Personality: Meg is a rather bubbly, optimistic girl. She enjoys helping others, and seems to have almost too much energy when she’s relaxed. Maybe that explains the girl’s habit of fidgeting when forced to sit still, as well as her fairly short attention span.
While she may act her age a fair bit, Meg does realize that there’s a time to be serious. This usually leads to her becoming quite stubborn and blockheaded. A good dose of determination is healthy, but Meg’s determination normally leads her to act without thinking about the risks or consequences. Mostly, this has taken the form of seeming to lack common sense and possessing a certain degree of hotheaded recklessness.
Languages: Fluent in Shaden, shards of Charruk and Rozen (Barely enough to string together a sentence or two)
Abilities:
Flight- As a half-sireel, Megani is able to use her wings to fly along the Mysterial Currents. While not the most adept flier, Meg’s size enables her to turn a bit sharper and fit into closer spaces than the average adult sireel.
Easy as Breathing- For as long as she can remember, Megani’s drawn in a slight, almost unnoticeable trickle of mysterial into her body. She relies on its presence in the area more than other myst or sireel normally do. While dangerous in mysterial-free zones, it has given a slight, gradual boost to the amount of power she could handle with proper training.
Upon noticing this natural oddity, she sought out and received some training on how to use the energy within herself. Mostly, in the form of transferring this energy to other people and objects. It started out as learning the basics of healing, though any attempts to actually do so tend to end disastrously. She has found it easier to incorporate the mysterial into inanimate objects, often combined with spells for interesting effects at times. More than once has something gone wrong, the spell becoming unpredictable or the object simply exploding.
Straight From the Forge- A combination of a fireball and her lessons in mysterial manipulation resulted In one of Meg’s favorite tricks. This spell bestows heat upon an inanimate object. While not always constant, the heat can be manipulated easily enough with enough concentration.
The material used effects the usefulness of the spell, with cloth and non-heat conducting materials being the hardest to manage. It isn’t uncommon for many things Meg tries this on to ‘spontaneously’ combust or start smoking, usually unintentionally. With harder to burn materials, it’s even more likely that the attempt will be futile, not even a bit of noticeable warmth coming to the object and Meg tired from exertion.
The most frequent, successful, application of this spell is on metals. With the amount of practice Meg has working on the more common metals, she has developed the skill to get the metal to a bright, glowing orange with heat. While the spell dies quickly unless Meg keeps pouring mysterial into it, the spell is none the less effective, especially on weapons. However, due to the frequency of heating followed by striking an object, the spell isn’t that practical to use on weapons you might want to keep for a decent amount of time.
It’s Raining Fire!- Not literally, but a common spell for Meg. Usually takes the form of a handheld fireball, though with a slight change of focus, the flame can be used as a wave. Slightly hotter than a campfire, the flame can easily be extinguished by any normal means. Yet, the spell takes quite a bit of concentration whenever she uses it. A distraction big enough to upset her means she risks losing control. When that happens, the effects can be anything from dropping the fireball, to burning herself, or even the fireball exploding on her. In cornered situations, it’s not uncommon for retaliation against a thrown fireball to cause the flames to explode everywhere due to the lack of concentration and time put into crafting it.
Reflection Barrier- A fairly weak shield composed of mysterial and air, and far from one of Meg’s better skills. While it’s only a ‘basic’ spell for many who look into barriers and wards, it’s not exactly easy for the girl. Taking fairly large amounts of concentration, it basically compresses and ‘hardens’ the air in front of Megani until it’s capable of stopping a physical blow.
While solidified, it’s decent at stopping solid blows. Depending on the angle of the attack, the attacker might feel their blade slip, or be pushed against. Its true strength comes in deflection and redirection, a facet of the spell that Meg is far from mastering. A puff of pressurized air can be released, to make projectiles and weapons go off-target. Due to Meg’s lack of training her control with it however, this part of the spell can be hard to direct while trying to maintain the spell.
The barrier itself is highly flammable, and prone to explode violently upon contact with a heat source. Needless to say, erecting this shield can become deadly in the presence of flames, and as a physical shield it offers no protection against anything that doesn’t impact against it.
