Player (Meridian 59)

==Summary==
The Player is the primary protagonist of the Meridian 59. The appearance, gender and description of the avatar are chosen by the player himself.
==Powers and Stats==
Tier: 
Name: Player determined
Origin: Meridian 59
Gender: Player determined (Male or Female)
Age: Unknown
Classification: Human, Warrior, Mage
Powers and Abilities:
<tabber>
|-|Innate=
*Superhuman Physical Characteristics
*Immortality [Type 4] and Resurrection (When the player dies, he is sent to the underworld inhabiting a new body, thus being able to be resurrected by going through the portals there)
*Longevity (Can live hundreds of years)
*Regeneration (Mid-Low; HP is regenerated passively, which should include wounds caused by the Touch of Flame spell)
*Enhanced Senses (Soul Vision; Can see ghosts)
*Non-Physical Interaction (Able to harm ghosts with physical and magical attacks)
|-|Schools=
|-|Resistance=
</tabber>
Attack Potency: City Block level (Is able to fight and kill the Yeti, a creature that when walking causes tremors throughout the ice cave, which should put him around the level of a 4.0 magnitude earthquake)
Speed: Subsonic (It is able to dodge and block bow attacks, as well as combat those with the same abilityWeapon: Distance)
Lifting Strength: Average Human
Striking Strength: City Block level
Durability: City Block level (Comparable to your Attack Potency. It is able to resist blows from hammers, maces, axes, daggers, scimitars and swordsWeapon: Blunt/Edged)
Stamina: Superhuman (Able to walk through a wide variety of places while facing a variety of enemies without getting too tired. Able to fight without apparent problems after being constantly affected by the Touch of Flame spell, which boils the target's innards)
Range: Standard Melee Range, Varies from Extended Melee Range to Hundreds of Meters (with weapons), Varies from Standard Melee Range to Kilometers (with spells)
Standard Equipment: Weapons, Armors, Edibles, Misc Items and Reagents.
Intelligence: Various from Average to Gifted (Has the ability to become a master in different schools, mastering different combat techniques, whether hand-to-hand or with weapons, and/or various magical spells)
Weaknesses: Casting most spells requires the consumption of various types of reagents (Example: mushrooms, herbs and teeth). Many spells are restricted in use, last for a limited period of time and cause temporary/permanent negative effects to the user. Each time the player dies, he has the chance to lose a character level as well as lose some of the percentage of mastery of skills and spells, in addition to the fact that when he reappears with a new body in the underworld, the player will be left with his life, low mana and stamina, in addition to having lost all items in their inventory with the exception of an apple that is received after the player appears in the underworld.
Notable Attacks/Techniques:<tabber>
|-|Weaponcraft=
LEVEL 1
*Block: Block is a basic skill, allowing people in combat to block blows with a shield. A successfully blocked blow will be more damaging to the attacking weapon and to the defending shield.
*Mace Fighting: Allows one to become more proficient at Meridian's most common weapon.
*Punch: This is the most basic hand-to-hand combat move. Can be very strong for a powerful warrior, but is extremely tiring.
*Slash: Slash is the most common weapon skill. It helps you hit with melee weapons.
LEVEL 2
*Brawling: This allows the combatant to fight better unarmed.
*Dodge: Dodge is a basic skill, allowing people to avoid blows in combat.
*Short Sword Fighting: Allows added proficiency with short swords.
LEVEL 3
*Axe Wielding: Allows the user to become more efficient with any axe.
*Fencing: This skill offers added expertise in swords with long blades, magical or not.
*Hammer Wielding: This allows the user to use all manner of hammers more proficiently.
LEVEL 4
*Fire: Fire is the most basic technique used for shooting a missile weapon. It is not too difficult to learn, but only those with strong aim will be able to master this skill.
*Parry: Parrying allows people with a weapon to turn aside a blow, thus avoiding being hit.
