[hider=Stats, Skills, and Spells.] [b]Level[/b]: 7 [b]Skills:[/b] Minor Heal II, Lesser Flight I, Shield I, - Starting Skills. [b]Lesser Flight III[/b] - Flight speed slightly increased. MP Consumption slightly decreased. Maximum height slightly increased. Maximum distance slightly increased. - Acquired after continually pushing himself while flying. III - Flight speed slightly increased. MP Consumption slightly decreased. Carrying Capacity increased. / gained when carrying a rat carcass. [b]Physical Conditioning I[/b] - You have used a unique and effective method of bodily strain combined with your healing magic. These exercises have culminated in this passive skill: All Physical Attributes are slightly increased. Note: If you obtain ALL of the passive skills Harder, Better, Faster, and Stronger, Skill Synergy will occur and Physical Conditioning will rise by one rank regardless of its Progression. - Acquired by using skill points at Level up. [b]Fire Resistance I[/b] - This damage resistance skill applies to both magical and natural flames, as well as higher temperatures in general. If other elemental resistances are gained, skill synergy may occur. Having this skill may make using certain types of fire magic or other fire oriented skills easier. - Acquired by Standing in a fire and healing himself. [b]Taming I [/b]- Many species have dominated or relied on each other throughout history. In a manner similar to social and charisma based skills, you use magic to form bonds with other creatures. At this rank, you may only attempt to tame one creature. If you switch to another, the former will be released from the bond. At this rank, you may only attempt to tame creatures at least one level below your own. At this rank, you must still entice the creature with things like food or protection. You may need multiple attempts. When Taming is complete, a personalized magical mark will appear on the creature. - Acquired through skill points. [b]Stronger II[/b] - You have grown stronger through tough training! Tear muscles down, and rebuild them anew! Your physical power stats have increased! By gaining at least one rank of Faster, Harder, and Better, Skill Synergy will occur and you will gain one rank of Physical Conditioning. Acquired through training. -- Your base physical strength has increased even further! --You possess the Use Light Equipment skill, but with this increase to your stats there may be some other forms of equipment you can wear without the proper skills. For instance, you may meet the requirement for a larger weapon if you are holding it in both hands or using your body more efficiently to lift and swing it. However, sub-enhancements for this equipment will be greatly diminished.-- gained by mighty variance. [b]Crafting II[/b] - You may craft very simple items from simple materials. Your knowledge and understanding of mechanics, workmanship, and other such things enable you to craft better items. The process of creating many items is still an unknown to you, but if you ever succeed in such a creation its Sub-Stat Enhancements will be higher than normal. Acquired by making clothes for himself. - Crafting Complexity Increased. Stamina Requirement Decreased. [b]Muffle I[/b] - This skill grants you the ability to be just a little bit better at being stealthy, with a focus on reducing the sound of your movements. acquired by continually trying to hide his presence [b]Use Light Equipment[/b] - The use of small tools, and lighter forms of armor, weaponry, and other items. --Due to your size as a Hipixie, even some Small items may be too large or heavy for you to use effectively.-- gained by level 5. [b]Meditate I[/b] - Through calming the mind and stimulating the soul, one clears their thoughts to form an unblocked conduit with ambient Mana in the environment. This increases the recovery speed of MP and Stamina. Acquired at level up. [b]Point Strike I[/b] - With a discerning eye, take aim at an opponent's weak point and concentrate your own power into a single point of attack. Slightly increase the power of any attack, and gain an increased chance for a Critical Hit. Using this Skill in conjunction with other attack Skills, however, may cause it to lose effectiveness. [b]Keen Sight I[/b] - Expend stamina to increase the range and clarity of physical sight. At this rank it is only barely superhuman but not above that of say, an animal. If all Keen Senses are acquired, they raise the rank of Beast Senses. Acquired from spotting a powerful magic spell fly through the air. [b]Material Analysis I[/b] - You have developed an eye for