Profile - Finally done! I think.
Name: Neri, or Neridia when shit gets serious.
Age: Appears 24 mentally and physically, but was born (or created) around 1100-1200 years ago. Her exact age is unknown even to her, and no longer celebrates her birthdays. That's because her memory tends to fade and distort the past beyond about one generation's worth of time, in much the same way history fades and distorts itself. She is constantly learning about the present, evolving and changing along with the world.
Gender: Female, for as long as she can remember.
Race / Species: Appears human, however instead of aging, her body slowly changes over time to fit better in the current time period, much the same way a blood line can change over the generations.
Realm of Origin: Neridia has been traveling between several worlds recently, but for most of her life she'd been stuck on the forgotten world of Aritha. If you've never heard of Aritha, it's because it is isolated from the rest, locked in a stable equilibrium made up of several competing races. For thousands of years no one had been able to build a portal, a ship, or any other means of traveling to and from Aritha. It seems Neridia is proof that this has changed in recent years.
Role: Second year student. After wondering the Million Worlds for about 10 years, someone must have noticed her unique form of magic. Her curiosity and sense of opportunity made her instantly accept the Celestial University as her new home.
Pets / Familiars: They aren't really pets. They aren't really alive, not quite. They are experiments and failed prototypes which Neridia keeps hidden from most. They are reminders of her failed attempts to create a living being.
Physicality
Appearance:
Her outfits are meant for practicality and ease of movement, often a light shirt and leggings, and comfortable short boots. She'd often wear jewelry made silver chains or turquoise gems. During most of the day her hair is tied in one or two long braids. With above average height for a human woman, she may have some elven features.
Non-Magical Skills:
She's proficient in combat, but doesn't normally carry a weapon. Has a talent of improvising anything she can get her hands on as a weapon, but often she prefers to simply ask someone else assistance.
Most of her skills focus on survival and path finding, and she loves to explore. There aren't many roads back in her home world.
Special Belongings:
A collection of turquoise gems which she sometimes wears as various forms of jewelry. They have a faint glow, which may intensify or be 'drained' when she uses her magic.
Personality
Character:
She can be quite sarcastic and sassy, but generally friendly toward all things. Neri prioritizes decisions over rules. That means she'd break a rule if it seems like a good idea to do so at the time. To her what is a 'good idea' depends largely on what her goal is at the time, more so than moral values. More often than not, what people consider to be morally right also seems like a good idea to her, so she isn't really evil. But the only laws Neri truly respects are those set by the wild nature and cosmos itself.
Quirks:
Neri likes to live dangerously, often taking risks which most humans wouldn't. That may hint at some ability to heal herself or suppress pain if it becomes too much. She'd sometimes reference her sister or her mother, and seems to confuse the two.
Flaws:
Due to living in a somewhat isolated world until recently, Neri is inexperienced in many things. She may find some fields of magic intimidating or confusing, especially necromancy.
Her magic relies on her own skill, patience, and focus. So she may mess it all up if she's flustered or overwhelmed.
Practice of Magic
Magical Domain(s): Technically it can be called Mandate, but in practice it works more like Mana.
Magical Abilities: Neri calls it Living Light, and she calls on it by summoning clusters of living energy, which if asked, she may refer to as Live Sparks, or Knots. These Sparks create networks by linking to each other using channels, or Strings, of that same energy. Such a network she can use to manipulate objects around her, as if they were an extension of her body. Generally, larger and brighter Knots provide more strength, as for lifting a large boulder, while a large network of many small Knots are useful for more complex tasks. It takes some time to build up either a large Knot or a large number of them, so Neri would often carry a few Knots with her just to be ready. Due to their living nature, networks can accomplish complex things without Neri having to consciously manipulate each Knot. They somehow 'know' to obey her intentions.
In practice, most often she uses LL magic to move things as a form of telekinesis, to levitate, or to soften a fall. LL nodes have mild healing abilities, such as to stop bleeding, remove poison, or soften pain. They can also be used to scratch an itchy spot you can't reach. Due to how LL energy channels between nodes, it synergises well with fluid things like water, fire, wind, and even sand. She has a crazy dream to one day capture a lighting from a storm (without dyeing).
Academic Interests:
She wants to study anything to do with Method types of magic, as her home world does not have spells or rituals. But her true passion is still in exploring the many worlds and their creatures, magical or otherwise.
Major: Elemental Spellcasting
Minor: Beastmastery
House: Hmm, what houses or groups are there? I don't want to come up with my own and be alone in it.
Current Magnum Opus status:
White or Yellow Badge:
Perhaps too ambitious, Neridia's mission is to create a living, breathing, thinking, and feeling being. More specifically, she wants to create a sentient being like herself. And due to the nature of her magic and how complex a human is, Neri has found that her best bet is to use her own body as a template, creating a twin sister in her image. However it is possible that in this school she will discover another way.
She has made many attempts by using her own Living Light magic, but they were all very unsuccessful. Yet with each attempt she is learning something new, and each attempt is very slightly better than the last. Perhaps other forms of magic can offer shortcuts which she has yet to learn.
Plot Hooks:
-Always willing to join in on adventures and expeditions, or simply to do someone's chores (or homework).
-She uses magic for fun and entertainment, even if it may be dangerous. What better way to practice something than by having fun with it? If you ever want to ride a waterfall, jump off a cliff, play hot potato with fireballs, or build giant sand castles just to blow them up, she's your girl.
-May have lots of silly questions, so be prepared to answer, or to shoo her away.
-Always romantically available, but beware, that also means that she knows no loyalty.