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 Coireana the Swift Raven

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Xarat
Senior Member
Senior Member


Posts : 45
Join date : 2017-10-14

PostSubject: Coireana the Swift Raven   Sat Oct 28, 2017 2:30 pm

Name: Coireana Ravenswift
Sex: Female
Species: Altered Human
Height: 5.7
Weight: 117lbs
Age: Approximately 3000 years
Age in appearance: 26
Hair Color: Auburn
Eye Color: green
Skin Color: Tan
 
Personality:
Weakness: Anyone who hurts/kills animals or destroys nature.
Profession: Woodland Defender
Weapons: Staff
Armor:
Items: Staff, pestle and mortar, herb bag
Skills:
 
Mystic and Occult Lore - +1 CS to reasoning for researching or understanding magic and demonic or angelic histories, including telling which is truth and which is fiction.
 
Herbalism - +1 CS to Intuition to finding herbs, and +1 CS to Reasoning for indentifying herbs for various purpses, including but not limited to medicinal or poison making.

Appearance:
 
Description: Coireana is a slender yet strong looking woman, with rich auburn curls that rest about mid back. She's dressed in a simple, modest dress with sensible fur lined boots, and a dark cloak. She has a long wooden staff in her hand thats just taller than she is, and carved intricately with runic symbols.
 
Stats: Human / Raven

F remarkable / typical
A excellent / remarkable
S good / feeble
E excellent / excellent
 
R excellent / excellent 
I excellent / incredible
P remarkable / remarkable
 
 
Health 80 / 58
Mental 70

 
OPTIONAL: Only include this section if it is different then normal
Flying Speed: Good ( raven form only )

 
 
Spells / Special Abilities:

Thunder
Cost: 5MP
Uses: Psyche
Description: Does damage equal to casters Psyche -2CS. Agility to dodge.

Thundara
Cost: 10MP
Uses: Psyche
Description: Does damage equal to casters Psyche -1CS. Agility to dodge.

Thundaga
Cost: 15MP
Uses: Psyche
Description: Does damage equal to casters Psyche. Agility to dodge.


Nature Magic:
 
Nature's Touch
Cost: 2MP
Uses: Psyche ( Only if there is something in the area atttempting to block this spell )
Description: Reaches into the heart of a dying tree or plant, giving it energy to help it heal and repair itself.

Cause Light Wounds
Cost: 5MP
Uses: Psyche
Description: Does Good damage to any living creature. Non-living creatures ( Heartless, undead, creatures from the shadow realm ) are unaffected by this spell.
 
Create Water
Cost: 5MP
Uses: None
Description: Creatures enough drinkable water to go an entire day for one person times the higher circle of Nature Magic you know. You need a container to hold the water.
 
Banish
Cost: 10MP
Uses: Psyche
Description: Does Good damage to up to three ( 3 ) non-living creatures in the area ( Heartless, undead, creatures from the shadow realm ). Creatures resist with endurance. Any creature that botches ( rolls a 5 of less ) is instantly banished from this plane. Certain monsters can resist this banishment, and only take additional damage.
 
Cause Moderate Wounds
Cost: 10MP
Uses: Psyche
Description: Does Excellent damage to any living creature. Non-living creatures ( Heartless, undead, creatures from the shadow realm ) are unaffected by this spell.
 
Entangling Vines
Cost: 10MP
Uses: Psyche
Description: Opponent rolls agility. If caught, opponent rolls their strength vs typical to break free. If they fail to break free, they are at -2CS to fighting and agility until they do so. Flying characters are immune. Characters with remarkable or higher strength break free automatically.
 
 
 
Mind Magic
Empathy ( Basic )
Cost: N/A
Uses: Psyche
Description: The mentalist attempts to sense, aided by a person's words, general demeanor, and their very top-most feelings, if they are being truthful or not. Once you reach circle 3, this does not have to be rolled for unless contested.

Telepathy ( Basic )
Cost: N/A
Uses: Psyche
Description: Allows the mentalist to talk to someone in their mind, or read someone's mind. The target has to be within visible range with no obstructions between the two. Do note that even if you just read their mind there is a chance a non-mentalist can sense someone in their mind ( roll psyche and get a yellow or highr ) though they will not know who did it. Once the mentalist reaches circle 4, it is impossible for a non-mentalist to know if someone is in their mind unless they speak or reveal themselves.
Special Considerations:
1. The mentalist is allowed 1 mental link per circle level they know in this skill. A roll must be made to esptablish it. A green roll is required for willing targets and yellow for unwilling.. Maximum range is 2 miles times the maximum circle known. At circle 2 this would be anywhere within the city of Oceandia itself.


Runic Magic:
Physical Protection Rune I
Cost: 5MP
Uses: Psyche
Description: Protects the target from 30hp damage ( 20 on a green ) from all physical attacks. Lasts 4 rounds or until the rune burns out. Has no effect on magical attacks.
Special Considerations:
1. You can only have one physical protection rune up per circle of Runic Magic you have learned an ability in. This cannot be cast on another until Circle 2.

 
 
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