Board Thread:Adventure RP Games/@comment-37322933-20191115003720/@comment-35195751-20191202235148

Ok, I'm now only going to bring in Don if the situation really calls for it and Sai is just needlessly OP, so here's a non less OP character to replace Sai (Complete with similar but less OP mechanics)

In the meantime, /only bring Nod because Don needs a little break and Retire/Kill Sai forever because he is Don but more OP, less interesting, less thematically appropriate and less immortal

Name: Nod Winkin

Backstory/Motive: (TBA)

Stats Skills: Spells: (Note: Each of Nod's spells come from wands) Passives:
 * HP: 3 (25)
 * Strength: 0 (2)
 * Defense: 0 (0)
 * Stamina: 2 (1)
 * Magic: 5 (10)
 * Speed: 10 (4)
 * Spelltrap: Nod copies the effect of a spell an opponent has and adds it to his collection of spells. He does this by creating a wand that can cast it, but only at 1/4 the power (He chooses how this happens, whether by quadrupling the cooldown, reducing the damage/duration, or anything else). This wand is an item for all intents and purposes and can be passed to another player. (No cooldown, Usable a maximum of once per round, cannot be used on the first round)
 * Summon Phoenix: Nod Summons his Phoenix familiar. (Link to stats) (Will let Rasen decide cooldown once I finish the stats)
 * Ressurection: Nod ressurects an ally at full health. This spell is automatically cast on Nod if it is off cooldown and Nod has the magic for it. (9 turn cooldown)
 * Mana Flow: Nod waves a wand around and increases everyone's magic by 2 for the rest of the round, while reducing any one cooldown of anyone's by 6. (8 turn cooldown)
 * Ice Transmutation: Nod freezes an opponent, reducing their speed to 1 for the duration of the current round and the next. (5 turn cooldown)
 * Magic Forcefield: Nod summons a forcefield that protects him from attacks. Nod takes no more than 1 damage from any source while this forcefield is up, and the Forcefield evaporates after the current round and the next one end. (6 turn cooldown)
 * Anti-Antimagic Wands: Nod can choose to have one of his wands bypass Magic, Defense, and anything else that would weaken any effect of the wand, a maximum of once per round.
 * Practice makes perfect: Nod's wands are easier to use than most spells, and Nod has a lot of practice. Nod can cast a number of spells each round equal to twice his magic stat, rather than his magic stat rounded down.

Also I didn't take any coin/defense for Sai despite them existing, so /take a coin for Nod

Was going to take defense but it didn't fit the "Squishy Wizard thing I had going...