Allira

PixelatedMas

Info


Created
6 years, 8 months ago
Creator
Hunibi
Favorites
3

Profile


About Allira

Name Allira Lustaire
Called Lira
Age 42
DoB 10/18
Gender Female
Race Half-Elf
Height 5'9"
Build Thin
Role Witch
Alignment Nuetral
Theme TBA
Owner PixelatedMas
Designer Hunibi
CSS Eggy

Allira is a self, taught witch who has, for the majority of her life, lived alone in a small hut in the forrest, away from society. Due to this, her people skills are for sure lacking, and she does not feel deeply for others. She would have been happy to stay alone for the remaining bit of her life, but a thirst for further knowledge, and her dimming magic source, bid her leave her self-made home and venture forth.

About

Charisma
Kindness
Integrity
Courage
Confidence
Intelligence
Manners
Humour

Likes

Magic

Crystals

Animals

Nature

Dislikes

Inconveniences

Crowded Spaces

Alcohol

Taverns

Allira has little to no people skills, and while she doesn't directly mean any ill will to any one, she may come off as cold as she only keeps her own interests at heart. She is often quiet, and doesn't really understand humor. She prefers to be in quietness.

Background

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Allira was abandonned at a young age by her mother who had not intended to give birth to her. She was found by an elderly human woman who raised her as her own until Allira reached the age of 8. Unfortunately the woman passed away, and Allira was abandoned once more. With no one to care for her, and no where to stay, she wandered off to in search of shelter. She made her way into the nearby forest, at first residing in caves she found as she explored around the forest. Eventually, however, she stumbled upon a rather run-down cabin next to a slow running river. This cabin would mark a large part of Allira's life, as it was upon finding the door open, and the cabin long since unoccupied, that she would stumble upon her first magic tome.

Allira would live out the rest of her days in the cabin, studdying the spells and books stored within the cabins interior, and living off of what she could gather from the foreset. She did not hate this life, she found herself rather fond of the solitutde and the wealth of knowledge that surrounded her. One day, however, when attempting a spell with uncertainty, she casted a spell to enter into a pact with a fae familiar. He turned up in the form of a small, deep red psuedodragon. This accident proved to be one of the best things to happen, for while the psuedodragon was none to pleased to learn this contract so well carried out was a complete accident, he did agree to help her. This bond between the two fostered a sort of mentor relationship, as the small dragon taught her what he could. In an empty leatherbound tomb, she would amass her gathered knowledge,both from her familiar and her home of books. In the cover she embossed seven colored gems to fortify her magic. She was content for a time, until she began to feel she had drank the wealth of knowledge the cabin had to offer thin. More importantly, her magic crystal orb had begun to dim, taking her magic along with it.

A journey Begins

Drawn out by the promise of extended knowledge and hopes of retoring her crystal, Allira and her familiar Maervaeth made thier way into town. She quickly realized she was very out of place and was often turned away. Annoyed by this, she set out to clean herself up and made herself some crude clothing. It was arround this time she caught word of need of adventurers. Perhaps she should keep her nose out of it, but in truth, if she could find others to help her gather knowledge, it would still meet her end goal regardless. With this, she set out to find out more.

Skills

Attack
Defense
Magic
Resistance
Agility
Dexterity
Health
Luck

Blade Ward (Cantrip)

Casting Time: 1 action

Range/Area: Self

Components:V, S

Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Mending (Cantrip)

Casting Time: 1 minute

Range/Area: Touch

Components: V, S, M(two lodestones)

Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Minor Illusion (Cantrip)

Casting Time: 1 action

Range/Area: 30ft./5ft.

Components: S, M(a bit of fleece)

Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Skill Four TBA

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"Knowledge above self."

Relationships

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