Jeanine loves to work with her hands. So much so that it’s rare to see them empty. She loves to help out anyone who needs it whenever she can and adores working with kids. The girl has a generous heart and she’ll freely give time, money, or items to her friends if they ask it of her. Ceramics is her main passion and she’s unashamedly kept almost everything that she’s finished. Unfortunately, this means that there are heaps of various ceramic work cluttering up her home that she should probably get rid of. There’s no such thing as a stranger in her mind, just people that you’ve yet to get to know very well. Jeanine smiles widely and often and tries to enjoy life to the fullest every day.
She was raised by the academy and would love to return and enrich the young minds there. Positive
♥ ♥ ♥ ♥ ♥ ♥ - Strangers, but she's heard of them from someone ♥ ♥ ♥ ♥ ♥ ♥ - Acquaintances. She knows their face and may or may not remember their name. ♥ ♥ ♥ ♥ ♥ ♥ - Friends! ___ knows a bit about them ♥ ♥ ♥ ♥ ♥ ♥ - Good Friends~ ♥ ♥ ♥ ♥ ♥ ♥ - Best friend! ♥ ♥ ♥ ♥ ♥ ♥ - Crush ♥ ♥ ♥ ♥ ♥ ♥ Love Love Love! ______ absolutely adores them.
✘✘✘✘✘ Dislikes - Maybe they just got off on the wrong foot? ✘✘✘✘✘ Intense dislike - Nope, definitely don't like this person. Will tolerate their presence ✘✘✘✘✘ - Will try to leave the area they're in if possible. Very much a bother ✘✘✘✘✘ - Ignores them and will try to leave the area; Doesn't like people trying to talk about this person ✘✘✘✘✘ - What did you even do?! Violent things will happen if you continue to pester ____ or those s/he cares for.
Name: Jeanine Race: Bahomet Stage: Senior - Career HP: 420 MP: 160 Maximum Specialization: -40 (applied to: ) 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:
Kiln: (Pyrestia) Bonus: -5 Cost: 10 MP Effect: HP+ ||| MP 0 Method: Focus ||| Source: Nature Use: More a production of intense heat than live flame, this magic 'fires' a finished craft to set it, including paints, glazes, clay, glass, etc. Items subjected to the Kiln magic tend to be harder, more durable, and have a polished finish to them that resists tarnish.
Heaven's Breath: (Aerastia) Bonus: -5 Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Focus ||| Source: Nature Use: Regardless of the terrain, Heaven's Breath allows one to breathe normally, for example, underwater, in a vacuum, or in a smoky blaze.
Weightless (Aerestia) Bonus: -5 Cost: 5 MP Effect: HP (- Difficulty for subsequent action) ||| MP 0 Method: Transmutation ||| Source: Nature Use: Those rocks too heavy to shift out of your path? Need to haul a friend to safety? Casting Weightless on your target will temporarily render them feather-light, making them easy to lift, move, or transport. The size and autonomous movement of the subject is unaffected.
Telekinesis: (Aether) Bonus: -5 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.
Sanctuary (Warding) Bonus: -5 Cost: 10 MP Effect: HP+ ||| MP+ (only protects against magical or spirit sources, not physical attacks) Method: Inscription ||| Source: Arcane Use: Cast on a location, it creates a small area into which no magic can penetrate. This acts as an effective sanctuary into which someone can retreat to rest, heal, or hide. It also is effective at keeping out spirits and ghosts.
Wants to learn: Protection: (Warding) 10mp, Inspire: (Phosestia) 5mp, Fertile Ground: (Atmospheric) 10mp Self Study points needed: 5pts
Spell Book code:
[size=11][b]Name:[/b] Jeanine [b]Race:[/b] Bahomet [b]Stage:[/b] Senior - Career [b]HP:[/b] 420 [b]MP:[/b] 160 [b]Maximum Specialization:[/b] -40 [i](applied to: )[/i] [b]Racial Buffs:[/b] 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
[b]Racial Debuffs:[/b] All Practical Archetypes (Illusions; Reproductive; Charms; Enchantments) have +15 Debuff [/size]
[size=10][b][u]Personal Spell Book[/u][/b] [b]Known Spells:[/b] [list][*]Kiln: (Pyrestia) [b]Bonus:[/b] -5 Cost: 10 MP Effect: HP+ ||| MP 0 Method: Focus ||| Source: Nature Use: More a production of intense heat than live flame, this magic 'fires' a finished craft to set it, including paints, glazes, clay, glass, etc. Items subjected to the Kiln magic tend to be harder, more durable, and have a polished finish to them that resists tarnish.
[*]Heaven's Breath: (Aerastia) [b]Bonus:[/b] -5 Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Focus ||| Source: Nature Use: Regardless of the terrain, Heaven's Breath allows one to breathe normally, for example, underwater, in a vacuum, or in a smoky blaze.
[*]Weightless (Aerestia) [b]Bonus:[/b] -5 Cost: 5 MP Effect: HP (- Difficulty for subsequent action) ||| MP 0 Method: Transmutation ||| Source: Nature Use: Those rocks too heavy to shift out of your path? Need to haul a friend to safety? Casting Weightless on your target will temporarily render them feather-light, making them easy to lift, move, or transport. The size and autonomous movement of the subject is unaffected.
[*]Telekinesis: (Aether) [b]Bonus:[/b] -5 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.
[*]Sanctuary (Warding) [b]Bonus:[/b] -5 Cost: 10 MP Effect: HP+ ||| MP+ (only protects against magical or spirit sources, not physical attacks) Method: Inscription ||| Source: Arcane Use: Cast on a location, it creates a small area into which no magic can penetrate. This acts as an effective sanctuary into which someone can retreat to rest, heal, or hide. It also is effective at keeping out spirits and ghosts.