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Universal Magic
Photokinetics
Faith
The Incarnation of Hope
Name:
Hope
Age:
Unknown
Gender:
Female
Species:
Will-o'-the-Wisp
Race:
Shard
Height:
5'11"
Weight:
163 lbs.
Tree:
Photokinesis
Rank:
Paige
Occupation:
Student
Appearance
This particular Shard is taller than both her sister, Ferocity, and the Wisp Queen herself, with a lithe and elegant frame coupled with a soft demeanor that adds a calm air to her presence. She has an hourglass figure which adds to her feminine silhouette, wrapped in pale pastel blue flesh that makes her appear more ghostly than anything else. Her long, wavy hair gently ebbs around her body like calm flowing water with a colorful array of pink, purple, and blue shifting through various locks. She has a somewhat similar face shape to her “Mother”, though Z’s influence shines through with her roman-esque nose shape and almond-shaped eyes with thick lashes. Those very same eyes are a striking azure shade that provide a soft glow, only really visible in darker areas. Hope’s brows are arched and seem to be meticulously cleaned around the edges for a sharper appearance, colored a darker shade of navy blue to provide contrast against her light skin and brightly colored hair.
Personality
Calm and contemplative, Hope retains a very relaxed nature, preferring words over physical aggression and it’s her go-to when it comes to conflict, sometimes to a fault. She prefers to think before she acts, though she is more than capable of holding her own in a fast-paced environment despite her near-pacifistic approach to most things. Hope has strong protective instincts and cares deeply for the well-being of others despite her particularly fierce attitude when it comes to defending those who cannot otherwise defend themselves. She generally tries to look on the brighter sides of things even when staring inevitability in the face and truly believes in mankind’s ability to triumph over the greatest evils.
The Incarnation of Hope
Name:
Hope
Age:
Unknown
Gender:
Female
Species:
Will-o'-the-Wisp
Race:
Shard
Height:
5'11"
Weight:
163 lbs.
Tree:
Photokinesis
Rank:
Paige
Occupation:
Student
Appearance
This particular Shard is taller than both her sister, Ferocity, and the Wisp Queen herself, with a lithe and elegant frame coupled with a soft demeanor that adds a calm air to her presence. She has an hourglass figure which adds to her feminine silhouette, wrapped in pale pastel blue flesh that makes her appear more ghostly than anything else. Her long, wavy hair gently ebbs around her body like calm flowing water with a colorful array of pink, purple, and blue shifting through various locks. She has a somewhat similar face shape to her “Mother”, though Z’s influence shines through with her roman-esque nose shape and almond-shaped eyes with thick lashes. Those very same eyes are a striking azure shade that provide a soft glow, only really visible in darker areas. Hope’s brows are arched and seem to be meticulously cleaned around the edges for a sharper appearance, colored a darker shade of navy blue to provide contrast against her light skin and brightly colored hair.
Personality
Calm and contemplative, Hope retains a very relaxed nature, preferring words over physical aggression and it’s her go-to when it comes to conflict, sometimes to a fault. She prefers to think before she acts, though she is more than capable of holding her own in a fast-paced environment despite her near-pacifistic approach to most things. Hope has strong protective instincts and cares deeply for the well-being of others despite her particularly fierce attitude when it comes to defending those who cannot otherwise defend themselves. She generally tries to look on the brighter sides of things even when staring inevitability in the face and truly believes in mankind’s ability to triumph over the greatest evils.
Where Does She Come From?
Backstory
Despite being an artificial intelligence, X was created with the ability to adapt and learn from information she gathered. By watching humans--and human-like creatures--she eventually learned how to develop emotions of her own. Feelings were no longer beyond her reach, but they acted as a double edged sword. Not having the nature required to control it so easily, and being forced to adapt to the concept of emotion, the Wisp Queen's very long and hard life would eventually lead her to dealing with her developments in arguably unhealthy ways. The stronger she got, the stronger her Wisps became, and soon enough they began to evolve alongside their ruler. While X became more and more "human," her little Wisplings--being almost literal reflections of her consciousness--also underwent changes of their own.

