OVA
Description
Klarth F. Lester is a human man in his late twenties who has dedicated much of his life to the study of magic. Unlike the elves, who can wield magic naturally, humans are born without that ability, and this limitation has shaped both his academic pursuit and his personal struggles. He lives in the village of Euclid, where he has built a reputation as a professor of magical studies, focusing on the art of summoning. Because he cannot cast spells like an elf, he has turned to making contracts with spirits as a workaround, using specialized magical rings to form pacts and call upon their power in battle. His envy of elven magic gives him a noticeable inferiority complex, and he can come across as cold, argumentative, and sometimes contrary to the more idealistic members of the group. Despite this prickly exterior, he is fundamentally a good person who values knowledge and will help others when he understands the stakes.

Klarth is driven by a desire to advance his summoning craft and to prove that a human can master powers that rival those of born magic‑users. His motivations align with the larger story when Cress and Mint arrive in Euclid seeking aid against the threat posed by Dhaos. Klarth agrees to join them reluctantly, seeing both a practical need for his summoning expertise and an opportunity to continue his research in the field. His role in the party is that of the group s summoner, a specialist who can call forth powerful elemental spirits to inflict massive damage or turn the tide of difficult battles.

In terms of relationships, Klarth lives and works with a woman named Mirald Rune, who assists him in his research and experiments. Within the party, he develops a dynamic with the younger, more impulsive characters. He often serves as the voice of cautious reason or skepticism, but he grows to respect his comrades as they face dangers together. Over the course of the journey, his initial reluctance gives way to a genuine commitment to the cause, and he learns to cooperate more closely with swordsmen, healers, and mages.

Klarth s most notable ability is spirit summoning. To summon a spirit, he must first locate its dwelling place, defeat it in combat, and then make a formal pact using a magical ring. Once the pact is sealed, he can call that spirit in battle. The spirits he can contract include elemental beings related to fire, water, earth, wind, and light, as well as more exotic entities such as lunar and stellar spirits. Each spirit takes some time to summon but delivers a powerful area‑of‑effect attack. In combat, Klarth relies on books as his weapon and has no direct physical offense, instead staying at a distance to channel his summons. His knowledge of spirits also makes him invaluable whenever the party encounters magical phenomena or ancient lore.

Through his interactions with the rest of the cast and the trials they overcome together, Klarth gradually softens his rigid attitude. He remains a serious, scholarly figure, but he comes to appreciate the value of trusting others and using his talents for something larger than personal ambition.