HP: 19/19
MP: ■■■■■■■
1-4 Dmg | -3 Hit | 10 AC
- [10/10] Throwing Knives [1d4 dmg]
- Jack's Hat [Bonus EXP for pacifist conduct in battle]
- Apprentice Robe [1 AC]
- Padded Cloak [1 AC]
Spoiler:
[list][*][5/5] Healing Flasks [ Restores 5 HP ]
[*]Ring of Spell Storing [ White Wind ]
[*]Alain's Dagger [ 1d5 dmg | +1 Hit ]
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[*]30 Corsairs
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[*][Q] Stained Dress[/list]
Spellbook
[list][*]Cyclone
[Current: 2d4+9 dmg, +13 Hit]
Conjured Blades of solidified air spin and strike the entire front row of enemies with 2d4 + WILL x 1.5 wind based damage. Each blade's To-hit is WILL + INT.
[*]White Wind
[Current: 60%]
A restorative breeze recovers 30 + WILL x 5 % of the target's maximum HP.
[*]Alacrity
A bolstering gust of wind increases the Agility of a single creature by 3, or that of every single party member by 1.
[*]Thorned Mirror Image
[Current: 3 images]
Creates a mirror image of the caster. The mirror image cannot act (but will appear to) and is otherwise indistinguishable from the original to your foes. The mirror image will vanish upon taking damage. Every 3 points of INT create an additional mirror image.
The mirror images created by this spell will explode in a volley of thorns when destroyed, dealing 1d6 damage to their destroyer. If the mirror images are dismissed by the caster himself, however, he will take 1d3 damage for each.
[*]Focused Thunderwall
[Current: 2d2+7 dmg, 8 turns]
Creates a stationary barrier of contained lightning that stays active for INT+1 turns. Anything passing through it will take 2d2 + WILL + 1 lightning damage.
Casting this spell requires both a major and a minor action.
[*]Crushing Cold Snap
[Current: 9+12 dmg | DC 17]
Flash freezes a single target with a sudden blast of arctic air, inflicting WILLx1.5 cold damage, and an additional [12 - (target's FORT)] blunt damage, to the target, and half of that to anyone standing adjacently to them. Due to the sudden nature of the spell, it cannot be dodged. Those hit by the spell must make a FORT check vs 10+INT or also become chilled for two turns.
[*] ---[/list]
Runes [ Chapter 0 reward ]
[list][*]Convoluted Circle of Empowering
Cost: 1 Spellpoint, Creation Time: 3 Turns.
When channeled with energy by another mage, all spells cast by the mage inside the circle will have their powers multiplied by those of the channeler. The empowerment occurs exponentially for every additional channeler, and uses spellpoints from the channelers instead of the caster. An additional cost, randomly determined, will also be taken from each channeler for every spell cast.[/list]
Active Abilities[list][*]Magic Eye [ 2 / 2 ] [ 100 AP ]
If she just stares at an individual hard enough, Kirisa actually sees more than first meets the eye. At the cost of her minor action, all combat-relevant stats of the target are revealed.
[list][*]Mark for Death [ Chapter 2a reward ]
This is an upgrade to your Magic Eye ability. Targets you have "scanned" will take 1 more point of damage from any source, and have their FORT and WILL checks penalized by 5. The effect lasts until the end of combat. You may choose when the effect is applied and when it isn't.
[list][*]Malice [ Chapter 4 reward ]
Your encounter with the Serpent has given you a deeper understanding of true Malice.
This is an upgrade to your Marked For Death ability. Targets marked for death will receive 10% more damage from your own attacks and spells.[/list]
[*]Daunt [ Chapter 3 reward ]
This is an upgrade to your Magic Eye ability. When activating Magic Eye, you may also cause a strong sensation of fear and horrifying visions in your target, disorienting them. This cannot be used in conjunction with Mark for Death.[/list]
[*]Sign of The Witch [ 1 / 1 ] [ 140 AP ]
This is a minor action. Using a secret (and pretty draining) technique, Kirisa drastically increases the power of her next spell, causing all of its effects to be increased by 50% (rounded up).
