[B]Name :[/B] Esmeralda Sirensong [B]Race :[/B] Human Witch [B]Gender :[/B] Female [IMG]http://fc03.deviantart.net/fs71/f/2012/013/3/b/shadowrun__phoenix_by_padendra-d2y2pyq.jpg[/IMG] [B]Bio :[/B] Esmeralda was born on the Isle of Emeralds sometimes known as the lost Isle due to it's existing in this world for only 7 days every 28 )ears. When she first appeared in this world 20 years ago she looked as she dose now. An has seemed not to have aged even a day since. (In reality she ages 1 in 10 years) She was a wanderer for 10 years before coming to Haven and opening a Tavern/Brothel. Her establishment serves to not only provide her with an income but with young women an men to train in her various arts and become her coven circle. The name of her Tavern is "The Golden Lioness" inside she serves good meals and drink at reasonable prices. Her body servants are well trained and free of any bad blood. Even the Lady herself can be had at a price and approval. [B]Special Weapons :[/B] Esmeralda uses no conventional weapons instead relying on two 50 foot animated ropes that are stronger than any Python and faster than a Cobra. She instead uses spells and magical devices [B]Spells :[/B] [Hider=Air Walk] Air Walk She can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at one-half her normal speed. A strong wind (21+ mph) can push her along or hold her back. Should she loose concentration the spell will expire while still aloft, the magic fails slowly and floats down like a feather. Since dispelling a spell effectively ends it, she also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field. She can cast air walk on a specially trained mount so it can be ridden through the air. She can train a mount to move with the aid of air walk with one week of work.[/Hider] [Hider=Arcane Sight] Arcane Sight This spell makes her eyes glow blue and allows her to see magical auras within 120 feet of her location. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.[/Hider] [Hider=Enthrall] Enthrall If she has the attention of a group of creatures with a spoken common or shared language, she can use this spell to hold them spellbound. To cast the spell, she must speak or sing without interruption for a minute or so . Thereafter, those affected give her their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect.[/Hider] [Hider=Fog Cloud] Fog Cloud A bank of fog billows out from the point she designates. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog.[/Hider] [Hider=Freezing Sphere] Freezing Sphere Freezing sphere creates a frigid globe of cold energy that streaks from her fingertips to the location she selects, where it explodes in a 10-foot-radius burst, dealing cold damage to each creature in the area. If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet Creatures that were swimming on the surface of frozen water become trapped in the ice. She can refrain from firing the globe after completing the spell, if she wishes. Treating it as a touch spell for which she is holding the charge.[/Hider] [Hider=Gust of Wind] Gust of Wind This spell creates a severe blast of air (approximately 50 mph) that originates from her, affecting all creatures in its path. A Tiny or smaller creature on the ground is knocked down and rolled. If flying, a Tiny or smaller creature is blown back 10-60 feet and takes nonlethal damage due to battering and buffeting. Small creatures are knocked prone by the force of the wind, or if flying are blown back 10-30 feet. Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 5-20 feet. Large or larger creatures may move normally within a gust of wind effect. Any creature, regardless of size, is at a penalty on ranged attacks and Listen checks in the area of a gust of wind are near impossible. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.[/Hider] [Hider=Magic Missile] Magic Missile A missile of magical energy darts forth from her fingertip and strikes its target, dealing damage equal to a thrown dagger but nonlethal. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Magic users hit by this spell lose concentration on any spell they had active or were casting.[/Hider] [Hider=Reverse Gravity] Reverse Gravity This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area or 30 ft.. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.[/Hider] [Hider=Shield] Shield Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at her. This applies against incorporeal touch attacks, since it is a force effect. Usable against ranged attacks only[/Hider]