Name(/Title): Zidja Mekar. (The Cold Witch.)
Gender:
Female.
Age:
Unknown.
Appearance:
She has long, very gently waved dark hair with pale blue/grey eyes. She's not the tannest of them all by any means, or the tallest for that matter, standing only four feet and eleven inches from the ground.
Personality:
Not the most sociable with anyone outside of her pet(demon). Can be(is usually very) sarcastic. Can come off(generally, to most people) to be a little snotty or stuck up. Not particularly fond of(gets incredibly and endlessly infuriated and irritated when) her size is brought up when considering her usefulness. Doesn't like it when(will suppress the urge to commit murder with all of her might when) people touch her hat or pat her head.
Class:
Witch.
Spells:
Zidja is mostly known for conjuring and enchanting, though she can't enchant something that she's conjured, and stronger conjurations last less time. She is capable of dismissing her own conjurations.
Magic Missile: Number one spell in "Magic for Dummies" and "Magic 101"
Telekinesis: Zidja learned early on how to move things without having to use her hands, figuring that would be much easier and less.. gross than learning how to get extra limbs for extra hands. The downfall of this is that even with telekinesis she can only lift things she herself is capable lifting. (Which is pretty safe to assume isn't much considering her practically halfling size.)
Teleport: Zidja can teleport not only herself or others, but is also essentially a walking, talking bag of holding. This also has the downfall of only being able to teleport things she can carry for objects, and for people it has to be a place she has already seen, or can see. The effects of trying to teleport somewhere she can't or hasn't seen can have.. undesirable effects.
Conjurations: Zidja can conjure most things (though nothing living, summoning is definitely a ways away from her at the moment) for a period of time generally based on perplexity or size. For example, a pen could be conjured and last pretty much until she dismisses it, whereas if she conjured a large ship with many moving parts, it may only last a few hours.
Enchanting: Zidja enchants a variety of objects from armors and weapons to necklaces, scarves, and even sticks. Zidja uses this skill to fight (whether conjuring a weapon or what she more commonly does, and that's making things like necklaces of fireballs) and to make money. Her variety of enchanting knowledge varies, but is not too too extensive and mainly consists of destruction/elemental spells or damage, enhancing, something physical(such as enchanting a sword to adjust to it's wielder's size), or small things such as Weightless or Everburn(what she makes ever burning torches with.) Her enhancements are limited in the sense that she can not make anything too powerful, and the more powerful enchantments hinder her from doing many more in a day or without rest.
Misc:
-(Don't touch her hat.)
-Zidja spends a lot of time reading and "inventing intricate gadgets" as she calls it.. (tinkering, not that it's not usually successful, she just hates calling it that.) Usually to make a new weapon, enhancement to a weapon, or a convenience gadget.
-So far most of her gadgets are unfinished or taken apart and laying around her home or wherever she's staying.
-She can't use more than three abilities maximum at the same time without draining herself.
Class origin: A pseudodragon familiar she calls Vlad or Vladmiir that is about the size of a meowl.
Preffered Method of Casting:
Hands or speak, but she prefers to have a staff anyways to make up for her short stature and to always have something readily available in case someone needs some sense knocked into them. (Wands are for book lights, glowsticks and fireworks, not intricate magic.)
Equipment:
-Several Books
-A Component Pouch
-A Small Cloth Backpack
-A Seal
-Candles
-Two Rings
-A Necklace
-Vials
-Envelopes
-An Old Journal
-Scrolls
-Random Accessories and Parts
Faction:
Silver Owl Covenant.