Name:
Gender:
Species:
Class:
Starting Stats:
Strength - # (roll)
Endurance - # (roll)
Stamina - # (roll)
Agility - # (roll)
Dexterity - # (roll)
Magic - # (roll)
Wisdom - # (roll)
Spirit - # (roll)
Intelligence - # (roll)
Luck - # (roll)
Bio:
Abilities: (You will start with two level 1 spells that your class can use, as well as one spell from the 'cantrips and miscellaneous spells' section... if you can use spells. If not, then just list whatever ability you do have.)
Gender:
Species:
Class:
Starting Stats:
Strength - # (roll)
Endurance - # (roll)
Stamina - # (roll)
Agility - # (roll)
Dexterity - # (roll)
Magic - # (roll)
Wisdom - # (roll)
Spirit - # (roll)
Intelligence - # (roll)
Luck - # (roll)
Bio:
Abilities: (You will start with two level 1 spells that your class can use, as well as one spell from the 'cantrips and miscellaneous spells' section... if you can use spells. If not, then just list whatever ability you do have.)
All starting stats are determined by Race # + Class Bonus + 1d6 roll (for example, a Kobold has +3 agility, a Red Mage has +1 agility, and if you roll a 4, you'd have 8 agility). You may roll twice for each stat and pick the highest number to use for your starting stats. Fill out the (roll) area with what number you rolled on your d6.
Elements and resistances: As a general rule of thumb, scale-covered enemies or allies (that aren't fish-based) are weak to ice, and resistant to fire... on contrast, enemies and allies covered in fur are usually weak to fire, and resistant to ice, with fish-based enemies and allies resisting both fire and ice, but due to the highly-conductive minerals they tend to be covered in thanks to them living in sea water, they're vulnerable to electricity. Generally, flying enemies and allies are weak to wind and usually immune to earth, with heavy enemies and allies being weak to earth but resistant (if not immune) to wind. Humans generally don't have any weaknesses or resistances, but may resist Holy if they're paladins... Holy has to have something that's weak to it, right?
(usable by: Black mage line, Red Mage line)
Levels will be listed as Black mage line/Red mage line... IE: a spell that's level 2/4 can be learned by a level 2 black mage, or a level 4 red mage.
Fire: A basic fire spell that starts a fire underneath your opponent's feet, can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level: 1/1. Damage: 1d6 + (stat modifiers)
Blizzard: A basic ice spell that lowers the temperature around a single enemy by a considerable amount. Can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level: 1/1. Damage: 1d6 + (stat modifiers)
Thunder: A basic lightning spell that sends sparks at your enemy's location, can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level 1/1. Damage: 1d6 + (stat modifiers)
Poison: A basic spell that poisons a single enemy by magically changing the composition of their blood. Can be cast at melee range, and you must see an opponent you're casting the spell at. Cost: 2MP. level 1/1. Damage: d20% of enemy's health per turn (if successful)
Blind: A spell that covers an enemy's eyes in darkness, making it impossible for them to see, and making it that much more difficult to land an attack, or use some spells. Can be cast up to 30 feet away, but requires you to see who or what you're casting the spell at. Cost: 2MP. level 2/4. Damage: 0
Fira: An improved fire-based spell that causes a fire within a 10-foot radius from the point where it was cast. Can be cast up to 30 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 4MP. level 2/4. Damage: 2d6 + (stat modifiers)
Blizzara: An improved ice-based spell that creates frost, snow and freezing temperatures within a 10-foot radius from the point where it was cast. Can be cast up to 30 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 4MP. level 2/4. Damage: 2d6 + (stat modifiers)
Thundara: An improved lightning-based spell that sends lightning to strike within a 10-foot radius from the point where it was cast. Can be cast up to 30 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 4MP. level 2/4. Damage: 2d6 + (stat modifiers)
Silence: A spell that forces an enemy's mouth shut, and may keep it that way with twisted, dark magic... it prevents the enemy from using magic, and can be cast up to 30 feet away, but requires you to see who or what you're casting the spell at. Cost: 3MP. level 2/4. Damage: 0
Polymorph: Toad: A hex that changes enemies within a 10-foot radius into useless-in-battle frogs (of course with resistances and die rolls determining success)... can also effect friends accidentally. Can be cast up to 20 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 5MP. level 3/6. Damage: 0
Firaga: A powerful fire-based spell that creates a raging inferno that engulfs a region within a 20-foot radius from the point where it was cast. Can be cast up to 40 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 8MP. level 4/7. Damage: 1d12 + (stat modifiers)
Thundaga: A powerful lightning-based spell that creates a relentless thunderstorm that covers a 20-foot radius from the point where it was cast. Can be cast up to 40 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 8MP. level 4/7. Damage: 1d12 + (stat modifiers)
Blizzaga: A powerful ice-based spell that creates a giant blizzard that covers a 20-foot radius from the point where it was cast. Can be cast up to 40 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 8MP. level 4/7. Damage: 1d12 + (stat modifiers)
Dispel: An anti-magic spell that removes all positive effects from the target, this includes effects from armor, magic, and most potions. Can be cast up to 30 feet away, but you need to see who you're casting the spell at. Cost: 9MP. level 6/9. Damage: 0
Polymorph: Random: An odd spell that will change the target into some random thing... what they'll become is entirely random, as well as whether this will be a positive change for their stats, or a negative one. Cost: 9MP. level 6/9. Damage: 0
Mini: A spell that shrinks the opponent down to about a third of their usual size, greatly reducing their ability to attack... however, this also makes them harder to hit, as well. Cost: 9MP. level 8/11. Damage: 0
Grow: A spell that triples the size of an opponent, making them much stronger, but also making them much easier to hit. Interestingly, their max HP isn't usually effected. Cost: 9MP. level 10/13. Damage: 0
Bio: A spell that creates a poisonous sludge to damage, and probably poison all enemies within a 20-foot radius. The spell is non-elemental, and generally resistances don't apply. Cost: 10MP. level 12/15. Damage: 1d12 + (stat modifiers) + (d20% heath per turn [poison])
Stone: A spell that can turn an enemy into a stone statue of what they once were, rendering them unable to attack, move, or do anything. They also cannot take damage, and are considered 'defeated' in this state. It can be cast up to 30 feet away, but requires you to see who or what you're casting the spell at. Cost: 10MP. level 12/15. Damage: 0
Polymorph: Dragon: Changes the target into a terrifying dragon for up to three turns, increasing their stats, and allowing some sort of breath weapon to be used. This, however, will leave them vulnerable to some type of magic based on what color their scales are, and will make them easier to hit. Stats will obviously revert back to normal once the three or less turns are up. Cost: 12MP. level 15/20. Damage: 0
Flare: One of the most powerful black magic spells in the book. It creates an explosion that engulfs a 30-foot radius area from the point where it was cast. Can be cast up to 50 feet away, and doesn't require you to see who or what you're casting it at. It is also non-elemental, so resistances generally don't apply. Cost: 16MP. level 20/--. Damage 1d20 + (stat modifiers)
Zero: One of the most powerful black magic spells in the book. It creates an area of near absolute zero temperatures, as well as a howling blizzard within a 30-foot radius from where it was cast. Can be cast up to 50 feet away, and doesn't require you to see who or what you're casting at. It's so cold it's actually non-elemental, and as such, resistances generally don't apply. Cost: 16MP. level 20/--. Damage 1d20 + (stat modifiers)
Ultima: One of the most powerful black magic spells in the book. It creates a giant instance of ball lightning that covers an area with a 30-foot radius from where it was cast. It can be cast up to 50 feet away, and doesn't require you to see who or what you're casting at. It's somehow non-elemental, and as such, resistances generally don't apply. Cost: 16MP. level 20/--. Damage: 1d20 + (stat modifiers)
*Note: only one ultimate spell can be learned by any given character
Levels will be listed as Black mage line/Red mage line... IE: a spell that's level 2/4 can be learned by a level 2 black mage, or a level 4 red mage.
Fire: A basic fire spell that starts a fire underneath your opponent's feet, can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level: 1/1. Damage: 1d6 + (stat modifiers)
Blizzard: A basic ice spell that lowers the temperature around a single enemy by a considerable amount. Can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level: 1/1. Damage: 1d6 + (stat modifiers)
Thunder: A basic lightning spell that sends sparks at your enemy's location, can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level 1/1. Damage: 1d6 + (stat modifiers)
Poison: A basic spell that poisons a single enemy by magically changing the composition of their blood. Can be cast at melee range, and you must see an opponent you're casting the spell at. Cost: 2MP. level 1/1. Damage: d20% of enemy's health per turn (if successful)
Blind: A spell that covers an enemy's eyes in darkness, making it impossible for them to see, and making it that much more difficult to land an attack, or use some spells. Can be cast up to 30 feet away, but requires you to see who or what you're casting the spell at. Cost: 2MP. level 2/4. Damage: 0
Fira: An improved fire-based spell that causes a fire within a 10-foot radius from the point where it was cast. Can be cast up to 30 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 4MP. level 2/4. Damage: 2d6 + (stat modifiers)
Blizzara: An improved ice-based spell that creates frost, snow and freezing temperatures within a 10-foot radius from the point where it was cast. Can be cast up to 30 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 4MP. level 2/4. Damage: 2d6 + (stat modifiers)
Thundara: An improved lightning-based spell that sends lightning to strike within a 10-foot radius from the point where it was cast. Can be cast up to 30 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 4MP. level 2/4. Damage: 2d6 + (stat modifiers)
Silence: A spell that forces an enemy's mouth shut, and may keep it that way with twisted, dark magic... it prevents the enemy from using magic, and can be cast up to 30 feet away, but requires you to see who or what you're casting the spell at. Cost: 3MP. level 2/4. Damage: 0
Polymorph: Toad: A hex that changes enemies within a 10-foot radius into useless-in-battle frogs (of course with resistances and die rolls determining success)... can also effect friends accidentally. Can be cast up to 20 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 5MP. level 3/6. Damage: 0
Firaga: A powerful fire-based spell that creates a raging inferno that engulfs a region within a 20-foot radius from the point where it was cast. Can be cast up to 40 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 8MP. level 4/7. Damage: 1d12 + (stat modifiers)
Thundaga: A powerful lightning-based spell that creates a relentless thunderstorm that covers a 20-foot radius from the point where it was cast. Can be cast up to 40 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 8MP. level 4/7. Damage: 1d12 + (stat modifiers)
Blizzaga: A powerful ice-based spell that creates a giant blizzard that covers a 20-foot radius from the point where it was cast. Can be cast up to 40 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 8MP. level 4/7. Damage: 1d12 + (stat modifiers)
Dispel: An anti-magic spell that removes all positive effects from the target, this includes effects from armor, magic, and most potions. Can be cast up to 30 feet away, but you need to see who you're casting the spell at. Cost: 9MP. level 6/9. Damage: 0
Polymorph: Random: An odd spell that will change the target into some random thing... what they'll become is entirely random, as well as whether this will be a positive change for their stats, or a negative one. Cost: 9MP. level 6/9. Damage: 0
Mini: A spell that shrinks the opponent down to about a third of their usual size, greatly reducing their ability to attack... however, this also makes them harder to hit, as well. Cost: 9MP. level 8/11. Damage: 0
Grow: A spell that triples the size of an opponent, making them much stronger, but also making them much easier to hit. Interestingly, their max HP isn't usually effected. Cost: 9MP. level 10/13. Damage: 0
Bio: A spell that creates a poisonous sludge to damage, and probably poison all enemies within a 20-foot radius. The spell is non-elemental, and generally resistances don't apply. Cost: 10MP. level 12/15. Damage: 1d12 + (stat modifiers) + (d20% heath per turn [poison])
Stone: A spell that can turn an enemy into a stone statue of what they once were, rendering them unable to attack, move, or do anything. They also cannot take damage, and are considered 'defeated' in this state. It can be cast up to 30 feet away, but requires you to see who or what you're casting the spell at. Cost: 10MP. level 12/15. Damage: 0
Polymorph: Dragon: Changes the target into a terrifying dragon for up to three turns, increasing their stats, and allowing some sort of breath weapon to be used. This, however, will leave them vulnerable to some type of magic based on what color their scales are, and will make them easier to hit. Stats will obviously revert back to normal once the three or less turns are up. Cost: 12MP. level 15/20. Damage: 0
Flare: One of the most powerful black magic spells in the book. It creates an explosion that engulfs a 30-foot radius area from the point where it was cast. Can be cast up to 50 feet away, and doesn't require you to see who or what you're casting it at. It is also non-elemental, so resistances generally don't apply. Cost: 16MP. level 20/--. Damage 1d20 + (stat modifiers)
Zero: One of the most powerful black magic spells in the book. It creates an area of near absolute zero temperatures, as well as a howling blizzard within a 30-foot radius from where it was cast. Can be cast up to 50 feet away, and doesn't require you to see who or what you're casting at. It's so cold it's actually non-elemental, and as such, resistances generally don't apply. Cost: 16MP. level 20/--. Damage 1d20 + (stat modifiers)
Ultima: One of the most powerful black magic spells in the book. It creates a giant instance of ball lightning that covers an area with a 30-foot radius from where it was cast. It can be cast up to 50 feet away, and doesn't require you to see who or what you're casting at. It's somehow non-elemental, and as such, resistances generally don't apply. Cost: 16MP. level 20/--. Damage: 1d20 + (stat modifiers)
*Note: only one ultimate spell can be learned by any given character
(Usable by White Mage line, Red Mage line)
Levels will be listed as White mage line/Red mage line... IE: a spell that's level 2/4 can be learned by a level 2 white mage, or a level 4 red mage.
