[@Zeroth]I've got a good character concept in mind of a girl named Kohra Mey living on the streets who tries to join the Magic Knights almost immediately after receiving her grimoire. I haven't fully filled out her backstory and personality yet, but I've gotten her spells and skills down and was just wondering if they seemed balanced. [u]Spells[/u] Lightning Bolt - Offense - Kohra stretches her hand out and unleashes a bolt of lightning at a target she has direct line of sight to. Kohra can easily launch a bolt at a target roughly 30 feet away, but can increase the range by expending a moderate amount of mana. Conjure Cyclone - Offense, Defense, Utility - Kohra holds a whirling sphere of air between her hands, letting it gather strength before releasing it towards a target position. The miniature cyclone, roughly 2 meters in diameter, kicks up debris, sends small objects flying, knocks enemies prone, and deflects any missiles that pass through it. As long as Kohra maintains concentration on the spell, she can keep the cyclone active and move it around the battlefield. (Extra mana to keep active and move? Cyclone speed of movement? Maximum range between Kohra and cyclone?) Whirlwind Jump - Movement - A blast of wind launches Kohra into the air, allowing her to jump great distances safely as a secondary gust of air cushions her descent towards the end of her jump. The spell can be tuned to allow for either long or high jumps. Can also be used simply as a safe fall mechanism, allowing Kohra to safely fall from up to X meters. (Base jump length/height? Scaling mana cost for increasing distance?) [u]Skills[/u] Free Running - A small but muscular frame combined with years of trying to stay ahead of law enforcement have translated into a remarkable ability to get between point A and point B in the shortest amount of time. Obstacles that would bring anyone else to a halt are easily scaled as Kohra takes advantage of every minute handhold and leaps off of every close-spaced wall. Sleight of Hand - When you're living on the streets, you need to take advantage of every opportunity you get to provide for yourself, even if it means taking from others. Kohra has managed to master the art of picking a pocket and lifting merchandise and food from merchant stands. A more mundane use of this skill is the ability to perform certain parlor tricks with cards or small objects, not always with the best of intentions when there's money on the line of guessing where certain cards or small objects went. Grifter's Toolkit - Kohra has the ability to put on whatever face she needs to in order to get what she needs, and she also has a knack for manipulating people into doing what she wants or needs them to do. As long as she hasn't met a person before, she can be someone completely new as long as she has a little bit of info beforehand on who the person is and what their hooks are. Let me know if these seem good and how powerful the spells should be at their most basic level, like if the Whirlwind Jump should have a base jump distance before more mana needs to be spent to increase it.