Name: Alice Loftheart
Gender: Female
Age: 12
Race: Humans
Character Concept: Young Prodigy Wizard
Physical Appearance: A slight young girl, Alice has fair blue eyes and blond hair reaching to her hips; the choppy bangs reach only to her eyes. Her skin is rather fair, and her thin, delicate body suggests she's unused to physical labor.
Alice primarily wears a long, comfy dress, made of a soft fabric, and a very deep shade of blue. The sleeves are loose and wide, allowing precise hand movements. It's held to her waist by a wide sash, and elaborate patterns border the hems of the sleeves, collar, and bottom. A large hood is incorporated into the dress. Around her waist is a belt containing various pouches, including a large rectangular one, just the right size for a spellbook. She wears tiny boots on her tiny feet.
Equipment: Mage Staff - This gnarled branch is actually a focus for Alice to work her spellery
Spellbook - Though mostly empty, this magical tome records every spell Alice knows.
Gold - A meager amount of coins, enough to stay at an inn for a few nights
Rations - Various cured meats and sweets in her various pouches, enough to last a few days
Tea - A large tin of loose tea leaves
Healing Potion - Swiped from the alchemical labs before she left, this can restore a healthy body. Tastes of mushrooms and salt.
Familiar: Lesser Skeleton - A sentient femur, loyal to Alice. It can roll around and stuff. It's not the strongest creation, but it's hers so she keeps it.
Personality: Alice's two defining traits are a sense of pride and haughtiness from being an advanced mage, and her innate childishness. The former derives from her prodigal skill; despite her age she's on par with any graduate from the mage academies. The latter causes her to forget she's only on par with a graduate, even if she's advanced.
She's developed a slight god complex and tries to act ladylike, but oftentimes she's just putting on airs. In private, she's more willing to give in to childish impulses.
She also tends to have a greedy streak. If gold or sweets are left in the open, she'll lay first claim to them.
Goals: Alice wishes to assert her rightful place as grand ubermage arch-wizard, with extreme prejudice. She's gonna have a cool floating wizard tower, and familiars, and potions and all that neat stuff. All she needs is a lot of capital and several hundred years of experience.
Beliefs: List some things your character has strong opinions on. (Optional)
Background: Alice has neither a long nor complicated history. At a young age it was discovered she had a high aptitude for magic, and was admitted to a local university. However, she managed to advance more quickly than most other students, graduating several years early. Her formal education complete, she's begun to set out on a "Practical Exam" of sorts- that is, to explore the world while honing and researching her magic. If she lives, she'll be a good wizard.
Racial Traits: Humans have the trait of being the best in any setting even without advanced ancient alien technology or biological super-abilities.
Known Skills: Alice is rather well-read, and knowledgeable in most things relating to the arcane, from basic cantrips to complicated rituals. Beyond that, however, she's unskilled, having spent most of her efforts learning spells to do work for her.
Known Spells/Powers: Alice is actually a quite skilled novice mage, and is capable of learning new spells relatively quickly, provided she has a teacher or guidebook. Her current spell list is as follows:
Magic Missile - A magical projection of force, equivalent to getting struck with a strong punch. Not the most effective at damaging enemies, but good for smacking things far away.
Grease - Covers the nearby area in a slick, oily, flammable substance. Good for making people slip all over themselves. Alice was sent to the dean's office twice because of this spell.
Mage Hand - A spectral hand capable of manipulating objects from a distance. It's only as strong as Alice's actual hand.
Fireball - Launches a small projectile of fire at the enemy. It doesn't strike with actual force, but it's made of fire, so you know.
Ice - Causes several spikes ice to violently erupt from the ground. Uses the power of cold to harm foes, but also hits them with spikes.
Lightning - Causes a tongue of lightning to strike from above, zapping foes.
Fog - Creates a thick, dense fog over a small area, obscuring vision
Douse - Shoots forth a small torrent of water, drenching foes.
Safety Alarm - Quickly casts a large, burst of neon pink paint, while also sounding off a large noise.
Light - Causes the end of Alice's staff to glow with the strength of a lantern
Create Comfy - Materializes an overstuffed recliner chair, blanket, and warm beverage
Summon: Grrz'rak the Indomitable - A sacred pact allows for Alice to call for the aid of a mystical bear martial artist to smite foes. Unfortunately, she is only allowed to summon him once per day. After summoning, she must offer a salmon as soon as she's able, or risk breaking the contract.