Name: Mary Gardner/
-Stats: formatted as Mary/-
- HTH: 20/20
- MNA: 20/10
- SPD: 12/14
- SKL: 12/11
- STR: 4/2
- DEF: 8/16
- MAG: 16/11
- RES: 8/16
Perk:Alternate Form
Equipment:Healer's Choker:
- Allows the wearer to know whether or not something will be harmed or healed by Sacrificial Salvation magic.
Siphoning Gloves:
- Allows mana to be drained by touch, though the enchantment is more focused on capacity than anything else, so as a result, it can only take magic if the other person allows it.
Evasion Boots:
Staff:
- Enables the following special attacks
- Burst Fire: Substitute one Sacrificial Spell for a barrage of Sacrificial Heals, the sum of the healing percentage is 5% greater than the healing percentage of the original spell (effectively fires n+1 scalpels where n is the heal percentage of a spell divided by 5%). Can only target one unit. The Sacrificial Spell must be more powerful than Sacrificial Heal.
- Chain Guide: Raise the requirements of one Sacrificial Spell to that of the next highest tier. The chaining spells may now be given a target rather than autotargeting the nearest unit in AOE range.
- Charged Heal: Do nothing (dodging still allowed) for one turn to lower the requirements of the next Sacrificial Spell to that of the next lowest tier.
- Enables the following abilities
- Armor Activation: When one tenth of the sum of all magic rolls that have occurred in a battle have exceeded a certain threshold (residual magic that lingers still), this spell may be activated if in Magic Form. Bonuses are given to SPD, DEF and RES proportional to the residual magic and flight is enabled. The residual magic total quickly reduces when activated. No form switching may be performed when activated and the stave's usual abilities are sealed. Upon ending, Magic Form is sealed for the remainder of combat.
- Arcane Solstice: When Armor Activation is in effect, this spell may be charged each turn. When charging, residual magic rapidly falls via magic rolls, the spell gains power proportional to the residual magic it has removed. Upon firing, Armor Activation is deactivated. The spell itself is a single-shot high-accuracy blast of white magic. When used on targets with HP above 50%, healing proportional to spell charge is applied and damage over time effects are removed, weak regeneration is added if it overheals by enough. Otherwise, damage proportional to spell charge is applied, if there are damage over time effects, they are removed and damage is increased.
Ability: Sacrificial Salvation
And if thy right eye offend thee, pluck it out,
and cast it from thee: for it is profitable for
thee that one of thy members should perish, and
not that thy whole body should be cast into hell.
And if thy right hand offend thee, cut it off, and
cast it from thee: for it is profitable for thee
that one of thy members should perish, and not
that thy whole body should be cast into hell.Creation-aligned magic that performs acts of healing, its mechanism of action is comparable to that of
Double-stranded
RNA
Activated
Caspase
Oligomerizer. Rather than actually healing the wound, it just obliterates the wound along with flesh it is rendered upon. Effectively, it erases the injury but at the cost of also erasing a part of the patient. Consequently, it is more of a stop-gap measure that, in itself, must be repaired by conventional white magic or natural regeneration.
If a character's HP is above 50%, Sacrificial Salvation heals. If a character's HP is below that threshold, Sacrificial Salvation damages.
- Negligible:
- General Purpose Heal - Eliminates minor wounds like papercuts and whatnot. At such small scales, the sacrificial nature is not noticeable.
- Minor:
- Sacrificial Heal - Strikes the target with a scalpel of white magic heals for 5% of maximum health and removes damage over time effects if HP is above 50%. Otherwise, damages, if there are damage over time effects, they are removed and damage is increased.
- Medium:
- Sacrificial Repair - Summons chain osteotomes of white magic around the target which rush into them. Heals for 10% of maximum health and removes damage over time effects if HP is above 50%. Otherwise, damages, if there are damage over time effects, they are removed and damage is increased. Chains one Sacrificial Heal onto the nearest target in AOE range. A target cannot be hit twice.
- Major:
- Sacrificial Renewal - Repeatedly impales the target with an oversized harmonic scalpel of white magic. Heals for 20% of maximum health and removes damage over time effects if HP is above 50%. Otherwise, damages, if there are damage over time effects, they are removed and damage is increased. Chains one Sacrificial Repair onto a the nearest target AOE range. A target cannot be hit twice.
- Enormous:
- Sacrificial Intervention - Lances the target from above with a wide-aperture laser scalpel of white magic. Heals for 40% of maximum health and removes damage over time effects if HP is above 50%. Otherwise, damages, if there are damage over time effects, they are removed and damage is increased. Chains one Sacrificial Repair onto a the nearest target AOE range. A target cannot be hit twice.