Name: Tia Sorana
Sex: Female
Species: Human
Height: 5'6"
Weight: 145 lbs
Age: 29
Hair Color: Black
Eye Color: Green
Skin Color: Peach
Personality: Friendly, but very protective of her friends.
Weakness: Fire
Profession: Jewelry maker, priestess of her world's water goddess (not that that'll count on FI but still)
Weapons: Spear
Armor: Leather armor
Items:
Skills: Artist, Weapons specialist - spear
Picture:
Stats:
Fighting: Excellent
Agility: Excellent
Strength: Good
Endurance: Excellent
Reasoning: Good
Intuition: Excellent
Psyche: Remarkable
Hit Points: 70
Mana: 60
Spells / Special Abilities:
Beginner Magic:
Water
Cost: 5MP
Uses: Psyche
Description: Does damage equal to caster's Psyche -2CS. Agility to dodge.
Watera
Cost: 10MP
Uses: Psyche
Description: Does damage equal to caster's Psyche -1CS. Agility to dodge.
Waterga
Cost: 15MP
Uses: Psyche
Description: Does damage equal to caster's Psyche. Agility to dodge.
Water Magic:
Circle 1:
Aquatic Communication
Cost: 5MP
Uses: Reasoning/Psyche ( whichever is higher )
Description: Allows you to speak to aquatic creatures such as dolphins, sharks, octopi and more for one hour. Once you learn your first fourth circle spell, cost becomes none and a roll is only required when something is resisting it.
Breathe Water
Cost: 5MP
Uses: N/A
Description: Allows one person to breathe underwater for Psyche minutes ( Excellent = 20 minutes, Remarkable = 30 minutes and so forth )
Create Water
Cost: 5MP
Uses: N/A
Description: Allows the creation of drinkable water, enough to six people to have enough drinkable water for a day.
Shaping Water
Cost: 5MP
Uses: Psyche
Description: The caster can shape and mould water into various shapes. The higher the level the more complex shapes can be created and held. Large enough shapes may require more MP at GM discretion.
Water Wash
Cost: 5MP
Uses: Psyche
Description: Cleanses the target of alterations to their looks, including normal dirt and mud, but also minor illusion spells and items that alter apperances ( like magic paint ).
Circle2:
Tow
Cost: 10MP
Uses: N/A
Description: Allows for someone to pull someone along in the water beside the caster. Useful for characters that cannot swim. Towed character moves at Good swimming speed or the swimming speed of the caster, whichever is lower. At circle 4, maximum speed becomes Excellent. At circle 6, this becomes Remarkable.
Water Whip
Cost: 10MP
Uses: Psyche
Description: The caster creates a thin stream of water that can be flicked out towards opponents like a whip. Can also be used to trip enemies. Damage is equal to 1/2 the caster's Psyche if used to attack. Opponent rolls Agility. Can also be used to show off and do tricks, like curling around items to reach them. Has a maximum range of one area away ( movable melee range ) untill the caster is level 5 or above, then has a maximum range of 2 areas away.
Special Considerations:
1.This spell does Blunt Water damage. It applies as Blunt damage, not magic damage, when it comes to armor protection. It also does the normal +1CS to those of Fire 3 and higher, and -1 CS to those of Water 3 and higher.
Water Stream
Cost: 10MP
Uses: Psyche
Description: Fires a continual stream of water that can be used to put out fires such as a house fire. Depending on the size of the fire the GM may ask for more then one roll of this to be needed.
Circle 3:
Alter Current
Cost: 15MP
Uses: Psyche
Description: Changes the direction of a current in the area for a short time to aid or hinder a group or a small ship. Modifies swimming speed by 1CS on a green or higher. This does not affect any boat lager then a yacht.
Breathe Water, Mass
Cost: 15MP
Uses: NA
Description: Allows up to four people to breathe underwater for Psyche minutes ( Excellent = 20 minutes, Remarkable = 30 minutes and so forth )
Water Surf
Cost: 15MP
Uses: Psyche
Description: Can use this ability to walk or surf on the water, though direct skin contact is usually advised. Movement is their normal running speed or Good, whichever is lower. Can take an additional person or persons with them up to a weight of Psyche X 10 ( Excellent psyche can take up to 200 pounds, Remarkable 300, etc ). Lasts for 1/2 Psyche minutes. If the caster is Circle 5 or above, no roll is needed.
Circle 4:
Merfolk's Blessing
Cost: 20MP
Uses: Psyche
Description: Allows the transformation of one person per cast into a merfolk. Grants communication with aquatic animals, water breathing, +1CS swimming, and underwater combat. Lasts for 4 hours on a white, 8 hours on a green, 24 hours on a yellow, and +3d6 hours on a red. Spell will automatically end if the target attempts to leave water and come onto land.
Wave
Cost: 20MP
Uses: Psyche
Requires: Alter Current
Description: This spell raises the body of water up into a wave form, before pushing it towards the desired direction. It can be used to sweep away opponents, put out fires, or as a faster form of transport for boats or people. Opponents roll Endurance to hold their ground against the wave of water. Does 1/2 Psyche damage ( Plus Knockdown on a yellow or higher ) to up to five targets if the spell is used on the shore.
Special Considerations:
1. If used to attack targets on a boat, ALL applicable targets on both sides roll. A botch means the person also falls overboard.
2. For transport of boats, this spell gives +1CS to the speed of a boat up to the size of a large military cutter.
Circle 5:
Elemental Pet
Cost: 25MP, plus 5MP/round
Uses: Psyche
Description: Causes a water elemental to assist the caster. On it's turn ( It always has an init of 1 less then the caster ) it mayattack one target of the caster's choosing.
Special Conditions:
1. On a white roll, the elemental has 40hp with good fighting and agility. It can cast the water spell on targets for good damage. On a green roll this increases to 60hp with excellent fighting and agility, and the watera spell does excellent damage. On a yellow, it has 80hp, and the wateraga spell does remarkable damage. On a red it gains an additional 3d6hp. On a 100 it gains 5d10hp instead and the wateraga spell does incredible damage.
2. Having a body of water, it takes -1CS damage from all physical attacks unless the weapon has a magical enchantment to it, then it takes normal damage. It takes +1CS to magic and an additional +1CS to lightning magic.
Biography: