White Mage

"The natural world was crafted as a living sanctuary — to shelter, nourish, and sustain humanity, but also to remind us of our mortality. It is both cradle and trial, gift and reckoning. Nature is everything: the breath we draw, the ground we tread, the force that shapes life and reclaims it. Drawing upon this divine power — a gift from the goddess Amare — the White Mage becomes nature’s steward. Through sacred attunement, they channel the world’s existing energy to heal the wounded, protect the weak, and remind all who witness that what Amare created is not to be taken for granted, but lived by and lived through."

The White Mage is a scholar of nature and the way magic surges through it. They use the living concepts of earth, stone, water, flora, and more, to provide protection to their allies and guarantee victory in battle. Guarded by nature itself, these mages wield the power of the bountiful earth even in the driest desert.

Abilities:

Earthen Shielding – You raise stones to protect your party from ranged attacks, prevent entry, provide cover and shade for stealth, and more. You may summon stone walls or single boulders.

Entwindling Oak – You summon a small, living tree who's roots and vines can reach out and entrap any enemy within it's medium radius, rolling to lock movement or prevent the turn entirely. Allies in the same radius may roll to receive protection against physical ranged attacks, as the tree's roots may reach out and grab an arrow midair.

Entwindling Push – You summon a tree root from underground that pushes an enemy.

Field of Pollen – You cast a small radius of glowing flowers that will regenerate anyone inside.

Verdant Pulse – If near flora, you may channel your magic through this flora and link it to yourself or an ally. Any roll that induces a debuff or negative effect onto this ally will have disadvantage, and the ally will roll per turn to get rid of negative effects.

Fertile Leylines – You summon a small stone circle. Casting within this circle will recast your spells on the following turn and increase their effects.

Gift of the Clouds – You make it rain for 2 turns, dousing fires and giving fire spells disadvantage.

Ultimate Ability – Nature's Hand – You focus all your power on asking nature for it's help. Roots from the ground emerge to cover the body of every ally in a root-like armor that will defend them. Stone pillars will emerge from the ground and strike an enemy at the end of their turn. Any water puddle or body of water in the battlefield becomes regenerative.

Type: Magic Support

Weapon/Tool: Root Staff

Origin: Faerie'Li

Children