Name: Jacob “Oh, do I need a new name? How about Oberon?” Leach
Theme: N/A
Gender: Male
Species: Sprite (Adult)
Level: 10
Appearance: Goals: In the long term Jacob hopes to return home, even though his life wasn’t perfect back there. In the short term he will settle for simply surviving this nightmarish world he has found himself in.
Past Life: Jacob’s life was fairly average and therefore quite boring. A single child of an upper lower class family in an average American city, Jacob lived a simple life that most people would envy. He went to school, he had friends, he got good grades; his hobbies leaned more towards the nerdy side of things and he was kind of a geek, so there was some bullying but nothing too extreme.
Upon graduating Jacob was accepted to a decent university, the first person in his family to go, where he decided to try and turn his minor programming hobby into a computer science degree. He devoted himself to his studies and mostly avoided the kind of wild social life most students strive for; he was more likely to spend his Saturdays playing Dungeons and Dragons with friends than go to parties.
Four years later he left University, Bachelor’s degree in hand, and moved back home. He managed to get a job with relative ease, thanks to some connections his father had, though it was just a simple entry level gig at a large corporation. He spent the next couple of years in a cubical, an anonymous code monkey in a room full of many others, working away on various projects.
It was not a glamorous job, but he enjoyed it and at the same time knew it was only temporary. In another year or two he would either get a promotion or look for another job somewhere else, then start the process all over again as he slowly made his way up the corporate ladder. Eventually he’d get to the point where he had some control over what he worked on, maybe get himself promoted to technical lead at some big company or maybe even create his own start-up venture if he could get the funds and had a project he was passionate about.
It might not be the most exciting life, but Jacob was at least content with where he was, where he was going and felt he had a good grasp of what the future held for him.
Then he got hit by a car.
Abilities: •
Minor Heal III – The most basic of healing spells. Healing can now be used on deeper wounds, but is still less effective on bones. Cannot cure diseases. Will accelerate certain conditions such as malignant tumors. This magic is of the Nature Element, as a function of natural life force and biology. It can only be cast on a single target at a time. It can be cast at range, but the target must be within sight and near enough that the caster can distinctly make out their wounds. As an Active Spell Skill, you may use any rank of this spell you are capable of within the limits of your MP.
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Lesser Flight III – Allows for flight over short distances. Flight speed increased. MP Consumption slightly decreased. Maximum height slightly increased. Maximum distance slightly increased. Stamina consumption decreased. Carrying capacity increased.
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Shield I – The most basic of defensive support spells. An aura effect reduces incoming damage, but no physical barrier or counteractive forces are generated. Only natural resistances to damage are reinforced. Can be cast on objects.
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Shield II - This defensive spell increases the target’s natural defenses through supernatural means. Skin and bone are not hardened, resistances are not increased, but they will take less damage. At Rank II, this spell will last for 1 minute if it is not broken by a stronger attack. You can cast this spell twice and have leftover MP, but not enough to cast your other spells yet.
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Shield III - MP usage remains the same as Rank II. The Target's defenses are further increased.
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Shield IV - MP Cost slightly increased. The aura effect encompasses the target's entire body and what they have on their person, possibly increasing the ability of shields or armor, unless otherwise shaped. Shaping the aura no longer applies the Shield spell on that one part--rather, the effect of the Shield that would normally be spread across the body is now concentrated, greatly increasing the effect applied on that shape. Defenses are further increased. Lasts for 2 minutes or until broken by significant damage.
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Magic Analysis IV - Gain more detail about observed magic skills, objects, etc. Lose less effectiveness when using this skill on other things, even if they aren’t magically inclined. When analyzing a spell or creature you have analyzed at least one time before, you may learn information such as its elemental affinities and weaknesses and its magical abilities' elements and functions, depending on different factors.