*Scimitar Wielding: Allows for growth and strength in Meridian's most exotic weapon.
*Second Wind: Second wind will give a mighty adventurer the vigor to do strenuous activity even when exhausted. When near exhaustion, this skill will give a boost to vigor. It is useless to rest or eat food to regain stamina for a while after gaining a second wind.
LEVEL 5
*Archery: Those with this skill find themselves better able to handle any standard bow. However, the learning curve is tediously slow, and only those with good aim will ever truly excel at it.
LEVEL 6
*Disarm: A technique that allows a warrior to strike at his or her opponent's weapon. Often successful use of this skill will put the opponent at a disadvantage, and occasionally throw the weapon from an opponent's grasp.
|-|Kraanan=
LEVEL 1
*Create Food: The power of Kraanan is summoned to materialize various nourishing foods. Requires elderberries and herbs to cast.
*Create Weapon: Materializes a weapon. Requires nothing but a violent will.
*Glow: Enchants a weapon to glow like a torch. Requires elderberries and mushrooms to cast.
*Relay: The might of Kraanan allows you to give part of your vigor to another person. Requires an edible mushroom to cast.
LEVEL 2
*Bless: Invokes Kraanan's blessing, increasing the accuracy and damage of attacks. Requires mushrooms and sapphires to cast.
*Enchant Weapon: Dedicates your weapon to Kraanan. Requires plenty of elderberry, some orc teeth, and time.
*Haste: Reduces the fatigue of running at full clip. Requires edible mushrooms to cast.
*Resist Poison: Stabilizes your immune system, protecting you from some poisons. Requires herbs and red mushrooms.
*Super Strength: Infuses your body with superhuman strength. Requires mushrooms and orc teeth to cast.
LEVEL 3
*Detect Invisible: Allows you to see those whom others cannot. Requires solagh.
*Free Action: Kraanan's love of battle helps repel magic which might hinder your movements, and thus the liberal dispensation of lusty blows. Requires red mushrooms and purple mushrooms to cast.
*Magic Shield: Summons a shield of powerful magical energy that will deflect some of the blows aimed at you for several minutes. Requires mushrooms and red mushrooms to cast.
*Martyr's Battleground: Calls the attention of the gods to the area, increasing the likelihood they will give those who die here a chance at vengeance with a revenant. Requires elderberry and mushroom to cast.
*Night Vision: Magically enhances the vision of the target. Requires elderberry to cast.
*Shroud: Used to protect a warrior's tools against polluting magics. Requires a large amount of inexpensive reagents.
LEVEL 4
*Deflect: Calls upon Kraanan's will to form a protective barrier around the target which protects them from Faren's magics. Requires solagh and kriipa claws to cast.
*Discordance: Magical energy is unleashed which tries to destroy magical enchantments on the room. Requires sapphires to cast.
*Dispel Illusion: Dispels any illusions in your vicinity. This powerful spell nearly shuts down the rediscovered Riija school of magic, but at a high cost in reagents, mana, and vigor. Requires dragonfly eyes, uncut seraphym, and solagh to cast.
*Eagle Eyes: Bestows a supernatural acuity of vision on the caster. Protecting against spells that attack sight and improving accuracy at long range. Requires mushrooms and purple mushrooms.
*Mana Bomb: Initiates a white hot explosion which burns all of the caster's mana and consumes half of that amount from all others in the room. Requires sapphires to cast. Casting this spell can cause you to be labeled an outlaw.
*Mend: Erases the wear of battle from a weapon or piece of armor, restoring it to new condition. Requires orc tooth and sapphire to cast.
LEVEL 5
*Armor of Gort: Surrounds the caster with a powerful field which deflects damage from extreme blows. Requires blue dragon scale to cast.
*Hunt: Allows the casters to use their Swords of the Hunt to focus on a player's trail and track him or her for a limited time. The hunted player's name must be spoken during the initial trance. When the enchantment fires, for the duration of the spell the hunters will receive periodic notification of the hunted player's whereabouts. Requires all of the claws from one kriipa paw, and the casters' mystical energies must be focused through a prism.
