Alright, so I made some changes to Pan to hopefully bring 'em up to snuff. I focused on trying to make him more viable in combat while still keeping the whole theme of peaceful, non-violent fighter. Changelog below hits all the major points, but the full changes are just on the earlier posted sheet.
Changed all spell distances to meters from yards. Affects both Healing Roots Magic and Lesser Tree Magic. Brought Root Cage range in line with other spells.
Clean Mist from 15 yards to 15 meters
Regrowth from 15 yards to 15 meters
Tree Wall from 5 yards to 5 meters
Root Cage from 20 yards to 10 meters
Lesser Forest Treant from 10 yards to 10 meters
Added spell "Magic Root" to Lesser Tree Magic. Serves as primary weapon in the form of the whip, as well as a means for the mage to extend the range of his other Lesser Tree Magic spells (not compatible with Healing Roots Magic). Adds 10-20 meter range increase (10 meters baseline, extendable up to 20 meters but removes usability of whip as a weapon) when in use, yet spells requiring physical contact with the mage will still require physical contact with the Magic Root.
Added spell "Tree Merge (Storage) to Lesser Tree magic. Minor spell capable of hiding objects in trees.
Added spell "Root Trap" to Lesser Tree Magic. Non-lethal delayed spell used to delay or contain foes. Requires set up. Five meter range base.
Added spell "Root Trap (Lethal)" to Lesser Tree Magic. Desperation Move. A lethal variation of standard Root Trap. Capable of injuring victims, requires more minimum magic to cast, but lasts only half standard duration. Unlikely to be used in standard combat.
Reworked spell "Lesser Forest Treant" to be channeled spell. Removed prep time. Lowered max trees from 5 to 4.
“Him’s there’s muh squirrel friend. Him says to me, ‘No nuts, no heals’, and him’s da boss, so I reckon dat’s dat heh heh.”
Basic Info
Name:: Pan
Nickname/Alias:: The Hermit, Old Man Pan, Ol’ Pan, Pan of the Woods, Pan the Piper, The Green Man
Gender:: Male
Age and date of birth:: 75 | 20th of March
Guild:: Harpy’s Wing - Green on left ribs
Rank:: A-Class
Personal Information
Personality::
Forgetful, clumsy, and a bit scatterbrained, Pan is...well...some may say ‘eccentric’. Others prefer ‘stark-raving mad’. However one decides to look at it, it’s pretty obvious that the elder’s grip on reality is tenuous at best. Whether this is due to the years of intense isolation he’s endured, the senility setting in, or some combination of both is anyone’s guess. Still, if he is going mad, the old man seems to enjoy it. He's relentlessly optimistic and rarely seen without a toothless grin. And his hearty cackle is all too familiar to anybody's who has been the victim of one of his rather odd pranks.
Lunacy aside, Pan is harmless. Quite literally so, as the old man walks the path of the pacifist, viewing violence as the last, most desperate option. He abhors it, actually, and will instead go to any length to resolve a conflict in the most peaceful way possible. Should combat be unavoidable, Ol’ Pan prioritizes subduing his opponent or rendering them unconscious over inflicting damage. It’s not unusual for him to heal his foe’s injuries after battle.
The old man, it could be argued, is rather naive: believing that all people are innately good. He’s a kind man, the sort who’d give the very shirt off his back to a stranger...well, if he wore shirts. He has love for all people, but he treasures those of his guild most of all. For them, he’d risk his very life to protect. Perhaps the only thing Pan values more would be nature. The forest is sacred to the hermit, and he will not abide any unnecessary destruction to it.
Maintaining and protecting the forest is his penance after all.
History::
The weather-beaten old buffoon known as Pan hasn’t always been the happy-go-lucky grandpa of the Harpie’s Wing. No, his was the way of the warrior: fiercely fighting to protect both the mighty forest and the village hidden within from all who would seek to defile them. He walked the same path as his father and as his father’s father before him. All the way back as far as could be remembered.
This was the responsibility of the chief. To protect. To provide. To preserve.
