Isabelle Name: Isabelle Race: Nixie Stage: Junior HP: 130 MP: 40 Maximum Specialization: -15 (applied to: ) Racial Buffs: Hydrastia has a -15 Buff, Alchemy costs half MP to cast, Enchantments has a -15 Buff
Racial Debuffs: Pyrastia has a +15 Debuff, Geastia has a +15 Debuff, Aerastia has a +15 Debuff
Personal Spell Book Known Spells:
Elixer of Life: (Alchemy) Bonus: -- Cost: 20 MP 10 MP Effect: HP+ ||| MP+ Method: Stewardship ||| Source: Arcane Use: Increases the natural lifespan of the drinker (the more skilled the alchemist, the longer a time each potion adds on). It increases the resistance to poison and illness, but does not make the drinker immune.
Evaporate: (Hydrestia) Bonus: -15 Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Transmutation ||| Source: Nature Use: This magic evaporates a source of water, reducing it to vapour. While it can be used as a treatment of salt water to extract the salt, or in alchemy to artificially assist the process, it is primarily a domestic magic used to dry things off.
Hydrokinesis: (Hyrdrestia) Bonus: -15 Cost: 15 MP Effect: HP+/- ||| MP+/- (can harm or help, based on caster's application; the higher the HP value, 10% of that is dealt equivalently to the caster's MP, i.e. 43 HP damage dealt, caster takes 4 MP damage OR 67 HP restored, caster heals 6 MP) Method: Casting ||| Source: Nature Use: This magic enables one to control a source of water to move and act to do their bidding. The larger the amount trying to be controlled, the more strenuous and exhausting this magic can be. If one needs to fight against natural currents, tides, or gravitation force, it takes devoted focus to keep control.
Jeanine ➺Personality .....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.
Jeanine 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.
Aiden 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.
Agave Chai Name: Agave Chai Race: Imp Stage: Senior HP: 250 MP: 100 (150 with battery cert) Maximum Specialization: -25 (applied to: Alchemy, Charms, Enchantment) Racial Buffs: Illusions has -5 Buff, Enchantments has -10 Buff, Charms has -10 Buff, Critical Success restores half the MP cost of the spell cast.
Racial Debuffs: All Divine Archetypes (Healing; Emotive; Temporal; Aether) have +5 Debuff, All Elemental types (fire, air, water, earth, light, dark) have a +5 Debuff.
Personal Spell Book Known Spells:
Prolifia: (Charms) Bonus: -10 Cost: 15 MP Effect: HP 0 ||| MP 0 (application) Method: Inscription ||| Source: Practical Use: Increases the production of the space or tool on which it is affixed; i.e. increasing quantity produced by a chef's cooking pot, alchemist's crucible, farmer's field, painter's brush, etc.
Enhance Durability: (Enchantment) Bonus: -10 Cost: 5 MP Effect: HP (+ Difficulty on dealing damage to target) ||| MP 0 (application) Method: Transmutation ||| Source: Practical Use: Used on non-living objects, this enchantment renders the object nigh-unbreakable. The level of indestructibility depends on the latent fragility of the original; i.e. a glass windowpane might be less prone to breaking than before, but won't be as durable as an enchanted steel girder.
Animate: Enchantment Bonus: -10 Cost: 15 MP Effect: HP 0 ||| MP 0 (application) Method: Casting/Focus (?) ||| Source: Practical Use: Used on inanimate objects, this catch-all staple can make brooms sweep, dishes wash themselves, pet leashes walk their pets unaided, etc. Caution must be taken when casting this enchantment as the object needs to be in line of sight, and the intent must be focused and clear. Otherwise, you might accidentally iron your pillow or pour hot tea into your potted plants
Mage's Tonic: (Alchemy) Bonus: -- Cost: 10 MP Effect: HP 0 ||| MP+ (Increases MP by this total so long as it doesn't exceed cap) Method: Invocation ||| Source: Arcane Use: This effervescent beverage restores magic-wearied limbs and reinvigorates them to channel energies. Restoring the mind and cleansing the body, a caster will feel refreshed and ready to carry on their magics.
Warrior's Mead: (Alchemy) Bonus: -- Cost: 10 MP Effect: HP+ (Increases HP by this total so long as it doesn't exceed cap) ||| MP 0 (application) Method: Focus ||| Source: Arcane Use: This hearty draft improves one's physical condition, making them tougher, more resilient, and fired up for action.