[*]Indomitable Soul [ 1 / 1 ] [ Chapter 1 reward ]
When dealing with circle magic, you may consume 1 use of this ability to negate 1 spellpoint cost, and a single instance of the chaotic circle effects.
[*][R] Magic Imitation [ 2 / 2 ] [ 180 AP ]
Whenever an unfamiliar spell (or a different version of a familiar) is cast, there is a 25% chance Kirisa may be able to learn that spell as well (always optional - I have to make my decision in my next post after the check is passed.); however, there is a random chance that she may not learn the exact same spell, but a slightly different version instead (based on what she sees and how well she manages to copy it). The chance of success is increased to 50% if Kirisa has used her Magic Eye ability on the user of the spell beforehand (but she might still not learn the same spell). This ability can also be used to "upgrade" spells she already knows, if she manages to see someone use an improved version of such a spell (and the differences are not just due to the user having a higher Int/Will than her). The chances of success are the same.
In any case, if the check is passed, I will be shown the spell Kirisa would learn before I choose whether I want her to learn it or not.
Paying this much attention to others' spells in combat requires a lot of concentration; after two attempts (successful or not), her concentration dwindles enough that she can still fight normally, but no longer pay attention to others' spells well enough to copy them.[/list]
Sustained Abilities[list][*]Boundary of Life and Death [ 130 AP ]
This ability can only be activiated if Kirisa's remaining HP are at 1/2 or less.
In this condition, Kirisa's WIL is doubled. At the same time, however, reaction abilities will no longer trigger, and triggering Magic Shield completely depletes her remaining MP instead of only using one. If she is knocked out in this condition, she will take significantly longer to recover than usual.
[*]Mana Battery [ 130 AP ]
At any time, Kirisa can enter a state of trance. In this state, her physical capabilities are reduced, but she gains the ability to absorb the magical power of others' spells to restore her own mana. Her Finesse, Agility and Perception are reduced by 1 and reaction abilities (as well as Magic Shield) will no longer trigger, but any spell targeting Kirisa will restore one spell point in addition to any of its other effects (even if it knocks her out or completely misses).[/list]
Passive Abilities[list][*]Magic Shield [ 100 AP ]
If Kirisa gets hit by an attack that would normally knock her out, she instead uses 1 MP to withstand the attack with 1 HP remaining. This ability will not work if she doesn't have any MP left or already is at 1 HP beforehand. Passive damage from status ailments will not be blocked either.
[*]Pragmatism [ 120 AP ]
Kirisa is quick to grasp the basics of a spell, and tends to find ways to improve them that don't occur to others.
When learning a new spell, she gets a +6 bonus on the Luck check determining its effectiveness.
[*]Endurance [ Chapter 2 reward ]
After all she has endured up to this point, Kirisa has developed the ability to withstand even wounds that other people of her build would never be able to survive. Kirisa's max. HP are increased by 4.
[*]Cute [ 0 AP ]
NPCs - enemy or not - have a tendency to react not as hostilely to Kirisa as they might to other people. Their intentions behind this, however, vary...[/list]
Attributes:
-3 Mettle
±0 Finesse
+4 Agility
-1 Fortitude
+7 Intellect
+6 Willpower
±0 Perception
-4 Luck
Misc.:
AP: 0
Appearance:
- Middle-length purple hair with a red barrette
- Heterochromia; red left eye, purple right eye
- Not very tall
- A little pale
- Light blue dress, goes down roughly to the knees
- Wears a glowing crimson bracelet at the right hand
- White socks
- Light blue shoes
- Appears to be fairly young (around 13 or 14 maybe), but acts more maturely than her appearance would suggest
Picture by AoD, with Jack's hat:
"We can't 'kill' them without a banishment circle or something similar... We can only destroy their bodies, but they'll eventually regenerate."
And yet it is only after Oswin is heavily injured that the little witch really realizes the incredible strength of these beings. What is she doing standing so close to them, practically begging to be killed? She wouldn't survive a blow half as devastating as that!
"Oswin...! Hold on, I'll help you..."
As Kirisa retreats back into cover, she at the same time treats Oswins injuries with her White Wind spell.