Post by Deleted on Apr 11, 2012 9:27:33 GMT -6
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STATISTICAL-
Total Experience Points: 250
Unused Experience Points: 55
Settlements:
Equipment:
[/li][li]Advanced Epic Items:
[/li][li]Companions:
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Physicality: 47 Exp (30 Actual)
Mental Fortitude: 35 Exp
Magical Prowess: 55 Exp (85 Actual)
Combatant Fortitude:[/b] 15 Exp (7 Actual)
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STATISTICAL-
Total Experience Points: 250
Unused Experience Points: 55
Settlements:
- A Family House in Alirycas - 25 Exp
Equipment:
- Basic Kit: 8 Exp
- Clothing
- Survival Kit (includes fire kit, rations, skins, basic first aid and a length of rope)
- Jewelry
- A small grooming kit (essentials including soap, scissors, khol, comb and brush.)
- Bedding (a sleeping roll of tightly woven fabric with minimal padding, a thin sheet, a fur blanket, and a small, densely stuffed pillow wrapped in a thin leather)
- Cooking/Food Essentials (a wooden bowl for drinking and eating from and a small collection of seasonings. Include a small pot.)
- A Leather-bound Journal
- Saddle and Equipment (all riding equipment is generally very light, includes bridle and reins as well as saddle, saddle bags and a blanket)
- Clothing
- Basic Epic Items:
- Runecarver’s Hand (Minor) - Free
Sana is not a particularly skilled Runecarver, but nonetheless has obtained a measure of skill over the winds of the world to be gifted with this mark. The mark, like all marks of Alirycas, has been imbued with magical properties and is gifted to those who have the skill and power to use it wisely. The Runecarver’s mark is in the shape of a cross situated upon her palms.
The minor version of Runecarver’s hand allows her to guide her power more efficiently through the usage of runes, especially in elementalism magic. With the Runecarver’s hand activated, Sana is able to trace faint glowing symbols in the air in front of her to store minor spells and small amounts of power, to trigger when necessary. However, Sana cannot thus move from her position, otherwise she will not be able to trigger the runes effectively.
[/li][li]Advanced Epic Items:
- Whitelighter’s Eye (Major) - Free
The Whitelighter’s Eye is bestowed upon all Master Whitelighters in the Village of Alirycas, symbolizing control and skill over the domains of abjuration and (if applicable) healing. The mark has been imbued with magical properties, gifted to those who have matured enough in power and mind to wield it properly, and is in the shape of an eye on her forehead.
The Whitelighter’s eye allows her to detect and consciously dispel any dark or nether magic in an area several metres wide. This gives her added protection against the forces of evil and decay that many would gladly use on those she loves. If she channels the force of her magic into the mark to augment its effects, Sana will be able to expand the area of influence to cover an entire village at maximum strength, though doing such a feat would render her comatose for the next few weeks or even months, for disrupting magic on such a grand scale is a thing done usually by Archmages or Masters in Abjuration. The mark glows brightly when used, or when there is dark magic around.
[/li][li]Companions:
- Chestnut - 10 Exp
Chestnut is a horse given to her by Ignisa for her travels in the world. Chestnut and Sana have seen hard times together over the last 3 years and the two of them have bonded very well. Chestnut needs little encouragement from Sana before she knows what Sana wants her to do, and Chestnut will always do her best for her mistress. In return, Sana takes care of her horse with all her heart.
[/li][/ul]
Physicality: 47 Exp (30 Actual)
- Vitality: 17 - 7 = 10
- Strength: 7 - 3 = 4
- Endurance: 12 - 7 = 5
- Speed: 5
- Agility: 6
Mental Fortitude: 35 Exp
- Social: 8
- Skill: 8
- Cunning: 5
- Slyness: 0
- Will: 7
- Intelligence: 7
Magical Prowess: 55 Exp (85 Actual)
- Overall Magical Aptitude:
Sana is a skilled mage, which is not entirely surprising, seeing as she comes from a family of prominent mages. She might not be a powerful mage, but that does not mean that she has her own tricks up her sleeve, or that she is in any way average or predictable. Sana has had a very good education in magic, as an Irasa.
