Name: Reah
Sex: Female
Species: Eldeen (Angel )
Height: 5'4
Weight: 125lb
Age: Immortal
Age in appearance: Early 20's
Hair Color: Blue
Eye Color: Blue
Skin Color: Pale
Personality: Shifts with the wind. Calm and nurturing, to dark and unforgiving
Weakness: Her wings, children, the innocent
Profession: Goddess
Weapons: Daggers, unless Shade tells her to use something else
Armor: What Shade tells her to wear
Items: Silver Harmonica
Skills:
Stealth - +1 CS to Agility for moving in shadows or keeping silent to avoid people or sneak up on them. Certain situations may negate this ability.
Performer: Harmonica - A juggler, dancer, singer, and more apply under this skill. +1 CS to the stat used for that skill.
Herbalism - +1 CS to Intuition to finding herbs, and +1 CS to Reasoning for identifying herbs for various purposes, including but not limited to medicinal or poison making.
Clairvoyance - Allows you to see an area a long distance away ( such as scrying ) or in some situations see the past or future. Where a roll is needed, apply Psyche.
Communion With Nature - The animals and creatures of the forest consider you to be one with them, and you are naturally aware of everything around you in the forest. +1 to Intuition rolls in the forest, and +1 to reasoning to trying to calm an angry animal.
Languages: Common, Eldeen
Description and/or Picture:
Stats:
Fighting: V. Good
Agility: Fantastic
Strength: Good
Endurance: Excellent
Reasoning: Excellent
Intuition: V. Good
Psyche: Remarkable
Flying Speed: Excellent ( 70 - 80 miles an hour ) unburdened, can support up to 125 lb comfortably. Can support up to 175 lb for short distances only; this will exhaust her and risk injuring her wings the longer she tries to maintain it.
Hit Points: 80
Stamina Points: 72
Mana: 65
Spells / Special Abilities:
Cure
Cost: 5MP
Uses: Psyche on learning, none otherwise.
Description: Heals an amount equal to Psyche -2CS in hp or 6hp, whichever is greater.
Cura
Cost: 10MP
Uses: Psyche on learning, none otherwise.
Description: Heals an amount equal to Psyche -1CS in hp or 10hp, whichever is greater. Also removes Burn and Frostbite
Curaga
Cost: 15MP
Uses: Psyche on learning, none otherwise.
Description: Heals an amount equal to Psyche in hp or 20hp, whichever is greater. Also removes Burn, Frostbite, and 1 level of Bleeding per cast )
Dark
Cost: 5 MP, 1 Dark Point
Uses: Psyche
Description: Forms and throws an orb of darkness. Does damage equal to casters Psyche -2CS. Agility to dodge.
Darka
Cost: 10 MP, 1 Dark Point
Uses: Psyche
Description: Forms and throws a sizeable orb of darkness. Does damage equal to casters Psyche -1CS. Agility to dodge.
Darkaga
Cost: 15 MP, 1 Dark Point
Uses: Psyche
Description: Forms and throws a large orb of darkness. Does damage equal to casters Psyche. Agility to dodge.
Darkness 1:
Attunement ( Dark )
Cost: 5 MP, 2 Dark Points per target
Uses: Psyche if needed ( See below )
Description: Aligns a weapon with dark energy, allowing the wielder to target magical creatures such as archons, angels other creatures that would resist damage from a a normal weapon. Allow gives a short term bonus of +1cs to fighting, as well as +1cs damage to Light-aligned creatures only, for 2 rounds. Can target 1 weapon for every circle of magic the caster knows. Can also be used to realign a weapon from Light to Darkness, but a yellow roll is required to do so.
Create Darkness
Cost: 5MP, 2 Dark Point
Uses: Psyche
Description: Removes light from an area, plunging an area into darkness. At Circle 1 this can darken the average bedroom. Circle 2 a large living/dining room area. At Circle 3 it can darken an entire restaurant. Circle 4 and above this spell works outdoors during the daylight hours as long as there is at least some shadow coming from above, such as trees in a forest ( this will not work on an open beach for example ). This spell lasts for 1d5 minutes / rounds times the maximum Circle of the caster.
Darkness 2:
Dark Fire
Cost: 10 MP, 2 Dark Point
Uses: Psyche
Description: Throw a ball of darkness at a target that burns for Psyche Fire damage. Target rolls agility to avoid. Does +1 CS damage to those of Light or Water ( but only one bonus, not both ), stacking with normal elemental bonuses.
Light 1:
Attunement ( Light )
Cost: 5mp per target
Uses: Psyche if needed ( See below )
Description: Aligns a weapon with light energy, allowing the wielder to target magical creatures such as heartless, shadows and other creatures that cannot be harmed with a normal weapon. Allow gives a short term bonus of +1cs to fighting, as well as +1cs damage to darkness-aligned creatures only, for 2 rounds. As the weapon glows dimly for the bonus period, it incurs a -1cs penalty to sneak and hide. Can target 1 weapon for every circle of magic the caster knows. Can also be used to realign a weapon from Darkness to Light, but a yellow roll is required to do so.
Ball of Light
Cost: 5MP
Uses: None
Description: Allows the caster to summon a ball of light that allows vision in dark areas up to 5 feet away. The ball can be stationary or made to follow the caster. Lasts 1 hour for every circle of magic the caster knows, and can create one ball for every circle of magic per casting.
Light 2:
Flare
Cost: 10 MP
Uses: Psyche
Description: Creates a large blast of light in front of two opponents. Targets roll agility or intuition, whichever is lower. If the spell is successful, target is stunned for 1 round or until they get struck.
Biography:
Reah and her sister were Eldeen by birth, winged beings that were creator of magic. They used their magic for good, but every use of good magic created evil at the same time. This left Reah and her sister with the task of banishing the evil and darkness, while still allowing magic to be used for the good of humanity.