22/22 HP
44/44 SE
0-2 Atk | 70 Hit | -- Crt | 1.5 Act
0% Prt | 62 Avd | 60 MR | 25 SR | 0 CEv
Quartz Staff [ 0-2 Atk | 70 Hit | 0 Crt | spell damage/healing +10% | 5 Wt ]
Invoker's Gown [ 0% Prt | 10 Avd | 0 CEv | 4 Wt ]
Basilisk Bracer [ 3 MR | 7 SR | 2 Wt ]
Focus [1/1] | Deflection [3/3]
Spoiler: Inventory & Status
Items [12/68]
Empty Bottle [1 Wt]
Spellbook
[4 SE] Wind Cutter
[Current: 3x | 1-4 damage, 115 Hit]
The caster conjures up to [INT/5] magical blades of compressed wind and throws them at his targets independently from each other, cutting through them with sheer force. Each blade does 1-4 damage, has a hit chance of [70 + INTx3] and will never score critical hits.
[8 SE] Spark Cone
[Current: 3-8 damage, 100 Hit]
The caster releases an electrical charge and powers it up with magical energy, causing it to assume a greatly extended area of effect (all enemies by default) in which all beings suffer an electric shock, dealing [1 + INT/7] to [3 + INT/3] damage. The chance of success is [70 + INTx2] per target. Wet targets or targets suspended in water cannot resist this spell and take 50% more damage. Targets with a lot of metal to them take 25% more damage as well.
[Wt/5 SE] Telekinesis
[Current: 59 Hit]
The caster utilizes magical energy to lift and move objects of weight only limited by the amount of spirit energy available to him (Wt/5, rounded up). Full concentration is required for the duration of the spell; this means that the spell is instantly cancelled if the caster's concentration is interrupted, causing the object he was moving to plummet to the ground. It also means that the caster can't move away as long as he moves the object, and the reach of his magic is limited, effectively putting a limit on how far the caster may move the object. If used on a sentient being, the chance of success is [30 + INT + WIL].
Abilities
Focus [1] [active] [65 AP]
Aranym fuses additional power into a spell, increasing its damage/healing power/... and success/status effect chance by 50% and bypassing all damage reduction. A focused spell consumes double MP.
Deflection [3] [passive limited] [90 AP]
Aranym deflects a resisted magical attack, turning the absorbed power into a makeshift shield of raw energy. The shield absorbs [strength of the deflected attack spell] points of damage from attacks directed at the party, priorizing the survival of each ally.
Mercy [passive] [+100 AP]
Aranym cannot strike critical hits by any means, does not gain any experience for killing a sentient being and his accuracy for lethal attacks on any living creature is halved.
Affinity [sustained] [125 AP]
Aranym concentrates on a certain element. While in this state, he can only cast spells of the element in question, but gains a 50% resistance to that element. Entering and exiting this state is a minor action.
Interference [sustained] [200 AP]
A stream of irritating mental impulses floods a selected target, reducing their accuracy, evasion, MR and SR by [INT]. Aranym has 0.5 actions less than usual while sustaining this. Occupies [10-INT/5] points of SE.
Invert [sustained] [120 AP]
In this mode, Aranym's elemental spells are drawn from the opposite element: wind <> earth, water <> electricity, heat <> cold, light <> dark.
Infuse [curr:29%] [sustained] [200 AP]
In this mode, all his magical attacks deal 25% less damage, but have a [INT+WIL]% chance of inflicting a certain status effect depending on element.
[list][*]Wind: Dizzy (INT/4 turns) (Base hit rate reduced by 25% (spells targeted at others included))
[*]Earth: Entangled (INT/7 turns) (Disables melee attacks, cannot move, natural Avd reduced to 0 (Shield unaffected))
[*]Water: Spirit Seal (INT/7 turns) (Disables usage of SE)
[*]Electricity: Paralyzed (INT/10 turns) (Cannot act, cannot move, Avd becomes 0)
[*]Fire: Burning (INT/3) (x damage taken per turn. x is halved each turn (to a rounded down number if necessary). Can be cured by water.)
[*]Cold: Stunned (INT/7 turns) (Cannot act, Avd reduced by 25%)
[*]Light: Dazzled (INT/7 turns) (Base hit rate reduced by 50% (spells targeted at others included))
[*]Darkness: Cursed (Infinite duration) (Nullifies HP and SE recovery)[/list][/size]
Stats
VAL 0
FIN 0
AGI 14
FOR 6
INT 15
WIL 14
PER 10
Base Stats
22 HP | 44 SE
0-1 Atk | 80 Hit | -- Crt | 1.5 Act
0 Prt | 52 Avd | 57 MR | 18 SR | 0 CEv
65 CC | -- CDmg | Spell Limit 07
100 AP left
Story
Lots of stereotypical traumatic happenings, followed by the events from ToaP. [Well, you know it. If I would go into detail here, this part would need a lot of retcon.]
Afterwards he returned to his village, aided his people with his magical abilities and learned a few new spells.
Script
Probably complicated.
It sounded like they are in a hurry. A villager shorttaken by the wind would sure head straight home instead of approaching my house, and who else would stray through this remote area?
I think we should let them in, but we should still be alert... haste is an obvious sign of trouble.
Ooohhhh! We have a VISITOR!