Cure: A basic healing spell that will cause the body to regenerate a little bit. It won't heal injuries, but it will being back HP. It can be cast up to 20 feet away, and requires you to see who or what you're healing. Cost: 2MP. level 1/1. Healing: 1d6 + (stat modifiers)
Fog: A strange spell that creates a fog in an area with a 40-foot radius from the caster. Said fog raises the evasiveness of any allies who happen to be in it for up to three turns. Cost: 2MP. level 1/2. Damage: 0
Smite: A basic damaging holy spell that doesn't seem to work on human paladins, but may do extra damage to something else...? Either way, it damages things via a very bright light, and can only hit one target, up to 20 feet away. The user must also see the target they are casting the spell towards. Cost: 2MP. level 1/--. Damage: 1d6 + (SPImod)
Aero: A basic magical spell that creates wind that is also somehow sharp... this wind can hit a single enemy up to 20 feet away. The user doesn't seem to need to see the enemy to cast the spell. Cost: 2MP. level 1/3. Damage: 1d6 + (INTmod)
Quick Heal: A very quick, and cost-free healing spell that might not heal much, but can stop characters from being 'at death's door'. Mainly useful in emergencies, it can be cast up to 50 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 0MP. level 2/4. Healing: 1 + (stat modifiers/2)
Salve: A simple fix to several status problems. Its main use is the fact that it doesn't have to be cast (therefore, Silence doesn't effect its use). It cures... Blind, Poison, Silence, and Stone. The user has to be right next to whomever they are trying to help with this, however. Cost: 1 potion. level 2/4. Healing: 0
Protect: A spell that puts up a wall to protect the user, as well as any who are within a 20-foot radius of the user from physical attacks, reducing their damage by about half for up to five turns. The effects of this cannot be stacked in any way. Cost: 4MP. level 2/4. Healing: 0
Shell: A spell that puts up a wall to protect the user, as well as any who are within a 20-foot radius of the user from magic attacks, reducing their damage by about half for up to five turns. The effects cannot be stacked in any way. Cost: 4MP. level 2/4. Healing: 0
Cura: A spell that greatly helps in the body's regeneration. It will heal quite a bit of damage to a single target... it, however, is still too low-level to heal injured bones. It can be cast up to 30 feet away, but requires you to see who or what you're casting the spell at. Cost: 4MP. level 4/7. Healing 1d12 + (stat modifiers)
Focus: A spell that helps the target aim, and possibly get more critical hits (via lowering the to hit threshold and the crit threshold by 1) for up to three turns. This can be stacked twice for double the effect, can be cast up to 20 feet away from the caster, and requires the caster to see their target. Cost: 5MP. level 4/7. Healing: 0
Dia: An improved attacking spell of the holy variety. Just like Smite, it's not entirely effective against human paladins, but, may have some sort of effect against something. The pillar of oppressively bright light can be cast 30 feet away from the caster, but requires you to see who or what you're casting. Cost: 4MP. level 4/--. Damage: 1d12 + (SPImod)
Aera: A spell that creates much sharper and more dangerous wind... well, that's a lie, what it really does is use the same damaging winds that Aero does, but it attacks twice, instead of just once. It can also hit from up to 30 feet away, rather than the standard 20, and for some reason doesn't require you to see the enemy to cast the spell. Cost: 4MP. level 4/7. Damage: 2d6 + (INTmod)
Curaga: A very powerful curing spell that can mend broken or otherwise deformed bones, as well as gashes and slashes. It can heal all within a 20-foot radius from where it was cast... but may also heal enemies by accident. It can be cast 40 feet away from the caster, and doesn't require you to see who or what you're casting the spell at. Cost: 8MP. level 12/15. Healing 1d12 + (stat modifiers * 1.5)
Raise: A powerful spell that can bring back someone from 0HP or less. Luckily, those brought back this way won't be zombified in any way, shape or form. Can be cast up to 40 feet away from the caster, but requires the caster to see who or what they're casting the spell on. Cost: 8MP. level 12/15. Healing 1d6 + (stat modifiers/2)
Esuna: A powerful spell that can heal all manner of issues, though, not injuries, short of death, of course. It can be cast up to 40 feet away from the caster, and covers an area that has a 30-foot radius from where it was cast. The spell does not require the caster to see who or what they're casting the spell on. Cost: 8MP. level 12/15. Healing: 0
Aeraga: A powerful spell that essentially casts Aero three times in succession. Oddly, the power of each one is the same as a normal Aero spell for some reason. Damage: 3d6. Level 15/20. Cost: 8MP
Curaja: The most powerful healing spell bar none. It can heal practically anything, and will heal everything within a 30-foot radius from where it was cast. It does not require the caster to see who or what they're casting the spell at. It can be cast up to 50 feet away from the caster. Cost: 16MP. level 20/--. Healing: 2d10 + (stat modifiers * 1.5)
Arise: A revival spell that's just as powerful as the likes of curaja, and can bring back anyone within a 20-foot radius from where it was cast. It will also bring them back at full health, regardless of how much HP below zero they had. It can be cast up to 50 feet away from the caster, and doesn't require them to see who or what they're casting the spell at. Cost: 16MP. level 20/--. Healing: 100%
Holy: An incredibly powerful attacking magic that white mages can somehow use. The spell, just like others of its kind, doesn't seem to effect human paladins all that much, but there HAS to be something it's actually very effective against, right? Either way, anything that's not a paladin is likely to get destroyed by this spell. Can be cast up to 50 feet away from the caster, requires the caster to see who or what they're casting the spell at. Cost: 16MP. level 20/--. Damage: 1d20 + (SPImod)
Tornado: A powerful wind spell that attacks using Aero magic four times in a row... interestingly, it can hit up to 50 feet away, and doesn't require the caster to see their target. The target also has a 1d8 chance of getting confused from this spell, which will make them often attack walls, or their allies. Cost: 16MP. level 20/--. Damage: 4d6 + (INTmod)
*Note that only one ultimate (IE: level 20/--) spell can be on any given character
Levels will be listed as White mage line/Red mage line... IE: a spell that's level 2/4 can be learned by a level 2 white mage, or a level 4 red mage.
