 (application) Method: Casting ||| Source: Nature Use: This is the art of moving earth with your will, to lift, pull or push the source (sand, rock, mud, etc) in motions outside their natural inclination. As one of the most 'alive' elements, earth has considerable weight and spirit bound up in it and should not be wielded for long periods of time.
Eudica
Name: Eudica Race: Baphoment Stage: J HP:160 HP MP:40 MP Maximum Specialization: -15 (applied to:divine) Racial Buffs: All Arcane Archetypes (Runic; Alchemy; Binding; Warding; Divination) have -5 Buff, All Nature Archetypes (Herbal; Atmospheric; Elemental (fire, air, water, earth, light, dark); Summoning) have -5 Buff, All Divine Archetypes (Healing; Emotive; Temporal; Aether) have -5 Buff Racial Debuffs: All Practical Archetypes (Illusions; Reproductive; Charms; Enchantments) have +15 Debuff
Personal Spell Book Known Spells:
Spell: Telekinesis (Aether) Bonus: -20 Cost: 20 MP Effect: HP+/- (this can be used to help or harm, depending on the caster's application) ||| MP 0 Method: Focus ||| Source: Divine Use: Using energy as a force to grasp and move matter with one's will. The weight and size of the object is directly proportionate to the difficulty of manipulating it. Energy can be used to push, pull, lift or throw things. Targets with their own innate motion are more challenging to overpower and manipulate than stationary ones. Combining this spell with transmutation magics, like Weightless or Gravity, can ease the strain on the caster.
Spell: Circle of Respite (Healing) Bonus: -20 Cost: 15 MP Effect: HP+ ||| MP+ (caster determines how much of the total can be absorbed by each person entering the circle, and whether it is restored to HP or MP; once all of the total has been used up, the circle disintegrates.) Method: Inscription ||| Source: Divine Use: This Healing magic is cast on an area rather than a person. The more potent the caster the wider a circle they can select. Once cast, anyone who enters the space will be rejuvenated. While the amount of health and magic is returns is small, its effects on morale should not be underestimated. By providing a second wind, soothing exhaustion, hunger, or desperation, the Respite offered here enables parties to regroup and coordinate their efforts.
Spell: Ignite (Pyrestia) Bonus: -/+ Diff Cost: 5 MP Effect: HP- ||| MP+ (lowers the objects resistance; improves subsequent Pyrestia magics) Method: Stewardship ||| Source: Nature Use: This magic looks for the inherent flammability in a source material to make fire. The higher the flammability, the easier it is to coax forth flames, making dry tinder catch far better than water-logged wood.