Eleazar D. Bouchard

Bio
A well-known student in Lilus. In the classrooms, he shows a great deal of academic competency. Many other students tend to flock to him for help, which he gladly does so. At the very moment, he works for Headmaster Xern. This fact is known by all the students, and it gives an air of mystery around Eleazar. Is he for the people? Or is he headmaster’s lapdog?

As a resident of Lilus, Eleazar is an approachable individual. Despite having a knack for reading and researching, he’s not the type to be holed up in the library. He knows what he’s looking for, and doesn’t waste time amassing knowledge towards his goals, long or short term. As hinted from his special abilities, he is very manipulative, possessing a pool of skills including persuasion, diplomacy, and intimidation. In battle, he prefers the backlines, as his skillset focuses on providing support for the group. In reality, this plays to his style of having people do his bidding.

Special Skills
 * Speed Reader: Able to flip through a book and get the gist within a turn or two, a trait naturally developed from years and years of reading history and lore.
 * Scheme: Eleazar is a very manipulative individual through his words. Most of the time, people do not realize it until it’s too late. He knows who to talk to for information regarding an area.
 * Researcher: Able to know who to talk to for lore and arcana. Copies random things, giving Eleazar a better chance in recalling information. “This seems familiar.”
 * Vantage Point: Able to find good places to hide in the heat of battle.

Magic Abilities
Ethereal Attunement – Much of the world of Seire and those beyond flourishes with magic. It’s a part of everyone’s life, from mortals to deities to even gods. This ability allows the user to erect a passive ward dubbed the Ethereal Network, of which his spells will be effective.

Passives
Magic Profiling – Divines a piece of information from anything (entities/equipment) attuned to magic to the user with a glance. (One ability, weakness, resistance, or immunity). Also used to profile one’s name, rank, etc.

Ethereal Medium – User can choose to direct a chosen drone’s attack through a medium.

Spell book
Ethereal Network [Toggle]: Erects a following field centered on the user within 50 yards radius. This field isn’t visible to anyone else. The very fabric of magic is visible to the user, including affinities of entities, items, traps, etc. They are much more visible to the user, even behind walls. Allows the user to affect targets within range with Ethereal Attunement spells. Tag [Free Action]: Mark a target as an adversary within Ethereal Network’s range. These targets suffer additional effects from some spells.
 * Rank C Upgrade: Field expands to 100 yards radius.
 * Rank B Upgrade: Field expands to 200 yards radius.

Ethereal Drone: A magical sphere intangible to all but the user. Drones can Tag, and can change into any variations. Has a maximum charge of 3, with 1 gained every turn. Can summon as many charges available in one turn. Drones may be commanded at will.

Assault Force [Cooldown: 15]: Summons the capacity of two of the following immediately: Vulcan, Overwatch, or Reaper.

"Variation – Vulcan: The magical sphere becomes tangible, seeks tagged targets. 3 can be active at the same time. Capacity increases by 1 at Rank E, D, B, and S."
 * Ability: Arcane Barrage – Rapid Stream of Magic Bolts. Inflicts Bleeding, a DoT effect that halves healing effects.

