[hider=RYLA ORCHID THE WANNABE WITCH DOCTOR] Appearance: [center][img]https://i.imgur.com/RLkpcE5.png[/img][/center] Name: Ryla Orchid Race: Half-Ogre Magic/Abilities: Ryla has trained in traditional wizardry to become a Witch Doctor, a magical professional who can treat magical ailments. She graduated from her mage academy with skills in the Transmutation and Restoration subschools of magic, allowing her a variety of magical abilities to augment her combat skills as well as aid others. That being said she is far from a master: she has merely obtained enough of a fundamental understanding of her chosen schools of magic that she could pursue independent research and study, which she hopes to do by adventuring. Transmutation magic involves altering the physical world in some way, such as polymorphing, telekinesis, or alteration. A versatile magic that allows Ryla to manipulate and affect the world around her, however some may dismiss Transmutation for it's reliance on manipulating the environment as oppose to carrying it's own power. [hider=Transmutation Spells] Force Wave - A basic self-defense spell from the Transmutation School. It emits a wide range blast of force that could knock back or at least stagger an opponent. Though somewhat slow, the wave will continue until it hits a mass large enough to disperse the force. Ryla can concentrate on this spell to create a more powerful wave of force at the cost of using more of her mana. Mage Armor - Another self-defense spell. As many mages lack the strength and stamina to don armor, they rely on Mage Armor instead. Using telekinetic force to deflect and protect their flesh from physical attacks, Mage Armor can sufficiently protect the user from most blows while doing nothing to impede their mobility. Though it takes quite a bit of stamina to cast initially, once cast the spell will last for hours, allowing the mage to regain their mana back throughout the day. Feather Light - A utility spell that turns the user light as a feather. An improved variant of the Feather Fall Spell, as it not only allows the user to survive great heights without harm, but also reduces their weight to the point that they could walk on water and step on pressure plates without triggering them. They still have enough gravity to walk and press against objects with their weight if they so desire, such as resisting being carried away or purposely triggering a pressure plate. This spell can be cast on others within thirty feet of the mage. Stone Shape - A versatile spell that allows the user to forcibly shape stone in any form they so desire. The potential of this spell is limited only to the mage's mana supply and their imagination. This spell does not allow the mage to manipulate stones already in motion, nor does it let them telekenetically control stones, however whatever stone they are touching they can freely manipulate in whatever shape or speed they so desire. [/hider] Restoration magic involves manipulating magic to control one's life force, typically to heal, but it can also be used to harm as well. Restoration is merely the other side of the coin to Necromancy, as both schools involves the use of magic to manipulate life, only with different intentions. Restoration can also be used for Abjuration, the creation of barriers and shields similarly to Transmutation, however Restoration shields are more effective against magical influences instead of physical ones. [hider=Restoration Spells] Healing Hands - The basic healing spell taught to all mages who look into Restoration. One can channel their magic through their hands to mend flesh and bones upon contact. The healing itself is not instant, but it requires little to no mana to preform as long as one can maintain contact with the injured area. Delay Poison - Another common healing spell taught to novice mages. Removing poison from the body is more difficult than most mages realize, however stopping poison from spreading or affecting the body is easy enough. Using a bit of mana, a mage can delay the negative effects of a poison for a few hours, hopefully long enough for them to find the antidote to remove the poison all together. Remove Disease - A spell that many mages could use in order to live a comfortable life as a doctor, this spell can remove a disease from an afflicted person. That being said, the disease itself must be relatively new; some people who have been sicken for a long time may be unable to be cured by this spell, at least not by the hands of a mere novice. Ryla herself can remove diseases from those who have been sick for a week or less. Steadfast Ward - A protective spell that creates a minor layer of telekinetic armor to absorb attacks. However it's true strength lies in it's ability to ward off magical attacks, deflecting the likes of magic missiles and fireballs. A Steadfast Ward is capable of withstanding quite a few spells in a fairly wide area in front of the caster, dispersing magic that impacts the shield until the user's mana wears out.