In his youth, Pan’s blood ran much hotter. He was quick to anger and even quicker to come to blows. And as the chief’s son with control over the village’s strongest magic, he was a force to be reckoned with. It was his suggestion that, rather than wait for trouble to come to the forest, the tribe should seek and root out evil before it had a chance to strike. This idea rallied the youth of the village despite the elders warning against it. Pan’s father forbid the plan, but the young warrior saw it as a chance to prove himself worthy of becoming chief. So he, along with his younger brothers and other strong, young warriors, set out to rid the land of demons.
It was a mistake.
Without a clear destination or goal in mind, Pan’s crusade succeeded in eliminating some of the wandering demonic threat... but it left the village vulnerable. By the time the campaign ended and the warriors returned home, they would find that the village had been attacked several times over, and while they succeeded in preventing the complete destruction of the village, many casualties were had.
The village never would quite return to it’s full strength.
The event changed Pan. The lives lost and destruction caused, that was on him, and it’s something that weighs on him to this very day. He became much more cautious and careful. The magic that he was so proud of, the Grand Tree Arc magic, he forbid himself from using. A chief that could not protect his village was a chief that was unworthy of such a power. He instead devoted himself to the Healing Magic. He failed to protect the village and he vowed that would never happen again.
As time passed and Pan grew into a man, eventually it was time for him to take the mantle of Chief. He was hesitant to take the role at first, but tradition dictated that it would have to be him. So he accepted.
His time as chief was actually a surprisingly peaceful period in the village’s history. He expanded the defenses of the village greatly and focused on rebuilding from the attacks some years past. And while there were some attacks down the line, they were minor at best and easily fended off. He found himself unknowingly becoming much the same kind of man as his father: patient, kind, and centered.
The village flourished.
And soon enough, it was time for his son to take his place.
Pan did his best to raise his children right, so that they would learn from his mistakes and become better people. And to some extent, he was successful. He passed down the ancient magic he had forbid for himself, with the hopes that his son would prove to be much more worthy of it. He stuck around long enough to help guide his son until he felt comfortable that the boy could lead the village down the right path. Then, as is tradition, he left the village to wander the woods. To protect it. To provide for it. To preserve it. As his son served the village, he would serve the forest.
Yet it seems Pan failed his village a second time. A generation of peace lulled the village into complacency, and one terrible day, calamity struck. Pan wasn’t around for the attack, but he did see the aftermath some time later. The village was gone, with only graves marking the once proud tribe’s home.
Pan was devastated. He blamed himself. Could he have saved them if he had been there? Had he not prepared his son properly to defend the village? Would things be different if he hadn’t weakened the village so much all those decades prior?
There was no way of knowing. Pan had assumed that most, if not all, had died in the attack. Or if there were any survivors, they’d likely have scattered across the world.
So Pan returned to his duty.
Some time later, rumors spread across the land of a spirit that would appear from time to time in the woods. If you respected the woods, it would help you in your time of need. If not, then it would remove you from the forest. Some claimed the creature was as tall as the trees with a barklike hide and eyes of emerald green. Others claimed that no, it was a tiny imp that hid within the underbrush, waiting for the perfect time to steal your shoes.
Eventually, however, some light was finally spilled on the situation when a mage of the Harpie’s Wing guild investigated the reports and found the so-called “Green Man” to be little more than some old codger living out in the woods with apparently a couple screws loose. The mage helped him fend off a group of poachers that were hunting an ancient beast that dwelled deep in the forest, and in return, he agreed to return with her to her “Nest.”
Pan was moved by the love and camaraderie the mages of Harpy’s Wing had for one another. It reminded him very much of his beloved village. So when he was asked to lend them his strength, he agreed right away.
Nowadays, Pan’s a common sight in the Nest or the woods by the lake, and the rumors of the Green Man’s antics are as healthy as ever before.
Magic
Magic Name:: Healing Roots Magic
Description:: A holder type magic utilized primarily by female warriors Pan’s tribe, it relies on the use of the branches of the sacred tree in order to heal others via roots and moss created via a mixture of the magic within the branch and within the mage. Can not be used to heal the user of this Magic as the Magic Power supplied by the caster must differ from that of the target in order for the healing element to have any effect.
Should the mage be separated from his or her sacred tree branch, they will be unable to utilize the healing factor of their spells.
