Selina Della Altas
"Magic is science, magic is the world we live in.
I am a scientist, I am a wizard.
I want the secrets of the universe and the gods themselves. How selfish they are to keep it to themselves."
Appearance
Selina is average height and build, while she's not especially athletic she has achieved some level of fitness and good health. Her fingers are delicate and articulate, the fingers of a writer and scholar also somewhat hardened by her time in the wilderness. Her skin is fair with few blemishes. Her black wavy hair is loose and descends in glossy locks down her back.
She has a look of determination in her blue eyes, there is an air of maturity about her beyond her years and physical looks.
When she is in public she dresses in simple fine clothing or dark traveling clothes, often with dark robes and a black cloak trimmed with raven feathers. She also wears either a tall wide brimmed hat or a dark hood depending on the weather. She never really dressed to impress, in her pursuit of knowledge she often forgoes personal care and hygiene, but whenever the occasion arises she cleans up well.
Normally if she's spotted one could see her wearing several belts and pouches bags and satchels full of ingredients from the mundane to the mystical. And she always carries a sturdy wooden staff of twisted wood, also adorned with odds and ends for casting spells.
She has a look of determination in her blue eyes, there is an air of maturity about her beyond her years and physical looks.
When she is in public she dresses in simple fine clothing or dark traveling clothes, often with dark robes and a black cloak trimmed with raven feathers. She also wears either a tall wide brimmed hat or a dark hood depending on the weather. She never really dressed to impress, in her pursuit of knowledge she often forgoes personal care and hygiene, but whenever the occasion arises she cleans up well.
Normally if she's spotted one could see her wearing several belts and pouches bags and satchels full of ingredients from the mundane to the mystical. And she always carries a sturdy wooden staff of twisted wood, also adorned with odds and ends for casting spells.
Skills and Abilities
{Abilities}
{Traits}
Weaknesses:
She has a critical and sharp mind. The cliché answer to the question of why something works is "It's Magic", and that was never good enough for her. She strives to learn all the secrets of the world, both mundane and magical. She often seeks to combine her knowledge of the two seemingly very different worlds. This extends to both alchemy and arcane magics, as well as basic applications of physics, mathematics, first aid, biology, zoology, psychology, and even art. (Skill)
She has a unique mind, she learns at a very high rate about many subjects while remaining fully focused for each one. She also possesses a fully developed and unique case of Photographic memory, giving her a faithful copy/recollection of material or events in her mind showing itself in a superb memory allowing her an incredible capacity for memorizing spells and other arcane lore. (Talent)
She isn't very strong, at least not stronger proportionally to her size. But she doesn't neglect physical exercise, not only for her personal wellbeing and being prepared for stressful situations, but also in a physical effort to increase her magical capability. (Skill)
She is very talented when it comes to learning new languages. She currently knows; Elvish, Dwarvish, Abyssal, Celestial, and Infernal, as well as two ancient magical languages used in spells and in making scrolls. In addition, she's crafted her own language that she uses exclusively for her own notes and for casting her spells. (Talent)
{Traits}
Given her knowledge of arcane languages, magical theory, and arcane scribing she is able to craft spells of her own very easily, and even lesser spells on the spot if need be.
Through taking classes in Lithomancy she is learning how to create spells through words, meanings, abstractions, associations, and definitions drawn from the world around her. The spells she creates through this method have an emotional and verbal component and are very easy to make and cast providing she has an arcane focus to cast them. She has identified Daring and Reason as two of her Impulses for using Lithomancy.
She is able to learn and cast magic through her use of a spellbook and an arcane focus. She learns magic through intense study and memorization of specific spells to pluck at the fabric of magic itself to accomplish her desired outcome.
Universalist - Many wizards choose not to specialize in any school or elemental school, preferring instead to learn magic from any arcane discipline without limitation. She has chosen to not be bound by a single school or element, in spite of the far greater difficulty of learning all of them.
Arcane Memorization - As she has grown in her powers and abilities she has learned one spell she knows to the point that casting it is like second nature to her, and can cast it like a cantrip to use as often as she likes.
Metamagic - She is able to modify her spells effects almost instantaneously. If she casts a fireball she can change it to acid or ice or whatever she desires. She's essentially able to modify the effects of her offensive spells.
Universalist - Many wizards choose not to specialize in any school or elemental school, preferring instead to learn magic from any arcane discipline without limitation. She has chosen to not be bound by a single school or element, in spite of the far greater difficulty of learning all of them.
Arcane Memorization - As she has grown in her powers and abilities she has learned one spell she knows to the point that casting it is like second nature to her, and can cast it like a cantrip to use as often as she likes.
Metamagic - She is able to modify her spells effects almost instantaneously. If she casts a fireball she can change it to acid or ice or whatever she desires. She's essentially able to modify the effects of her offensive spells.
Her contact with the natural magic of the world and intuitive knowledge of the magic which allows it to persist grants her the use of spells of a different nature.
Witches Familiar - A witch's familiar is slightly different from a wizard's. By forging strange bonds with spiritual beings, witches gain the service of a mystical adviser, a familiar to both serve her and reveal to her secrets unknown to most mortals. Familiars grant witches additional spells, and help with some types of magic. Selina has a Margay cat that is her familiar to act as an extension of herself to nature and spirits. Her and her familiar have a magical bond between them, and the two of them are able to sense one another's location within 50 feet of one another. Beyond that limit, her familiar will actively look for her. If Selina is incapacitated, her familiar will do its best to protect her from harm.
Ghostly Bond - As a Witch Selina has a connection to all things by use of a spirit. The Barghest appears as a large dog with shaggy black fur and glowing red eyes. A spirit of magic, He is able to help the witch attune more to the ethereal powers that permeate the material plane, aiding in her use of magic.
Witches Familiar - A witch's familiar is slightly different from a wizard's. By forging strange bonds with spiritual beings, witches gain the service of a mystical adviser, a familiar to both serve her and reveal to her secrets unknown to most mortals. Familiars grant witches additional spells, and help with some types of magic. Selina has a Margay cat that is her familiar to act as an extension of herself to nature and spirits. Her and her familiar have a magical bond between them, and the two of them are able to sense one another's location within 50 feet of one another. Beyond that limit, her familiar will actively look for her. If Selina is incapacitated, her familiar will do its best to protect her from harm.
Ghostly Bond - As a Witch Selina has a connection to all things by use of a spirit. The Barghest appears as a large dog with shaggy black fur and glowing red eyes. A spirit of magic, He is able to help the witch attune more to the ethereal powers that permeate the material plane, aiding in her use of magic.
These are spells that have been practiced to the point of reflex, requiring no memorization and can be cast with ease due to their simplicity, and their basic practicality makes them uncostly to the wizards magical reserves.
Evocation: (Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.)
Transmutation: (Transmutation spells change the properties of some creature, thing, or condition.)
Abjuration: (Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.)
(None)
Divination: (Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.)
Enchantment: (Enchantment spells affect the minds of others, influencing or controlling their behavior.)
(None)
Illusion: (Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.)
(None)
Conjuration: (Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation).)
(None)
Necromancy: (Necromancy spells manipulate the power of death, unlife, and the life force.)
(None)
Evocation: (Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.)
The caster creates up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape.
Transmutation: (Transmutation spells change the properties of some creature, thing, or condition.)
You choose a flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
You instantaneously expand the flame in one direction.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect at will.
You instantaneously expand the flame in one direction.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect at will.
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
The caster manifests a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Abjuration: (Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.)
(None)
Divination: (Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.)
The caster points a finger at a target in range. Your magic grants you a brief insight into the target's defenses.
The caster can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and the caster has read the magical inscription, the caster is thereafter able to read that particular writing without recourse to the use of read magic.
The caster can detect magical auras. The amount of information revealed depends on how long she studies a particular area or subject.
Enchantment: (Enchantment spells affect the minds of others, influencing or controlling their behavior.)
(None)
Illusion: (Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.)
(None)
Conjuration: (Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation).)
(None)
Necromancy: (Necromancy spells manipulate the power of death, unlife, and the life force.)
(None)
Weaknesses:
She has hardly lived a difficult life. The only pain she ever had to endure were either accidents or discipline from her parents or teachers. While she is moderately athletic she can hardly stand up to anyone in a physical fight.
She is a light-hearted girl and tries to avoid conflict, which makes her vulnerable to the sight of blood, witnessing the loss of life, or receiving any serious wounds. She is likely to either pass out, have a panic attack, or break down entirely.
As a wizard she does have some powerful spells in her book, but there are several limiting factors;
She is limited to only casting spells that she has recorded, memorized, and formulated in her spellbook.
And the price for casting magic is her stamina.
The wizard must have a spell prepared and memorized from her spellbook in order to cast it, as well as any components required for the casting.
A spell’s components are the physical requirements she must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If she can’t provide one or more of a spell’s components, she is unable to cast the spell.
Verbal (V)
Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a caster who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.
Somatic (S)
Spellcasting gestures might include a forceful gesticulation or an intricate set of hand motions. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.
Material (M)
Casting some spells requires particular objects.
A caster can use a spellcasting focus in place of the components specified for a spell. But if a cost is indicated for a component, she must have that specific component before she can cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.
A spellcaster must have a hand free to access a spell’s material components — or to hold a spell-casting focus — but it can be the same hand that she uses to perform somatic components.
She is limited to only casting spells that she has recorded, memorized, and formulated in her spellbook.
And the price for casting magic is her stamina.
The wizard must have a spell prepared and memorized from her spellbook in order to cast it, as well as any components required for the casting.
A spell’s components are the physical requirements she must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If she can’t provide one or more of a spell’s components, she is unable to cast the spell.
Verbal (V)
Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a caster who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.
Somatic (S)
Spellcasting gestures might include a forceful gesticulation or an intricate set of hand motions. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.
Material (M)
Casting some spells requires particular objects.
A caster can use a spellcasting focus in place of the components specified for a spell. But if a cost is indicated for a component, she must have that specific component before she can cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.
A spellcaster must have a hand free to access a spell’s material components — or to hold a spell-casting focus — but it can be the same hand that she uses to perform somatic components.
Personality
Salina is a kind and caring girl no matter how much she might pretend to be otherwise. She won't back down from a conflict but she strives to be cheerful and light-hearted when around others. She is introverted in spite of this and prefers to spend time alone when she can to recharge from the social aspects of her life.
She wants to be encouraging to others and tries to be as helpful as she can when others might come to her for help. That's why she learns magic in all of its manifestations, the more knowledge and magic she collects, the better she can help others through difficult trials.
Since the beginning knowledge has been her one true love. She would go to great lengths to achieve this goal, to gather knowledge not just for knowledge's sake, but for what one can do with that knowledge. She wants to use that knowledge to make an impact on the world that will bring change for the better. And maybe go down in history as the greatest wizard the world has ever known.
She wants to be encouraging to others and tries to be as helpful as she can when others might come to her for help. That's why she learns magic in all of its manifestations, the more knowledge and magic she collects, the better she can help others through difficult trials.
Since the beginning knowledge has been her one true love. She would go to great lengths to achieve this goal, to gather knowledge not just for knowledge's sake, but for what one can do with that knowledge. She wants to use that knowledge to make an impact on the world that will bring change for the better. And maybe go down in history as the greatest wizard the world has ever known.