Sabae Kaen Das

**Info**
History
Relationships

Sabae is one of the main characters in the Mage Errant series.

Sabae is one of the protagonists of Mage Errant. She is one of the apprentices taken on by Alustin. Due to her healing affinity restricting the range of her magic she was sent to Skyhold as her family believed it may have a solution. She is one of the rare few born with 4 natural affinities. The traditional 3 from her mother's family, the Kaen Das line, wind, water and lightning affinities and she inherited her healing affinity from her father. Sabae was born because her mother refused to go through with an arranged marriage and instead eloped with a healer. She was taken back to her family's home following her father's death when she was 8 years old. Sabae is the favoured granddaughter of Ilinia Kaen Das, the protector of Ras Andis. For a period of time Sabae was worried that her grandmother would set up an arranged marriage for her but Ilinia decided not to knowing that she was not an effective traditional storm mage and the pain that Sabae's mother went through, due to running away from an arranged marriage. Ilinia still claimed that she wants great-grandchildren however. Sabae is used to dealing with attention claiming that every Kaen Das family members has to deal with it, considering that they prop up the royal family in Ras Andis whilst remaining outside of royalty. Following the 4 way warlock pact with Hugh, Godrick and Talia, Sabae has developed the affinities that her friends have, meaning she has a total of 12 affinities: wind, water, lightning, healing, crystal, planar, stellar, stone, steel, scent, bone and dream. She has left Anastis with Hugh, Godrick and Talia to obtain other world's magic to become Named.

## Appearance

Sabae is a tall, dark skinned girl with blond, bordering white, long hair. She has thin scars on her body from her lightning magic running rampant as a child due to her healing affinity. She has glowing purple eyes following her warlock pact/aether crystal attuning with Hugh, Talia and Godrick.

In *The Last Echo of the Lord of Bells* upon entry to Havath she was described as:

> Sabae came down like lightning... spinning up storm armor even as she moved, turning into a blur... Lightning trailed in her wake... It was like a chunk of the sky had personally descended to inflict its wrath upon the ground.
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## Personality

Sabae is very politically minded and loyal to her friends. She is very reasonable and logical. She was afraid of using her lightning magic as it scarred her as a child. She became angry when she found out about multiversal politics, believing that her grandmother, Kanderon and Indris would be laughing at her for making such an insignificant difference. Sabae is also very much against the 'game' of great powers and wishes to end the game and topple empires. Sabae is far more cynical than her friends and is also the only one who refused to hear Alustin after he betrayed them.

## Abilities

### Wind Affinity

Due to her difficulty with magic at a range, Sabae began to learn to use her affinities to construct armour. With her wind affinity she can build swirling winds around her body to deflect incoming attacks and improve her movements as she rapidly detonates and regenerates the armour around her legs to launch herself forwards. She can also release gusts of wind from the armour in the form of an attack to launch things away. Her wind affinity is typically just used for the formation of her wind armour, wind jumping and gust strike techniques. Sabae knows the Kaen Das family windlode spell which pulls in the large amount of mana produced in storms, which helps restore her wind mana reservoir and empowers her wind armour massively whilst misshaping it and, if Sabae's control slips, the armour detonates in a blast of wind. Sabae's wind armour is significantly better than a regular mages wind shield. She can match her wind armour to the spin of another mages wind shield to go through the defences.

### Water Affinity

Sabae learned how to use her water mana to form water armour, which costs her more mana to use than her wind mana and is less mobile but it is harder to break through than her wind armour. Like with her wind armour, she can also detonate her water armour to launch things away. Sabae has practiced with having water armour over some of her body and wind armour over other parts but bringing them too close together caused them to explode. She can produce water strikes much like her wind strike techniques.

### Lightning Affinity

Sabae worried about using her lightning affinity due to being injured by it as a child. She started to learn lightning magic by producing tiny amounts of sparks that would not harm her more than giving a minor shock. It was not safe for her to learn formless casting for lightning magic as lightning needs controlling. To counteract her tiny range of magic she casts the galvanic anchor spell that produces a trail of distortion between where the anchors were cast. The galvanic anchor spell is very simple when compared to most lightning spells. When she uses her lightning mana in combination with these anchors lightning launches from her storm armour and it travels along the distortion trails. The trails are simply paths for the lightning to travel meaning the range doesn't matter as the paths are pre-set. Sabae can form webs of lightning.

### Healing Affinity

This affinity prevents Sabae using magic beyond her body making her useless as a typical storm mage as healing affinities usually cause healers to be unable to use magic at a distance but increases their control up close. Sabae has learned battlefield healing and can heal sunburns. It stretches her healing abilities to the limit to heal the damage a nail did to her after stabbing into her.

