Name: Mallory Starr Age: 16 Gender: Female Appearance: HT: 5’11” WT: 185 lbs. Mallory is often described as nerdy and plain in appearance. The only notable trait that she did inherit was her unusual height, even if her figure is willowy. Her face is a soft oval with smokey blue eyes hidden under large, rounded glasses. She braids her sandy blond hair into a single ponytail, her bangs allowed to run in rampant wisps at the sides. It seems she rarely gets enough sun because her skin is rather pale. Her outfits lean on the practical side. She doesn’t really see how anyone could move in a dress and prefers slightly baggy cargo pants with tons of pockets. This is held up by a green and brown camouflage belt. Her tops are solid tee-shirts that fit her measurements pretty well without constricting her blood veins. It doesn’t help she’s a bit top heavy in her chest area but hides it underneath her large hiking coat. When traveling, she carries a medium size backpack across her shoulder. It holds her numerous books like a ‘Basic Tamer’s Guide to Natrelmons’ and ‘Mage Magic 101’. From these short instructions, she decided her profession on. She also has a spare set of glasses if her first pair ever gets broken. Hometown: Toran Personality: Mallory is responsible and mature for her age, usually using her head before she acts. Her nose is usually stuck in a book but doesn’t make her any less aware of her surroundings. She had trouble socially interaction since she prefers the security of her own head. Books bring her a special type of joy because she enjoys other people’s imaginations and ideas, feeling it easier to handle than social interactions. Camping and related activities are not her favorite past time. Relic Description: Attached to her wrist is a pendulum bracelet with a gem for each Natrelmon, more become added as she needs them. Those that aren’t in use are placed in a safe place in her backpack. Each one is assigned a color to enable easy identification. Starting Natrelmon: [Gwisin] Olena - Dark/Ghost Type Starting Spell Schools: Abjuration and Invocation History: Her parents moved to Toran from Lifan. That over two years ago, their reasoning was for a change of scenery and because she was a minor there little fighting it. Thankfully there was a magic school in Toran as she learned to adjust to the cultural differences. Due to her ignorance of Xander’s reputation, she didn’t really consider running the other way when they met on the first day at her new school. If she knew dealing with him would become a headache, she might’ve bolted to the other side of town. She met her first Natrelmon after being curious about an abandoned alleyway in the city, a place that was rumored to be haunted. After being nearly scared to death, the culprit revealed itself to be nothing more than an Olena. She wasn’t sure if it approved of her fear or the fact she could see it, but it quickly took to following her around. This lead to a crazy idea. If she couldn’t bring out the best in herself, maybe as a tamer she could do that for the Natrelmon she caught. Professions: Mage and Tamer Noteworthy Skills: + [Mallory Starr] + + Party Natrelmon + 1) Gwisin [Elwis] - [M] - [15] - [3375] (Dark/Ghost/Poison type) 2) Bool [Flabara] - [F] - [10] - [1000] (Fire/Poison type) Money: [17000] N Spell Schools: - Rank [III] [Abjuration] - [21600] - Rank [III] [Invocation] - [21600] Spells: [u]Abjurer[/u] Innate Abilities: Splendid Conjury As advanced practitioners of protective magic, an Abjurer's Walls are naturally stronger than those of their non-abjurer counterparts. The Abjurer's Wall and Encompassing Wall spells get an additional [Rank / 2] uses. Rebuke The Abjurer is able to channel for one exchange while within [Rank] feet of a barrier, absorbing it into themselves. Then, the Abjurer's magic will naturally repair the barrier over the course of five exchanges. Then, after it is repaired, the Abjurer may instantly redeploy the wall anywhere within [Rank] feet of themselves or their Natrelmon, following the usual wall rules. The Abjurer can choose to deploy the wall before it is repaired, causing it to retain the number of hits taken before it was absorbed. All Abjuration spells are invoked verbally and Wall spells require a somatic (movement) component to indicate where they will be placed. Spells Rank I- Chant of Mending [hider=details]The Abjurer chants, channeling a spell for up to ten exchanges that can target up to [Rank/2] (rounded up) Humans or Natrelmon, healing them for 1% of their maximum health at the beginning of each exchange. Whenever Chant of Mending heals a target, the healing on that target increases by an additional 2% of their maximum health, up to a maximum of [Rank]%. This channel concludes at the end of 10 exchanges. Chant of Mending has a cooldown of one exchange. At Rank III, Chant of Mending can be adapted to remove stacks of Venom at a rate of [Rank] per exchange.[/hider] Rank II- Effulgent Burst [hider=details]The Abjurer marks an area five feet in radius. At the beginning of the next exchange, the marked area is hit by a pillar of light that stuns all enemies within it for 1 second.[/hider] Rank III-Blinding Radiance [hider=details]Blind creates an extremely intense burst of light within 10 feet of the Restoration Mage or their Natrelmon. The burst is 5 feet in radius and blinds all enemies hit for 1 second.[/hider] [u]Invocation[/u] Innate Abilities: Prismatic Seal Whenever an enemy trainer or Natrelmon is affected by an Invocation spell, they gain a stack of Prismatic Seal. Once per battle, the Invoker may consume [X] stacks of Prismatic Seal when they affect an enemy with an Invocation spell, where [X] is the Rank of a chosen School of Magic. For the next [X] exchanges, the individual is unable to use that School of magic. When an enemy Natrelmon reaches five stacks of Prismatic Seal, the next time they are affected by an Invocation spell they are rooted for two exchanges. Receiving any damage will break this root. Prestidigitation At Rank I, the Invoker can use minor illusions out of combat for various purposes. The illusions can be detected by mages of an equal or higher rank than the Invoker (in any school), except at Rank X in which case they must also be an Invoker. Spells Rank I - Shimmering Bolt [hider=details]The Invoker fires a bolt of arcane energy that deals minor damage but ignores resistances and weaknesses. Shimmering Bolts that pass through an Invoker’s Veil at any point retain its effects even when they leave. If Shimmering Bolt passes through an Entropic Seal, it is not directly affected, but will instead apply the effect of Entropic Seal to any projectile that it comes into contact with.[/hider] Rank II - Inundate [hider=details]The Invoker channels for up to [Rank] exchanges, gathering arcane power and saturating both themselves and everything in a [5 + [Rank]] foot radius with it. The next spell (must be equal to or lower than the Rank of Invocation) the Invoker casts (from any School) deals 25% more damage for each exchange spent channeling it, and any persistent effects in the area (such as Celestial Curtain or Invoker's Veil) are maintained during and persist for an additional X exchanges, where X is the number of exchanges channeled. Each instance of magic can only benefit from Inundate once.[/hider] Rank III - Celestial Curtain [hider=details]The Invoker chooses to Enhance or Diminish, and creates an Arcane Sigil in the form of a [Rank * 2] foot long line. The sigil creates a wall of energy that distorts the nature of magic that passes through it, depending on which mode was chosen. Enhance allows the projectile to continue for an additional [5 + [Rank]] feet beyond its normal limits. Diminish forces the projectile to simply cease to exist after traveling 10 feet beyond the sigil. When an enemy's spells pass through Celestial Curtain, they gain a stack of Prismatic Seal. Celestial Curtain lasts for three exchanges.[/hider] Gifts: Medium- Can see ghosts, even when they are invisible. Items: 6 F Relics 3 E Relics 3 D Relics 1 C Relics Profession: - Rank [I] [Mage] - [0] - Rank [I] [Tamer] - [0] Information: None