![[therequiem final.png]] | Name | Hans Roxas | | :---: | :---------- | | Class | Stormborn | | Title | The Requiem | ![[therequiem_text.png]] # Level 0 Spells (Innate) | Spell | Type | Effect | | ------------- | ----------- | -------------------------------------------------------------------------------------------------------------- | | Airbender | Air | You can shape air into small shapes in your palm. You can affect the breeze temporarily. | | Cloudy | Air | You manifest small clouds. They may optionally have intangible weather affects. | | Thunderbender | Electricity | You can conjure and shape electricity in your palms. This electricity can tickle others but cannot harm them. | | Glowy | Electricity | You can make your body (in whole or partially) glow. This effect does not light the area around you. | | Deadsight | Necromancy | You can see the souls of the dead around you. | | Shadowy | Necromancy | You manifest small, tangible shadows from your palm or from a shadow source. | | Waterbender | Water | You can control small amounts of water. You cannot conjure this water and must use it from an existing source. | | Planting | Water | You can conjure and control small plants in your palm. They taste good when eaten, but have no other use. | # Level 1 Spells - 1 MP | Earned | Spell | Type | Damage | Effect | Cast-type | | ---------------------------- | -------------------------- | ----------- | ----------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------- | | Prologue | Stratus | Air | None | You temporarily purify the air around you, allowing you to traverse the above-ground for a time. | Focus | | Chapter 1 - Assigned | Tempest | Electricity | 1D10 Electric Damage | Electricity runs over your body or shield, doing recoil damage to attackers. It lasts until the end of combat. | Sign | | Chapter 1 | Bloom -PROFICIENT | Necromancy | None | You summon the soul of a nature spirit, which then blesses you and your allies with luck on your next turn. | Channeled - Dandelion puffs may float about | | Chapter 2 - Copied from Inez | Rewind | Healing | Varies or 5 + WIS Healing | You rewind time around a wound to erase its existence. You or an ally regains any HP lost the previous turn as a result (or, +5 HP in the event of no damage taken the previous turn). | Sign, emotional- Memories tend to surface. | | Chapter 2 | Drizzle | Water | None | You summon up to a potful of potable water. You are also able to control this water. | Focus - The water is summoned between their paws. | | Chapter 3 | Twig | Necromancy | None | You summon the soul of a long-dead creature. You are able to ask three questions before it fades away. | Physical - Hans must touch the ground. | | Store | Fester - Bookmarked (0 MP) | Necromancy | 1D10 Necrotic <br>Shadow has 10 HP | You bring back the tangible shadow of a dead creature, enabling it to aid you in battle for the following 2 turns. You take command of this creature. | Channeled - The shadow often looks like a younger version of Hans, for some reason. | # Level 2 Spells - 3 MP | Earned | Spell | Type | Damage | Effect | Cast-type | | --------------------------------- | --------- | -------- | ------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------ | | Chapter 2 - Assigned | Lake | Water | None | You gain the ability to walk on water, and you can bless your allies with the ability, too. This effect lasts for two turns. | Focus | | Chapter 3 | Ohm | Electric | 2D10+DEX Healing | You concentrate, absorbing energy from the environment. This temporarily heals yourself, closing your injuries until the end of the battle. | Channeled + Focus | | Chapter 3 | Voltaic | Electric | 2D10+DEX Electric Damage | You emit a strong burst of electricity, doing elemental damage and potentially stunning enemies. | Channeled | | Chapter 3 - Copied from Directrix | Blaze | Fire | None | You ensconce yourself in flame, making you invulnerable to attacks for the next turn. | Physical - Hans casts it with a snap | | Additional Lv2 Slot | Windblade | Air | 2D10+CON Air damage | You shoot blades of wind at an enemy, causing the bleed effect if they land. | | # Level 3 Spells - 5 MP | Earned | Spell | Type | Damage | Effect | Cast-type | | --------------------------------- | -------- | ----- | --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------- | | Chapter 3 | Cirrus | Air | None | You permanently purify the air surrounding a settlement, allowing nature to begin its healing. | Focus | | Chapter 3 | Deluge | Water | 1D10+STR Water damage | The ocean is yours to command. You summon a great wave that crashes into enemies (up to 10) and washes them away. | Focus, emotional | | Chapter 3 - Copied from Directrix | Tundra | Ice | None | You encase an enemy in ice, forcing them to skip their next turn while they attempt to break free. | Channeled | | Finalized Tome | Nimbus | Air | None | A halo of light unique to you burns behind your head. It passively purifies the air around you and nullifies magical attacks against you. This spell can be turned on or off. | Sign | | Store | Pinion | Air | None | You grow temporary wings, allowing you to fly until they are cleaved from you or unsummoned. | Physical - Hans jumps and hopes | | Store | Downpour | Water | 1D10+STR Healing | You summon healing rain. It purifies the land it soaks into and does a small amount of healing to allies each turn for three turns. | | # Final Spell - 1 use per day | Spell | Type | Effect | | ---------------- | ------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Coach’s Playbook | Varies | You call for a play, giving your allies a buff for the rest of the day. **These buffs do not apply to Hans themself and only one can be active at a time.** Choose one of the following effects: | | *Campbell* | Air<br>Water | You summon a fog of pure water around your allies, giving advantage on spells that use CON or STR. | | *Sheppard* | Electricity<br>Necromancy | You amp up your allies with the help of an energetic spirit, giving advantage on spells that use DEX or WIS. | | *Akari* | Electricity | You act as a conduit of energy for your allies, making spells cost half MP (rounded down). | | *Goldstrom* | Electricity | You shock your allies into a state of hyper-awareness, making Dodge reactions always successful. | | *Sixby* | Air | You invite the winds of change to aid your allies, making successful Block reactions completely reflect attacks. | | *Solak* | Necromancy | You conjure shadows of your past selves to fight alongside your allies, granting them an additional Counterattack reaction. |