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Mana Orb II - A simple blast of Energy elemental magic with a range of 30 feet. At the moment it only does as much damage as a strong punch on average, unless the enemy is weak to magic. As it gets stronger it becomes a generic, non-elemental energy blast. Due to its simple nature and lack of elemental properties the Mana Orb spell is easily malleable into other spell forms. Magic Damage Increased. MP Cost Increased.
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Mana Shape III - You may now produce more than one shape at a time (interlocking or separate), and these shapes may move. More complicated movement and higher numbers of shapes causes higher MP Drain. At this rank, your Mana still does not have weight, force, or other physical qualities. Your Mana cannot produce sounds. Your Mana cannot move freely. Your mana can have its color changed and can now be more than one solid color. At this rank, manipulating more complex shapes becomes easier. You may also move the shaped Mana within a ten foot radius around yourself, though it cannot be used as a projectile. In addition to multiple colors, your Mana can now be shaped to imitate a texture. Making the mana dense enough to become opaque is possible, but increases MP consumption.
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Lesser Status Heal I - A Nature-element spell that boosts the target's natural immune systems. Physically this boost allows the body to fight off weaker toxins, diseases, etc, even if they are caused by magic. Certain magical status effects may not be affected, or only temporarily alleviated, such as a Curse that weakens one's normal abilities.
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Mana Dart I - A focused magic projectile that deals non-elemental Magic damage and Piercing Damage. Higher cost than Mana Orb but increased range, speed, and damage. However, its smaller size makes it less accurate.
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Alert II - Though this skill is limited by the strength of your senses, and does not sharpen your senses on its own, it allows you to become more aware of your surroundings. Without conscious effort, you will pick up on signs in your environment more easily, especially if they present some form of danger to you. Essentially this is an anti-ambush skill. At this Rank, you may use the Passive form of Alert as normal. By Actively engaging the Alert skill, your senses become temporarily sharper and make it easier to find a target even if it is under the effect of Stealth skills. The Active form of this skill may also alert you to environmental hazards.
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Monster Analysis III - Gain biological information about a monster by actively observing it. Gain more information about a creature or other items directly related to a creature. You may now gain comparison information about the creature's physical capabilities contrasted with your own.
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Meditate III - Through calming the mind and stimulating the soul, one clears their thoughts to form an unblocked conduit with ambient Mana in the environment. This increases the recovery speed of MP and Stamina. Low background noises, movements, etc (comparable to the common room of an Inn, a busy street at the market, etc) will no longer decrease the effectiveness of this skill so long as the user maintains stillness and a calm state of mind. Using this skill in and of itself does not consume any form of MP, Stamina, or other resources. The recovery of Stamina in particular is not as effective as normal sleep or rest, and is reduced when in need of food or water. This skill may be used while moving in a slow, relaxed fashion, such as while walking or bathing. This skill cannot be used in conjunction with other Active skills.
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Light Ring I - A basic light element spell. It has the same MP cost as Mana Orb but has a shorter range; however, rather than moving in a straight line, this ring of light spins along an arcing path covering 180 degrees in front of the caster. It can hit multiple targets along this path, however after each successful hit its power decreases. It deals Light Magic Damage, which burns but cannot CAUSE a Burn effect.
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Gather Light II - Under full sunlight, convert solar energy to Mana. You may move at a slow, relaxed pace while using this skill. Any blockage of sunlight will immediately cancel this skill, and it may not be used in conjunction with Active skills. Its Mana Recovery is slightly slower than Meditate. Mana Recovery Speed increased, roughly equivalent to Rank I Meditation. Under a full moon, this skill can now activate at half its normal speed. At high noon, this skill's recovery is 25% faster.
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Fireball I - The fire-themed version of a basic magical attack. With roughly the same power, range, and MP consumption as a Mana Orb, it has the unique property of being able to inflict a burn on the target. However, as an elemental spell, these same properties render it harder to use in certain circumstances. Non-flammable or elementally opposed targets, for example, will be much less effected.
