◆ Hana, Lv
1.
52
HP:
12/12
MP:
★★★
FP:
►►►►►
±0 Dmg |
-2 Hit |
+2 AC |
+3 MR |
+4 Init
[
Normal ]
Skills:
Equipment:
- Oak Staff [1-3 Dmg, +1 AC, 2h]
- -
Spoiler: Inventory & Status
Items:
[list][*] -
[*] [ 5 / 5 ] Healing Flask (Heals 5 HP)
[*] [ 1 / 5 ] Antivenom (Removes 10 stacks of poison damage)
[*] [ 3 / 5 ] Food Ration (Quality: 5)
[*] [ 5 / 5 ] Torch
[*] [ 5 / 5 ] Rope
[*] [ 4 / 5 ] Iron Knife (1-4 Dmg)
[*] Medicinal Herb (Ingredient for Special Medicine)
[*] Medicinal Herb (Ingredient for Special Medicine)
[*] Medicinal Herb (Ingredient for Special Medicine)[/list]
Spells:
[list][*]Nature's Blessing
-> Removes most types of status ailments and debuffs from the target and additionally restores [1d6 ± WIL] HP.
[*]Entangle
-> Forces all enemies to make an [AGI ± VIT] check vs the caster's [DEX ± WIL]. Any targets failing the check are immobilized for [2 ± INT/5] turns and lose their AC dodge bonus for the duration of the effect.
[*]Animate Weapon
-> The target has to be an inanimate object that can be used as a weapon.
The target object is animated, receives the ability to fly and is under control of the caster.
The object is treated as a targetable member of battle with [10 ± INT/2 ± WIL] HP, [INT] AC and [INT ± WIL] Init and has complete immunity to status ailments and debuffs, but cannot be healed.
Offensively, it deals damage equal to [its innate Dmg range ± WIL/2] and has Hit equal to [its innate Hit stat ± INT]. Animated objects cannot perform maneuvers and thus have no MR stat.
The target object remains animated until its HP drop to 0 or it is manually dismissed by the caster. In both cases, the object crumbles to dust and cannot be retrieved.
This is a channeling spell. As long as the target object remains animated, the spellpoint used for this spell cannot be recovered.
[*]Enchant Weapon
-> The target has to be an object that can be used as a weapon. (It can be animated.)
The target object is enchanted with magic, bestowing a [WIL/2] bonus to Dmg and an [INT] bonus to Hit upon it. If desired, it can additionally receive an elemental affinity.
The target object remains enchanted until it is destroyed or the enchantment is manually cancelled.
This is a channeling spell. As long as the target object remains enchanted, the spellpoint used for this spell cannot be recovered.
[*] -[/list]
Abilities (275/350 AP spent):
[list][*]Dryad's Curse [ Active ] [ 100 AP ]
-> This ability can only be used if the effects of "Wilting Flower" are not currently suppressed by medicine.
Forces all enemies to make a WIL check against Hana's WIL+2.
If they succeed, they are stunned for a turn.
If they fail, they (as well as all of their possessions) are permanently transformed into inanimate plants, thus eliminating them from combat. The type of plant is dependent on the target's characteristics and can be anything from a flower to a tree.
However, using this ability damages Hana's VIT by 5 and causes an immediate VIT check from "Wilting Flower".
Furthermore, this ability has no effect on embodiments of the forest, as well as spirits and other entities without a corporeal form.
[*]Spirit Burst [ Active ] [ 100 AP ] [ Not learned ]
-> Time to weaponize those familiars!
Hana combines the mana from one of her own spellpoints with the mana of her familiars and blasts it at a single target.
This is a magical projectile attack with no elemental affinity and [2 ± DEX ± INT] Hit. If it hits, the target takes [8d4 ± WIL] damage and additionally receives the [Flux] status ailment for 3 turns unless they have immunity (or higher) to all four elements or pass a [VIT ± WIL] check against Hana's [INT ± WIL]. [Flux] lowers the target's resistance to all elements by one stage.
However, using this ability expends enough of Lux' and Nox' energy to force them into a recovery mode afterwards, causing them to dematerialize for 8 hours.
This ability cannot be used if Hana does not have any spellpoints remaining or Lux and Nox already are in recovery mode from a previous use of this ability.
[*]Phantasmal Barrier [ Active ] [ 80 AP / use ] [ Not learned ]
-> Grants the target a shield capable of distorting and defying reality, inverting all harmful effects of the next hit taken (damage becomes healing, debuffs become buffs, etc.).
If an effect cannot be converted into something positive, it is instead nullified altogether.