Known Spells::
Clean Moss: Creates a layer of moss on the sacred branch which can either be applied to the skin to heal minor external wounds, or ingested to heal minor internal wounds. Has no effect on the mage who created it. Has a shelf life of about ten minutes before the healing property fades. Very bitter taste.
Weaving Roots: Tiny rootlike plants sprout on the user’s hand which, when run over an external wound (punctures, lacerations, or abrasions) can pull the skin back together and stitch them shut. Roots applied this way remain until the wound is fully healed or depleted of magic power, at which time they die and crumble off. This is the primary spell within Healing Roots Magic for healing external wounds. For max effectiveness, the caster must remain in contact channeling magic power through the roots. If contact is severed, the remaining magic power is used up before the roots die. The more extensive the wound, the more time and magic power required to repair.
Can be used to reconnect very recently removed limbs or extremities, though the effectiveness heavily depends on how soon it can be reattached.
Barkskin: A variation of Weaving Roots, Barkskin is used to treat avulsions. Roots are weaved over the exposed tissue while the skin is reconstructed. When the wound is heal or when magic power is depleted, the bark falls off. Can be applied to a target when not injured to serve as a sort of temporary regenerative armor that can either protect against light attacks or heal minor wounds, though without being constantly resupplied with the caster’s magic power, will die within ten minutes.
Invasive Weaving Roots: Another variation of Weaving Roots, and the primary means of healing internal wounds with Healing Roots Magic. Like the base spell, constant channeling is required for max effectiveness. The more extensive the wound, the more time and magic power required to repair. Like the name implies, Invasive Weaving Roots starts with a layer of tiny rootlike plants sprouting on the caster’s hands. For this variation however, the roots must then enter the target’s body. This may either occur via making a small incision around the injured area, using another already existing open wound, or going through the mouth. The roots are then grown until they reach the injured area and can begin their work. Once the roots are used up and die, they are absorbed by the target’s body, dispensing plenty of yummy nutrients. Extensive knowledge of the target’s anatomy is required for this spell to function without damaging more of the body. If the roots can reach the internal wound directly, they can rejuvenate the organ or tissue rapidly. If not…
Rejuvenation Resonance: A spell used in conjunction with Weaving Roots and the many variations: Rejuvenation Resonance expels the contained magic into a the tissue around it, which speeds up the body’s natural repair speed. It’s primarily used to heal wounds that the mage is unable to view properly. The regeneration rate of this method is much slower compared to the speed of direct Weaving Roots, but it’s useful for when a quick blind fix is required. Requires the caster to be in contact with the Weaving Roots in order to be used.
Clean Mist: A spell combining parts of both Clean Moss and Rejuvenation Resonance: The caster mixes Clean Moss inside their mouth with addition magic power before exhaling a green transparent gas up to fifteen meters around the caster. Heals minor wounds upon contact, and minor wounds upon inhalation. Can be delivered directly via exhaling into someone’s mouth in order to heal major wounds to the lungs, though Invasive Weaving Roots is usually the better method. Great for joint pain!
Regrowth: Perhaps the most powerful of the Healing Roots Magic, Regrowth takes on a different role than the other spells. Whereas most spells in the school are focused on slow, precise healing to minimize the strain it would put on the target and the magic power cost the mage would have to pay, Regrowth is an intense burst of general healing power. It cranks the body’s normal healing factor into overdrive causing rapid cell growth in the target. Major wounds can be repaired all over the body, but the pain the target experiences is great. The caster must use roughly a third of their stored power in order to cast this spell.
The appearance of this spell is that of a bright green orb being shot from the sacred tree branch. It’s got a range of about fifteen meters, but cannot go through obstacles and may be intercepted.
It’s a great tool in a pinch, but it does significantly exhaust the caster, with overuse easily leading to death.
Magic Name:: Lesser Tree Magic
Description:: A caster type magic utilized primarily by the male members of Pan’s tribe, Lesser Tree Magic was developed to mimic spells used in Great Tree Arc magic, yet on a much smaller scale. While not as destructive as the parent magic, Lesser Tree Magic does have many defensive applications.
Known Spells::
Tree Merge: A spell that allows its user to merge with trees, aiding them in remaining undetected by others. Mages with strong sensory abilities, however, can still detect them. This version of the spell does not allow for the mage to cast additional spells while remaining hidden. Requires physical contact with targeted tree. Magic Root has no interaction with this spell.
