biography

GENERAL .
•   name   :   elova geminara concordia thelwen
•   alias   :   el, ellie, 'lov, adora
•   gender   :   she / her
•   orientation   :   bisexual
•   species   :   arsa sidhe
•   occupation   :   resident doctor
•   zodiac   :   knighting
•   voice claim(s)   :   pickle wheat [speaking] , hailee steinfeld [singing]
PHYSICAL .
•   eyes   :   gold
•   hair   :    blonde
•   height   :   six feet and five inches
•   build   :   willowy, a dancer's physique
•   skin   :   tan
•   clothing   :   pretty with a purpose
• distinguishing features   :   gold medusa piercing, gold eyebrow ring, several layers of branching golden lichtenberg figures stretching from her fingertips to her mid-bicep on both arms

IMAGE CREDIT
•   thiefclass   :

BACKGROUND.
•   culture   :  walljack
•   current residence   :   the spire
•   nuclear family   :   geminara, anlyth, selphina, tollith, lixis, lyra, pyria, ailen, ✝shille, marcel, hazel, tamerlane
•   extended family   :   wynne, fendor, concordia, verylys, raven, yrn'ha, isabis, sal, branch
•   pets   :   pad the woglet, etoile the cat, minou the tressym
•   significant other   :   kilros'
•   children   :   calla
MENTAL.
•   mbti   :   enfj-t
•   enneagram   :   1w2
•   four temperaments   :   sanguine
•   alignment   :   chaotic good

stats

   dexterity. -3
acrobatics: -3
stealth: -3
finesse: -3

   intelligence. +0
healing: +3
perception: -1
research: +2

   harmony. +3
arcana: +3
nature: +3
belief: +1

   strength. +0
fortitude: +1
athletics: -3
forging: -3

   feats.

spells

   BLOODRUSH.
blood carries life through the body; what's the harm in a little encouragement? choose a target in Melee distance. their blood begins to rush through their body, reducing fatigue and flushing toxins. if the target is bleeding when this is cast, blood seeps from the open wound; while it can be dangerous if untended, this usually cleans the injury of contaminants.
method: laying a hand near the target's heart.
cantrip, inherent (ichor), 1 action

   SHELTER.
a shield of light manifests upon an unoccupied hand of the caster, glinting in innumerable lustrous planes. it functions as a large shield, allowing the user to block until their next turn and utilize any shield feats they have. when blocking tellurgy spells, even on a failed roll, 1 damage is mitigated.
method: an arm aloft to obstruct or shield.
cantrip, patron (facet), 1 action

   WILD MAGIC.
attuned with their surroundings, the caster is able to command the wilderness around them in subtle ways: bring a wilted plant back to life, snuff out a fire as large as a campfire, attract and placate small critters, or cause a 5x5 area to spontaneously blossom in common plants of the caster's choosing. when casting, the caster becomes acutely aware of imminent weather changes.
method: closing one's eyes and extending the mind's focus outward.
cantrip, general, 2 actions

   CAUL.
growths of algae or other kinds of flora foster along the caster's throat, hair, or chest capable of filtering toxins from the air and permitting a minute (5 rounds) of air reserve where there would otherwise be none at all. air pollutants such as smoke, spores, dust and so on are unable to breach the airway, allowing relative ease of breathing. the growth itself lasts for a day, and may be manually removed or replanted elsewhere from the caster.
method: ingesting a seedling or plant bulb.
2 anima, ichor, 1 action

   DIAGNOSTIC.
the caster can identify the nature of mundane diseases and maladies and can ease the worst symptoms and pains of their target for up to 1 hour with a touch. for supernatural afflictions, a successful har: arcana check is required to gain insight into the nature of the condition. should a target resist, they must roll a str: fortitude success to keep the condition from being identified or the pain from being eased.
method: feeling a target's pulse, placing an ear to their sternum, or a hand on the afflicted area.
2 anima, ichor, 1 action

   ENROOT.
tapping into the unseen networks of root and thread that span beneath the earth, the caster roots themselves in place. they become aware of the vague sentiments of the surrounding flora and fungi as feeling in the back of their mind.
over the course of a minute, the caster can siphon energy from nature around them. they receive nourishment as if they ate a hearty meal, are hydrated, and heal 3 hp. they can continue to drain life from the area around them, but it is not an infinite well; at dmdiscretion, the flora in the area might be unable to further sustain the drain and wither if enroot is used too much.if attacked while rooted, the caster takes an additional 2 damage from the attack as their senses are violently jarred.
method: plunging fingers into soil and attuning oneself to the beat of nature's heart.
2 anima, ichor, 10 actions

   SIDESTEP.
in a blink, the caster quickly teleports to an unoccupied position within skirmishing distance of their spellcast. either a flash of light or a skirt of shadow remarks where they were in the slightest afterimage.
method: touching the focus against oneself.
2 anima, ether, 1 action