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Plant Analysis I - Basic field knowledge of botany. At this rank, using this skill only grants you “generalized” information.
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Material Analysis I - You have developed an eye for determining the qualities of inorganic or non-living objects. At this rank, you will only be able to gain surface information about an object. When used in conjunction with a crafting skill, it may help discover more compatible items.
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Sacred Ground I - By marking an area on the ground, you channel your Mana to boost the natural properties of the earth and create a safe zone for anyone who enters it. At this rank, HP will recover slowly for those you deem allies, and damage taken from enemies outside the zone will slightly decrease. This Spell consumes MP for as long as it is active. The larger the created zone, the more MP required.
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Mana Slice I - A slashing wave of projected mana--essentially, a Mana Orb that has gained the Slashing property. It consumes the same amount of MP as a Mana Orb spell of equal rank, and moves faster, but its damage is split between Slash and Non-Elemental Magic. Resistances and Defenses of the target will apply for each type.
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Overwork I - Push through, break the limit, and--probably need a nap later. When you really need it, you’re able to summon up just that little extra bit of power, at the cost of slowly stressing yourself to death. This skill will deactivate when Stamina runs out.
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Fusion Skill [Analysis] - A Fusion Skill is not a true skill by itself, but a sort of shortcut. You have acquired Monster, Magic, Plant, and Material Analysis skills. By activating [Analysis] you will use all of these skills at once without as much mental effort. [Analysis] will not go up in Rank, but its effectiveness will increase if the Skills used for Fusion are increased. However, if only Analysis is used, the growth of the individual skills will not be as fast.
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Keen Sight I - Expend stamina to increase the range and clarity of physical sight.
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Minor Heal All I - Cast the equivalent of Minor Heal I on up to three targets simultaneously. One of the three targets can be yourself. This spell uses roughly three times the MP of Minor Heal I. All other parameters are as specified in Minor Heal I.
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Spiritual Awareness I - You have become more aware of the spiritual side of the world. This will affect your interactions with certain types of spiritual monsters such as non-corporeal Undead. At this rank, you can only detect a hint of the spiritual world. There may also be other affects of this ability...
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Minor Regeneration I - A spell that increases the target's natural healing ability, but over a period of time. Unlike Minor Heal, this spell can affect bones and deeper wounds, and may even increase the chance to resist certain diseases or other physical status effects for a target fighting off infection/injury. However, Minor Regeneration will not recover as much total HP as Minor Heal at equivalent ranks. At this rank, Minor Regeneration's effect will last for 30 seconds.
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Spell Chant I - Magic is the unison of Nature, Spirit, and Will. Language is the expression of Will. Using personalized language as an aid in manipulating one's energy is the first step to conceptualization and understanding of what Magic truly is. Using a previously existing Spell Skill as the Base, you may enact one (1) alteration of the spell's typical qualities. --You possess the skill Focus, which allows a spell to increase either its power or range in return for increased MP cost of 50% of its initial value and delayed casting time of 30 seconds.-- Spell Chants will also delay casting time by a default of 10 seconds, as any chant shorter than this will be ineffective. --Skill Synergy between this skill and Focus will allow you to alter Power/Range + One (1) other spell quality, which may include Power or Range a second time.-- The more complex the chant, the greater the alteration, but also the greater the increase to MP cost; by default the spell's cost is increased by a further 50% of its initial value.
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Focus I - By spending at least 30 seconds focusing before using an offensive Skill or Spell, you can increase its damage. At this rank it is comparable to increasing the power by one rank (eg Mana Orb I to Mana Orb II) while also increasing the MP cost by half again (spend 1.5x Mana Orb I's cost).
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Mental Resistance II - This skill will not undo your current status from mental effects- Take less damage from Psychic-type spells or skills, and have a better chance of resisting mind-altering effects such as Confusion or Hypnosis. This counts as an Elemental resistance for the purposes of Magic Resistance.