Cure: A basic healing spell that will cause the body to regenerate a little bit. It won't heal injuries, but it will being back HP. It can be cast up to 20 feet away, and requires you to see who or what you're healing. Cost: 2MP. level 1/1. Healing: 1d6 + (stat modifiers)
Fog: A strange spell that creates a fog in an area with a 40-foot radius from the caster. Said fog raises the evasiveness of any allies who happen to be in it for up to three turns. Cost: 2MP. level 1/2. Damage: 0
Smite: A basic damaging holy spell that doesn't seem to work on human paladins, but may do extra damage to something else...? Either way, it damages things via a very bright light, and can only hit one target, up to 20 feet away. The user must also see the target they are casting the spell towards. Cost: 2MP. level 1/--. Damage: 1d6 + (SPImod)
Aero: A basic magical spell that creates wind that is also somehow sharp... this wind can hit a single enemy up to 20 feet away. The user doesn't seem to need to see the enemy to cast the spell. Cost: 2MP. level 1/3. Damage: 1d6 + (INTmod)
Quick Heal: A very quick, and cost-free healing spell that might not heal much, but can stop characters from being 'at death's door'. Mainly useful in emergencies, it can be cast up to 50 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 0MP. level 2/4. Healing: 1 + (stat modifiers/2)
Salve: A simple fix to several status problems. Its main use is the fact that it doesn't have to be cast (therefore, Silence doesn't effect its use). It cures... Blind, Poison, Silence, and Stone. The user has to be right next to whomever they are trying to help with this, however. Cost: 1 potion. level 2/4. Healing: 0
Protect: A spell that puts up a wall to protect the user, as well as any who are within a 20-foot radius of the user from physical attacks, reducing their damage by about half for up to five turns. The effects of this cannot be stacked in any way. Cost: 4MP. level 2/4. Healing: 0
Shell: A spell that puts up a wall to protect the user, as well as any who are within a 20-foot radius of the user from magic attacks, reducing their damage by about half for up to five turns. The effects cannot be stacked in any way. Cost: 4MP. level 2/4. Healing: 0
Cura: A spell that greatly helps in the body's regeneration. It will heal quite a bit of damage to a single target... it, however, is still too low-level to heal injured bones. It can be cast up to 30 feet away, but requires you to see who or what you're casting the spell at. Cost: 4MP. level 4/7. Healing 1d12 + (stat modifiers)
Focus: A spell that helps the target aim, and possibly get more critical hits (via lowering the to hit threshold and the crit threshold by 1) for up to three turns. This can be stacked twice for double the effect, can be cast up to 20 feet away from the caster, and requires the caster to see their target. Cost: 5MP. level 4/7. Healing: 0
Dia: An improved attacking spell of the holy variety. Just like Smite, it's not entirely effective against human paladins, but, may have some sort of effect against something. The pillar of oppressively bright light can be cast 30 feet away from the caster, but requires you to see who or what you're casting. Cost: 4MP. level 4/--. Damage: 1d12 + (SPImod)
Aera: A spell that creates much sharper and more dangerous wind... well, that's a lie, what it really does is use the same damaging winds that Aero does, but it attacks twice, instead of just once. It can also hit from up to 30 feet away, rather than the standard 20, and for some reason doesn't require you to see the enemy to cast the spell. Cost: 4MP. level 4/7. Damage: 2d6 + (INTmod)
Curaga: A very powerful curing spell that can mend broken or otherwise deformed bones, as well as gashes and slashes. It can heal all within a 20-foot radius from where it was cast... but may also heal enemies by accident. It can be cast 40 feet away from the caster, and doesn't require you to see who or what you're casting the spell at. Cost: 8MP. level 12/15. Healing 1d12 + (stat modifiers * 1.5)
Raise: A powerful spell that can bring back someone from 0HP or less. Luckily, those brought back this way won't be zombified in any way, shape or form. Can be cast up to 40 feet away from the caster, but requires the caster to see who or what they're casting the spell on. Cost: 8MP. level 12/15. Healing 1d6 + (stat modifiers/2)
Esuna: A powerful spell that can heal all manner of issues, though, not injuries, short of death, of course. It can be cast up to 40 feet away from the caster, and covers an area that has a 30-foot radius from where it was cast. The spell does not require the caster to see who or what they're casting the spell on. Cost: 8MP. level 12/15. Healing: 0
Aeraga: A powerful spell that essentially casts Aero three times in succession. Oddly, the power of each one is the same as a normal Aero spell for some reason. Damage: 3d6. Level 15/20. Cost: 8MP
Curaja: The most powerful healing spell bar none. It can heal practically anything, and will heal everything within a 30-foot radius from where it was cast. It does not require the caster to see who or what they're casting the spell at. It can be cast up to 50 feet away from the caster. Cost: 16MP. level 20/--. Healing: 2d10 + (stat modifiers * 1.5)
Arise: A revival spell that's just as powerful as the likes of curaja, and can bring back anyone within a 20-foot radius from where it was cast. It will also bring them back at full health, regardless of how much HP below zero they had. It can be cast up to 50 feet away from the caster, and doesn't require them to see who or what they're casting the spell at. Cost: 16MP. level 20/--. Healing: 100%
Holy: An incredibly powerful attacking magic that white mages can somehow use. The spell, just like others of its kind, doesn't seem to effect human paladins all that much, but there HAS to be something it's actually very effective against, right? Either way, anything that's not a paladin is likely to get destroyed by this spell. Can be cast up to 50 feet away from the caster, requires the caster to see who or what they're casting the spell at. Cost: 16MP. level 20/--. Damage: 1d20 + (SPImod)
Tornado: A powerful wind spell that attacks using Aero magic four times in a row... interestingly, it can hit up to 50 feet away, and doesn't require the caster to see their target. The target also has a 1d8 chance of getting confused from this spell, which will make them often attack walls, or their allies. Cost: 16MP. level 20/--. Damage: 4d6 + (INTmod)
*Note that only one ultimate (IE: level 20/--) spell can be on any given character
(Usable by Time Mages)
Haste: A "basic" time magic spell that will greatly increase the target's agility, allowing them to move quicker in the turn order, and further when it's their turn. Can be cast up to 30 feet away, requires you to see who or what you're casting the spell at. Cost: 8MP. level 1. Damage: 0
Slow: A "basic" time magic spell that will greatly decrease a target's agility, making them move slower in the turn order, and not as far when it's their turn. Can be cast up to 30 feet away, requires you to see who or what you're casting the spell at. Cost: 4MP. level 1. Damage: 0
Immobilize: A "basic" time magic spell that sticks an enemy to one spot, making it impossible for them to move. They can still attack like this, if anyone gets into their range, however, they cannot dodge, or move from that spot. Can be cast up to 30 feet away, requires you to see who or what you're casting this spell at. Cost: 5MP. level 1. Damage: 0
Old: A time magic spell that introduces any enemy within a 20-foot radius from where it was cast to the ravages of old age, steadily decreasing their attack and agility until they're cured from the problem. It can be cast up to 40 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 6MP. level 2. Damage: 0
Rewind: A time magic spell that basically restarts the entire battle. It will reset all stats, conditions, and status problems up to what they were when you started the fight... well, save for your own MP, of course. Cost: 6MP. level 2. Damage: 0
Regen: A time magic spell that increases the rate at which the body regenerates, leading to a steady increase in HP for a short period of time (10% of HP per turn for 10 turns). It can be cast up to 30 feet away, but requires you to see who or what you're casting the spell at. Cost: 8MP level 3. Damage: 0
Hastaga: An improved time magic spell that can increase the agility of several allies at once, well, anyone who's within a 20-foot radius from where it was cast, anyways. Can be cast up to 40 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 9MP. level 4. Damage: 0
Slowga: An improved time magic spell that can decrease the agility of several enemies at once, well, anyone who's within a 20-foot radius from where it was cast, anyways. Can be cast up to 40 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 9MP. level 4. Damage: 0
Stop: A somewhat powerful time magic spell that will stop an enemy right in its tracks. Unlike Immobilize, it will actually stop them from attacking for the duration of the spell, leaving the enemy completely helpless for up to three turns. Can be cast up to 30 feet away, requires you to see who or what you're casting the spell at. Cost: 9MP. level 4. Damage: 0
Comet: A powerful time magic spell that will summon three meteors to hit an area within a 30-foot radius from where the spell was cast. Said meteors are actually somewhat small, and don't cover the entire damage range. They will also fall randomly within that range, possibly hitting one thing twice, or missing everything. Can be cast up to 50 feet away, does not require you to see who or what you're casting the spell at. Cost: 12MP. level 12. Damage 1d6 + (stat modifiers) (each meteor)
Distortion: A powerful time magic spell that will apply haste to all allies within range, and slow to all enemies within range... the range being a 30-foot radius from where it was cast. Can be cast up to 40 feet away, does not require you to see who or what you're casting the spell at. Cost: 12MP. level 12. Damage: 0
Evade: A powerful time magic spell that allows the user, as well as any allies who are within a 20-foot radius from the user to evade three physical attacks without the need to roll any dice. Effect wears off after three turns whether or not three attacks have been evaded. Cost: 12MP. level 12. Damage: 0
Meteor: An incredibly powerful time magic spell that summons (1d10) meteors to pelt the entire battlefield. Said meteors will not hit the user, however, they can hit either friend or foe... or, you know, hit nothing at all. Cost: 16MP. level 20. Damage: 1d10 + (stat modifiers) (each meteor)
Haste: A "basic" time magic spell that will greatly increase the target's agility, allowing them to move quicker in the turn order, and further when it's their turn. Can be cast up to 30 feet away, requires you to see who or what you're casting the spell at. Cost: 8MP. level 1. Damage: 0
Slow: A "basic" time magic spell that will greatly decrease a target's agility, making them move slower in the turn order, and not as far when it's their turn. Can be cast up to 30 feet away, requires you to see who or what you're casting the spell at. Cost: 4MP. level 1. Damage: 0
Immobilize: A "basic" time magic spell that sticks an enemy to one spot, making it impossible for them to move. They can still attack like this, if anyone gets into their range, however, they cannot dodge, or move from that spot. Can be cast up to 30 feet away, requires you to see who or what you're casting this spell at. Cost: 5MP. level 1. Damage: 0
Old: A time magic spell that introduces any enemy within a 20-foot radius from where it was cast to the ravages of old age, steadily decreasing their attack and agility until they're cured from the problem. It can be cast up to 40 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 6MP. level 2. Damage: 0
Rewind: A time magic spell that basically restarts the entire battle. It will reset all stats, conditions, and status problems up to what they were when you started the fight... well, save for your own MP, of course. Cost: 6MP. level 2. Damage: 0
Regen: A time magic spell that increases the rate at which the body regenerates, leading to a steady increase in HP for a short period of time (10% of HP per turn for 10 turns). It can be cast up to 30 feet away, but requires you to see who or what you're casting the spell at. Cost: 8MP level 3. Damage: 0
Hastaga: An improved time magic spell that can increase the agility of several allies at once, well, anyone who's within a 20-foot radius from where it was cast, anyways. Can be cast up to 40 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 9MP. level 4. Damage: 0
Slowga: An improved time magic spell that can decrease the agility of several enemies at once, well, anyone who's within a 20-foot radius from where it was cast, anyways. Can be cast up to 40 feet away, and doesn't require you to see who or what you're casting the spell at. Cost: 9MP. level 4. Damage: 0
Stop: A somewhat powerful time magic spell that will stop an enemy right in its tracks. Unlike Immobilize, it will actually stop them from attacking for the duration of the spell, leaving the enemy completely helpless for up to three turns. Can be cast up to 30 feet away, requires you to see who or what you're casting the spell at. Cost: 9MP. level 4. Damage: 0
Comet: A powerful time magic spell that will summon three meteors to hit an area within a 30-foot radius from where the spell was cast. Said meteors are actually somewhat small, and don't cover the entire damage range. They will also fall randomly within that range, possibly hitting one thing twice, or missing everything. Can be cast up to 50 feet away, does not require you to see who or what you're casting the spell at. Cost: 12MP. level 12. Damage 1d6 + (stat modifiers) (each meteor)
Distortion: A powerful time magic spell that will apply haste to all allies within range, and slow to all enemies within range... the range being a 30-foot radius from where it was cast. Can be cast up to 40 feet away, does not require you to see who or what you're casting the spell at. Cost: 12MP. level 12. Damage: 0