  STAUNCH.
stymie sources of bleeding and internal rupture in a target within skirmishing distance. this effect also stabilizes a target in bleedout, but cannot be self-cast. targets that have been staunched are protected from effects that would target their blood until a new wound is inflicted.
method: extending a hand toward the wounded.
2 anima, ichor, 2 actions

   EUSOCIAL COMMAND.
vermin such as rodents, insects, and small sea creatures are bent under the caster's control. tugged by blood, musculature, or hemolymph, they're bound to the caster's will for the remainder of the scene.
as an action, the caster can command the swarm to complete simple tasks appropriate to their manner of vermin, such as creating bioluminescent light, pollinating flowers, or dismantling unliving organic material. commanded vermin have negligible impact upon the living, but may ravage the dead or undead alike. the caster may spend an action to command the swarm to dismantle an undead organic target, causing it to suffer 3 ap damage.a commanded swarm being struck will test the caster's command over it; if they fail a har: nature test, the spell ends.
method: extending a hand to conduct creatures as a horde.
4 anima, ichor, 1 action

   EXORCISE.
expel toxins, potions or foreign objects up to the size of a crossbow bolt from the body, drawing it from an open wound or seamlessly warping it through flesh. the afflicted target may choose to resist this with a str: fortitude check.
method: contact with a target.
4 anima, ichor, 2 anima

   NIGHTSENT.
the caster's mind travels through the nocturne to a target they know through personal contact or detailed description. unwilling targets may reject the effect with a contested har: belief roll at any point. when both the caster and target have their eyes closed they see one another standing face to face surrounded by an endless black void; when eyes are open they see and interact with the world like normal. they can communicate mentally in this way for up to an hour or until the caster chooses to dispel the effect. this spell can even be used to invade a target's dream, where the usual void is replaced with the content of their dreamscape and the caster's presence may be substituted with an alternate messenger.
method: casting intentions across the nocturne whilst in trance..
4 anima, cursesmithy, 2 actions

   PIERCE PENUMBRA.
rays of bright light or absolute dark shoot out of the caster's focus, striking a number of unique targets in skirmishing distance for 2 ap damage. the number of targets is equal to 3 plus the caster's har: arcana. this attack cannot be blocked, evaded, or resisted by a roll.
method: channeling into focus, drawing upon light or absence of it.
4 anima, ether, 2 actions

   TRIAGE.
the caster performs rapid repairs to the target's body during the throes of combat, fusing wounds, joining bones or redirecting the flow of blood with nothing but bare hands to keep them going. stabilise a critical target and instantly heal them for 1d4 + har: arcana hp. at the end of combat, the target loses the hpgained (but will not fall below 1 hp total).
method: performing medical aid on a target in critical state.
4 anima, ichor, 2 actions

   ARCANE CONDUIT.
channelling the caster's control of the ether into another, they immediately allow another caster to cast up to a 6 anima spell with a guaranteed success, at no cost to them. the target caster may be at 0 anima and/or have already overcast for the day.
alternatively, arcane conduit can be used to assist in the cooperative casting of any spell, though cannot itself begin casting a spell.on miscast, the caster's focus is overwhelmed with raw arcane energy with nowhere to go, paralyzing them in place, unable to act or move until their next turn.
method: holding out a palm or focus towards the target caster, wordlessly arcing a bolt of energy towards them.
6 anima, ether, 2 actions

   CORRUPT.
through ichor's dominion over blood and life, the caster imbues a fresh sample of a target's blood with a malignant resonance. extending a hand toward the same target, who must be in skirmishing distance, the caster violently injects corrupted blood back into an open wound, dealing 1 ap damage in the process. the target may resist this spell with a contested int: healing check that meets or beats the casting roll.
when reintroduced to its source, the corruption turns the body's own mending against it, stifling recovery and nullifying the touch of restoration. the afflicted target cannot regain hp from any source for 3 rounds, or 30 seconds out of combat. this includes magical healing, regenerative effects, and any abilities or items that would restore hp.
method: contaminating the sample in hand with careful focus, then forcing it back into its rightful veins.
6 anima, ichor, 1 action

   EARTHEN WOMB.
by collecting the blood of two willing and consensual targets, the caster forms a magic seed and plants it in a patch of land. the seed will grow rapidly over one month, eventually erupting from the ground as a fully formed baby. despite the nature of its birth, the baby is natural in all ways, taking aspects from both parents just as a natural-born baby might. both parents must fully understand the purpose of this spell before agreeing, and the caster cannot cast the spell again until the current conception completes.
method: collecting the blood of both parents and watering a seed with it.
6 anima, ichor, 10 actions

