Lumen

## Biography

A runaway, to a magic apprentice, to later on becoming a proper Prismatic mage in his home universe. He was 11 years old, when he found out about his connection to the arcane, and out of fear he might be taken away from his home village and used as a soldier on a war between the Astral great families he ran away from home. After days he found himself lost in the woods, until a strange lady found him, it could have been fate or sheer luck, but turns out she was a mage, from place dedicated to studying magic for its mysteries and not just as a weapon. And from there own he developed, learned new skills and became the Mage he is today.

Lumen managed to unravel secrets of a magic far forgotten, hidden from the planes of reality itself. Lumen has spent most of his time studying and practicing magic before he ended up far from his universe. Now he finds himself exploring this new universe, while trying to unravel its mysteries and so called system, dedicating himself to an RPG like adventure, where he can craft and learn new skills.

## Skills and Abilities

##### Arcane arts:

***Magic bolt<Any Element>:*** (2-5MR) Shoots a bolt of magic energy at a single target dealing 1d(M. Attack)+2 to damage. But can be empowered by spending 3 more MR to deal 1d5 damage of chosen element for 1d3 turns instead. It can only be empowered again after the last *Magic bolt* status effect ends.

***Chain Lightning: <Wind element>:*** (7 MR) releases a stream of lightning at a target that deals 1d(M. Attack) damage, once it hits the lightning spreads to 2 adjacent targets dealing half the initial damage.

First target (T) Possible Targets (P)

 P
 P
 P

***Echoing Roars <Wind element>:***  (15MR) Imbues the caster's vocal cords with magical energy making them capable of launching a short ranged sonic blast on a chosen direction of the Caster. If the blast hits a target, It can be recast at no cost. For each target hit, the caster gains a stack of *Resonance* which adds 1d10 damage on next Echoing roar. Until it maxes out at 5 stacks. If the attack misses, the stacks are lost and the spell goes on cool-down for 4 turns. The spell also ends once the caster manages to hit a target with the maximum amount of stacks going on cool down for 4 turns.

Caster (C) Spell's Area of effect (S)

***Prismatic Bomb: <Light element>:*** (20 MR) shoots a magic sphere of rainbow light that explodes on contact with a violent and blinding light magic explosion, dealing damage on a 3x3 area. Causes 3 turns of -5 accuracy. Then it goes on cool down for 5 turns.
Contact tile (C) Explosion (E)

 E
 E

## Equipped Items

Necklace Slot 1: Stone Bead Necklace <Accessory>: Enchanted by Hiro +17 BLK, +21 ACC, -8 P. Attack <Durability: [7/10]>

Weapon Slot 1: *Totemic hawk staff <staff>* <Durability>: 9/10> <Max Magic Damage: 39>: +30 ACC

Weapon Slot 2: Staff

Pants Slot: Silk pants <Pants>: +40 Dodge. <Durability 20/20>

## Antiques

============================= MR ANTIQUES =========================

============================= RANGED ANTIQUES =========================

============================= ITEM ANTIQUES =========================

Quick Use Badge (125 VC) A badge that can be worn. Whoever has this item can use an item and do another action in the same turn. (this includes using another item.)

============================= CRIT ANTIQUES =========================

============================= DODGE ANTIQUES =========================

============================= ACC ANTIQUES =========================

============================= HEALTH ANTIQUES =========================

============================= CHARISMA ANTIQUES =========================

============================= ROLL ANTIQUES =========================

============================= LOSING ANTIQUES =========================

## Consumable

On him:

**Not on him: (Hammer spaced)**

8 Yellow Potion (+75 HP)

1 Poison:

2 water removes: [burning, asleep, poisoned, and stoned] status effects, but a minus -5 to damage until the end of battle (or until out of next battle).

1 Candy bar (AE) +2 dodge)

2 Mocha (AE): +3 to magic rolls for two turns.)

1 Fairy walnut (AE): Unknown effect

4 Fairy walnut: Restores half of MR.

5 Healing ore: +15 HP when smashed

1 Faux Water spirit tail: Unknown effect

2 Fang of Garm (Auto revives you with 1HP and you can still take your turn)

4 Classic secret herb (revives with full HP)

Fang of Garm (2): Auto revives you with 1HP and you can still take your turn.

1 Rushing Water DX: Makes your next attack be a guaranteed hit unless the enemy gets a 19 or 20, and heals 10 HP.)

4 magma heated wet towels (Removes all status effects, causes -5 acc till the end of battle).

2 lava herbs (+4 magic damage, +7 fire damage).

[Category:Players]]