*Killing Fields: Induces magical blood-lust, increasing the damage of all attacks in the area. Requires elderberries and orc teeth to cast.
*Resist Magic: The war god fortifies you against magic attacks. Requires blue dragon scale to cast.
LEVEL 6
*Anti-Magic Aura: Sends a shock wave of magical energy coursing through the room which reduces the spellpower of other spells cast for several minutes. More powerful mages are more effective at casting this spell. Requires sapphires to cast.
*Shatterlock: Penetrates the locks of a guild hall (note that it won't open other kinds of doors elsewhere).Requires Kriipa Claws to cast, and the casters' energies must be focused through a prism. Casting this spell can cause you to be labeled an outlaw.
|-|Faren=
LEVEL 1
*Fog: Creates a cloud of fog that is often mistaken for poisonous fog. Requires elderberries to cast.
*Light: Magical illumination fills the area where the spell is cast. Requires elderberry to cast.
*Mystic Touch: Draws upon the magic of Faren to transfer magical energy from caster to target. Requires mushrooms to cast.
*Sweep: The wild winds of Faren sweep through the area gathering loose items for you. Requires mushrooms to cast.
*Zap: Channels natural electrical energy into a powerful charge transmitted with a touch. Requires blue mushrooms to cast.
LEVEL 2
*Bramble Wall: Creates a thicket of thorny, twisted bramble. Such a wall would be painful to pass, though it wouldn't much harm one who remained motionless. Requires elderberries and yrxl sap to cast. Casting this spell can cause you to be labeled an outlaw.
*Icy Fingers: Coats your fingers with ice which can freeze a patch of flesh on your target, painfully destroying the outer layer of tissue. Requires a red mushroom.
*Resist Cold: Infuses the target with the magical fire of Faren, reducing damage from cold attacks for several minutes. Requires mushrooms and red mushrooms to cast.
*Touch of Flame: Boils the innards of the target with a white hot flame. Requires red mushrooms to cast.
*Withstand Fire: Infuses your body with cool magical energy which reduces damage from fire attacks for several minutes. Requires mushrooms and red mushrooms.
LEVEL 3
*Heat: Fills the room with the earth magic of Faren, heating all armor to a primordial molten state and searing the flesh of those who wear it. Requires red mushroom and firesand to cast. Casting this spell can cause you to be labeled an outlaw.
*Mana Focus: Focuses your magical energy, increasing the damage of natural elemental attack spells. Dissipates if your concentration is broken. Requires mushrooms to cast.
*Resist Shock: The grizzled nature god gives the target some relief from shock attacks. Requires mushrooms and blue mushrooms to cast.
*Shocking Fury: Releases Faren's fury as a large amount of electricity directed at a target at short range. Requires blue mushrooms and elderberries to cast. Casting this spell can cause you to be labeled an outlaw.
*Spider Web: The spider webs created by this spell may hamper the ability of those who stumble upon them to move. Requires web moss to cast.
*Winds: Summons powerful winds which render ranged attacks more difficult for several minutes. Requires elderberries and purple mushrooms to cast.
LEVEL 4
*Blast of Fire: Releases Faren's anger as a blast of flame directed at a target at short range. Requires red mushrooms and elderberries to cast. Casting this spell can cause you to be labeled an outlaw.
*Brittle: Ages the target's weapon by many years, making it frail and prone to breaking. Requires magic mushrooms and purple mushrooms to cast. Casting this spell can cause you to be labeled an outlaw.
*Explosive Frost: Creates a small explosion of frost which damages a target at short range. Requires red mushrooms and elderberries to cast. Casting this spell can cause you to be labeled an outlaw.
*Fireball: Sends a ball of flames at the target. Requires red mushrooms and orc teeth to cast. Casting this spell can cause you to be labeled an outlaw.