When released voluntarily, it creates a stiff, mysterial saturated breeze, depending on where the release point was. However, it isn’t the most effective at deflection as Meg hasn’t yet gotten the hang of reliably directing the released pressure of the spell.
Create Your Own Creek- Meg is able to bring forth a small stream of water from her hands by manipulating the water in the air with mysterial. While Meg has good practice making it steady, she can’t bring forth more water than what a tap would at any one time. Or, with any more pressure than a tap would.
While this crosses out most use the spell would have in a combat situation, Meg has found it’s got its uses while traveling. It provides a way to wash out wounds, as well as clothing, and a few other small tasks. She’s learned the hard way that using it for mundane little things is an easy road to exhaustion.
Strengths:
Physically Fit- With all the running around and fighting Meg does, she’s in pretty good shape. While not the strongest or fastest person her age, she’s got great endurance and durability. While a little lean, chances are that even if she couldn’t outrun or outmuscle someone her age, she could outlast them, as well as a few older people.
Fisticuffs? More like FistiCUTS- As a myst-sireel hybrid, Meg was born armed. Two feather-shaped blades slide out from the outside of her wrists upon command, with a bone blade that slides out from her wrist along the back of her hand. In close quarters, these can be used to quite painful, even deadly, effects, along with the brace of blades on the end of her tail.
Capable Culinary- While Meg may not be the best in the kitchen, she’s a pretty decent cook for the road. She learned early on how to trap and handle small game, though larger game is a little trickier to bring down. Herblore has been drilled into her head from a young age, so chances are she won’t end up accidentally poisoning anyone.
Medic! Medic!- Despite her absolute failures with the magical side of the healing arts, Meg’s developed a steady hand and a good eye for injuries. So long as it’s not internal, that is. She’s capable of basic first aid and at identifying a few plants good for reducing pain and swelling. Constantly carrying a small sewing kit and bandages with her usually ensures that she’s able to deal with a cut or gash. Well, so long as there aren’t too many other complications.
Marksman- Meg has a crossbow, and she knows how to use it. While she’s definitely no ace, the girl’s put a lot of practice into making sure that she hits where she wants to.
Weaknesses:
Insectophobe- Meg is TERRIFIED of insects. While she can handle a few, and knows that life on the road isn’t exactly a bug-free life, insects in any moderate number will make her shriek. While her immediate first response is to get away and freak out, her second reaction is almost always fire. Lots and lots of fire.
Hotheaded- When it comes down to it, Meg’s got a strong temper. It often blinds her, making her rush ahead where she really shouldn’t. If anyone uses it against her to rile her up, it often ends up disadvantaging her in a fight. Of course, it has the added irritation of making her keep coming, even when it would be much smarter to just stay down.
Ooooh, What does THIS do!?- Meg is insatiably curious. Often, her curiosity is sparked towards the arcane, and things that others would definitely call dangerous. More often than not, it’s just better if she leaves things alone. Doing so constantly prods her mind, though, until she gets her answers in one way or another.
I don’t feel so good…- With her unusual ability as a slight ‘mysterial sponge,’ there are definitely times when it’s a bad thing. In mysterial-free zones, she can only last for 3-4 days before dying. Within two hours, she gains mild flu symptoms, including feeling like it’s difficult to breath. By the second day, she’s bedridden and needs help to flee. At first glance, it seems like it’s just a faster acting form of what myst and sireel would go through in the same areas.
However, this drawback also extends to certain spells. Since Meg has a small drain on the surrounding area, she can draw in altered mysterial. Such altered mysterial with explosive, or even poisonous propensities can be quite dangerous internally. It shouldn’t take much imagination to think of what a knowledgeable mage could have such mysterial primed to do once inside her body.
Beliefs: *Optional*
Class/Skill: Spellcaster/Archer/Grey Knight
Weapons: Crossbow, silver dagger (Gained in confrontation with Lad'v, an assassin), 3 throwing knives
History: *Optional*
Other Information: In her first meeting with Dalsh Delash, Megani acquired a pet and companion in an arrogant silver hawk she has named Tsar.