Evade: A powerful time magic spell that allows the user, as well as any allies who are within a 20-foot radius from the user to evade three physical attacks without the need to roll any dice. Effect wears off after three turns whether or not three attacks have been evaded. Cost: 12MP. level 12. Damage: 0
Meteor: An incredibly powerful time magic spell that summons (1d10) meteors to pelt the entire battlefield. Said meteors will not hit the user, however, they can hit either friend or foe... or, you know, hit nothing at all. Cost: 16MP. level 20. Damage: 1d10 + (stat modifiers) (each meteor)
(Usable by Summoners)
Summon Ifrit: A spell that summons an infamously psycho fire mage from the world beyond... said character is hardly controllable, and will try to set everything on fire. Luckily, the spell itself prevents him from attacking your teammates. Cost: 12MP. level 10. Damage: --
Summon Shiva: A spell that summons an ice mage who almost took over the entire planet, planning to throw it into another ice age. Luckily, thanks to the spell, she can't actually hurt your teammates, or you. Cost: 12MP. level 10. Damage: --
Summon Ramuh: A spell that summons a traitorous once-hero lightning mage who tried and failed to betray his allies during their final confrontation... he was a mage, so he was fairly easy to dispose of once he was figured out as a traitor. Luckily, thanks to the effects of the spell, he can't betray again... well, in that he can't damage your allies. Cost: 12MP. level 10. Damage: --
Summon Bahamut: A spell that summons an evil dragon who once tried to reduce the world to ashes. His breath, while fiery in nature, is actually non-elemental, and resistances generally don't apply. Thankfully, the spell makes it impossible for him to damage your allies. Cost: 15MP. level 10. Damage: --
Summon Ignis: Summons a fiery wolf that once tried to sow the seeds of chaos by killing particular members of the royal offices... obviously, he was figured out as an assassin, and sentenced to being a summon before his plan could come into fruition. The spell itself will not allow Ignis to damage your allies. Cost: 12MP. level 10. Damage: --
Summon Celsius: Summons an infamous ice mongoose whose quick speed, near undetectability, and precise strikes were the bane of far too many adventurers who dared to go too far north... thankfully, the beast was captured, and afterwards, the north was colonized. This spell will make sure that Celsius will not attack your allies... it also summons an icy mist that keeps him hidden for the duration of his stay. Cost: 12MP. level 10. Damage: --
Summon Ohm: Summons an assassin who was hexed into the body of a common house cat... the fact that she's a summon obviously means that this didn't slow her down, or weaken her in any way. Her strikes have been described as 'like lightning', and she can still somehow wield her infamous enchanted rapier. This spell will make sure she doesn't assassinate, or indeed damage any of your teammates. Cost: 12MP. level 10. Damage: --
Summon Unknown: Summons a ninja whose identity was never truly known or revealed, as, even upon capture, he refused to tell anyone his name, or reveal his face. The captors would have killed him if they weren't too busy getting killed by him, obviously. Eventually, someone managed to sentence him to being a summon, but even to this day not a single soul knows who he was... just that he killed a lot of people on someone else's orders... someone who we know even less of. This spell will make sure that he doesn't attack your allies... and he is considered non-elemental, so resistances generally don't apply. Cost: 15MP. level 10. Damage: --
Summon Arthur: Summons a fiery spirit possessing a blood-red-colored suit of armor to aid you. Artur was once a knight whose entire kingdom was destroyed while he was out to war. He vowed revenge against those who destroyed his kingdom, yet failed in actually getting any sort of revenge, well, aside from killing a good number of followers of the new king, and unknown to him, he actually died during his outing. The king of the new kingdom, who just so happened to be the same one who destroyed his old kingdom then sentenced him to being a summon. This spell will make sure that Arthur can't damage your allies. Cost: 12MP. level 10. Damage: --
Summon Thorvald: Summons the icy viking Thorvald, who pillaged far too many villages for his own good. Yes, at one point, one of the supposed villages he was going to pillage, was, in fact, a kingdom, and one that didn't take too kindly to having one of its cities destroyed by vikings. In fact, the king of said kingdom quickly sentenced their leader to being a summon... apparently to make some sort of example out of him. This spell will make sure to keep your allies safe. Cost: 12MP. level 10. Damage: --
Summon Thunderstorm: Well, that's what his name translates to, anyways... this spell summons 'Thunderstorm', a disgraced samurai who fought for his emperor long after his emperor's death. Apparently he comes from a far-off land, where they're supposed to commit suicide after their emperor dies, either in battle, or via any number of sneaky assassinations. The emperor he was fighting against probably found it hilarious that he'd become a summon, and therefore live on even knowing that he doesn't fight for anyone or anything anymore. This spell will make sure to keep your allies safe. Cost: 12MP. level 10. Damage: --
Summon Reginald: Summons the dark knight Reginald the Chaos-bringer to aid you. Reginald was around during a time of relative peace... and he didn't like that one bit. No, he actually went around to castles and kingdoms to start his own wars, and change the boundaries of various kingdoms himself. He'd claim to be of this kingdom or that, but really he was just there to kill kings, and ruin kingdoms... not to mention relationships between them. This spell will make sure that Reginald doesn't attack your allies. Cost: 15MP. level 10. Damage: --
Summon Ifrit: A spell that summons an infamously psycho fire mage from the world beyond... said character is hardly controllable, and will try to set everything on fire. Luckily, the spell itself prevents him from attacking your teammates. Cost: 12MP. level 10. Damage: --
Summon Shiva: A spell that summons an ice mage who almost took over the entire planet, planning to throw it into another ice age. Luckily, thanks to the spell, she can't actually hurt your teammates, or you. Cost: 12MP. level 10. Damage: --
Summon Ramuh: A spell that summons a traitorous once-hero lightning mage who tried and failed to betray his allies during their final confrontation... he was a mage, so he was fairly easy to dispose of once he was figured out as a traitor. Luckily, thanks to the effects of the spell, he can't betray again... well, in that he can't damage your allies. Cost: 12MP. level 10. Damage: --
Summon Bahamut: A spell that summons an evil dragon who once tried to reduce the world to ashes. His breath, while fiery in nature, is actually non-elemental, and resistances generally don't apply. Thankfully, the spell makes it impossible for him to damage your allies. Cost: 15MP. level 10. Damage: --
Summon Ignis: Summons a fiery wolf that once tried to sow the seeds of chaos by killing particular members of the royal offices... obviously, he was figured out as an assassin, and sentenced to being a summon before his plan could come into fruition. The spell itself will not allow Ignis to damage your allies. Cost: 12MP. level 10. Damage: --
Summon Celsius: Summons an infamous ice mongoose whose quick speed, near undetectability, and precise strikes were the bane of far too many adventurers who dared to go too far north... thankfully, the beast was captured, and afterwards, the north was colonized. This spell will make sure that Celsius will not attack your allies... it also summons an icy mist that keeps him hidden for the duration of his stay. Cost: 12MP. level 10. Damage: --
Summon Ohm: Summons an assassin who was hexed into the body of a common house cat... the fact that she's a summon obviously means that this didn't slow her down, or weaken her in any way. Her strikes have been described as 'like lightning', and she can still somehow wield her infamous enchanted rapier. This spell will make sure she doesn't assassinate, or indeed damage any of your teammates. Cost: 12MP. level 10. Damage: --
Summon Unknown: Summons a ninja whose identity was never truly known or revealed, as, even upon capture, he refused to tell anyone his name, or reveal his face. The captors would have killed him if they weren't too busy getting killed by him, obviously. Eventually, someone managed to sentence him to being a summon, but even to this day not a single soul knows who he was... just that he killed a lot of people on someone else's orders... someone who we know even less of. This spell will make sure that he doesn't attack your allies... and he is considered non-elemental, so resistances generally don't apply. Cost: 15MP. level 10. Damage: --
Summon Arthur: Summons a fiery spirit possessing a blood-red-colored suit of armor to aid you. Artur was once a knight whose entire kingdom was destroyed while he was out to war. He vowed revenge against those who destroyed his kingdom, yet failed in actually getting any sort of revenge, well, aside from killing a good number of followers of the new king, and unknown to him, he actually died during his outing. The king of the new kingdom, who just so happened to be the same one who destroyed his old kingdom then sentenced him to being a summon. This spell will make sure that Arthur can't damage your allies. Cost: 12MP. level 10. Damage: --
Summon Thorvald: Summons the icy viking Thorvald, who pillaged far too many villages for his own good. Yes, at one point, one of the supposed villages he was going to pillage, was, in fact, a kingdom, and one that didn't take too kindly to having one of its cities destroyed by vikings. In fact, the king of said kingdom quickly sentenced their leader to being a summon... apparently to make some sort of example out of him. This spell will make sure to keep your allies safe. Cost: 12MP. level 10. Damage: --
Summon Thunderstorm: Well, that's what his name translates to, anyways... this spell summons 'Thunderstorm', a disgraced samurai who fought for his emperor long after his emperor's death. Apparently he comes from a far-off land, where they're supposed to commit suicide after their emperor dies, either in battle, or via any number of sneaky assassinations. The emperor he was fighting against probably found it hilarious that he'd become a summon, and therefore live on even knowing that he doesn't fight for anyone or anything anymore. This spell will make sure to keep your allies safe. Cost: 12MP. level 10. Damage: --
Summon Reginald: Summons the dark knight Reginald the Chaos-bringer to aid you. Reginald was around during a time of relative peace... and he didn't like that one bit. No, he actually went around to castles and kingdoms to start his own wars, and change the boundaries of various kingdoms himself. He'd claim to be of this kingdom or that, but really he was just there to kill kings, and ruin kingdoms... not to mention relationships between them. This spell will make sure that Reginald doesn't attack your allies. Cost: 15MP. level 10. Damage: --
(Usable by beastmasters)
WIP
WIP
(Usable by all who can use magic)
Flame Mote: Produces a small magical ball of flame at one's finger tips, generating the same heat and light as a single candle. Cost: 1MP. level 0. Damage: 0
Frost Mote: Produces a small magical ball of cold at one's finger tips, generating enough cold to chill half-a-pint of beer. Cost: 1MP. level 0. Damage: 0
Thunder Mote: Produces a small magical ball of static at one's finger tips, generating enough electricity to gently stimulate an animal to move. Cost: 1MP. level 0. Damage: 0
Helper Mote: produces a small magical ball of floating energy to assist in fetching or sending objects up to 10 feet away from the caster. Mote lifts up to an object weighing up to 2lbs at maximum range, with up to 5lbs at close distance (1 foot away). Cost: 1MP. level 0. Damage: 0
Summon Carrier Pidgeon: Summons a small bird that can be used to deliver scrolls, or other paper, as well as anything weighing less than 1lb. These small, magically made birds are often used to deliver invitations to various magical events between humans, and can deliver whatever needs to be delivered to... well, pretty much anywhere within reason. Cost: 1MP. level 0. Damage: 0. Restriction: Must be either a summoner, or an apprentice who will take up summoning to use this spell.
Water Mote: A spell that summons an aquatic spirit that produces enough clean, fresh water to fill one cup. This spell is notable for having saved thousands from desert drought, or just traveling in the desert, normally. It was discovered shortly after the helper mote by a Sahagin mage... who had his scrolls stolen by a human a month later. Cost: 1MP. level 0. Damage: 0
Flame Mote: Produces a small magical ball of flame at one's finger tips, generating the same heat and light as a single candle. Cost: 1MP. level 0. Damage: 0
Frost Mote: Produces a small magical ball of cold at one's finger tips, generating enough cold to chill half-a-pint of beer. Cost: 1MP. level 0. Damage: 0
Thunder Mote: Produces a small magical ball of static at one's finger tips, generating enough electricity to gently stimulate an animal to move. Cost: 1MP. level 0. Damage: 0
Helper Mote: produces a small magical ball of floating energy to assist in fetching or sending objects up to 10 feet away from the caster. Mote lifts up to an object weighing up to 2lbs at maximum range, with up to 5lbs at close distance (1 foot away). Cost: 1MP. level 0. Damage: 0
Summon Carrier Pidgeon: Summons a small bird that can be used to deliver scrolls, or other paper, as well as anything weighing less than 1lb. These small, magically made birds are often used to deliver invitations to various magical events between humans, and can deliver whatever needs to be delivered to... well, pretty much anywhere within reason. Cost: 1MP. level 0. Damage: 0. Restriction: Must be either a summoner, or an apprentice who will take up summoning to use this spell.
