Name: Lynn Meditrina
Age: 20
Bloodline: Lassa / slightly sol
Appearance:
Tanned skin from being on land with red eyes and hair with various shades of blue ranging from light to faded colors. She has a spiral horn at the top of her forehead just past her hairline and two large finned ears, accompanied by a finned tail and fins at her calves. Her hands and feet are both webbed with the webbing on her hands reaching the first knuckle away from the palm. She were's little cloths as she spends a lot of time in the water or basking in the sun, her Sol heritage calling for more sun than others of her bloodline. Due to this fraction of sol heritage, she can breath air and walk on land with fairly normal looking feet, save for the webbing.
Personality:
Easily embarrassed and self conscious about her beauty, she would wear more clothes if it didn't restrict her swimming and didn't make her feel sick from blocking the sun for too long. Normally quite happy and easy going, she makes friends easily though she is a bit too trusting of others and has a hard time telling when someone is lying unless its really obvious. In a word, Naive
Attire:
A large flowing sleeve that goes past her hand and can be pinned up at her elbow if she needs to. A bikini top and a decorative cloth sash that goes with another cloth piece that acts as an undergarment. Various intricate silver jewelry around her neck, arm, top of her sleeve, tail, and right thigh. She wears no shoes.
Gear:
She has a very heavy solid steel staff that has two thick enchanted glass orbs on the ends full of water. Lifting it for her doesn't require much as she really lets it float next to her or rides it around like a witch on a broomstick, manipulating the water in the staff. She also carries extra water around with her in a small tank behind her with a water rune inside of it to generate more water through magic, hanging from a belt and made of the same type of glass as the orbs on her staff.
Group: Tearia
Physique:
5'3" and curvy. She is well 'gifted' and has a small waist with eye catching hips atop sturdy legs. Her strong legs and tail, as well has her fins make up for her assets which would normally make someone slower when swimming.
Stamina: 22 Soul: 33
Abilities:
Siren's song - Can put to sleep or calm enemies or wildlife. Hasn't practiced in this as much as most people her age but is still adept at it as she has been singing since she was young. Can calm or put to sleep most people or wildlife save for severely strong willed opponents and larger dragons.-5 Stamina -2 Soul
Water manipulation - can control water within 30 feet of herself, but not skilled enough to manipulate blood, or pressurized it enough to cut through objects.-5 Stamina
Spells:
Water healing - using water can heal ailments and injuries with time and focus. She has to practice on new ailments to learn how to heal them properly. This is more of a static out of the fight heal as it is stronger and has the ability to heal grave wounds given the time. -8 Soul
Water bandage - like water healing but more of an on the field first aid. she can put a patch of water that will heal wounds over time or stabilize an ally till proper care can be taken. she can use multiple ones at a time. -3 Soul
Water barriers - can make a heavy barrier of water to defend groups of people. The smaller the barrier the stronger and vise versa. Unless the attack is stronger than the barrier, it blocks both incoming and outgoing physical and elemental attacks. Barriers take a massive drain on her magic and are used as last resorts against large attacks. -6 Soul
Enchantment of water - can put various enchantments on water such as increasing speed (green), strength (red), endurance (yellow), or concentration (blue). Can only enchant a few drinks at a time and the person must consume the enchanted drink to take effect, much like a potion. -2 Soul
Experience/backstory:
Lynn was born with the ability to breath both air and in water, as well as walk on land. This was due to her grandfather being a Sol and her inheriting a handful of Sol traits from him, including the need for the sun. She grew up with both parents in Tearia, her father a guard, who had taught her how to defend herself, and her mother worked at an infirmary, which is where Lynn started to learn he healing magic. As she grew up, she had the desire like many young girls to be queen, but when she noticed that it wasn't likely due to her age as she got older and continued to work at the infirmary to become a healer, she seemed at a loss for motivation. She has so far lived a fairly normal life in the protection of Tearia and was fairly doted upon by her father when he came back from deployments. She was becoming bored with her life and started exploring around Teearia and its shores more and more. That's when most the people she knew told her that since she was born with the ability to go on land, she was destined to traverse the land under the Tearian banner. While her parents weren't exactly thrilled, she was ecstatic at the opportunity to adventure and support her country like her parents. So, finding new purpose, she went out to explore the lands. First stop she made was the festival currently going on in Vrondi, enjoying the festivities and performing songs in hopes of earning some money for the road.
Motivation: To explore the lands outside of Tearia. Increase her knowledge of the healing arts.
Birthplace: Tearia
Extra Info:
-Familiar with Tearian technology
-likes to sing, and does it well.
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Acquired Equipment
Enchanted Mountain Waters
This necklace increases ones water, ice and wind spells. Offers a decent immunity to cold. If ingested it makes one immune entirely for five minutes.
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Feather - A strong horse with feathers in its hair. It has the ability to climb rocky mountain like terrain and has decent speed. However its stamina is only at its highest when in high altitudes.
Money:
40 gold, 1 ruby, 1 sapphire
Total Money: 465
Water Healing spell upgrade!
Reduced time to heal in half!
Enchanted Mountain Waters
This necklace increases ones water, ice and wind spells. Offers a decent immunity to cold. If ingested it makes one immune entirely for five minutes.+10 Water, Ice & Wind ER
Hot Spring Recovery - Time in the hot springs of the temple of the fallen goddess has charged the core of this character. Boosting their soul & stamina +10, and boosting their max wounds +2 for 24 hours.
1st Place Prize
Gold Chalice: Proof of victory in the pvp Arena. Holder gains increased strength, speed, and durability in PVP arena only. Adds +3 Wounds permanently (Even in Canon).
+10 Soul & Stamina +10 to 3 ER Types of choice. +100 Gold.
Cleansing flow: Utilize enchanted water to cleanse a target of all magical effects, including buffs, debuffs, curses, enchantments, and other effects received through magic. However, effectiveness varies according to the power of the caster, and the power of the target. (Enchanted water must be clean water. Removes 1 magical effect per -7 soul. Stacks.)
New ability idea: Cleansing flow: Utilize enchanted water to cleanse a target of all magical effects, including buffs, debuffs, curses, enchantments, and other effects received through magic. However, effectiveness varies according to the power of the caster, and the power of the target.
Ability Unlock
Water Walking - Can walk on calm waters.
Water Sensing - Can detect living creatures in the same body of water up to five meters.
(Choose one unique ability to add)
Item Reward
Magoi letter - A letter from the Magoi that considers the receiver a worthy candidate.
Rewards:
+200 Gold +100 Silver
+10 Stamina +10 Soul
Lynn
Element: Water / Light
Schools: Evocation 7, Enchantment 6, Abjuration 3, Conjuration 2, Transmutation 2, Divination 1, Illusion 1
Weakness- Chaos 1/ Soul damage, Fire 2/ Dehydration, Plant 1/ Absorption, Insect 2/ Feeding, Spirit 1/ Possession, Steel 1/ Cut
Resistance- Water 6, Electricity 4, Light 2, Divine 1, Blunt 1, Telepathy 1, Dark 1, Earth 2, Ice 2, Poison 1
Fire: 0
Water: 50
Wind: 0
Earth: 0
Light: 30
Dark: 0
Divine: 10
Chaos: 0
Insect: 0
Electric: 15
Striking: 0
Spirit: 0
Telepathy: 15
Plant: 10
Ice: 0
Blunt: 0
Poison: 0
Steel: 0