determining the qualities of inorganic or non-living objects. At this rank, you will only be able to gain surface information about an object. When used in conjunction with a crafting skill, it may help discover more compatible items. - Used while crafting armor. [b]Alert I[/b] - Though this skill is limited by the strength of your senses, and does not sharpen your senses on its own, it allows you to become more aware of your surroundings. Without conscious effort, you will pick up on signs in your environment more easily, especially if they present some form of danger to you. Essentially this is an anti-ambush skill. [b]Faster I[/b] - Your base physical speed is increased! By gaining the skills Harder, Better, and Stronger, Skill Synergy will occur and you will gain one rank of Physical Conditioning. gained by flying realy fast away from wisps. [b]Throw Item I[/b] - Using an item from your inventory, you hurl it at the opponent by expending Stamina. Different items may have different effects and some are more suited than others as projectile weapons. At this rank, the chance to destroy the thrown item is very high. Damage type depends on the item. gained after throwing a stone. [b]Spells:[/b] [b]Minor Heal III[/b] - MP Cost increased. HP Heal increased. Healing can now be used on deeper wounds, but is still less effective on bones. As an Active Spell Skill, you may use any rank of this spell you are capable of within the limits of your MP. - Acquired by using skill points at Level up. Your MP was boosted at level up. At current MP levels, you may use (4) Minor Heal Rank I from full MP; 2 Minor Heal Rank II with leftover MP from Full; 1 Minor Heal Rank III with leftover MP from full; (4) Shield Rank I from full MP. Your MP is currently not full; you do not have enough left to cast more than one Rank I spell. [b]Fire Ball I[/b] - The fire-themed version of a basic magical attack. With roughly the same power, range, and MP consumption as a Mana Orb, it has the unique property of being able to inflict a burn on the target. However, as an elemental spell, these same properties render it harder to use in certain circumstances. Non-flammable or elementally opposed targets, for example, will be much less effected. - Acquired through skill points. [b]Shield II[/b] - As an Active Spell Skill, you may choose to cast I or II. From Full MP, you have enough MP to cast the first rank 3 times with little leftover, the second can only be cast twice with some MP left over. You are currently not at Full MP. / Gained while fighting Rattleskull. [b]Inspire I[/b] - Expend MP to imbue your words with magic, and cheer yourself or an ally. The target's next action will be boosted, whether it be an attack skill, a healing spell, or anything else. This Skill will not work if the target cannot receive your inspiration, but they may not necessarily have to hear you. If the Target is under a Curse or other debilitating effect, your Inspiration may cancel it out temporarily or undo it if the same action is being affected (attack power that has been lowered by a rank I Curse might be returned to normal by a rank I Inspiration, for example). / Gained at level 5 [b]Guidance I[/b] - Your pleas have been heard. Offer up a portion of your MP in prayer, and gain a chance to receive supernatural guidance. The effectiveness of the teachings depends on your faith--and your ability to read the signs. Does rustling grass along the path show your way, or reveal danger? Was that a whispered voice, or just the wind? Your faith will shape your journey. The better your relation with a particular deity, the more likely you are to receive their guidance. / gained at level 5 [b]Spell Chant I[/b] - Magic is the unison of Nature, Spirit, and Will. Language is the expression of Will. Using personalized language as an aid in manipulating one's energy is the first step to conceptualization and understanding of what Magic truly is. Using a previously existing Spell Skill as the Base, you may enact one (1) alteration of the spell's typical qualities. Spell Chants will delay casting time by a default of 10 seconds, as any chant shorter than this will be ineffective. The more complex the chant, the greater the alteration, but also the greater the increase to MP cost; by default the spell's cost is increased by a further 50% of its initial value. / gained at level 5 [b]Lesser Cleanse I[/b] - Refine and purify your own positively charged mana before releasing it to counteract negatively charged mana. Certain non-physical status effects like Curse may be dispelled by this spell, but things like