[/hider] In addition to the her two main schools of magic, Ryla also has access to cantrips. These minor spells with many utility uses and requires almost no mana to use, however they typically don't do much beyond that. [hider=Cantrips] Orb of Illumination - A basic spell that creates a ball of light. It can provide illumination as small as a candle or as intense as a bonfire. It can be created standing, moving in simple patterns, or even "shot" at a target and remain with them. Cunning mages uses this spell to mark sneaky enemies so that the light gives away their position, as the light itself cannot be physically tampered with. Prestidigitation - Minor tricks that novice mages use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for an hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. Mage Hand - This spell creates an invisible pair of hands that can be used to manipulate, lift, or interact with things from a distance. These hands are not powerful enough to be used to strike or otherwise cause direct harm. Either one or both hands can be used at a time. Mage Hand cannot interact with magical items and will fail to touch or otherwise affect an object imbue with magic. Mending - This spell is capable of doing minor repairs to objects the mage touches. Cracks, chips, and tears will be mended as if they had never occurred. If an object is broken into separate pieces, all pieces must be assembled back into it's original shape for a full repair. This spell can be used to mend magical objects, however it does not restore any magical energy that may have been lost from the magical object due to the damages it has sustained. Purify Food and Drink - This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Flare - This spell creates a minor burst of fire. While capable of causing light burns, the main use of this spell is to ignite flammable objects up to ten feet of the mage. [/hider] Lastly, in addition to the traditional spells that Ryla has learned from her wizarding school, she has been trained in the use of Hexes. Hexes are powerful supernatural spells commonly associated with Witches. These spells are not derived from witches themselves, but the patron they serve or otherwise gain their powers from. The patrons generally send familiars to Witches in order to negotiate the type of hexes they shall receive. So far Ryla has only obtained the familiar to commune with a patron, and has not received any hexes as of yet. Her familiar is a cat called [url=http://i.imgur.com/XXrYhMG.jpg]Syfr[/url]. He is able to telepathically communicate with Ryla, and only Ryla. Aside from that he's otherwise normal for a cat. Personality: Ryla is hotblooded and reckless for a mage. She isn't afraid of danger or the unknown and will charge at them with gusto and a bit of a plan. Contrary to her brash nature however, Ryla can be quite considerate of others and is very empathetic to people's emotions. Passionate and kindhearted, she's a sucker for happy endings and doesn't stand for injustice. That being said while she has good intentions, without oversight she can and will go overboard to the point of extremism. Her compassion for others can quickly turn into utter disgust for those who've wronged them, and those who understand Ryla could easily manipulate her heart for their own ends. For her friends and family there is no line she won't cross, no limit she won't break, so long as they are alive and happy in the end. Background: Ryla is the daughter of an orcish shaman and a human mage. What started as a simple field trip ended up becoming a romantic adventure for the two people, and with a copious amount of magic involved, Ryla was eventually born from the two spellcaster's love. Given her parent's occupation, Ryla was of course a talented mage, showing signs of magic at a young age. Ryla's human parent had to return to their studies, leaving Ryla in the care of her ogre parent, who taught the infant half-ogre the ways of life in an ogre clan. Mostly involving such things as hunting, warfare, and foraging. But by the time Ryla was fourteen, which was considered old enough for adulthood in ogre culture, she left her clan to pursue magic at the human cities. Her skills back a the clan were certainly useful, but it was at the mage's college that she truly found her calling for spellcraft. Ryla attended the college for eight years, going through much of her primary education between the ages of fourteen to eighteen, and then focusing on her magical studies from eighteen to twenty-two. Shortly before her twenty-third birthday, she would graduate from her college as an undergraduate of magic, putting much of her focus on Transmutation and Restoration magic, as well as spending time interning among various witches in order to court a patron. It was during her internship that Ryla received a letter from the mysterious Bartholomew Barker, or "Bart", recruiting her to his newly started adventuring guild. Ryla was skeptical at first, but after consulting her fellow peers as well as her familiar, they recommended that she at least see if this Bart was the real deal. Many of her masters and the witches she was studying under achieved most of their powers whilst adventuring, and believe that if Ryla hopes to actually become a professional Witch Doctor herself, she too should travel and adventure through the world to gain a better understanding of magic and to accumulate experience. So the half-ogre girl packed up her spellbooks, grabbed her spear, and carried her familiar from her dorm at the college to this new and unknown guild of do-gooders and adventurers. With any luck, this would give Ryla what she needs to advance her skills in magic. [hider=I'm a sucker for slime girls~][img]http://i.imgur.com/XPHY2co.jpg[/img][/hider] [/hider]