Jearg

Bio
Jearg is a pariah of the Elvish Village of Kalick. Jearg was once considered a great hero of Kalick, but gradually grew out of favor with the elders because of his crude methods. Jearg tried to reason with them, stating that his methods were crude but effective, but the elders would not have it. His reputation tarnished and his will stifled, Jearg secluded himself in the nearby farmlands, choosing to live in quiet solitude rather than disputing the wisdom of the village elders.

Stats
Jearg is a Brawler. Although Jearg is heavily dependent on his durability in fights, he can also offer a great deal of utility for his team because of his ability to provide quick bursts of healing and sustained protection for allies. Jearg levels up after targeting his allies with spells enough times. He must target his allies with ( 8 x Next Level ) Spells to level up.

Spells
Guard - 1 MP - Force - Level 1

Jearg grants himself or an ally fortitude, giving that unit +1 Basic Damage Resistance until Jearg's next turn. If cast on an ally, that ally also recovers 1 MP.

Range of three spaces.

_____________________________________________________________________________________ Confuse - 3 MP - Void - Level 2

Jearg confuses target enemy within four spaces, causing that unit to lose the ability to move either up and down or left and right at random for as long as it remains confused. That unit additionally loses 1 Attack Damage and Basic Damage Resist for as long as it remains Confused. Target remains confused for up to two of its turns.

_____________________________________________________________________________________ Herbal Remedy - 8 MP - Life - Level 5

Jearg administers healing herbs to himself or an ally within two spaces. The target recovers 9 Hit Points. Then, on Jearg's next turn, if the target hasn't taken damage since the herbs were administered, they recover an additional 3 Hit Points.

_____________________________________________________________________________________ Mark of Courage - 6 MP - Life - Level 9

Jearg empowers an ally or himself with Courage. While empowered with Courage, units have +3 Attack Damage and +1 MP Regeneration. Units lose Courage when they drop beneath 25 Hit Points.

_____________________________________________________________________________________ Crop - 4 MP - Life - Level 12

Jearg plants a crop from his satchel on a space adjacent to him, which can then be nourished by any allied unit or Jearg, once on each of those units' turns. On any allied unit's turn, that unit can consume the Crop to recover 2 HP and MP, plus 2 HP and MP for each time the crop was nourished. Crop costs 2 MP to nourish. Enemies can destroy the Crop.

_____________________________________________________________________________________ Block - 10 MP - Force - Level 17

Block can be cast at any time, and does not count towards Jearg's action limit. However, Block can only be cast once between Jearg's turns.

Jearg leaps up to three spaces. Then, if he lands within two spaces of any allies who would be hit with enemy spells or attacks, he can then redirect all those effects to him. Jearg then recovers 6 Hit Points.

_____________________________________________________________________________________ Harvest Feast - 60 MP - Life - Level 23

Jearg whips up some homestyle food for his companions, restoring 45 Hit Points to all allied units within four spaces and Jearg. Then, Jearg chooses an ally in the area or himself to restore an additional 15 Hit Points to.