Water Mote: A spell that summons an aquatic spirit that produces enough clean, fresh water to fill one cup. This spell is notable for having saved thousands from desert drought, or just traveling in the desert, normally. It was discovered shortly after the helper mote by a Sahagin mage... who had his scrolls stolen by a human a month later. Cost: 1MP. level 0. Damage: 0
Accepted Apps:
Name: Deravan Silverfur
Gender: Male
Species: Troll
Class: Ninja
Starting Stats:
Strength - 7 [(5) 3-1]
Endurance – 10 [(6) 5-1]
Stamina – 9 [(6) 4-1]
Agility – 11 [(4) 3+4]
Dexterity – 11 [(5) 2+4]
Magic – 8 [(5) 3+0]
Wisdom – 6 [(4) 2+0]
Spirit – 4 [(2) 2+0]
Intelligence – 5 [(2) 2+1]
Luck – 11 [(3) 4+4]
Bio: Deravan was born in a cave far near a swamp land, full of insects and other things that were dangerous. Because of this humans rarely came to bother his family. Once a while Deravan’s family went out to go see how the other trolls were doing, travelling. That is… until the one day their travels went wrong.
While travelling towards their cousin’s cave far east, Deravan’s family were ambushed by a group of humans, who were hunting in the area. Deravan’s parent’s told their children’s to run, to go and hide. Him and his sister complied and ran as fast as they could, scared, as their parents fought valiantly, striking the murdering humans that only though about getting experience. As Deravan continued to run, his older sister in front of him, he heard his parent’s cries of pain, as fire started to fall down on them. Deravan looked back in horror, crying, before his sister force him to continue to move on, scared of what would happen if they didn’t continue to move on.
Moments passed, silence… no sound, not even a fly flying around. Deravan’s heart was pumping as fast as it could. Himand his sister were hiding… Then… he heard a crack of a branch. His sister looked, scared, seeing the humans walking away… Deravan’s parent’s head in their hands. The humans themselves were weakened right now. Pure anger was felt inside Deravan. He was about to go and attack the humans, only to have his sister stop him, keeping him quiet. Moments passed.
After a while, the 2 continued to move. They knew they had to find a safe place. Rain was falling down over the area. Deravan walked slowly. He wanted vengeance… vengeance for the death of their parents… They didn’t even bother those humans, didn’t even want to attack them. They were beaten down like animals. As they arrived at their cousin’s cave, they explained what happened.
Deravan though had enough of all this. In secret, he started to train up, becoming faster and stronger. Those human’s assassinated his parents… so this is what he would do to them. He started to learn, hiding in the shadows. He was surprised once… he would not be surprised again.
So as time passed, Deravan learned more about how to fight with weapons better, using a rusty sword and dagger that he looted from an old broken down chest. He observed humans that would pass by, listening, learning. He knew… if he wanted to defeat them, he had to know and think like them… One day… one they would pay for what they did.
Abilities:
Regeneration : Steadily regenerates 10% of their max HP... cannot regenerate if you have 0 or less HP. Can be stacked with a single regen spell to double the effect.
Skill - Dual Wield - Can Wield two weapons at the same time.
Ability 1: Throw - Throws Weapons and Throwables (Shuriken, Kunai etc.) at enemies. This allows the ninja to use his blowgun (requires darts)
Skill : Darkness - Slight increase in Pre-Emptive attacks chances.
Wields : Daggers, Swords, Katana.
Gender: Male
Species: Troll
Class: Ninja
Starting Stats:
Strength - 7 [(5) 3-1]
Endurance – 10 [(6) 5-1]
Stamina – 9 [(6) 4-1]
Agility – 11 [(4) 3+4]
Dexterity – 11 [(5) 2+4]
Magic – 8 [(5) 3+0]
Wisdom – 6 [(4) 2+0]
Spirit – 4 [(2) 2+0]
Intelligence – 5 [(2) 2+1]
Luck – 11 [(3) 4+4]
Bio: Deravan was born in a cave far near a swamp land, full of insects and other things that were dangerous. Because of this humans rarely came to bother his family. Once a while Deravan’s family went out to go see how the other trolls were doing, travelling. That is… until the one day their travels went wrong.
While travelling towards their cousin’s cave far east, Deravan’s family were ambushed by a group of humans, who were hunting in the area. Deravan’s parent’s told their children’s to run, to go and hide. Him and his sister complied and ran as fast as they could, scared, as their parents fought valiantly, striking the murdering humans that only though about getting experience. As Deravan continued to run, his older sister in front of him, he heard his parent’s cries of pain, as fire started to fall down on them. Deravan looked back in horror, crying, before his sister force him to continue to move on, scared of what would happen if they didn’t continue to move on.
Moments passed, silence… no sound, not even a fly flying around. Deravan’s heart was pumping as fast as it could. Himand his sister were hiding… Then… he heard a crack of a branch. His sister looked, scared, seeing the humans walking away… Deravan’s parent’s head in their hands. The humans themselves were weakened right now. Pure anger was felt inside Deravan. He was about to go and attack the humans, only to have his sister stop him, keeping him quiet. Moments passed.
After a while, the 2 continued to move. They knew they had to find a safe place. Rain was falling down over the area. Deravan walked slowly. He wanted vengeance… vengeance for the death of their parents… They didn’t even bother those humans, didn’t even want to attack them. They were beaten down like animals. As they arrived at their cousin’s cave, they explained what happened.
Deravan though had enough of all this. In secret, he started to train up, becoming faster and stronger. Those human’s assassinated his parents… so this is what he would do to them. He started to learn, hiding in the shadows. He was surprised once… he would not be surprised again.
So as time passed, Deravan learned more about how to fight with weapons better, using a rusty sword and dagger that he looted from an old broken down chest. He observed humans that would pass by, listening, learning. He knew… if he wanted to defeat them, he had to know and think like them… One day… one they would pay for what they did.
Abilities:
Regeneration : Steadily regenerates 10% of their max HP... cannot regenerate if you have 0 or less HP. Can be stacked with a single regen spell to double the effect.
Skill - Dual Wield - Can Wield two weapons at the same time.
Ability 1: Throw - Throws Weapons and Throwables (Shuriken, Kunai etc.) at enemies. This allows the ninja to use his blowgun (requires darts)
Skill : Darkness - Slight increase in Pre-Emptive attacks chances.
Wields : Daggers, Swords, Katana.
Name: R'lyeh (humans tend to pronounce it... "Riley")
Gender: Male
Species: Sagahin
Class: Scholar
Starting Stats:
Strength - 7 [(4) 3+0]
Endurance - 8 [(5) 3+0]
Stamina - 7 [(6) 2-1]
Agility - 9 [(5) 1+3]
Dexterity - 10 [(5) 2+3]
Magic - 9 [(5) 4+0]
Wisdom - 10 [(6) 4+0]
Spirit - 7 [(3) 3+1]
Intelligence - 11 [(3) 5+3]
Luck - 4 [(2) 2+0]
Bio:
R’lyeh, or Honored Light per his namesake suggests, was a promising youth in his academic studies. Like most of his people, as a spawnling R’Lyeh had been educated in the classical Sagahin arts, literature, sciences and magics. Literature and the arts were not his favored subjects, nor was magic more than perhaps a hobby to dabble in a few cantrip spells and theory. The greatest passion R’lyeh had developed was the sciences, particularly in biology as he excelled in the study of living nature. Of course he studied life, and focused his magics not on the elements but life forces to walk a path between a white mage and researcher. The final choosing test was a case of either killing an injured rare animal for scientific study or healing it and watching it escape. R’lyeh of course chose to study the animal for the benefit of others of its own species such that greater knowledge can lead to better conservation efforts, which set his course towards the sciences.
Having shown great promise in elementary studies, the young Sagahin was granted the great privilege to be enrolled in the city of Aug’toor, to study in The Augtoor with other strong candidates. There he conducted further studies on the nature of aquatic life and possible origin point theories which delineated the beginnings of even the Augwin. This of course was not without some controversy regarding the argued data, rather than the implications against quasi-religious beliefs which had already been weakened in recent times. Of the prevailing origin point theories, R’lyeh had suggested life had begun with the introduction of planetary heat and ionizing light which activated inorganic substances in the primal seas to become the first organic compounds. These compounds overtime aggregated together and continued to become larger and larger deposits of organic matter within the oceans. The spark of life came as a sudden magical storm which introduced charged arcana in the form of electrical current into the debris to which some of the organic materials became infused with the first sense of life energy. While this theory is up for years of peer review, R’lyeh has advanced on to other pursuits in the field.
They had called him Mad when he decided to travel upon land to document the strange and curious fauna of the terrestrial sphere. But these studies would certainly make him a pioneer in the field of Sagahin Biology by introducing a more accurate description of Land to the aquatic scholars. Taking up a metal walking rod to help support his terrestrial activities and water-retaining clothing and of course a fine scale garment, R’lyeh left the comfort of Aug’Toor. With his background in arcanobiology, he hoped to be the best candidate to document the wondrous land-based animals and plants in all of Tervary to his travels to become a published Sagahin researcher. Unfortunately, annoying human adventurers tend to interfere with his research.
The miscalculation of considering the human studies of their race, R’lyeh had placed too much trust in his human escorts who claimed to have been able to guide him to strange and fantastic creatures in the woodlands after impressing him with various dead specimens and a hunting dog. It seemed as though they had planned to rob the unsuspecting Sagahin of his metal staff for their own means, but were also more focused on the strange and heavy crates he had some of the local sagahin carry around. In their greed, they had taken the research troupe into a forest clearing and slaughtered them all, save for R’lyeh who had managed barely escape by healing himself with his magics. What the humans would find in the crate however may disappoint them, carved tablets in Sagahin, worthless unless purchased by the right collector. But for R’lyeh, they were priceless: His Research Notes.
Abilities:
Spear Master - can use polearms with any class, and has a +50% chance to hit with said weapon, as well.
Heightened Learning - Attains bonus EXP in combat. Can also gain INT or WIS up to a certain cap (50% of current Wis or Int) during battle.
Ability 1 : Study - Studies' enemy current state and weak points.
Ability 2 : Magic - Cast Spells. Can use all Schools of Magic except Summons.
Hidden Skill : Pharmacology - Items are twice as effective.
Wields : Books & Polearms.