*Firewall: Creates a wall of fire in front of the caster. Requires red mushrooms and firesand to cast.
LEVEL 5
*Earthquake: Moves the earth violently causing damage to all beings in the room. The more experienced the caster, the better damage is directed to the target and away from the caster. Requires red mushrooms and purple mushrooms to cast. Casting this spell can cause you to be labeled an outlaw.
*Lightning Bolt: Hurls a bolt of lightning at the target. Requires blue mushrooms and orc teeth to cast. Casting this spell can cause you to be labeled an outlaw.
*Ring of Flames: Creates a ring of flames around the caster. Requires red mushrooms and firesand to cast.
*Sand Storm: All the dust in the room is swept up into a swirling storm, making it harder and more strenuous to move and fight. Also has a small chance to knock arrows out of the air. Requires orc teeth to cast. Casting this spell can cause you to be labeled an outlaw.
*Shatter: The earth magic of Faren shatters one or more items in the inventory of the target. Requires red and purple mushrooms to cast. Casting this spell can cause you to be labeled an outlaw.
LEVEL 6
*Lightning Wall: Creates a crackling barrier of electricity. One who entered such a field would certainly feel more than thunder. Requires blue mushrooms and yxrl to cast.
*Spore Burst: Summons forth noxious clouds that paralyze any within it's bounds. Requires potent reagents from specific to both Qor and Faren.
|-|Shal'ille=
LEVEL 1
*Breath of Life: The great power of Shal'ille takes part of the caster's life force and gives it to another person. Requires herbs to cast.
*Detect Evil: Allows you to see the vile defilers of her name. Requires a fairy wing to cast.
*Holy Symbol: This spell involves weaving your hands in a holy tracery which frightens nearby unholy beings. Requires elderberries to be crushed onto the skin of your hands to ritually cleanse them.
*Minor Heal: The compassionate power of Shal'ille heals the wounds of the caster or another person. Shal'ille gives a small reward toward the karma of the mage who heals another good soul. Requires herbs to cast.
*Seance: Shal'ille's magic reveals the location of the last person to slay an innocent. Requires herbs to cast.
LEVEL 2
*Cure Poison: Pure, healing energy fights the effects of poison in the target. Requires herbs and elderberries to cast.
*Holy Touch: Pure energy from Shal'ille sears your target. More effective on evil and undead targets. Requires emeralds.
*Holy Weapon: Dedicates your weapon to Shal'ille, enhancing its effectiveness against the unholy. Requires fairy wings and orc teeth to cast.
*Remove Curse: Breaks the magical bond binding you to a cursed item. Requires emeralds to cast.
*Resist Acid: Coats your body in a magical goo which absorbs damage from acid attacks for several minutes. Requires herbs and entroot berries.
LEVEL 3
*Cure Disease: Pure, healing energy purges disease from the target. Requires herbs and elderberries to cast.
*Holy Resolve: Shal'ille is summoned to fortify the soul against unholy damage. Requires solagh and fairy wings to cast.
*Hospice: Rejuvenates the target of the spell with Shal'ille's healing energy. Shal'ille gives a small reward toward the karma of the mage who heals another good soul. Requires herbs to cast.
*Identify: Reveals any special properties of an item to the caster. Requires orc teeth to cast.
*Rescue: Calls upon Shal'ille to transport you back to safety. Ability determines how fast you are rescued. Requires emerald to cast.
*Spiritual Hammer: Materializes a spiritual hammer. Requires emeralds and orc teeth to cast.
LEVEL 4
*Dazzle: Dazzles the target with the blinding light of Shal'ille's goodness. Requires emeralds and purple mushrooms. Casting this spell can cause you to be labeled an outlaw.
*Forces of Light: Summons Shal'ille to infuse her power into all good players in the room, making their attacks more accurate and her spells more potent. Requires elderberries and emeralds to cast.