Tree Merge (Storage): A variation on the standard Tree Merge, this spell allows for the mage to store items within trees. Mages with strong sensory abilities can detect trees currently storing objects or those that recently were used. Limited combat application, as objects stored in trees can be removed by anyone as trees under this spell do not regain their solidness until the object is removed or the magic power dissipates, at which time the item is pushed out. Magic Root can be used to cast this spell. Requires contact.
Magic Root: The Magic Root is easily the root of Lesser Tree Magic. It creates a lightly shimmering, blue, whip-like root with a frayed end extending from either the mage's hand or catalyst (Staff), typically about ten meters long. Due to the Magic Root being constructed entirely out of condensed, harden magic, it allows for the whip to be surprisingly durable and strong. While the destructive potential of the weapon is low, it does excel in disarming or subduing foes, and thanks to it's magical makeup, the mage can make rather precise movements at any point along the whip.
Yet the Magic Root's primary function isn't that of a weapon, but as a tool to be used to extend the Mage's range. It does this by acting as a sort conduit for their Magic Power, allowing them to utilize their spells which require physical contact from a much safer distance. Granted, if physical contact was required before, the Magic Root will still have to make contact with the target, however ranged spells can be used with the starting point of the spell now being anywhere along the length of the root. While around ten meters is the standard length of the Magic Root, the mage can extend this up to about twenty meters to maximize the effective range of their spells in exchange for losing their primary weapon against close-range enemies.
The Magic Root is a rather efficient spell as the Magic Power used in creating it can be regained by simply reabsorbing the whip; however, it is possible for a foe to sever the root before the mage can consume it, in which case all the magic is simply lost. Should a max length root be severed at the base (mage's hand or catalyst), then the mage will have lost a significant amount of strength.
Thrive: A minor spell used to grow existing plant life. Can be used to speed up the growth of new trees, repair damaged trees, force fruit trees to flower, and ripen fruit still on trees. Requires maintained contact with target tree, either physically or via the Magic Root. Useful for surviving in the woods.
Harden: A minor spell used to rapidly add layers of hardened bark to existing trees. Requires maintained contact with target tree, either physically or via the Magic Root. Useful in conjunction with other Lesser Wood Magic spells to increase effectiveness.
Tree Wall: Requires either an existing root network underneath the intended area or the caster to have suitable seeds/sprouts/cuttings. Tree Wall does pretty much what the name implies: it makes a wall out of trees. These trees grow either from the existing roots or the supplied seed, close enough to form a solid wall. The more prep time the mage has, the stronger the wall can be. Growth once the spell is released is fairly rapid. Five meter range without contact, though the mage can also use this spell through contact with target tree, either physically or via the Magic Root.
Root Trap: A delayed spell used to disarm, delay, or subdue enemies. Very useful in defensive tactics. The mage primes a tangle of roots to ensnare the first thing to run over it after a set time. The more roots available, the more effective the trap. While the spell can be used anywhere roots are present, it truly shines in forest environments where every tree could be a potential trap. Requires a small prep time in which more magic power can be used to increase the duration of the spell. At the minimum, unsprung traps can last ten minutes after which the spell dissipates and the traps will no longer fire. Sprung traps will utilize the remaining magic power of the trap to tighten their grip and spread to fully wrap the victim, meaning the sooner a trap fires, the more effective it will be. After the magic dissipates, the roots will no longer fight the victim, making it rather easy to untangle one's self. Requires uninterrupted channeling to set up the trap with a range of five meters or contact either physically or via the Magic Root. Once trap is set, the mage does not have to remain in the area.
Root Trap (Lethal): A variation of the standard Root Trap spell and one Pan will not use unless in an extremely desperate situations as this method destroys the roots used for the spell: Root Traps set under this spell will prioritize injuring their victims. The roots in this situation weave together to form piercing ends, with the hairs weaving into thorn-like protrusions along the length of the root. The initial burst will attempt to pierce the victim, then settle into wrapping the victim and slicing it with thorns. Highly effective against unsuspecting, lightly-armored foes. Due to the nature of this spell, traps of this variation last only half the normal duration while costing more minimum magic power and having a slightly longer prep time.