Spells:
Poison: A basic spell that poisons a single enemy by magically changing the composition of their blood. Can be cast at melee range, and you must see an opponent you're casting the spell at. Cost: 5MP. level 1/1. Damage: d20% of enemy's health per turn (if successful)
Cure: A basic healing spell that will cause the body to regenerate a little bit. It won't heal injuries, but it will being back HP. It can be cast up to 20 feet away, and requires you to see who or what you're healing. Cost: 2MP. level 1/1. Healing: 1d6 + (stat modifiers)
Thunder Mote: Produces a small magical ball of static at one's finger tips, generating enough electricity to gently stimulate an animal to move. Cost: 1MP. level 0. Damage: 0
Helper Mote: produces a small magical ball of floating energy to assist in fetching or sending objects up to 10 feet away from the caster. Mote lifts up to an object weighing up to 2lbs at maximum range, with up to 5lbs at close distance (1 foot away). Cost: 1MP. level 0. Damage: 0
Gender: Male
Species: Sagahin
Class: Scholar
Starting Stats:
Strength - 7 [(4) 3+0]
Endurance - 8 [(5) 3+0]
Stamina - 7 [(6) 2-1]
Agility - 9 [(5) 1+3]
Dexterity - 10 [(5) 2+3]
Magic - 9 [(5) 4+0]
Wisdom - 10 [(6) 4+0]
Spirit - 7 [(3) 3+1]
Intelligence - 11 [(3) 5+3]
Luck - 4 [(2) 2+0]
Bio:
R’lyeh, or Honored Light per his namesake suggests, was a promising youth in his academic studies. Like most of his people, as a spawnling R’Lyeh had been educated in the classical Sagahin arts, literature, sciences and magics. Literature and the arts were not his favored subjects, nor was magic more than perhaps a hobby to dabble in a few cantrip spells and theory. The greatest passion R’lyeh had developed was the sciences, particularly in biology as he excelled in the study of living nature. Of course he studied life, and focused his magics not on the elements but life forces to walk a path between a white mage and researcher. The final choosing test was a case of either killing an injured rare animal for scientific study or healing it and watching it escape. R’lyeh of course chose to study the animal for the benefit of others of its own species such that greater knowledge can lead to better conservation efforts, which set his course towards the sciences.
Having shown great promise in elementary studies, the young Sagahin was granted the great privilege to be enrolled in the city of Aug’toor, to study in The Augtoor with other strong candidates. There he conducted further studies on the nature of aquatic life and possible origin point theories which delineated the beginnings of even the Augwin. This of course was not without some controversy regarding the argued data, rather than the implications against quasi-religious beliefs which had already been weakened in recent times. Of the prevailing origin point theories, R’lyeh had suggested life had begun with the introduction of planetary heat and ionizing light which activated inorganic substances in the primal seas to become the first organic compounds. These compounds overtime aggregated together and continued to become larger and larger deposits of organic matter within the oceans. The spark of life came as a sudden magical storm which introduced charged arcana in the form of electrical current into the debris to which some of the organic materials became infused with the first sense of life energy. While this theory is up for years of peer review, R’lyeh has advanced on to other pursuits in the field.
They had called him Mad when he decided to travel upon land to document the strange and curious fauna of the terrestrial sphere. But these studies would certainly make him a pioneer in the field of Sagahin Biology by introducing a more accurate description of Land to the aquatic scholars. Taking up a metal walking rod to help support his terrestrial activities and water-retaining clothing and of course a fine scale garment, R’lyeh left the comfort of Aug’Toor. With his background in arcanobiology, he hoped to be the best candidate to document the wondrous land-based animals and plants in all of Tervary to his travels to become a published Sagahin researcher. Unfortunately, annoying human adventurers tend to interfere with his research.
The miscalculation of considering the human studies of their race, R’lyeh had placed too much trust in his human escorts who claimed to have been able to guide him to strange and fantastic creatures in the woodlands after impressing him with various dead specimens and a hunting dog. It seemed as though they had planned to rob the unsuspecting Sagahin of his metal staff for their own means, but were also more focused on the strange and heavy crates he had some of the local sagahin carry around. In their greed, they had taken the research troupe into a forest clearing and slaughtered them all, save for R’lyeh who had managed barely escape by healing himself with his magics. What the humans would find in the crate however may disappoint them, carved tablets in Sagahin, worthless unless purchased by the right collector. But for R’lyeh, they were priceless: His Research Notes.
Abilities:
Spear Master - can use polearms with any class, and has a +50% chance to hit with said weapon, as well.
Heightened Learning - Attains bonus EXP in combat. Can also gain INT or WIS up to a certain cap (50% of current Wis or Int) during battle.
Ability 1 : Study - Studies' enemy current state and weak points.
Ability 2 : Magic - Cast Spells. Can use all Schools of Magic except Summons.
Hidden Skill : Pharmacology - Items are twice as effective.
Wields : Books & Polearms.
Spells:
Poison: A basic spell that poisons a single enemy by magically changing the composition of their blood. Can be cast at melee range, and you must see an opponent you're casting the spell at. Cost: 5MP. level 1/1. Damage: d20% of enemy's health per turn (if successful)
Cure: A basic healing spell that will cause the body to regenerate a little bit. It won't heal injuries, but it will being back HP. It can be cast up to 20 feet away, and requires you to see who or what you're healing. Cost: 2MP. level 1/1. Healing: 1d6 + (stat modifiers)
Thunder Mote: Produces a small magical ball of static at one's finger tips, generating enough electricity to gently stimulate an animal to move. Cost: 1MP. level 0. Damage: 0
Helper Mote: produces a small magical ball of floating energy to assist in fetching or sending objects up to 10 feet away from the caster. Mote lifts up to an object weighing up to 2lbs at maximum range, with up to 5lbs at close distance (1 foot away). Cost: 1MP. level 0. Damage: 0
Name: Robert Morris
Gender: Male
Species: Kobold
Class: Red Mage
Strength - 9 [(5) 3+1]
Endurance - 10 [(6) 3+1]
Stamina - 10 [(6) 3+1]
Agility - 10 [(6) 3+1]
Dexterity - 10 [(6) 3+1]
Magic - 8 [(4) 3+1]
Wisdom - 8 [(4) 3+1]
Spirit - 7 [(3) 3+1]
Intelligence - 9 [(5) 3+1]
Luck - 10 [(6) 3+1]
Bio: It all started with an adventurer, a knight by the name of Robert Morris who by some odd chance spotted a pack of wolves attacking what appeared to him as a couple of unfortunate peasants. The man warded off the wolves, saving the lives of two kobolds who decided to join the man on his journey, at least until they could find a kobold village that wasn't burned to the ground or otherwise destroyed. The two carried only one very important item with them on their journey... an egg. Their egg. On one particularly cold November night, the egg finally hatched, and the couple ran off, having found evidence of a kobold village nearby. They named the child after the man who saved them all those months ago, and who essentially saved their child before he was even alive. The family made it to the village safely, and while it was breaking apart here and there, with several bricks often missing from the buildings, but it was livable. That was where they planned to live for the rest of their lives, with their child, however, the adventurer eventually returned. The two came out to greet the adventurer, and welcome him to the village, but he didn't listen... all he did after being greeted was draw his blade. The two already knew what was happening, so they took their young son, and fled the village to find yet another one as that one fell into chaos.
They now had a son with what they believed to be a cursed name... and he was already too old for them to change his name. Thankfully the village they found was relatively hidden, and out of the way, with even fewer signs of it being raided and destroyed recently. The two settled here, and raised their son here, teaching him to never trust humans, as even when they seem like they're helping you, they'll stab you in the back. Of course, as if contradicting themselves, they'd also tell the story of how their son got his name... which included the entire family getting their lives saved by a human. Unfortunately, this home wasn't going to actually last, as soon enough some robed human entered the town, and proceeded to set the entire place on fire, with Robert's family just barely escaping the blaze. They had to move... again. The next few villages seemed to meet the same fate, and none of them really lasted very long, with either what Robert learned was a knight, a mage, or an archer destroying the village and or killing every kobold that dared to defend their village. As his family moved him around, Robert tried to learn some sort of fighting techniques from whoever was pillaging the village at the time, be them a knight or a mage. He tried his hand at archery while on the move, once, but he quickly learned that he was a horrible shot. He had to learn how to be ready for anything... to be balanced, capable of magic, or swordplay, rather than simply one or the other.
It eventually got to the point where he was ready to go on his own adventure, one of peace... one to perhaps let the humans allow kobolds to have some sort of steady village that isn't constantly threatened by attacks... but more importantly, he was done running. If the humans were going to attack, then he was going to fight back. Taking his old leather armor that is unreliable to the point where it's basically just slightly tough clothing, as well as a red, white-feathered cap, and a similarly red cloak, and a rusted rapier he managed to salvage from a kobold killed in one of the many now-destroyed villages, the blue-scaled kobold set off from his port-side village to hopefully put an end to this. Robert would run no longer. He was ready to fight.
Abilities:
Dirty Fighting : 25% chance of applying either Cripple, Bleeding, Slow, or Poison when attacking. There is a small chance of applying two at once.
Skill : Infuser - Upon hitting with any attack or spell there is 15% chance to fire off basic elemental spell at the enemy. (if that hit's a crit, a mid-level elemental spell will be fired, instead). The spell fired off as a result of this will not trigger the skill.
Ability 1: Magic - Can cast both healing and destructive spells at equal proficiency.
Ability 2: Agile Attacker - Sacrifices some Stamina, but allows the user to more easily evade and or block enemy attacks.
Hidden Ability: Dualcast - May cast two spells at the cost and speed of one.
Wields: Rapiers, Maces, Swords, Daggers.
Spells:
Thunder: A basic lightning spell that sends sparks at your enemy's location, can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level 1/1. Damage: 1d6 + (stat modifiers)
Cure: A basic healing spell that will cause the body to regenerate a little bit. It won't heal injuries, but it will being back HP. It can be cast up to 20 feet away, and requires you to see who or what you're healing. Cost: 2MP. level 1/1. Healing: 1d6 + (stat modifiers)
Flame Mote: Produces a small magical ball of flame at one's finger tips, generating the same heat and light as a single candle. Cost: 1MP. level 0. Damage: 0
Gender: Male
Species: Kobold
Class: Red Mage
Strength - 9 [(5) 3+1]
Endurance - 10 [(6) 3+1]
Stamina - 10 [(6) 3+1]
Agility - 10 [(6) 3+1]
Dexterity - 10 [(6) 3+1]
Magic - 8 [(4) 3+1]
Wisdom - 8 [(4) 3+1]
Spirit - 7 [(3) 3+1]
Intelligence - 9 [(5) 3+1]
Luck - 10 [(6) 3+1]
Bio: It all started with an adventurer, a knight by the name of Robert Morris who by some odd chance spotted a pack of wolves attacking what appeared to him as a couple of unfortunate peasants. The man warded off the wolves, saving the lives of two kobolds who decided to join the man on his journey, at least until they could find a kobold village that wasn't burned to the ground or otherwise destroyed. The two carried only one very important item with them on their journey... an egg. Their egg. On one particularly cold November night, the egg finally hatched, and the couple ran off, having found evidence of a kobold village nearby. They named the child after the man who saved them all those months ago, and who essentially saved their child before he was even alive. The family made it to the village safely, and while it was breaking apart here and there, with several bricks often missing from the buildings, but it was livable. That was where they planned to live for the rest of their lives, with their child, however, the adventurer eventually returned. The two came out to greet the adventurer, and welcome him to the village, but he didn't listen... all he did after being greeted was draw his blade. The two already knew what was happening, so they took their young son, and fled the village to find yet another one as that one fell into chaos.