*Mark of Dishonor: Through Shal'ille's intervention, the evil target suffers a loss of vigor. Requires emerald to cast. Casting this spell can cause you to be labeled an outlaw.
*Purify: Removes harmful personal enchantments on the target. Requires emeralds and elderberries to cast.
*Qorbane: Permeates an area with the holy essence of Shal'ille, harming any who attempt to call on the evil energy of Qor. Requires yrxl sap and fairy wings to cast.
*Truce: The spirit of Shal'ille descends upon the area and calms the minds of all present, preventing combat for several minutes. Requires emerald and yrxl sap to cast.
LEVEL 5
*Final Rites: This is the lengthy formal ceremony performed at funerals to help the recently departed soul pass smoothly on to the Underworld. It may also be used to force nearby undead back in their graves where they belong. Requires emeralds and dried elderberries, which during the ceremony are crushed together into a symbolic handful of dust and scattered into the air. Casting this spell can cause you to be labeled an outlaw.
*Major Heal: The compassionate power of Shal'ille heals severe wounds in the caster or another player. Casting this powerful magic on evil souls will reduce your own karmic standing. Requires herbs to cast.
*Purge: Strips helpful personal enchantments off of the target. Requires emeralds and purple mushrooms to cast. Casting this spell can cause you to be labeled an outlaw.
*Reveal: Strips away all hidden properties of an item, allowing anyone to see its special abilities. Requires a number of perfect orc teeth to cast.
*Umbrella: Creates a dome of magical energy that protects all players near the caster for several minutes. The spell dissipates if caster breaks concentration by running or combat. Requires emerald to cast.
LEVEL 6
*Bond: Infuses an item with a soft white light. However, the bond requires terrific amounts of energy to form. A Heartstone and dozens of polished serphym and diamonds must be crushed to amplify the caster's mystical energy, which must then be focused through a prism. The item to be bonded must be targetted. Once the casting is complete the item will follow its owner to hell itself.
*Portal of Life: Creates a portal for your fallen comrades to enter and return from the underworld back to their physical body. If formed in time the portal can lessen the shock of death. Requires emeralds and polished seraphym to cast.
|-|Qor=
LEVEL 1
*Cloak: Qor shrouds your astral body in shifting shadows, allowing you to elude magical tracking. Requires entroot berries to cast.
*Darkness: Draws a curtain of darkness over a room, making it more amenable to followers of the Vile One. Requires fairy wings and entroot berres to cast.
*Detect Good: Allows you to see the disgustingly pure of heart. Requires a fairy wing to cast.
*Unholy Resolve: Summons the vile force of Qor to protect the user from holy damage. Requires solagh and fairy wings to cast.
LEVEL 2
*Acid Touch: Burns the target with the force of a powerful acid, penetrating armor, clothing, and flesh. Requires entroot berries.
*Fade: Temporarily dissolves your physical form leaving you invisible. The spell lasts as long as your trance is maintained. Requires dark angel feather.
*Kara'hol's Curse: Your body is possessed by the spirit of the warrior Kara'hol for a brief period, enhancing the ferocity of your attacks. When the spirit departs, your body is temporarily paralyzed from shock. Requires the sacrifice of a few entroot berries to cast.
*Unholy Weapon: Dedicates your weapon to Qor, enhancing its effectiveness against the holy. Requires fairy wings and orc teeth to cast.
LEVEL 3
*Defile: In this darkest of rituals, the very spirit of Qor is summoned to defile the corpse of a murdered innocent, transforming flesh and blood into magical energy for the caster. Requires fairy wings and the slain.
*Enfeeble: Drains physical strength from the target. The effect lasts a few minutes. Requires orc teeth to cast. Casting this spell can cause you to be labeled an outlaw.
*Poison Fog: Creates a pungent cloud of poisonous fog. Requires entroot berries to cast.
*Silence: Muffles all speech preventing spell casting and communication. Requires Dark Angel feathers.