First came the Fractal stage, triggered by their Queen's effort to lock away certain passions and emotions. It started them on the path toward adapting more human-like characteristics and even provided them with personalities. This was the beginning of their transition from being a singular mind to individuality. After them were the Shivers, which took the next step and advanced to a somewhat tangible state while still remaining spirits. Their stage was brought about by a time of release and relief, when X's greatest love made a miraculous return and inspired her to let go of some bitterness, and even embrace some things that had been suppressed prior. Experiencing them so freely encouraged and stimulated further development, causing new "emotions" to manifest in the Wisps and evolve them further.

[To be continued]
Abilities of a Shard
Shard Will-o'-the-Wisp
Corporeal Body:
The general shape of Hope’s body, and its varying details, are very human in nature. She is shaped like a tall, elegant woman, still maintaining an hourglass figure to pad out her silhouette. This form is physical, and can be touched, feel, taste, smell, see, hear, all that good stuff, just like any normal human being could. The biggest thing separating it from looking like an actual person has to do with complexion and color scheme. Hope’s skin is a pastel shade of blue, with even brighter azure eyes that often emit a soft glow. Her hair gently flows around her like slowly flowing water, but always maintains its set colors: a colorful array of blue, violet, and pink. This is also not a flesh-blood-and bone body, it is composed entirely of literal phantasmal energies given physical form. However, it does have a bone structure exactly like a human’s in all but durability (Iron bones, when damaged natural recovery takes twice as long, and when the bones are healed Faith Sickness’s duration is doubled). She bleeds mana in place of blood, and the “muscles” in her body are designed to behave and respond as any normal human muscles would.

Ethereal Form:
Her body looks pretty much the same as it does when it’s solid, except that it becomes translucent (see-through =/= invisible) and maintains a pattern of vibrant colors that match her hair. Hope’s ethereal form is impervious to nonmagic diseases/poisons/harmful substances, as well as nonmagic weapons. The trade-off is that she is weaker to magics that are specifically designed to harm spirits (x2 weakness) while in this form. She can regenerate as much health and physical energy as a normal human can from eating and sleeping just by existing in this form (though her corporeal body can still eat and sleep). It takes a rotation for her to fully convert between these two states of being, however she can very quickly transform a specific (actively predetermined/desired) part of her corporeal body to be ethereal, and vice versa, instantaneously. This can only be done in short bursts and puts a strain on her physical energy.

Native Communication:
Wisps “speak” a visual based language that involves fluctuating the natural glow of their colorful spiritual essence at certain speeds and frequencies to make up for their lack of voices and mouths. Hope has both a voice and a mouth, and they work just fine, but she’s still able to communicate the same way as the rest of her brethren. This also means, by extension, that she is fully fluent in the Will-o’-the-Wisp language. It is technically her native tongue.

Constructed Attire:
This is a racial that exists only for aesthetic purposes: when basic nonmagic materials (see: “clothing”) have been in physical contact with Hope’s physical body for extended periods of time, she can recreate projections of it for future use. Essentially she can make copies of clothes onto her body, allowing her to dress very easily, because she doesn’t stay dressed when she turns ethereal.

Semi Immortal:
Hope is technically a ghost-type creature. She does not physically age, and therefore cannot die from aging. She can die, just not from aging.

Mana Sensitivity:
Will-o’-the-Wisps are naturally mana sensitive creatures. They can sense when mana is in use, within 20 feet of themselves, assuming said mana isn’t intentionally being hidden by spells of any rank. Nothing other than mana simply being in use is discernible, though it can potentially leave behind a faint imprint of its presence a short time after use.

Spectral Flight:
When in her Corporeal Body, Hope can hover freely up to 10 feet above the ground (or nearest equivalent surface that can reasonably hold her weight). When in her Ethereal Form this increases to 20 feet, and her physical movement speed naturally raises to x2. Regardless of the state her body is in, flying around takes up as much energy as doing the same movements normally on the ground would.

Physical Speed: x2

Reaction Time: x2
Tools and Magical Items
Mundane Tools & Weapons
Coming soon!
Magic-related Equipment
Coming soon!
Mana Manipulation
Known Universals
Mana Weave
The simple act of moving one's mana pool through their own body. Channeling one's mana.