Poison may only be reduced. This spell may also serve to neutralize negative mana build up in an area, such as cleansing a grave to prevent an Undead rising. However, at this rank only small areas can be cleansed, and only a small amount of negative mana can be neutralized. The greater the area, or the density, the less effective this spell will be. / gained at lvl 7. [b]Mana Strike I[/b] - Infuse a physical attack with non-elemental Magic to increase its damage. The attack's physical type of damage is unaffected, but Magic damage is simply added. Thus a creature with Slash Resistance would still take the Magic Damage if this Skill were used with a sword. Like Mana Orb, this technique is malleable and often a starting point for other forms of enchanting skills. Gained at Lvl 7. [b]Stone Shot I[/b] - You have learned to charge a piece of stone with your energy before hurling it at your opponent. This attack does blunt, piercing, and Earth-elemental magic damage. It consumes less MP than most spells, but requires ammunition. gained after infusing a stone with mana and throwing it. [b]Transformations:[/b] (Immature) Mighty Hipixie - He looked pretty much the same, all things considered. If anything, his skin tone had grown healthier and deeper. His hair was more voluminous and longer. His wings were stronger and larger--and it felt that he could move them more precisely, as well. If he relaxed them, instead of folding behind him like a dragonfly they now hung somewhat like a stiff cape down his back. His chest still bore those three scars and his hands were still stained... But now, he stood a full foot and a half taller than before, not quite as tall as any Goblin but much larger and broader than a Pixie. His body had become more muscular--or rather, the muscles he had actually looked like they fit this body, whereas before he had stacked muscle on a frame that clearly wasn't meant for it. Still, it seemed obvious given the degree of tone and size now present that a normal Hipixie still wouldn't be this...buff. Pixie [b] Inventory:[/b] N/A Current Skills: As of level 7 Current Skills: Shield II (2.225) Lesser Flight III (2.325) Minor Heal III (3.6875) Physical Conditioning I (1.0) Fire Resistance I (1.4) Taming I (1.85) Fireball I (1.7) Stronger II (2.2) Crafting II (2.0) Muffle I (1.3) Inspire I (1.15) Guidance I (1.6) Spell Chant I (1.2) Use Light Equipment (--) Meditate I (1.2) Point Strike I (1.1) Monster Analysis I (1.4) Keen Sight I (1.1) Material Analysis I (1.7) Alert (1.0) Lesser Cleanse (1.0) Mana Strike (1.0) Keen Ear (0.3) Alchemy (0.5) Faster (0.6) Magic Analysis (0.7) Mana Orb (0.15) Focus (0.6) Throw Voice (0.1) Charisma (0.4) Soothe Song (0.7) Harder (0.1) Reinforce (0.7) Throw Item (0.5) Stone Shot (0.6) Iron Gullet (0.5) Soil Manipulation (0.3) Rabid Fit (0.5) Fire Fist (0.2) Magic Resistance (0.3) Minor Regeneration (0.1) Flame Aura (0.1) Warcry (0.1) Immolation (0.05) Spiritual Awareness (0.4) Overwork (0.1) Lucid Dream (0.1) Blood Drain (0.1) Dextrous (0.1) Mana Sense (0.2) Mana Drain (0.1) Mental Resistance (0.2) [/hider] [hider=Companions] [hider=Steve] Tamed Creature Status: Name: "Steve" Gender: Female Species: Oculus Spider - A low-ranking Arachnid-class Insect-type Monster. While it possesses venom, it is not that much more potent than a normal spider and thus is virtually harmless to humans save in very large doses or in the case of specific allergies. However, because it has adapted to Mana in its environment and thus become a Monster, it has gained a large eye that works differently than its normal eyes. It will swing from a web in a hypnotic manner to entice prey. Appearance: [img]https://c-3sux78kvnkay76x24j7a1v9r0cvge9qx2eiruajlx78utzx2etkz.g00.gamepedia.com/g00/3_c-3fkrjg.mgskvkjog.ius_/c-3SUXKVNKAY76x24nzzvyx3ax2fx2fj7a1v9r0cvge9q.iruajlx78utz.tkzx2ffkrjg_mgskvkjog_ktx2fznashx2f5x2f58x2fGx78suMnusg.vtmx2f986vd-Gx78suMnusg.vtm_$/$/$/$/$/$/$?i10c.ua=1&i10c.dv=19[/img] Abilities:[list] [*]Level 4[list] [*]Web Spit II - Spit a glob of sticky web at an opponent. Deals very little damage, but may Slow an enemy's movement. [*]Doze I - For the Oculus Spider, this spell is cast using their eye as a catalyst. May inflict Sleep on a single target. [*]Thread Control I - [/list][/list] Transformations: Common Spider Species > Oculus Spider Inventory: Stomach Sac - 0/3 Slots Filled. Small Items only. [/hider] [/hider] [hider=Notes and stuff] pg. 46 People Of interest. - Zieglar Blackgate = Elite Human Male, Knight Templar - Trent Bondeman = Human Male, Squire religious Idol = the sun, made up of three main deities