Magic
Primary Magic: Nature Magic
Secondary Magic: (Must be filled in later. Magic you bought at the store goes here)
Caster or Holder: Caster
Description: Najee has always been drawn to nature; forests, plants, carnivorous flowers, and so on. In a sense, the flora reacted in the same way, often times growing better while she was around and tending to them. She managed to find teachers on her journeys a kid and teenager- either through luck or the guidance of the Root Map- who taught her what they could before she moved on. She was eventually able to discover spells on her own through intuition.
Najee uses her magic to protect and create life. She hates seeing people suffering and will do what she can for anyone who asks. When she isn’t protecting anyone, she loses any concern about confrontation and uses offensive spells and goes all out.
Strengths:
- Resilient and simple enough to grow back fraying defenses.
- Can be focused on a single target or multiple targets.
- Good for creating obstacles, allowing the user to get some distance from their opponent.
Weaknesses:
- Weak against fire. The hotter the flame the less time it will take to render her spells null.
- Concerning obstacles and thorns, it’s a double edged sword that could mess you up if you’re not careful.
- Areas drained of life by any sort of magic will make it harder for Najee to cast. Cost x1.5 more mp to cast. Areas such as this will also make Najee woozy.
- Plants do not like sharp, metal weapons slicing through their being. AND YET.
Lineage: Strength of Hercules
Unique Abilities:
- Root Map - Passive - There are unseen connections everywhere. You will always be on a path to somewhere that interests you. In Najee’s case, the Root Map will lead her to heavily forested areas, to the area with the most life or magic, where she will often meditate or just hang out. This passive ability gets a bit funky in cities and towns with concrete streets.
- Green Thumb - Passive - Just as it sounds, Najee does unusually well with growing. What she does grow will be able to last without care for a while. So long as she plants it and someone else has an inkling of how to take care of it, it will like thrive.
Spells:
- Signature Spells:
- Name: Commune
Rank: D
Type: Earth, Utility/Supportive
Duration: As long as the user’s hand is touching the tree or ground, or until the tree is destroyed.
Cooldown: 2 posts
Description: Placing a hand to the dirt or onto a tree, she can get a better sense of where she needs to go, ultimately enhancing the Root Map ability. With Commune, she will also be able to ‘see’ and ‘hear’ what other trees have witnessed or are witnessing. If Commune is used to see through a tree passed the radius of 20 yards, the sight will grow steadily more garbled and unfocused. The range limit is 100 yards.
Strengths:- Stealthy spy time. Good for recon.
- Lost your friend in the vast woods and have no idea which way is out? Use this to get your friend and get the heck out of there.
Weaknesses:- Break contact, break the spell.
- Not useful in combat, just for finding things and people.
- Destroying either trees will shock and disorient for 1 post.
- Stealthy spy time. Good for recon.
- D-Rank Spells:
- Name: Bramble Guard
Rank: D
Type: Earth, Defense
Duration: Cutting it down, it’ll last 2 posts. Burning will take about 4 posts. If left untouched, it will most likely thrive in its surroundings and bare delicious blackberries, but otherwise be useless.
Cooldown: 10 posts
Description: An instant cast, Bramble Guard either surrounds the player or is used as a wall. Can only be up to 10 feet away from the player. As a wall it will extend 12 feet wide and 10 feet high.
Strengths:- Can be used as camouflage.
- Will tangle a weapon trying to cut it down.
- Ungloved, unprotected, and not careful, it will hurt handling the bramble if you try and pull, push, or rip at it.
Weaknesses:- It doesn’t take long to hack through, despite getting the weapon tangled
- Remarkable vines. Flammable.
- You could literally walk around it.
- If you’re not careful, you could be ambushed and just trap yourself.
Name: Thorn Trap
Rank: D
Type: Earth, Defense/Trap
Duration: 3 posts. At that point, the target with have either wiggled loose or cut through them
Cooldown: 5 posts
Description: Large, thorned vines sprout from the ground, wrapping around the target, restraining them. This spell can target up to 4 people/creatures. Upon casting, the target will take initial damage, then another 2 points every post until free. When free gain the status effect ‘Bleeding’ until healed or patched up, taking 2 points of damage each post.
Strengths:- Very painful and hard to get out of
- Gives you enough time to take advantage of the enemies prone state
- Reinforced thorns likely digging into the bound enemy
Weaknesses: (- Bigger target to cut at
- Going in for a close range hit could make you run into the thorns cause 3 points of damage.
- Can use the thorns as handles to push them away to make escape easier.
- Pretty easy to cut through
Name: Vine Whip
Rank: D
Type: Earth, Offense
Duration: 3 posts
Cooldown: 4 posts
Description: User summons a thick vine, small thorns covering the tail, wielding it as a temporary weapon. It has a reach of 7 feet, but wears down quickly. It will wither and die after time is up.
Strengths:- Harder to target with aimed attacks
- Can keep a good relative distance from enemy
- Can be used as a rope to climb trees and get away
Weaknesses:- Wears down quickly
- Will burn and break if hit with fire
- Metal weapons can cut through it if they manage to slice it
- If dropped it can be used by the enemy
Name: Pin Missle
Rank: D
Type: Earth, Poison, Offense
Duration: 1 post
Cooldown: 1 post
Description: The user waves their hand in front of them, sending out a sprays of cacti needles. It can be spread out to 3 targets, but the damage will be divided among the targets. Single targets take full damage. Those hit will begin to slow after 3 posts and will gain the status effect ‘Slow’. The effect with go away when healed or the needles have been removed.
Strengths:- Strong attack when 1v1
- Can give you time to prepare another attack.
- Annoying roleplay point for one removing the needles or being healed
Weaknesses:- Weak against multiple opponents
- Burning off the needles right away will stop the ‘Slow’ effect from taking hold.
- Again, an annoying roleplay point should allies wind up being affected.
- Can’t get through metal armor. Can BARELY get through leather.
- Can be used as camouflage.