Weapons/Equipment: While Amelia has been known to carry a sword, she rarely uses it though she knows how. She carries apparently copious amounts of cash on her usually as well.
Powers/Abilities:
Due to her intense training with her father and the frequent poundings she takes with Lina and crew, she seems highly tolerant to damage, moreso than one would expect from a girl her age.
Martial Arts and Swordsmanship, Horsemanship, Acrobatics but see weakness below*
Amelia's Spells:
Black Magic
Blast Ash
The caster makes a black void appear in a certain area,( approximately 400 square feet) and anything alive or possessing a spirit is turned into ash. Inanimate objects such as the ground, buildings, and equipment are not affected; the spell has an effect of a relatively large area, making this one of the few black magic spells which can be used in cramped alleys and town squares.
Dynast Brass
Just like Dynast Breath, this spell also calls on the power of Dynast Grauscherra. Lightning falls around the target in a pentagram, and then the lightning rushes towards the target. Caution is necessary when the target is too close to the spellcaster because there's a chance that the caster will also be caught within the pentagram.
Gaav Flare
Spell which calls on the power of Chaos-Dragon Gaav, one of the five servants of Ruby-Eye Shabranigdu. The fire which travels in a straight path, pierces the target and keeps on traveling and deals damage to any directly behind the target. Since Gaav no longer exists, this spell can no longer be cast.
Shamanism - Air
Bom Di Wind
By casting this spell, the caster first greatly increases the air pressure in an area, and then releases it. The resultant wind blows away anything directly in front of the caster. Even a thick log cannot stand against the wind that blows. The spell deals no direct damage, but the effect of the spell is absolute.
Dam Brass
A spell which shoots out a red ball of light at a target which self-destructs upon contact . The explosion sends high-speed vibrations through the target, destroying it. The spell is like a small, concentrated earthquake. Since the effects of the spell do not spread out, it is a useful spell for opening holes in ceilings and walls.
Digu Volt
A lethal spell which shoots out a blast of lightning from the palm of the extended arm. This spell is a stronger version of Mono Volt, and a direct hit by this spell most likely means death. There is also a small chance that targets struck with this spell will catch on fire.
Diem Wind
Spell which compresses air, creating temporary strong winds in front of the caster. If the target is a creature, all the spell does is prevent the target from moving forwards for a short while. But, as a defensive spell against things like missile weapons, the casting time is short, making this a very useful spell. Also, this spell can be used while fleeing from targets who it is important not to injure.
Levitation
By manipulating wind, the caster gains the ability to levitate. After casting the spell, it is possible to rise or fall simply by willing it. This spell is very easy to control. It is possible to cast easy spells while casting this spell.
Ray Wing
The caster gains the ability to fly by creating a shield of wind around him/herself. The caster can carry other people, but since the speed, diameter, and the maximum weight that can be carried all depend on the caster's skill, more weight means less speed. Unlike Levitation, the spell is harder to control, and requires a lot of concentration, so other spells can not be used at the same time. The caster can continue flying as long as he/she concentrates, and can end the spell by simply breaking concentration. The shield of wind also serves as a defensive shield. The shield can also protect the caster from all but the more powerful spells.
Windy Shield
Surrounds the spell-caster with a barrier of wind which defends the caster from all attacks. The most popular defensive spell. It is possible for several spell-casters to combine their shields to increase the defense of the barrier and it can be used against all offensive spells. The only problem is that concentration is necessary when this spell is cast, so other spells can not be cast while maintaining the shield.
Shamanism - Fire
Balus Wall
This spell is effective against flaming attacks (fire-shamanism, dragon's breath, and normal fire). Flames heading towards the caster would, instead of striking, would be diverted to the left and right of the spellcaster.
Burst Flare
A ball of light appears in the targeted area, and in the next instant the ball bursts, raising a tongue of blue white flame. The flames can melt even a golem with ease. Against a human, not even the bones will remain. This is the strongest fire-shamanist magic a normal human can cast.
Burst Rond
The spell creates numerous balls of light near a target which burst, spreading flames. The spell is visually impressive, but the damage from the spell is negligible. Even a direct hit will only cause burns, making this a good spell to use as a diversion or to frighten enemies.
Fireball
A ball of fire appears between the hands of the caster which can then be thrown. Upon contact with an object, the ball explodes, spreading flames. Caution is necessary when using this spell in enclosed area or forests because this spell affects a wide area. This is the most popular offensive spell. Lina uses variations of this spell such as making the ball of light appear in places other than between the hands, or making the ball of fire explode on the word "Break." Being able to cast this spell is one of the criteria for a full-fledged mage.
