♥ ♥ ♥ ♥ ♥ ♥ - 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.
Graduating University: 1 roleplay indicating what they've gotten out of university. This can be a solo. ✘ Have attended six classes that pertain to your major. ✘ ✔====-Elective 1 ✘ ✔====-Elective 2 ✘ ✔====-Elective 3 ✘ ✔====-Elective 4 ✘ ✔====-Elective 5 ✘ ✔====-Elective 6 ✘
Name: Aiden Race: Elf Stage: Senior HP: 200 MP: 120 Maximum Specialization: -25 (applied to: ) Racial Buffs: Invocation casting Method spells have -5 Buff, Stewardship casting Method spells have -5 Buff, Inscription casting Method spells have -5 Buff, earn double points from RP logs
Racial Debuffs: Focus casting Method spells have +20 Debuff; Critical failures do double damage to caster
Personal Spell Book Known Spells:
Counter-spell: (Binding) Bonus: -- Cost: 10 MP Effect: HP 0 ||| MP 0 (must exceed the original cast percentage to break the magic, meaning 100 scores cannot be prematurely broken) Method: Transmutation ||| Source: Arcane Use: While most magics will wear off over time, those that will cause side-effects or are an inconvenience in the present moment can sometimes be broken. The success of Counter-Spells relies on the proficiency of the original caster versus the proficiency of the one trying to break their magic. This magic is especially crucial against hexes and curses.
Seal Monster: (Binding) Bonus: -5 Cost: 15 MP Effect: HP- ||| MP- (caster can apply damage to either HP or MP as appropriate for the target) Method: Inscription ||| Source: Arcane Use: For creatures that are out of their rightful plane, (including ghosts, rabid wild beasts, possessed beings, zombies etc) Sealing the monster can free the afflicted host or item and restore balance from this infraction of order. Care should be practiced when using this magic, as the channeling of the energy needed to cast it can transfer the monster into the caster instead should something go wrong.
Charismaster: (Emotive) Bonus: -- Cost: 5 MP Effect: HP 0 ||| MP 0 (while this magic doesn't actually affect the ability to act, those watching will find themselves more impressed with those normal actions than they might otherwise have been) Method: Transmutation ||| Source: Divine Use: This magic improves the target's natural appeal, affecting their allure, credibility, magnetism, charm and ability to captivate. Some of the best performers use this magic to ensure they please the crowd, but it has also been used in the past by crooked politicians wishing to whip up the populous to support their goals for power
Solomnence: (Enchantments) Bonus: -- Cost: 10 MP Effect: HP- (prevents action) ||| MP+ (enables the target to regenerate their MP) Method: Casting ||| Source: Practical Use: Causes a target to fall asleep and stay asleep for a natural sleep cycle. While breaking magics can cut through to wake the individual, standard noises, touches, etc won't rouse them. Often used by Caretakers with exceptionally wilful or exuberant Freshlings.
Ignite: (Pyrestia) Bonus: -5 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.
Spell Book Code:
[size=11][b]Name:[/b] Aiden [b]Race:[/b] Elf [b]Stage:[/b] Senior [b]HP:[/b] 200 [b]MP:[/b] 120 [b]Maximum Specialization:[/b] -25 [i](applied to: )[/i] [b]Racial Buffs:[/b] Invocation casting Method spells have -5 Buff, Stewardship casting Method spells have -5 Buff, Inscription casting Method spells have -5 Buff, earn double points from RP logs
[b]Racial Debuffs:[/b] Focus casting Method spells have +20 Debuff; Critical failures do double damage to caster[/size]
[size=10][b][u]Personal Spell Book[/u][/b] [b]Known Spells:[/b] [list][*]Counter-spell: (Binding) [b]Bonus:[/b] -- Cost: 10 MP Effect: HP 0 ||| MP 0 (must exceed the original cast percentage to break the magic, meaning 100 scores cannot be prematurely broken) Method: Transmutation ||| Source: Arcane Use: While most magics will wear off over time, those that will cause side-effects or are an inconvenience in the present moment can sometimes be broken. The success of Counter-Spells relies on the proficiency of the original caster versus the proficiency of the one trying to break their magic. This magic is especially crucial against hexes and curses.
[*]Seal Monster: (Binding) [b]Bonus:[/b] -5 Cost: 15 MP Effect: HP- ||| MP- (caster can apply damage to either HP or MP as appropriate for the target) Method: Inscription ||| Source: Arcane Use: For creatures that are out of their rightful plane, (including ghosts, rabid wild beasts, possessed beings, zombies etc) Sealing the monster can free the afflicted host or item and restore balance from this infraction of order. Care should be practiced when using this magic, as the channeling of the energy needed to cast it can transfer the monster into the caster instead should something go wrong.
[*]Charismaster: (Emotive) [b]Bonus:[/b] -- Cost: 5 MP Effect: HP 0 ||| MP 0 (while this magic doesn't actually affect the ability to act, those watching will find themselves more impressed with those normal actions than they might otherwise have been) Method: Transmutation ||| Source: Divine Use: This magic improves the target's natural appeal, affecting their allure, credibility, magnetism, charm and ability to captivate. Some of the best performers use this magic to ensure they please the crowd, but it has also been used in the past by crooked politicians wishing to whip up the populous to support their goals for power
[*]Solomnence: (Enchantments) [b]Bonus:[/b] -- Cost: 10 MP Effect: HP- (prevents action) ||| MP+ (enables the target to regenerate their MP) Method: Casting ||| Source: Practical Use: Causes a target to fall asleep and stay asleep for a natural sleep cycle. While breaking magics can cut through to wake the individual, standard noises, touches, etc won't rouse them. Often used by Caretakers with exceptionally wilful or exuberant Freshlings.
[*]Ignite: (Pyrestia) [b]Bonus:[/b] -5 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.