Muse

Muses are the beautiful adventurers of Ohr, who inspire their allies onwards, and cause their enemies to drop to their knees and weep at the idiocy of their cause.

Basic Spell - Inspiration - 3 AP - 2 MP - The Muse inspires an ally ( not self ), granting that ally their choice of + ( Charisma x 0.5 ) Health Restored, Mana Restored, Attack Damage until the Muse's next turn, or Spell Resist until the Muse's next turn. If Overcast, provides ( Charisma ) bonus instead. OC: 16. Only one of each buff may be on any given unit at a time.

Basic Spell - Turn Away - 1 AP - 2 MP - The Muse attempts to make a target flee. The target must roll a Perception roll higher than the Muse's Charisma + 1d20. If they fail, they will begin to flee for up to three turns, or until they are dealt damage next. Overcast will guarantee the target to flee instead. OC: 17.

Ultimate Ability - Dance of Destiny - Upon use, the Muse begins to dance, stunning enemies within 15m and empowering allies within 15m. Enemies will remain stunned until they are dealt damage. Allies affected by the dance gain bonus damage on all their damage based on the Muse's Charisma. While dancing, the Muse recovers 1d6 MP each turn. Lasts until the Muse decides to stop the dance. Basic Passive - Tragedy - Whenever the Muse is dealt damage by an enemy, make a roll added to your Charisma to determine the effects of your opponents' Regret. This is diminished by your target's Perception. Basic Spell - Follow Me - 2 AP - 2 MP - The Muse beckons an ally within 10m to follow him or her. While that ally remains within 10m, they will gain +1d4 HP Regeneration. The Muse can deflect up to ( Charisma x 0.5 ) of the damage from damage that would be dealt to him or her to allies following the Muse. Overcast grants +1d6 HP Regeneration instead. OC: 15. Doesn't stack.