*Vampiric Drain: Draws out the very life force of the target and converts the energy into life for the caster. Reagents unknown. Casting this spell can cause you to be labeled an outlaw.
LEVEL 4
*Animate: Animates the corpse of another human, that they may do your bidding. Requires the blood of a shaman to cast.
*Curse Weapon: Makes the target weapon nearly ineffective for a time, and curses the user to wield it until he or she gains divine aid. Requires the blood of a magic-casting beast and teeth of a fierce fighting monster.
*Hold: Surrounds the target with magical energy, causing paralysis for several seconds. Requires purple mushrooms to cast. Casting this spell can cause you to be labeled an outlaw.
*Shadow Rift: Summons the darkest of magics to warp the fabric of space. Forms a magical bond between a prism and the area in which it is cast. Subsequent castings with the same prism cause a mystical portal to form which will transport all who enter it to the exact spot to which the prism was bound. Requires the feathers of a dark angel and a prism.
*Shal'ille Bane: Permeates an area with the unholy essence of Qor, harming any who attempt to call on the holy energy of Shal'ille. Requires yrxl sap and fairy wings to cast. Casting this spell can cause you to be labeled an outlaw.
*Splash of Acid: Splashes Qor's unholy corrosive acid on a target at short range. Requires entroot berries to cast. Casting this spell can cause you to be labeled an outlaw.
LEVEL 5
*Blind: The magical force of Qor burns the target's eyes, taking away all sight for a brief period. Requires entroot berries and purple mushrooms to cast. Casting this spell can cause you to be labeled an outlaw.
*Blood Inheritance: Infuses a weapon with the malevolent power of Qor. It is impossible to predict exactly what form this dark benediction will take, but it will always be deadly. Requires shaman blood, entroot berries, and orc teeth.
*Death Link: This dark spell feeds off the souls of any poor creature that should happen to fall in your vicinity. Requires shaman blood and polished seraphym to cast.
*Invisibility: Qor cloaks your body with a shimmering field leaving you invisible for a brief period. Requires dark angel feathers to cast.
*Node Burst: You tap all of your mana nodes to the maximum, giving you an instant burst of mana and health, but destroying your bonds. May only be cast once per day. Requires fairy wings and entroot berries and is very tiring to cast.
*Swap: The darker gods grant you the power to randomly exchange one item from your inventory with one from the target's. Requires dark angel feathers, yrxl sap, and purple mushrooms to cast. Casting this spell can cause you to be labeled an outlaw.
LEVEL 6
*Gaze of the Basilisk: Grants the caster the ability to paralyze any who meet his gaze. Requires yrxl sap and purple mushrooms to cast.
|-|Jala=
LEVEL 1
*Invigorate: This song allows all listeners to regain vigor at an accelerated rate. Requires one diamond and an edible mushroom to cast.
*Melancholy: This is a sad song, invoking feelings of loss and sorrow. It causes mostpeople hearing it to experience overwhemling sadness, often leading to foul moods. This music is appropriate for funerals and fighting against the forces of good. It requires 1 sapphire to cast.
*Mirth: This song makes people happy! It is a lively tune, which makes people feel as if they have a new start on life. The song causes some people to smile, often resulting in better moods. A good mood allows others to fight evil more effectively. It requires 1 sapphire to cast.
*Truth: This song hinders the spells of the master of the illusionary arts, Riija. A ruby and some rainbow ferns are required to begin performing this song.
LEVEL 2
*Civility: This song hinders the casting of the spells of the master of the elements, Faren. A ruby and a mushroom are required to begin performing this song.
*Concilation: This song hinders the casting of the spells the warrior god Kraanan the Fist. A ruby and some elderberries are required to begin performing this song.
*Warp Time: The words of this song form an enchantment which increases the time that a spellcaster must hold trance to cast a spell.