### Crystal Affinity

One of the affinities developed from the 4 way warlock pact. Sabae's crystal affinity is the fastest of her new affinities to develop. She can use a modified pattern-unlinking spell to wind punch several inches into the stone. The stone was then absorbed into the armour. Using a modified pattern-linking spell the rock separated out a grew into their individual crystal components. She then used a crystal propulsion spellform with a gust strike to launch the crystals at high power and speed. She intends to use her crystal and stone affinity to enable her to go through stone without stopping. She is relying on spellforms for her crystal affinity. Sabae can weaken stone through her crystal affinity. Sabae can push off crystals with her stone magic with great force. Sabae can use her crystal magic to divert crystals that comes near her. Sabae can manipulate crystal dust to the speed it would shred wood.

### Stellar Affinity

One of the affinities developed from the 4 way warlock pact. Sabae failed to make starfire armour as it was too mana hungry. She can form a composite armour of stellar, lightning, wind and steel mana which forms starstrike armour.

### Planar Affinity

One of the affinities developed from the 4 way warlock pact. Sabae has not started to use this magic yet.

### Stone Affinity

Sabae plans to use her stone affinity in combination with her crystal affinity to be able to pass through stone without slowing down. Sabae used her stone and bone affinities together to embed bone shards in the ground. Sabae can use her stone magic to bat boulders flying at her away. She can rip stone out of the ground and have it orbit her. Sabae can weaken stone with her stone affinity. Sabae can push off stone with her stone magic with great force. Sabae can use her stone magic to divert stone that comes near her.

### Steel Affinity

One of the affinities developed from the 4 way warlock pact. Sabae can use her steel magic to control how steel rotates around her. She can also use the magic to forcefully push all steel away from her. Sabae can release the nails that she has floating around/through the outside of her armour in a burst.

### Scent Affinity

One of the affinities developed from the 4 way warlock pact. Sabae can form scent armour which produces mild, weird smells. Sabae can release a shockwave of scent mana when she detonates her scent armour.

### Bone Affinity

One of the affinities developed from the 4 way warlock pact. As overlapping affinities produce greater effects, Sabae does not intend to turn her bone magic into siege magic as bone and healing affinities, in combination with Limnan magic enable great potential for healing. Sabae used her stone and bone affinities together to embed bone shards in the ground. Sabae starts casting a simple bone spell that permanently enhances the strength of her bones. The spell needs to be cast every week for years but eventually Sabae's bones with be roughly three times stronger. Because of Sabae's Limnan magic, the time needed will be reduced to a year or two before her bones have fully strengthened. This reinforcement helps Sabae deal with the impact of her jumps.

### Dream Affinity

One of the affinities developed from the 4 way warlock pact. Sabae can flow uncontrolled dream mana around her armours which is effectively wrapping her body in psychological chaos. This distorts Sabae's appearance into something unrecognisable which causes people to be unable to determine what part of her body is what and what direct she is moving in. This uncontrolled dream magic causes people to receive everchanging feelings from things that they may have seen - described like this "One moment an observer might see a loved one whose identity they couldn’t recognize, the next they might see a childhood nightmare or a glimpse of battlefield trauma." When Sabae's dream armour passed through Andas Thune's dream based illusion that illusion fractured on the inside revealing the construction of the illusion to Sabae. Sabae can release a shockwave of dream mana when she detonates her dream armour.

### Combination Armours

#### Fogshroud Armour

When she first attempted to combine her armours under controlled conditions, after Dragonclaw, she resulted in forming a combined armour. That produced a fog armour. The fogshroud armour produces no benefits and it can only make fog.

#### Tideweave Armour

When she generated the armour but formed it underwater it was instead a storm of bubbles rolling around her. This tideweave armour, was made from layers of woven threads of wind and water. It easily spread around her body. Her tideweave armour doesn't allow for as swift movement as her wind armour, and it is not as tough as her water armour but it is swifter than her water armour, and stronger than her wind armour. The tidestrikes produced by this armour are powerful, but also chaotic and unpredictable. It launches woven streams of wind and water, that were very powerful but she can not effectively aim these attacks. Her jumps using the tideweave armour were more powerful than the other armours, but also far harder to control, and tended to damage the surface she launched off. This armour has a high mana cost to use.

#### Stormweave Armour

The stormweave armour she formed, was a recreation of what she accidently generated at Dragonclaw. This armour does not spread as easily around her body as the tideweave armour. The storm armour balances the speed and strength like the tideweave armour. Her storm strikes were far more focused and easier to aim than her other strike techniques except for water. Her storm strikes look like a column of cloud hitting and they can hit stone hard enough to shake. It used far less mana than any of her other armours. She can't jump as far or as frequently as wind mode, but it was far more mobile than her other armours. The storm armour could also extend almost a foot from her body. Sabae can form this armour in a controlled way but can also form it uncontrolled, heavily bruising her but creating a thunderclap sound. Sabae later managed to use her crystal magic to fill her storm armour with crystals that can be launched at high speed.