Further decrease damage from Psychic-type spells or skills, and have an even better chance of resisting mind-altering effects. At this rank even if you take no damage or are unaffected, you will have a general idea about the skill used on you, like guessing where a thrown rock came from.
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Sensory Resistance I - This skill will not undo your current status from sensory effects- You have a lower chance to be afflicted by status effects that distort the senses such as Blindness or Deafness. -Under some circumstances this ability may synergize with other resistances.
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Faster I - Your base physical speed is increased! By gaining the skills Harder, Better, and Stronger, Skill Synergy will occur and you will gain one rank of Physical Conditioning.
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Aqua Sphere I - By charging a small amount of water with mana, create a sphere of pressurized liquid to be launched at the target. While it does not require ammunition so to speak, this spell works better if there is water in the environment or in heavy humidity. Its range, damage, and MP cost are virtually identical to Mana Orb, but its nature as a Water spell varies its power based on elemental properties of the target.
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Wind Break I - A basic level Wind spell. Charge air currents with Mana to increase their speed and change their direction. The overlapping winds create different areas of pressure, and when they collide the target is sliced by the vacuums as the atmosphere restores equilibrium. Deals Slashing and Wind Magic damage. This spell is ranged, but does not travel like a projectile. Rather, it is cast on a point within the range equivalent to something like a Mana Orb.
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Wall I - Use a dense field of Mana to create a barrier and repel attacks. This spell requires significantly more MP than many first-rank abilities. But as a result, the Mana is sturdy and can repel or reduce most spells of the same rank to some degree. At this rank, the Wall may only be created within two feet of the caster's body. It may be only created in two dimensional, simple geometric shapes of roughly 1-inch thickness. It cannot cover a total area larger than the caster's body--thus, at this rank it can only defend in one direction at a time. Attempting to cast a second Wall spell will remove the first Wall.
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Flame Lance I - Deal Piercing and Fire Damage. This spell costs significantly more MP than Fireball, but moves at a much faster speed. It doesn't have any area of effect, and also doesn't inflict burns due to the speed at which wounds are cauterized. It may, however, weaken a target's defenses.
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Charisma I - Your personality is almost a magical charm unto itself. You’ll have greater luck convincing others to go along with your suggestions, but only within their own natural reasoning.
This skill may not work on those with stronger Wills.•
Mana Sense I - You have sharpened your mental and spiritual senses as well as your physical ones. By focusing upon a single creature or object, you will be able to sense its magical nature in some fashion. Different creatures may perceive this aura in different ways--some may see a colored aura, others may catch unique scents, etc. This is not an Analysis skill, though it may Synergize with some of them. The range of this skill is limited to that of your other physical senses, though in some cases a mana signature may become easier or more difficult to detect depending on factors such as strength, amount, etc. By touching an object or creature, even if they are somehow suppressing their magical power, you have a chance to learn whether or not magic is present. At this rank, you must activate this skill in order for it to take effect. While active it will consume MP.
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Lesser Force I - A conversion of Mana into physical force. It has a short range and is relatively weak at this rank, but allows one to pick up small objects without using a limb.
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Stone Shot I - You have learned to charge a piece of stone with your energy before hurling it at your opponent. This attack does blunt, piercing, and Earth-elemental magic damage. It consumes less MP than most spells, but requires ammunition.
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Light Affinity I - You have developed a bond with the light element. At this rank, MP/SP cost for all Light-related skills is reduced. Light-related skills will develop more quickly. Increase the rank of your affinity by deepening your understanding of the Light element.
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Gravity Well I - Within 30 feet of the caster, create a spherical area with a diameter of 5 feet. Magical force infuses the physical phenomenon of gravity, increasing its effect upon the target at the center of the sphere. The target experiences a crushing force roughly equivalent to a fourth of its own weight concentrated into a single instant.
Transformations: Pixie > Sprite (Adolescent) > Sprite (Adult)
Inventory: None