   MOULT.
the caster's skin sheds like a chrysalis, exposing a new form beneath. physical attributes such as build, shape, gender, and even species alter beneath their shed skin, allowing them to take on the appearance and even voice of a person from memory. marks such as scars, tattoos, and other identifiers that are unknown to the caster are not replicated; nor are physical mannerisms or speech patterns. any injuries the caster has persist. by the day's end, or at will, the skin sheds once more to give way to the caster's original form.
if replicating someone seen in the past few hours, the caster's new form is near perfect. any longer, and discrepancies such as discolored hair, uncharacteristic wrinkles, and other visual tells may hint at deception. should someone suspect the caster due to visual or behavioral tells, they may roll an int: healing or int: perception check to discern that something is amiss.
method: a matter of minutes spent in front of a vanity or reflective surface, carefully reshaping features.
6 anima, ichor, 10 actions

   MYCOPHONE.
by tapping into the microsystem beneath the earth, the caster extends the depths of their minds into the mycelium around them. enchanted mushrooms begin to rapidly grow within skirmishing distance.
these mushrooms form a temporary mycelial hivemind. if plucked and worn around an ear, they allow anyone wearing them to telepathically communicate with everyone in the hivemind as an action. they also allow their wearers to quickly relay things they've noticed; if anyone in the hivemind makes an int: perception check, everyone else also becomes aware of what that perception check entailed. the mushrooms wither at the end of the scene, their magic spent.
method: scattering spores or being in a natural area, then weaving magic into the fungi as they rapidly grow.
6 anima, ichor, 6 actions

   OASIS.
with a surge of verdant will, the caster summons a living wall of dense wood and flourishing greenery within melee distance. shaped into any form up to 6 total blocks of volume, the barrier shields those behind it as a mundane wall would: blocking attacks, obscuring vision, and granting cover.
the living wall endures for up to 3 rounds; enchanted flowers mend allies who end their turn within melee distance for 1 temporary HP per round, but do not bring them out of critical. weakened by flame, it withers after 2 strikes from a source of fire. multiple oasis effects do not stack.
method: pressing a palm to the ground and willing it to awaken with life.
6 anima, ichor, 2 actions

   RECUPERATE.
outside of combat, the caster can quickly repair and heal another target of non life-threatening injuries, replacing what's lost with new flesh. heals the target for 2d6 + har: arcana hp, leaving them with warped scars over the former injuries at the target's discretion.
the target is left exhausted after such rapid regeneration, rolling any dex and str related checks with a -1 modifier until they get extensive rest.
method: steady and careful treatment of a wound for a full minute.
6 anima, ichor, 1 action

   DEATH HAZE.
some of the most horrific magic is woven in the deep swamps south of the wall. the caster taps into this darkness, exhaling suffocating mist that swells up into a cloud around them. for a number of rounds equal to the caster's har: arcana, any other targets within 4m (4 blocks) of the caster are subjected to the pungent fumes of rot and decay, taking 1 ap damage from poison at the start of their turn and making str: fortitude checks with a -2 modifier as flesh melts from bone.
should any source of flame make contact with the fumes, the noxious tendrils are set alight into a raging maul of fire. damage increases by 1 for each round a target is affected by the fire (1 -> 2 -> 3), but str: fortitude is no longer penalized. the caster is not protected from the fire.
method: inhaling deeply, then exhaling an impossible amount of boggy fumes for as long as the spell persists.
10 anima, ichor, 1 action

   GRAFT.
limbs, appendages and sensory organs are affixed to a target. if the attached component is not the original severed piece, the caster must succeed an int: healing check to set it properly; when set, the addition will function as if never severed. foreign or beastly components may be attached, but are likely to behave vestigially (submit a ticket). if the added component is not freshly severed within the day or otherwise preserved, the spell fails.
method: coaxing the graft and attachment point together with transformative blood and ichor, leaving it to set for 12 hours with bandages.
10 anima, ichor, 10 actions

   HEMORRHAGE.
the caster takes hold of fresh blood as it flows around them. all targets in skirmishing distance that aren't at full hp take 3 ap damage as blood is forcefully drawn from their veins.
this blood is gathered above the caster and can be directed to assail a target in skirmishing distance with a torrential downpour of blood. roll a spellbook attack. on a hit, deal 3 damage per target damaged by this spell (max of 12 total damage). on a miss, deal half damage. successful evades or blocks halve the damage of this attack.
method: spreading arms out in a circle, pulling inwards; then, sharply gesturing towards the target.
10 anima, ichor, 2 actions

   GRAVEBLOSSOM.
across three days, a plant-made chrysalis shrouds the body to unmake death and mend what was lost. by the end of the first day, a body that died up to a day ago is revived with 10 hp. by the second, lethal wounds are mended with a further 5 hp. by the third, missing parts function anew through living wood and fungus, and hp is fully restored.
the target may end the process at any time; if they surface on or before the first day after dying, they return in critical state.enchanted flora or fungi ring the site. their palynomorphs bind a two-way telepathic link between the target and all others within quiet distance. when all is done, the target may keep the graftwork or let flesh reclaim it over time, the greenery serving as scaffold instead.
method: dig a body's measure in earth and plant a seed above where the heart should be.
10 anima, ichor capstone, 10 action

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