#### Starstrike Armour

Starstrike armour uses lightning mana to form the containment fields for starfire. The lightning mana containments are better than the standard containment fields as they can be spun around far easier. The lightning mana in this armour jumps out at projectiles deflecting or destroying them. This armour holds starfire and this makes it massively destructive. However, this armour has very limited mobility when compared to Sabae's other armour spells. When the lightning-based containment fields are spun they form powerful galvanic fields which rip metal towards Sabae. After adding steel mana to the armour it makes it so that all metal pulled towards Sabae begins to orbit her. The plasma then melts the metal increasing offense and defence. This also boosts mobility as Sabae can use her magic to push away from the metal. Sabae then adds a thin wind armour under the starstrike armour which prevents her overheating, increases her mobility to a decent level and the stellar heated wind acts as a powerful weapon. Sabae can only use this armour for a few seconds because it drains her stellar, steel and lightning mana too fast. A punch for Sabae using this armour would be highly lethal because it is molten metal, plasma and lightning overlapping. This armour can absorb other mage's lightning and stellar attacks as fuel or detonate the absorbed power in a massive flare.

### Mana Techniques

Sabae is ruined as a traditional storm mage due to her healing affinity preventing her using magic at a distance. To enable her to use magic Alustin gave her several other techniques, like formless casting and mana layering to help her use magic up close. When combined with the high density mana channelling techniques she learned to construct a series of magical armours from he affinities. She is later given some techniques for mixing mana types.

### Limnan Magic

Sabae spent a short amount of time on the world of Limnus which allowed her to gain the base minimum of the magic. The magic from Limnus does not grant direct energy manipulation but instead grants body adaptions that are developed in response to the amount of stressors that are experienced. Due to the short time spent gaining magic Sabae can not go far outside the human range of adaptions meaning that she would be fine in a few degrees of temperature less or more, be a little stronger, be a little more resistant to illness etc. Limnan magic also provides a decent boost to physical strength to the point that Sabae could lift and hold a man her own weight with one hand.

## Equipment

### Lenses

The best of the lenses available to the group from the loot of Imperial Ithos. 2 different functions can be activated at once, and the functions all focus on revealing illusions. The functions are: distance vision, heat vision, illusion distortion and several unknown functions. The heat vision showed heat as a sort of dull reddish glow radiating away from warm objects, and the illusion distortion messed with the colours Sabae sees, which makes light-based illusions much more obvious. There are also enchantments which help with dark vision. There is a function which protects from blinding light.

### Inertial Spear

Described as a short-spear. Sabae can attach her spear to her shield so she does not need to carry it or use a strap to keep it on her. The spear has inertia enchantments, far stronger than force enchantments. She can stop the spear in mid-air, it can act like a kinetic anchor for less mana than a force enchantment would and the spear has a function that prevents it slowing down, which would require an archmage to stop it. When using the final function it can punch through armour, walls and bodies without stopping or even slowing down. The spear also has a recall enchantment. The spear has a mana reservoir but using the function to prevent it slowing drains huge amounts of its mana. Sabae can use part of the inertial spear's mana reservoirs to negate force blasts that contact it.

### Shield

Found in the labyrinth by Hugh, the shield has a mana reservoir and several enchantments. It has basic shield enchantments designed to reduce impacts and increase durability. The main function is that it sticks to anything in a hyper mana efficient way but when on skin the enchantments will prevent it sticking too hard or tearing skin. Sabae can channel mana into it for several hundred feet and it should be attuned to her due to the length of time she has used it so other mages can not channel mana into it.

### Mana Battery Ring

Sabae, Hugh, Talia, and Godrick each have an aether crystal ring from the use of an aether crystal in their 4 way warlock pact. Each ring has a different colour with Sabae's being a rich purple. The rings hold a small amount of mana but they are growing over time. The mana is less responsive than the mana from Sabae's mana reservoirs and it refills slower. Each ring has all the affinities of the group due to their mana mingling inside the warlock pact. This means that each ring has crystal, stellar, planar, stone, steel, scent, wind, water, lightning, healing, bone and dream mana making the rings invaluable.

### Storage Tattoo

Sabae has a tattoo on her arm made by Kanderon with her planar affinity and by using some of Mackerel's pages. Kanderon could use Mackerel as he is a planar attuned aether crystal. The tattoo is usually invisible except when active and it glows the same green as Mackerel's pages. The storage space started at the size of a small closet but can grow massively over time as Loarna's storage space was the size of a warehouse after several decades. The tattoos are anchors for extra-dimensional spaces. That space acts as a new direction in space and Sabae can take anything from any part of the space.

## Senses

### **Affinity Senses**

Sabae's lightning affinity sense manifested as hearing, which is fairly common for lightning mages. Her planar affinity sense parallels her sense of balance, slightly enhancing her grasp of how far she moves with each jump. Sabae's healing affinity sense can feel lingering traces of healing spells and detect if someone is injured.

### **Pact Sense**

As of the four way warlock contract with his friends Hugh, Godrick, Sabae and Talia can all share senses. Upon awakening from the pacting they all unintentionally received the other's sense however after an hour the pact got strong enough to stabilise the senses and they would have to actively try to send and receive their senses. If the senses had not closed off they would have been driven insane but with effort they can convey information like their location, distance and direction from the others and injuries, etc.