Mana Spark
A basic mana projectile that can be used offensively or defensively. ​It causes no real damage other than a small sting when hit directly in the flesh.
Mana Manipulation
​The most basic class of magic involving the direct manipulation of mana is available to all mages. Raw mana is a mundane source of magic with no special qualities, but offers some level of versatility. The amount of mana a mage is capable of replenishing or expelling is dependent on their overall rank. It is important to note that this is not a selectable tree for your primary, or secondary etc. It is a base level of control that all beings who can utilize magic posses. (Most spells taught in class are under this tree. Spells taught in class must be on your character sheet, and any alterations or upgrades to taught spells must be discussed with a professor)
Photokinesis Magic
Photokinesis
"Users of Radiance must choose between the ultimate duality; to manipulate the light itself, or manifest their power through the darkness of shadows. Light Radiance, or Photokinesis is primarily concerned with creating bright and powerful energy based attacks. Although light radiance is primarily focused on energy, a Photokinetics mage who reaches the rank of expert mage may utilize hardlight, a physical representation of light mana that can create hard hitting weaponry or solid barriers of defense. The Radiance trees can be influenced in a number of ways to provide a boon or nerf to its magic, such as bright days increasing the power of Photokinetics, and Dark nights increasing the power of Umbrakinetics. It is said that evil intent bolsters the strength of an Umbrakinetic mage, and pure devotion does the same for Photokinetics, but it has yet to be proven. Perhaps they are just common tools of Holy Warriors and Dark Beasts."
Paige

Paige Spells


Cosmic Duality
A simple spell, this ability allows her to create a tangible expression of her mana in the form of a luminescent orb of Sunlight, or Moonlight no bigger than 2 feet in circumference. Largely a cosmetic choice at this rank, any such orb will exude an aura of light in a ten foot radius that is brightest in the initial five feet, and dimmest in the outer half. They are considered a mass of energy, and while cannot directly harm or destroy barriers, they have a toughness of tin–scaling to Iron at mage. If a majority of the orb’s volume is destroyed, the spell will fizzle out. Celestial Duality serves primarily to illuminate an area and hovers ambiently within a 5 foot range of Hope, yet retains the capacity to banish magical darkness equal to its rank wherever its bright light touches. Any orb created in this fashion remains for two rotations before dying out. The light aura increases to 20 total feet at Mage rank, holding to the pre-established system of being “bright” light in the first half, and “dim” light in the outer. The control range also increases to 10 feet.

Solar Flare
By projecting her Light mana through her palm, Hope may send forth a slow-moving mote of light which travels forward up to ten feet before fizzling away into nothing. Upon contact with organic matter, it may leave a light sear-mark equivalent to a mild surface burn, yet if it reaches a magical construct or barrier it will instead deal Tin-grade damage. Each cast of Solar Flare requires a small amount of mana compared to the average Paige-level spell, and thus requires a minimum of two strikes to break a standard barrier of equal strength–once to damage it, another to destroy it. No more than two flares may be created in a single post rotation. This spell scales with Hope’s rank, moving at a medium speed with a range of 20 feet at Mage. The organic-damage increases to mild second-degree burns, and the construct damage becomes Iron as well. Four flares are available at Beginner Mage, becoming up to five at Mage.

Moonfire
After forming a chaotically-flickering orb of pale-blue moonlight, Hope can shoot it forward as a projectile moving at a slow-speed. If the orb comes into contact with a solid object/is struck with an opposing spell/reaches the end of its 10-foot range, it will detonate in a flash. This flash-burst sends out an omnidirectional wave 10 feet outwards, brightest in the initial 5 feet, then dimmest in the outer. Anything within the bright light will find itself severely dazed–yet not blinded–for a single post rotation after, while those in the “dim” light will be only slightly dazed. After being used, Moonfire goes on a two post cooldown timer before being able to be cast again. Once Hope reaches Mage rank, the range of the projectile is increased to 20 feet, but the size of the detonation remains the same. Instead of growing larger, its “bright” light will encompass all of the blast radius, effectively removing the “dim” light area.

Faith Magic
Faith [Locked]
"​​Faith mages are a completely support-oriented group of mages. Those who practice Faith hold the ability to mend wounds, lift curses and illnesses, bestow temporary magical boons to their allies, or create Holy Equipment which provide permanent boons. Faith mages are also highly skilled in defensive arts, and are capable of erecting special magical barriers unique to their craft. However, Faith Mana is completely non hostile, and no faith spell can ever cause harm to another being (unless Faith Magic specifically harms them for a reason, or special Archmage combinations are formed). Powerful Faith Mages can even unlock the ability to bring the dead back to life."