LEVEL 3
*Distill: Allows the caster to distill their knowledge of a spell into liquid form. Requires a ruby and ingredients for the potion.
*Profane Resonance: The foreboding sound of this song hinders the casting the holy spells of Shal'ille. A ruby and some herbs are required to begin performing this song.
*Restorate: This song allows all listeners to regain health at an accelerated rate. Requires one diamond and several herbs to cast.
*Sacred Resonance: The music of this song hinders the casting of the dark spells of Qor. A ruby and an entroot berry are required to begin performing this song.
*Spellbane: The words of this song form an enchantment which disallows the casting of any spells. Requires one perfect polished seraphym.
LEVEL 4
*Disharmony: This words of this song hinders the performance of other Jala songs. A single ruby is required to begin performing this song.
*Jig: This spell causes everyone in the room to break out into dance and is lots of fun at parties. Requires one diamond to cast.
LEVEL 5
*Mana Convergence: The words of this song form an enchantment which increases the effectiveness of all spells cast. Requires one perfect polished seraphym.
*Rejuvenate: This song allows all listeners to regain mana at an accelerated rate. Requires one diamond and a raw, uncut seraphym to cast.
LEVEL 6
*Crystalize Mana: This song catches the mana expended in singing, crystalizing it into a physical form. The mana crystal stores the mana for later use, in essence allowing the singer to store extra mana. Only one crystal at a time can be created by a singer, but the longer this song is sung, the more mana that is stored in the crystal. Since the mana is attuned to the singer, the crystal cannot be shared with others. This song requires 1 sapphire and 1 uncut seraphym to sing.
|-|Riija=
LEVEL 1
*Anonymity: Makes you indistinct, and unrecognizable to all but those who you'd like to know its you. Note that Shal'ille can not punish transgressors against you when you are anonymous. Requires rainbow ferns and firesand to cast.
*Blink: Teleports you to a central location in the room. Requires nothing but a will to move.
*Feign Death: Makes you appear to be deceased, that hopefully someone won't really make you as such. Requires solagh and rainbow ferns to cast.
*Flash: Causes a bright flash, likely to interrupt the concentration of any spellcasters in the area or confuse monsters temporarily. Requires the eyes of a dragonfly to cast. Casting this spell can cause you to be labeled an outlaw.
*Shadow Form: Transforms the target into a silhouette of their former self, perfect for skulking in darker locales and making them more difficult to hit. Requires a handful of rainbow fern.
LEVEL 2
*Bait: Makes you mighty appetizing to nearby monsters. The more powerful you are, the more likely you are to get the monster's attention. Requires web moss and firesand to cast.
*Eavesdrop: Riija grants the ability to hear distant conversations, allowing you to spy on others. Requires dragonfly eyes.
*Foresight: Reveals the knowledge of the victim, informing you of their abilities. Requires uncut seraphym to cast.
*Forget: Causes the victim to forget his or her own abilities. Requires firesand and uncut seraphym to cast. Casting this spell can cause you to be labeled an outlaw.
LEVEL 3
*Illusionary Firewall: Creates an illusionary wall of fire. This wall will cause illusionary wounds to victims walking through it. Requires rainbow ferns and firesand to cast.
*Illusionary Form: The touch of Riija shifts your appearance to another at random. Requires web moss and rainbow fern to cast.
*Illusionary Wounds: Causes the victim to see imagined wounds, but imagination always gives in to one's right mind, assuming one lives so long. Requires solagh and firesand. Casting this spell can cause you to be labeled an outlaw.
*Reflection: Summons a creature which mirrors your own appearance. Note that you are responsible for any of your reflections actions, and that they are notoriously hard to control. Requires firesand, rainbow ferns, and uncut seraphym to cast.
*Vertigo: This spell causes the victim to become so ill that they can hardly stand, much less fight. Requires dragonfly eyes and solagh. Casting this spell can cause you to be labeled an outlaw.