[*]Aegir Battery [ Active ] [ 60 AP / use ] [ Not learned ]
-> Hana's body is perhaps a bit more magical than that of an average person - to the point she can use her very own life force as magical energy if she's in particularly dire need.
Allows Hana to inflict two points of VIT damage to herself as a minor action in order to recover two spellpoints, unless doing so would drop her HP low enough to kill her.
[*]Mirror Veil [ Sustained ] [ 70 AP ]
-> While active, as long as Hana has at least one spellpoint remaining, any projectile-based attack or spell aimed at Hana's party first has to pass a WIL vs. WIL check against Hana. If the attacker fails this check, one of Hana's spellpoints is consumed and the attack is reflected back at the attacker (and their allies, if applicable) with 50% increased potency and an additional +5 bonus to Hit.
This ability is automatically disabled if Hana runs out of spellpoints.
[*]Serenity [ Passive ] [ 40 AP ] [ Not learned ]
-> Her companions' focus helps Hana focus as well.
Whenever Tabithe ends one of her turns with the Inner Quiet Stance active, Hana additionally receives 2 Focus Points.
[*]Gift of the Spirits [ Passive ] [ 80 AP ]
-> Hana has the ability to regenerate mana at an unnatural rate while resting.
During combat, as long as Hana has no sustained abilities active, any unused minor action generates 1 Focus Point, while any unused major action generates 2. Every hour passed outside of combat also generates 1 Focus Point, or 2 while camping.
Every set of 5 Focus Points is automatically converted to a spellpoint.
Focus points will not accumulate if Hana isn't actually missing any spellpoints, and Focus Points that would go beyond Hana's spellpoint cap are lost.
[*]Pact of the Spirits [ Passive ] [ 100 AP ]
-> Hana is accompanied by two familiars at all times, which take the form of sentient glowing orbs with transculent wings resembling those of a butterfly, roughly the size of a fist. They're beings of pure magic, sustained by Hana's mana - they cannot leave her vicinity for more than a few minutes at a time, and if she dies, they will disappear.
They do, however, have their own will and reasoning, and although they will try to protect Hana to the best of their abilities, she does not have direct control over them.
The white one, called Lux, will cast supportive magic to bolster the strength and defenses of Hana and her allies, choosing from a variety of buffs and other trickery.
The black one, called Nox, will cast disruptive magic to weaken Hana's foes, trying to inflict a variety of status ailments and debuffs.
Both of them will act independently from Hana - once per turn each - and share her attributes to determine the effectiveness of their spells.
Although these familiars do not require enough mana to actively drain Hana's reserves, they do take up some magical power that she can never tap into, lowering her maximum spell points by 2.
If the maximum spell point reduction from this ability were to somehow drop Hana's maximum spell points to -1 or less, her familiars will disappear and she will lose consciousness until she regains enough maximum spell points to sustain them.
[*]Wilting Flower [ Passive ] [ +75 AP ]
-> Hana suffers from an incurable disease that is slowly eating away at her life.
Its effects can be suppressed with special medicine, but will begin anew as soon as she goes for a full day without.
When not under the effects of the medicine...
- ...she receives one point of attribute damage to a random attribute whenever she takes HP damage.
- ...HP and attribute damage will not regenerate through natural means. (Potions, spells, etc. will still work as normal.)
- ...she periodically (roughly once per day) has to pass a VIT check against a DC of 10; if she fails it, her VIT is damaged by 1d4 and her max HP are affected accordingly. If this drops her VIT to -6 or less, she will additionally pass out for a few hours. If Hana fails three or more of these checks and passes out as a result, she dies.
Taking medicine will reset the number of failed checks, and resting while under the effects of the medicine will allow Hana to recover HP and attribute damage as normal.
Hana (as well as anyone else with basic knowledge of medicine and/or herbs) is capable of making this medicine herself given the right ingredients, a spellpoint and an hour of time.[/list]
Attributes:
-2 Strength
±0 Dexterity
+2 Agility
-3 Vitality
+5 Intellect
+5 Willpower
±0 Perception
And so they finally set out to tackle their task, arriving at the lake after an uneventful short trip through the rain.
...yet Hana couldn't help but feel a little underprepared when the strange pyramid-shaped building in the middle of the lake came into view. Were they really going to have to fight a hydra? No, even before that - weren't there supposed to be traps and other monsters in there as well? Were they really going to be okay...?
...
...well, there was no turning back at this point, so it was little use worrying about it. She would just have to make sure it was going to
be okay.
Silently greeting Pyris with a shy nod, Hana entered the boat with Tabithe's assistence and sat down, trying to hide her nervousness.
"...y-yeah, let's go."