Root Cage: Utilizing either the root network underground or nearby trees, the caster moves roots toward the target with the intent of tangling them up. In more heavily wooded areas, roots and branches can be used to connect to other nearby trees thus forming a sort of cage, hence the name. The more available roots, the more solid the cage can initially be, although the mage can channel the spell in order to strengthen the cage. Ten meter range, though can be extended via use of the Magic Root.
Lesser Forest Treant: One of the more powerful spells of Lesser Tree Magic, the mage animates nearby trees. The lesser treants are capable of thrashing about, blocking attacks, or capturing foes, yet they are limited in that they are rooted to place. Depending on how much magic the caster is willing to use, anywhere between one to four trees may be animated simultaneously, although the spell lasts only as long as the mage channels it. The spell has a ten meter range in which it can be cast without physical contact, however as is with most other Lesser Tree Magic spells, this range can be extended via use of the Magic Root. There is a bit of a delay between commands issued by the mage and the animated tree carrying them out when used in this manner though, and control (and by extension, the animation itself) can be broken by severing the the root link between the mage and target tree.
Other
Wears a simple cloth covering up his shameful bits. Otherwise, no shirt, no shoes, no problem.
Birds often use Pan’s branch as a perch. Pan often whistles along with them.
A little squirrel follows Pan around wherever he goes. He uses Pan’s matted hair and beard as nut storage. It’s cool though, he’s his squirrel friend.
Claims to be able to speak with wildlife. Cannot actually speak with wildlife.
Surprisingly spry for someone his age.
Relatives::
Damian Ivorn - Grandson - Presumed Deceased
Possessions::
Sacred Tree Branch - A branch of one of the sacred trees of Pan’s old village. Holds significant importance to Pan. Used as both a catalyst for Healing Roots Magic and a handy walking stick. May plant parts of the branch in order to grow more Sacred Trees.
Beaded Necklaces - Traditional necklaces worn by members of Pan’s old tribe. His in particular are to signify both his former position as chief and his current role as Forest Hermit.
Theme Song::
WELP. That took longer than I thought it would. Here's yer Damian's Grampa, pkken :D
@Lord Sawsaw2 Feel free to lemme know if anything needs tuned down, changed, or whatever~
@Rune_Alchemist Heyo friendo! Long time no see! 100% stalked you here, not even gonna lie.
@Lord Sawsaw2 I really dig the vibe going on here. I reckon I'll see about putting something together after I get home in a few though I know like very little about Fairy Tail
@DeadDrop Nick is accepted. Looking forward to seeing how this Kostashe/Jones rivalry plays out. Feel free to post him to the Character tab.
@hagroden Sage looks good to me. There is, however, a section at the end of the backstory that it seems you forgot to delete:
-snip- <Backstory description goes here! Describe as much or as little of your character's past as you'd wish. If you'd rather keep some information held back to be revealed during the course of the story, feel free.>
If you could snip that, he's good to be accepted and moved over whenever you get a chance.
@badguy28 Mr. Jones is accepted. I'm sure he's just a big ball of sunshine underneath all the doom and gloom anyway. I gotta say though, I feel like I'm obligated to insist that Wilson Hines' faceclaim be...well...
@hagroden Ah, I see. I'm afraid that would be a bit too much. I'd appreciate it if you could limit the set to either one strong ability or two weaker ones. I apologize for not setting that expectation earlier, but, let's go with more X-Men and less Superman. I'll update the guidelines to reflect this.
We have a thread, people! It's not 100% polished, but the rest I'll be able to finish after work tomorrow morning. Night shift is weird, y'all. Until then, Imma get some sleep. Welcome one, welcome all~
[centre][h2]Heyo, Ogo, leggo[/h2][/centre]
Hiya! Morgan here. I'm twenty-nine. I am the mountain mama.
Used to be hella active, now I mostly just lurk. Feel free to drop a message if you catch me snoopin', I probably won't bite.
<div style="white-space:pre-wrap;"><div class="bb-center"><div class="bb-h2">Heyo, Ogo, leggo</div></div><br><br>Hiya! Morgan here. I'm twenty-nine. I am the mountain mama.<br><br>Used to be hella active, now I mostly just lurk. Feel free to drop a message if you catch me snoopin', I probably won't bite.</div>