Æruna Mezya

Æruna Mezya

**Æruna Mezya** A Zidaron of the Mezya tribe, one cursed from a past life that had committed a crime against her people. This Zidaron was explained that she had committed a crime so evil that she had been cursed for eternity to atone for her sins. In order to find a way to undo this curse, she seeks answers to find out the identity of the one who had ruined her life before it had even started. Through song and with the power of the Mezya Tribe, she believes that this is the only way if she is to be accepted by her people once again, and to let the soul within her to rest in peace. Today she roams the lands of Hiraeth, searching for answers, a clue. An enchanting Zidaron with the face of a human stands alone.

## Personality

The Exiled Zidaron is someone you wouldn't expect to be a criminal, or someone who deserved to be cursed to the point of a death sentence before reaching adolescence. She is someone who appears to be level headed and easygoing. She is slow to anger and is someone who can be merciful to even the ones who dared to kill her. Though she has a difficult time in trusting others, she believes that it always must be earned, and that trust must be deserving to the one who receives it. She enjoys freedom as much as anyone does, but the ocean is where she truly feels that way. As for the injustice that she has experienced, she tries not to do the same with their silent (or rather harmonious) form of compassion.

## Appearance

Often described as a woman with silver hair and blood red eyes. Fishlike scales appear from the base of their neck up to half, just above the collar of the red dress they appear to wear. This dress comes along with black hems and accents. Their scales of red and an aquamarine color also appear on their hands and wrists, which are mostly covered by gloves of a light blue color, the same goes along with their hat which resembles a ranger's or witch's hat. On each side of their head protrudes two "antennae" a crown or headband is tied around their head, resembling a kotino made from angelfish. Lastly, they also happen to wear white shoes/heels.(edited)

## Divinity

Song of the Abyss(passive): For every turn a song is sung, the total mastery of an opponent is temporarily decreased by 25%. Ocean waves begin to form and ripple around the user, the waves that surround them change in properties depending on the ability of the Zidaron. From the staff carried, slashes of energy can be created and sent in the direction of the target with a song. The force of each ocean wave is strong enough to knock people off their feet(does not apply to allies). The user begins to levitate at least 2 meters off the ground after 2 turns without being hit, they are capable of moving as they do so.

**Spell Passive Ability 1: ^**

**Spell Ability Limits 1:**The total and maximum range of these is 6 meters radius If interrupted, there is a cooldown of 3 turns. Range of all forms of each spell is the same as the range of the ripples/waves that form(6 meters).

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Chant for a Hopeful Return:

* **Constant Song that lasts 2 Turns**: All attacks begin to provide healing and defensive properties, those touched by the Holy Weapon will be cured of all ailments and minor wounds within 2 turns. In order to be healed of a major wound, the target must remain within the range of the caster for 4 turns if the caster has not dispelled this form. The total duration is as long as the caster is not hurt, however healing has a cooldown of 3 turns. If they are to use this again there must be a 2 turn cooldown.
* **Constant Song that lasts 3 Turns**: Large serpent-like creatures made from water emerge from the ripples from the ground with a song, flying directly toward the target. The total range of these creatures before dissipating into water is 6 meters, they also account to the fact that the cooldown is 2 turns. A total of 4 of these creatures are counted, and are simply just a magical attack, not necessarily a summon.

* **Constant Song that lasts 4 Turns**: Summons a massive school of fish(made from Divinity) that surrounds the area within 6 meters radius as a shield. This shield is capable of deflecting any magic attacks below mastery. Physical attacks however require at least -1 tier of the caster to get through the shield. (ALT) Temporarily depletes life force to send a massive wave around the caster to damage enemies. Allies will not be affected, however each will get a 5% buff and immunity to ailments. 4 turn duration, 5 turn cooldown.

**Spell Passive Ability 2: N/A**

**Spell Ability Limits 2: Above, the following applies to the passive. If interrupted, 3 turn cooldown.**

**Hunters of the Deep:**

* **A Song is not needed to cast this, the staff or any other weapon used becomes a catalyst to create a longbow. An arrow made from water imbued divinity is shot toward the target at breakneck speeds. For the total amount of turns a song has been sung before the spell is casted, +1 arrow. Multiple arrows can be fired from 1 single arrow, or shot individually.** **If used underwater, this arrow will be practically invisible.**

**Spell Passive Ability 3: N/A**

**Spell Ability Limits 3:  It does not follow its targets, so accuracy aiming is required, a cooldown of 2 turns +1 for every arrow shot at the same time. Maximum arrows w/out song: 1**

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**Khal’adamun: Summons a creature of the deep, both a flying and swimming type appears as a hard shelled serpent. Speaks an unknown language only the caster knows, does not count as a familiar as it can only be used through a spell**

**Immediately heals all injuries, whether major or minor upon making physical contact with the creature. Can also cure ailments. Can make a good use as a shield equal to the tier of the caster.**

**Upon summoning, it immediately releases a wave of water to push back enemies and dispel projectile attacks, and can attack other creatures or targets as if it were a familiar. Often can release beams or blasts of hot water.**

**Spell Passive Ability 4: N/A**

**Spell Ability Limits 4:**

**Total Duration: 10 Turns**

**Cooldown: N/A (Once Per Battle + Long Rest\_)**

**Cannot be away from the caster past 8 meters.**