They now had a son with what they believed to be a cursed name... and he was already too old for them to change his name. Thankfully the village they found was relatively hidden, and out of the way, with even fewer signs of it being raided and destroyed recently. The two settled here, and raised their son here, teaching him to never trust humans, as even when they seem like they're helping you, they'll stab you in the back. Of course, as if contradicting themselves, they'd also tell the story of how their son got his name... which included the entire family getting their lives saved by a human. Unfortunately, this home wasn't going to actually last, as soon enough some robed human entered the town, and proceeded to set the entire place on fire, with Robert's family just barely escaping the blaze. They had to move... again. The next few villages seemed to meet the same fate, and none of them really lasted very long, with either what Robert learned was a knight, a mage, or an archer destroying the village and or killing every kobold that dared to defend their village. As his family moved him around, Robert tried to learn some sort of fighting techniques from whoever was pillaging the village at the time, be them a knight or a mage. He tried his hand at archery while on the move, once, but he quickly learned that he was a horrible shot. He had to learn how to be ready for anything... to be balanced, capable of magic, or swordplay, rather than simply one or the other.
It eventually got to the point where he was ready to go on his own adventure, one of peace... one to perhaps let the humans allow kobolds to have some sort of steady village that isn't constantly threatened by attacks... but more importantly, he was done running. If the humans were going to attack, then he was going to fight back. Taking his old leather armor that is unreliable to the point where it's basically just slightly tough clothing, as well as a red, white-feathered cap, and a similarly red cloak, and a rusted rapier he managed to salvage from a kobold killed in one of the many now-destroyed villages, the blue-scaled kobold set off from his port-side village to hopefully put an end to this. Robert would run no longer. He was ready to fight.
Abilities:
Dirty Fighting : 25% chance of applying either Cripple, Bleeding, Slow, or Poison when attacking. There is a small chance of applying two at once.
Skill : Infuser - Upon hitting with any attack or spell there is 15% chance to fire off basic elemental spell at the enemy. (if that hit's a crit, a mid-level elemental spell will be fired, instead). The spell fired off as a result of this will not trigger the skill.
Ability 1: Magic - Can cast both healing and destructive spells at equal proficiency.
Ability 2: Agile Attacker - Sacrifices some Stamina, but allows the user to more easily evade and or block enemy attacks.
Hidden Ability: Dualcast - May cast two spells at the cost and speed of one.
Wields: Rapiers, Maces, Swords, Daggers.
Spells:
Thunder: A basic lightning spell that sends sparks at your enemy's location, can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level 1/1. Damage: 1d6 + (stat modifiers)
Cure: A basic healing spell that will cause the body to regenerate a little bit. It won't heal injuries, but it will being back HP. It can be cast up to 20 feet away, and requires you to see who or what you're healing. Cost: 2MP. level 1/1. Healing: 1d6 + (stat modifiers)
Flame Mote: Produces a small magical ball of flame at one's finger tips, generating the same heat and light as a single candle. Cost: 1MP. level 0. Damage: 0
Name: Dorisma Rockskull
Gender: Female
Race: Ogre
Class: Monk
1st number=Race
2nd number=Class
3rd number=Roll
Strength - 5+4+3=12
Endurance - 5+4+3=12
Stamina - 3+4+6=13
Agility - 3-3+4=4
Dexterity - 1-2+2=2
Magic - 3+0+3=6
Wisdom - 3-3+3=3
Spirit - 3+0+4=7
Intelligence - 1+0+3=4
Luck - 3+0+3=6
Dorisma was born into the noble tribe of ogres known as Rockskulls that only had one tragic role in life. To be culled by the humans every year to keep their numbers low in case they became a danger. The humans were too many and to well armed, retreating on horses and running away while firing arrows leaving the powerful ogres unable to fight back. Slowly her tribe was pushed further and further away from their ancestral lands, born the sole daughter of the chieftain Dorisma was trained in the ancient ways of her people until she was a full adult.
The reason for the innocent ogre tribe's knowledge of martial artist was simply because they had no weapons of their own. The tribe was forced every year to leave the weakest behind to satisfy the human's cruel desires. Year after year Dorisma watched those she had grown up with deemed not strong enough and left to the mercy of the humans. Her tears fell in silence, just as her anger grew quietly festering.
Of course as the chief's daughter, and a strong daughter at that, Dorisma was exempt from this horrendous tradition. Although the tribe had a shaman of sorts and Dorisma did briefly study under her Dorisma found that she wasn't suited for the magical arts regardless of how the shaman said Dorisma had a talent for it.
Eventually Dorisma came of the age where she was considered an adult and her father asked her to go on a very important mission for him, to find allies to protect themselves from the humans and finally be safe. Dorisma solemnly agreed to the mission but she had something different in mind. She would indeed find allies, but not to protect themselves, rather to eliminate all the humans. Her father may have simply wanted safety but she knew that would only work for a time, more and more humans would come until even whatever allies she could retrieve were overwhelmed. The only way to deal with this problem was to deal with it at the source.
Brute Force : When active, increases the power of physical attacks by 50%, reduces physical damage by 50% for a short time.
Skill : Inner Strength - Fists deal a lot more damage than other weaponry. Additionally deals more damage to armored enemies.
Ability 1 : Kick - Deals damage to enemies with flying roundhouse kick. Weaker than normal attack, damages all enemies in line.
Ability 2 : Retaliate - Similar to defend command. Counterattacks when struck.
Wields : Knuckles, Claws
Gender: Female
Race: Ogre
Class: Monk
1st number=Race
2nd number=Class
3rd number=Roll
Strength - 5+4+3=12
Endurance - 5+4+3=12
Stamina - 3+4+6=13
Agility - 3-3+4=4
Dexterity - 1-2+2=2
Magic - 3+0+3=6
Wisdom - 3-3+3=3
Spirit - 3+0+4=7
Intelligence - 1+0+3=4
Luck - 3+0+3=6
Dorisma was born into the noble tribe of ogres known as Rockskulls that only had one tragic role in life. To be culled by the humans every year to keep their numbers low in case they became a danger. The humans were too many and to well armed, retreating on horses and running away while firing arrows leaving the powerful ogres unable to fight back. Slowly her tribe was pushed further and further away from their ancestral lands, born the sole daughter of the chieftain Dorisma was trained in the ancient ways of her people until she was a full adult.
The reason for the innocent ogre tribe's knowledge of martial artist was simply because they had no weapons of their own. The tribe was forced every year to leave the weakest behind to satisfy the human's cruel desires. Year after year Dorisma watched those she had grown up with deemed not strong enough and left to the mercy of the humans. Her tears fell in silence, just as her anger grew quietly festering.
Of course as the chief's daughter, and a strong daughter at that, Dorisma was exempt from this horrendous tradition. Although the tribe had a shaman of sorts and Dorisma did briefly study under her Dorisma found that she wasn't suited for the magical arts regardless of how the shaman said Dorisma had a talent for it.
Eventually Dorisma came of the age where she was considered an adult and her father asked her to go on a very important mission for him, to find allies to protect themselves from the humans and finally be safe. Dorisma solemnly agreed to the mission but she had something different in mind. She would indeed find allies, but not to protect themselves, rather to eliminate all the humans. Her father may have simply wanted safety but she knew that would only work for a time, more and more humans would come until even whatever allies she could retrieve were overwhelmed. The only way to deal with this problem was to deal with it at the source.
Brute Force : When active, increases the power of physical attacks by 50%, reduces physical damage by 50% for a short time.
Skill : Inner Strength - Fists deal a lot more damage than other weaponry. Additionally deals more damage to armored enemies.
Ability 1 : Kick - Deals damage to enemies with flying roundhouse kick. Weaker than normal attack, damages all enemies in line.
Ability 2 : Retaliate - Similar to defend command. Counterattacks when struck.
Wields : Knuckles, Claws
Name: Trey
Gender: Male
Species: Aves
Class: Black Mage
Starting Stats:
Strength - 8 [(6)3-1]
Endurance - 2 [(1)2-1]
Stamina - 2 [(3)1-2]
Agility - 12 [(5)5+2]
Dexterity - 10 [(5)4+1]
Magic - 10 [(4)3+3]
Wisdom - 10 [(3)4+3]
Spirit - 10 [(6)3+1]
Intelligence - 12 [(6)3+3]
Luck - 9 [(6)2+1]
Bio: Trey was born and raised in a village up in the mountains. It was built at the top of one of the highest peaks. This, of course, made it almost impossible to reach for those incapable of flight. Because of this, most of the residents were Aves. Any other species would probably fall to their death trying to get there, including humans. For years, the village remained untouched, and was almost completely safe from human attacks.
Eventually, the village elders started to get wary of the humans passing by below them. If one of them found a way to scale the mountain, it would spell disaster for every single one of them. They decided that they would have to be prepared for these attacks. They began training the young Aves in the village, so one day they would be able to fight back against the humans.
Trey hatched shortly after the elders made this decision. He was taught the basics of black magic at an early age, and as he grew older he began to improve. He was far from a master, but he could hold his own in a fight. He eagerly waited for the day his training would be put to use, thinking he could handle whatever the humans threw at him.
One day, his training was interrupted by the sound of a horn echoing through the village. He instantly stopped, knowing what it meant. Humans were attacking the village. He flew out to the outskirts of the village, along with several others that had been trained to fight humans. It was a small group, so he thought it would be an easy fight.
He severely underestimated how strong they really were. One by one, the humans picked off the Aves that were attacking them, until only a few remained. As soon as Trey realized that the humans were winning, he tried to fly back up to the village to get everyone to evacuate, but it was too late. A human archer spotted him, and shot him out of the sky before he could get there.
He lied on the ground for what felt like hours, barely alive. He only survived because he happened to get lucky. The humans didn't notice that one of the Aves lying at the base of the mountain was still alive. Then, a little while after they left, a group of trolls that were passing by decided to examine the wreckage. Luckily, one of them noticed that Trey was still breathing, and rushed him back to their camp.
As far as he knew, he was the only one who survived the attack. After thanking the trolls who saved his life, he headed for the nearest village. It wasn't nearly as secure than his original home, though. The humans tore it apart within a few months, forcing Trey and many others to re-locate. This cycle was repeated many times. He never tried to fight the humans, since he knew he wouldn't be able to do it on his own. Before he could even think about fighting back, he needed a group.
Abilities:
Phoenix: When at 0hp or less (though, must have more than -10hp), has a 5% chance of revival every three turns. Once revived, remaining health is determined by a d20 roll, with 20 = 20hp. Can be used once every long rest.
Skill : Focus - May randomly increase INT for duration of combat.