"Variation – Overwatch: The magical sphere defends the user, becoming tangible only when user is attacked. Only one can be active at a time. Capacity increases by 1 at Rank D and B." "Variation – Reaper: The magical sphere becomes tangible, priming for 2 turns. It encircles the edge of the Ethereal Network. 1 can be active at a time. Capacity increases by 1 at Rank D and B." "Variation – Scourge: The magical sphere becomes tangible. Accrues 1 Sitrep every turn. Only one can be active at a time." "Variation – Archimedes [Cost: 12 Sitreps, Ammo: 2]: The magical sphere becomes tangible. It primes for 1 turn, then unleashes a devastating column of arcane at anything unfortunate to be in its line of fire with the intent of disintegration."
 * Rank E Upgrade: Hamstring – A special attack that has a paralysis effect on the legs, disabling target’s physical movement skills (dashing, leaping, etc) for 1 turn. Cancels the effect of any speed-enhancing buffs.
 * Successive Hit Effect: Disables target’s movement (walking, running, etc).
 * Rank D Upgrade: Flak Cannon – A smaller arcane orb is fired alongside Arcane Barrage every 4 turns.
 * Rank C Upgrade: Valkyrie [Ammo: 2] – When manually controlled, may fire an arcane orb that explodes in a wide radius. Recharges per 6 Turns.
 * Ability: Void Ray – Fires a laser at an offending target that deals steady damage. Other skills can be used while this attack is active.
 * Rank E Upgrade: Disarmament – A special attack that has a paralysis effect on the arms, causing the target to deal half physical damage for one turn. Cancels the effect of any attack-enhancing buffs.
 * Successive Hit Effect: Target drops its current held equipment.
 * Rank C Upgrade: Intervention [Cooldown: 3] – Cycles through all variations of Magical Interference with a charged blast.
 * Ability: Arcane Missile [Ammo: 3] – Delivers a high explosive ball of arcane. Takes 1 turn to impact the ground. Reprimes when out of ammo.
 * Rank E Upgrade: Allure – When Reaper is attacked to critical condition, it hurls itself towards the offender and explodes.
 * Rank C Effect: Don’t Fear the Reaper’s effect applies, lingering for 2 turns.
 * Rank C Upgrade: Don’t Fear the Reaper – Reaper’s attacks leave a strange fog at the point of impact with a small radius that lingers for 1 turn.
 * Fog Effect: Reduces target’s effect range to melee range.
 * Rank B Upgrade: Shock and Awe [Ammo: 1] – When manually controlled, marks an area (seen by everyone) during priming phase, then delivers a devastating blast the turn after immediately. Stuns affected victims.
 * Ability: Concussive Aura – Tagged enemies within the Ethereal Network have their perception impaired (as if they’re minorly drunk) as long as Scourge is active.
 * Ability: Steady Targeting – Scourge fires a flechette at a target that inflicts “Vulnerability to All Drones” for 1 turn.
 * Rank E Upgrade: Dispatcher – Fires a flechette that incapacitates a target for 2 turns after 10 turns.
 * Successive Hit Effect: Accelerates effect by 2 turns.
 * Rank D Upgrade: Probe – Fires a flechette that reduces the target's weakness last suffered by one class: Absorbed -> Immune -> Resistant -> Halved -> Normal -> Weakness. Resistance is regained by one class every 5 turns not being Probed.
 * Rank C Upgrade: Interference Matrix – Deploys a disruptive field anywhere within the Ethereal Network that dispels all offensive buffs and stealth, and prevents the application of any new buffs for the next 2 turns within a wide radius.
 * Rank B Upgrade: Stopping Round – Inflicts a wound on the target lasting for 3 turns. The more the target moves the more the wound hurts. Any movement other than walking causes damage to the target based on how fast. Lightspeed can potentially lead to an instant kill.

Magical Interference: Disrupts all forms of non-physical/direct communication of tagged targets within the Ethereal Network. Disrupts the Magical Sensitivity proficiency for 2 turns. Blackout [Cost: 50 Ethereal Disturbance]: Halts the flow of magical energy of everything within the Ethereal Network, including the user for 3 turns. Disrupts the magical affinity of everyone and everything in the field, including self, preventing spells from being cast. Any objects/effects that run off of magic ceases to function for the duration. All magical-based buffs and debuffs are dispelled.
 * Additional Effect: All variations accrue 5 Ethereal Disturbance.
 * Rank E Variation: Spell Disruptor – Disables target’s usage of last used spell for 2 turns.
 * Rank D Variation: Spell Backfire – Target’s last used spell hypercharges out of control and explodes in their face if used again within 3 turns.
 * Rank C Variation: Spell Dampener – Target’s next spell deals only half damage.
 * Additional Effect: All variations of the Ethereal Drones are temporarily disabled.
 * Additional Effect: 1 Ethereal Disturbance is accrued every turn taken by anyone.
 * Rank B Variation: Etheromagnetic Pulse (EMP) [Cost: 100 Ethereal Disturbance]: Disrupts and halts the magical affinity of tagged targets for 2 turns.

Starter Items (Legacy)
Consumables=Healing Powder (3): Ingest to heal the whole body, apply to a wounded area for quick, focused healing.
 * -|Materials=None
 * -|Weapons=Cedar Staff – Main magical focus. Adorned with a common crystal as the main component.
 * -|Trinkets=None
 * -|Armor=Glove – Secondary magical focus. Adorned with a common crystal as the main component.
 * -|Other=Blank Book and Pen – Can take notes of things for later review.

Magic Ability Breakdown (Unify + Slots Taken)
Eleazar is a mage of a normal typing, his magic will deal a neutral elemental damage and is not suitable for unify. He will be at a type disadvantage of elemental bosses and enemies.

He is weak against the death element, for his elemental typing deals no damage towards a Death infused magical defense.

Items Owned
in game items crafted or found will be here, currently the player does not have any!

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Grid
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Pact Partner and Familiars
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Pets
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Deity Affiliations
This player does not seem to have any religious affiliation or belief

Astral Affinity
Currently the stars are not shining on you, nor do they even know you exist!

Champion Reverent
This player has not gotten any recognition from a reverent

Currency and Favor
This player currently has no currency, favor, or fame levels

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Global Knowledge

 * Basic Level - Sirae (Cin Language)