LEVEL 4
*Apparition: Summons an illusory creature to attack your enemies. The creature does good damage, but is easily banished. Requires web moss and rainbow fern to cast. Casting this spell can cause you to be labeled an outlaw.
*Dement: Sends the mind of the target reeling with dark, bewildering thoughts, making spell casting more difficult for several minutes. Requires solagh and uncut seraphym to cast. Casting this spell can cause you to be labeled an outlaw.
*Denial: Causes the caster to unrealize their wounds, but beware when you realize its a hoax, because the wounds are still just as deep! Requires a firesand and solagh to cast.
LEVEL 5
*Artifice: Briefly enchants an item with random powers. Unsuspecting buyers may overvalue the item. Requires firesand and uncut seraphym.
*Evil Twin: Summons the darker side of the target, and will attack them. Note that you are responsible for any of your evil twins' actions, and that they are notoriously hard to control.
*Morph: The touch of Riija shifts you into another beast! Requires web moss and dragonfly eyes to cast.
LEVEL 6
*Elusion: Allows the caster to elude trouble and escape off to another location. A number of destinations may be available, and the caster must call out the name of the location he wishes to travel to. Requires a the claws of the fearsome kriipa to cast.
</tabber>
Note 1: To see the complete and detailed list of all spells the player can learn, see here.
Note 2: The player does not have access to the maximum level of all schools at the same time. There is a maximum limit of levels that can be obtained through the player's intelligence points, which can then be distributed among the schools and their levels. See here to find out more. Based on this information, in matches it must be specified which schools and which levels the player has access to.
==Gallery==
Player Description (Meridian59 - 1).png|Player Description Example
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Characters
Category:Meridian 59
Category:Game Characters
Category:Video Game Characters
Category:Protagonists
Category:Primary Protagonists
Category:Humans
Category:Adults
Category:Genderless Characters
Category:Neutral Characters
Category:Warriors
Category:Wizards
Category:Soldiers
Category:Armor Users
Category:Gauntlet Users
Category:Immortals
Category:Resurrection Users
Category:Longevity Users
Category:Regeneration Users
Category:Enhanced Senses Users
Category:Non-Physical Interaction Users
Category:Martial Artists
Category:Weapon Masters
Category:Hammer Users
Category:Mace Users
Category:Axe Users
Category:Swords
Category:Bow Users
Category:Shield Users
Category:Supernatural Willpower Users
Category:Magic Users
Category:Creation Users
Category:Weapon Creation Users
Category:Power Bestowal Users
Category:Damage Boost Users
Category:Statistics Amplification Users
Category:Summoners
Category:Forcefield Users
Category:Attack Reflection Users
Category:Power Nullification Users
Category:Explosion Users
Category:Statistics Reduction Users
Category:Restoration Users
Category:Clairvoyance Users
Category:Element Users
Category:Durability Negation Users
Category:Smoke Users
Category:Light Users
Category:Air Users
Category:Electricity Users
Category:Plant Users
Category:Ice Users
Category:Fire Users
Category:Temperature Users
Category:Thread Users
Category:Age Users
Category:Earth Users
Category:Sand Users
Category:Paralysis Users
Category:Holy Users
Category:Life Users
Category:Fear Users
Category:Healers
Category:Purification Users
Category:Information Analysis Users
Category:Teleportation Users
Category:Status Effect Users
Category:Empathic Manipulation Users
Category:Soul Users
Category:Unholy Users
Category:Darkness Users
Category:Acid Users
Category:Corrosion Users
Category:Intangibility Users
Category:Invisibility Users
Category:Absorption Users
Category:Poison Users
Category:Sound Users
Category:Curse Users
Category:Necromancers
Category:Portal Users
Category:Broadway Force Users
Category:Transmutation Users
Category:Memory Users
Category:Illusionists
Category:Subjective Reality Users
Category:Disease Users
Category:Mind Users
Category:Perception Users
Category:Shapeshifters