Sana's abilities are usually channeled through her hands, especially Healing, which for her requires skin to skin contact with her patient. However, when dealing with elementalism and psionics, Sana usually just focuses and channels the power through her eyes. Sometimes, for more complicated Healing spells, Sana also likes to use rituals and herbs like a kind of Wise Woman. It has developed into a habit so familiar that to not use it could possibly compromise Sana's effectiveness. - Innate Abilities: 10 Exp
- Linking - Sana has the ability to initiate a linking of magics, allowing her access to more raw power and potential to boost her magical workings. however, this does not temporarily grant her the power of mages she is linked to - she can tap only on the wellspring of raw power they potentially offer. Also, Sana cannot just wrench power from other mages. The joining of the linking circle must be completely voluntary or it just won't work. There also has to be some measure of trust between the mages participating in the link as well for maximal effect.
- Magical Abilities: 75 Exp
- Abjuration (Major) - 50 Exp
Sana is one of the most accomplished Abjurators in the Village of Alirycas, which is not extremely surprising considering that she comes from a family of powerful mages. However, Sana is more a Cleric than a mage, and this adds to the potency of her protection spells. Sana can do anything in the field of Abjuration from dispelling and forbidding magic in a large area to healing grievous wounds to shielding to teleporting from one place to another. Her skills at Abjuration are great, but whether she has the power to back it up is another matter entirely. But any weakness in raw strength can be compensated for by her innate ability of Linking.
Sana is very accomplished at protection spells, able to shield several houses from the effects of powerful magic, especially dark magic. Her skill in protection usually outweighs whatever disadvantage she has in lack of strength, and stronger mages have tried to break the effects of her spells to no avail. When they try to overcome her protections, her spells simply divert the power around itself, or in special circumstances, actually takes the power of the spell used against it and incorporates it to further fuel the shield. Sana has also been able to raise shields that not only block spells, but send them back at the user with increased force. Sana’s abjuration spells also can disallow magic in certain areas, preventing any other person save herself from casting spells. This can allow Sana some measure of protection against other offensive mages. She has also refined this technique to a point where she can block others from accessing their own wellspring of magic, especially if they power from which they use to cast spells is drawn from the world outside, but she can, to a lesser extent, also block mages who have the ability to use their internal source of magic to cast magic.
As a Cleric who prays to Guinar, Sana is also able to utilize powerful healing magic to aid her allies who are wounded in battle. Sana’s skill with healing is gentle and refined most of the time, but on occasion is powerful and raw. When the need is not as urgent, Sana can use less of her power and strength and more of her skill and talent to guide the magic within her to best effect. However, when times are desperate, Sana simply will let loose the full force of her healing powers in an attempt to heal the injured, though it is less efficient and certainly more tiring.
Finally, Sana also has some skill at the art of teleporting from one place to another, though this specialization of Abjuration is perhaps one of the most difficult types of magic to learn amongst all the branches. She can teleport to any place within the sight of her eye if she has the power, but most often, the reach of her power extends only to a hundred metres or so. Yet at the same time, she can bring people or objects with her, but the more mass she teleports with her, the more power she has to use. Currently she can only teleport two or three other people at a time. Sana’s ability at teleportation is not called upon often, and cannot be called upon very often or the strain of the magic flowing through her will kill her. - Elementalism (Minor) - 25 Exp
Sana is a minor elementalist, and all Irasa from Alirycas have some small skill at manipulating at least one of the elements. Sana can manipulate both air and water in small but significant quantities, the feminine elements.
- Abjuration (Major) - 50 Exp
Combatant Fortitude:[/b] 15 Exp (7 Actual)
- Hand to Hand: 5 - 5 = 0
- Close-Armed: 3 - 3 = 0
- Ranged Combat: 0
- Extended Accuracy: 7
- Fighting Style:
Sana is no fighter, but she is good at aiming at long distance spells - she has to be, in order to teleport properly...
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