Ability 1 : Magic - Cast Medium to High level Back Magic. Cannot cast ultimate magic.
Ability 2 : Bluff - Lower all enemies defense by 5% and Increase Intelligence by 2%. Stacks up to 5 times in battle. Can be used twice per turn.
Wields: Wands, Daggers, Bows/Arrows.
Spells:
Fire: A basic fire spell that starts a fire underneath your opponent's feet, can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level: 1/1. Damage: 1d6 + (stat modifiers)
Thunder: A basic lightning spell that sends sparks at your enemy's location, can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level 1/1. Damage: 1d6 + (stat modifiers)
Helper Mote: produces a small magical ball of floating energy to assist in fetching or sending objects up to 10 feet away from the caster. Mote lifts up to an object weighing up to 2lbs at maximum range, with up to 5lbs at close distance (1 foot away). Cost: 1MP. level 0. Damage: 0
Gender: Male
Species: Aves
Class: Black Mage
Starting Stats:
Strength - 8 [(6)3-1]
Endurance - 2 [(1)2-1]
Stamina - 2 [(3)1-2]
Agility - 12 [(5)5+2]
Dexterity - 10 [(5)4+1]
Magic - 10 [(4)3+3]
Wisdom - 10 [(3)4+3]
Spirit - 10 [(6)3+1]
Intelligence - 12 [(6)3+3]
Luck - 9 [(6)2+1]
Bio: Trey was born and raised in a village up in the mountains. It was built at the top of one of the highest peaks. This, of course, made it almost impossible to reach for those incapable of flight. Because of this, most of the residents were Aves. Any other species would probably fall to their death trying to get there, including humans. For years, the village remained untouched, and was almost completely safe from human attacks.
Eventually, the village elders started to get wary of the humans passing by below them. If one of them found a way to scale the mountain, it would spell disaster for every single one of them. They decided that they would have to be prepared for these attacks. They began training the young Aves in the village, so one day they would be able to fight back against the humans.
Trey hatched shortly after the elders made this decision. He was taught the basics of black magic at an early age, and as he grew older he began to improve. He was far from a master, but he could hold his own in a fight. He eagerly waited for the day his training would be put to use, thinking he could handle whatever the humans threw at him.
One day, his training was interrupted by the sound of a horn echoing through the village. He instantly stopped, knowing what it meant. Humans were attacking the village. He flew out to the outskirts of the village, along with several others that had been trained to fight humans. It was a small group, so he thought it would be an easy fight.
He severely underestimated how strong they really were. One by one, the humans picked off the Aves that were attacking them, until only a few remained. As soon as Trey realized that the humans were winning, he tried to fly back up to the village to get everyone to evacuate, but it was too late. A human archer spotted him, and shot him out of the sky before he could get there.
He lied on the ground for what felt like hours, barely alive. He only survived because he happened to get lucky. The humans didn't notice that one of the Aves lying at the base of the mountain was still alive. Then, a little while after they left, a group of trolls that were passing by decided to examine the wreckage. Luckily, one of them noticed that Trey was still breathing, and rushed him back to their camp.
As far as he knew, he was the only one who survived the attack. After thanking the trolls who saved his life, he headed for the nearest village. It wasn't nearly as secure than his original home, though. The humans tore it apart within a few months, forcing Trey and many others to re-locate. This cycle was repeated many times. He never tried to fight the humans, since he knew he wouldn't be able to do it on his own. Before he could even think about fighting back, he needed a group.
Abilities:
Phoenix: When at 0hp or less (though, must have more than -10hp), has a 5% chance of revival every three turns. Once revived, remaining health is determined by a d20 roll, with 20 = 20hp. Can be used once every long rest.
Skill : Focus - May randomly increase INT for duration of combat.
Ability 1 : Magic - Cast Medium to High level Back Magic. Cannot cast ultimate magic.
Ability 2 : Bluff - Lower all enemies defense by 5% and Increase Intelligence by 2%. Stacks up to 5 times in battle. Can be used twice per turn.
Wields: Wands, Daggers, Bows/Arrows.
Spells:
Fire: A basic fire spell that starts a fire underneath your opponent's feet, can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level: 1/1. Damage: 1d6 + (stat modifiers)
Thunder: A basic lightning spell that sends sparks at your enemy's location, can cast it up to 30 feet away, but must be able to see an opponent you're casting the spell at. Cost: 2MP. level 1/1. Damage: 1d6 + (stat modifiers)
Helper Mote: produces a small magical ball of floating energy to assist in fetching or sending objects up to 10 feet away from the caster. Mote lifts up to an object weighing up to 2lbs at maximum range, with up to 5lbs at close distance (1 foot away). Cost: 1MP. level 0. Damage: 0
Name: Miles Hall
Gender: Male
Age: 25
Species: Kobold
Class: Gambler
Appearance: There's nothing much to differentiate him between his species and himself. He does notably have scars cutting across his stomach, from beatings from his father to those whom he scammed. He has green scales which cover him from head to claw, and yellow scales which covers his belly and chin. He wears clothing that don't seem to fit a homeless person, yet do pass as gentlemanly (just barely). If anything, he looks like a noble that has just lost their land and is down on their luck.
Starting Stats:
Strength - 6
Endurance - 6
Stamina - 6
Agility - 10
Dexterity - 9
Magic - 6
Wisdom - 10
Spirit - 9
Intelligence - 8
Luck - 13
Bio: Miles was born poor, right onto an alley with parents who's livelihoods were taken away by the monarchy. They wouldn't get very much, with both parents working and one abusive to his family. More often than not, they would have to go without food for days, or luxuries for their entire lives. They were thankful for the fact that this village wasn't yet known to 'humans,' but otherwise their lives were rather miserable.
Miles' father never really did much, apart from gambling away money and the family's heirlooms, dying on the inside every time he did so. He was so convinced that he'd be able to score the jackpot that he ended up betting his own son Miles to pay off debts. Even though he knew it was wrong, he did it regardless, since at that point he had nothing else to lose but his soul.
Tragically, Miles' father lost again, giving up everything at that point and wasting his life away. Miles ended up being a kid lost to gambling, never to see his family again. He ended up being taken away to another village, knowing that his father was a deadbeat and that life had nothing much to offer to him.
Miles grew up in a small yet busy village of Birchvale, away from the village where so much had been lost. He wasn't supposed to go there, but destiny had other ideas; the cart's axle he was riding in broke mysteriously, and the horses pulling the cart broke all their hooves. Miles was able to escape his captors sneakily, running through a dense forest for two days until he ended up at the gates of Birchvale.
Miles wasn't accepted, however. No adults took care of him and he was seen as just another orphan. Yet, he was still able to survive without any sort of income nor housing. His father wasn't a complete deadbeat; he did teach Miles a couple of tricks as a compulsive gambler, enough so that he knew blackjack and many other ways of gambling. His father just wasn't a dealer, nor had his own gambling equipment to successfully con people.
Miles started his life by joining a band of other orphans, living off the street and developing a sense of danger. He knew who would backstab him, how to backstab them, but more importantly he was able to scam people with just a single card - something his father had given to him. He didn't like his gang, however; he had an unusual penchant against violence. He always insisted on threatening people rather than mugging them if they didn't pay up, though his gang wouldn't always listen considering that they could get arrested any time.
Eventually, the gang started shrinking. Most of them grew up to become apprentices and take up jobs, while others pursued an education. The remaining few in his gang ended up being arrested or killed from unfortunate circumstances (such as a known psychotic in his gang being slammed to the floor by a broken sign, while behind Miles). Miles didn't really care, and he was already smarter than most of the other kids; he just wanted to continue scamming people and make a living. He thoroughly enjoyed it, yet at the back of mind, he knew it would eventually kill him one day.
Abilities:
-Dirty Fighting
-Lucky Dice
Items:
-Base clothing
-Worn-Darts
-5 bronze coins
-Pack of cards
-Special heirloom card
Gender: Male
Age: 25
Species: Kobold
Class: Gambler
Appearance: There's nothing much to differentiate him between his species and himself. He does notably have scars cutting across his stomach, from beatings from his father to those whom he scammed. He has green scales which cover him from head to claw, and yellow scales which covers his belly and chin. He wears clothing that don't seem to fit a homeless person, yet do pass as gentlemanly (just barely). If anything, he looks like a noble that has just lost their land and is down on their luck.
Starting Stats:
Strength - 6
Endurance - 6
Stamina - 6
Agility - 10
Dexterity - 9
Magic - 6
Wisdom - 10
Spirit - 9
Intelligence - 8
Luck - 13
Bio: Miles was born poor, right onto an alley with parents who's livelihoods were taken away by the monarchy. They wouldn't get very much, with both parents working and one abusive to his family. More often than not, they would have to go without food for days, or luxuries for their entire lives. They were thankful for the fact that this village wasn't yet known to 'humans,' but otherwise their lives were rather miserable.
Miles' father never really did much, apart from gambling away money and the family's heirlooms, dying on the inside every time he did so. He was so convinced that he'd be able to score the jackpot that he ended up betting his own son Miles to pay off debts. Even though he knew it was wrong, he did it regardless, since at that point he had nothing else to lose but his soul.
Tragically, Miles' father lost again, giving up everything at that point and wasting his life away. Miles ended up being a kid lost to gambling, never to see his family again. He ended up being taken away to another village, knowing that his father was a deadbeat and that life had nothing much to offer to him.
Miles grew up in a small yet busy village of Birchvale, away from the village where so much had been lost. He wasn't supposed to go there, but destiny had other ideas; the cart's axle he was riding in broke mysteriously, and the horses pulling the cart broke all their hooves. Miles was able to escape his captors sneakily, running through a dense forest for two days until he ended up at the gates of Birchvale.
Miles wasn't accepted, however. No adults took care of him and he was seen as just another orphan. Yet, he was still able to survive without any sort of income nor housing. His father wasn't a complete deadbeat; he did teach Miles a couple of tricks as a compulsive gambler, enough so that he knew blackjack and many other ways of gambling. His father just wasn't a dealer, nor had his own gambling equipment to successfully con people.
Miles started his life by joining a band of other orphans, living off the street and developing a sense of danger. He knew who would backstab him, how to backstab them, but more importantly he was able to scam people with just a single card - something his father had given to him. He didn't like his gang, however; he had an unusual penchant against violence. He always insisted on threatening people rather than mugging them if they didn't pay up, though his gang wouldn't always listen considering that they could get arrested any time.
Eventually, the gang started shrinking. Most of them grew up to become apprentices and take up jobs, while others pursued an education. The remaining few in his gang ended up being arrested or killed from unfortunate circumstances (such as a known psychotic in his gang being slammed to the floor by a broken sign, while behind Miles). Miles didn't really care, and he was already smarter than most of the other kids; he just wanted to continue scamming people and make a living. He thoroughly enjoyed it, yet at the back of mind, he knew it would eventually kill him one day.
Abilities:
-Dirty Fighting
-Lucky Dice
Items:
-Base clothing
-Worn-Darts
-5 bronze coins
-Pack of cards
-Special heirloom card