Flare Arrow
A spell which makes several fire arrows appear around the caster, and fly directly towards a target. The spell can be used to attack, or to make something catch on fire. The number of arrows that can be created depends on the caster's skill. Through careful arrangement, it is possible to make the arrows appear in places other than in front of the caster. This is the most basic offensive spell, but since the casting time is short, it is useful in combat.
Flare Bit
A spell which creates several dozen small balls of light which burst upon contact. Each ball deals about the same damage as a slightly strong punch, making this a useful spell when wanting to capture, rather than kill, a target. The spell can also be used to frighten enemies or to use the smoke to reduce the visibility of the target.
Flare Lance
Several Flare Arrows are fused together to form a spear which is then shot at a target. The spell can be used for destruction or to light fires, but by controlling the strength of the spell, it is possible to turn a large rock into a heater or a medium sized rock into a frying pan.
Shamanism - Spirit
Bram Blazer
This spell shoots out a shock wave of blue light directly at a target. This is a valuable spell which can deal damage both to a target's spirit and body. However, this spell is not practical when trying to capture a target for interrogation, since both the target's spirit and body would have to be healed.
Elmekia Lance
A spell which creates and fires a lance of light, which damages a target's spirit. This spell deals no physical damage, and even a direct hit only causes the target to fall unconscious for a period of time. A useful spell against spirit beings such as Mazoku.
Elmekia Flame
Stronger version of Elmekia Lance. Instead of a lance, a pillar about as wide as a man's chest is shot out. It deals no physical damage, but since it attacks from the Astral Plane, it can easily destroy the spirit of a man.
Ra-Tilt
The strongest spirit magic spell which envelops a target in blue-white light. This spell can only be used against a single target -- and only those that have spirits -- but its effect is absolute. The blue-white flame can destroy even a pure Mazoku with a single hit. (Only effects spirit creatures)
- Chant,"Source of all souls which dwell in eternal and infinite. Everlasting flame of blue, let the power hidden in my soul be called forth from the Infinite...RA-TILT!"
Visfarank
A spell which enchants the user's fists with magic. By striking with fists, it's possible to deal damage directly with the magical energy. It is also possible to deflect spells of a level equal or lesser to Flare Lance. Caution is necessary because the magical energy weakens with each swing.
Shamanism - Water
Freeze Arrow
The spell makes several ice arrows appear near the caster and then fly towards the target; the ice counterpart of Flare Arrow. The arrows can also be used to restrict an opponent's movement by freezing the target's feet to the ground. Though this spell is similar to Flare Arrow, it does not cause things to catch on fire, so in areas where there are many combustible such as towns, this spell comes in handy.
Freeze Bullet
Similar to Freeze Arrow, though the effect is spherical in form, rather than arrow-shaped.
White Magic
Defense
A white magic spell which creates a defensive shield. This spell's defensive capabilities are far greater than those of the spirit-shamanist spell, Windy Shield, but use a lot of magic power at once. As a result, this spell can only be cast a few times each day.
Flow Break
A spell which negates the effects of all spells within the area. Cannot be used during combat. Except for white magic, all spells take their strength from the energy created by altering the natural flow of energy; this spell negates other spells by returning the flow of energy to normal.
Laphas Seed
This spell can completely prevent a target from moving by entangling them within magical ropes. A target affected by this spell cannot even cast magic. This spell requires no concentration to maintain and its effects last for a little less than an hour.
Lighting
The spell creates a ball of light which is about as bright as a street lamp. Normally the duration of this spell is 2~3 hours, but by shortening the duration the spell can be made brighter. A blinding flash of light, for example, can be made by decreasing the duration to a split-second.
Megido Flare
This is one of the anti-evil spells which has the effect of lessening feelings of evil intent and enmity. It can also dispell weak spirits who wish to do harm. Against normal living beings, the spell has a calming effect, but against the undead, the spell has a most un-calming damage effect.
"You pitiful twisted creatures, not of this world... by the Light of Purity I possess, I bid thee, begone to the nexus of our two worlds! MEGIDO FLARE!"
Recovery
The spell heals the wounds of a target by maximizing the target's ability to regenerate. However, the spell's healing energy comes from the target so when this spell is used against a severely wounded target, the wound might heal, but the target might die of extreme exhaustion. In addition, when this spell is cast on a diseased target, the number of bacteria and virii increase as well, worsening the disease.
"Oh, blessed and humble hand of God, life and breath of Mother Earth, come before me and show your great compassion and deliver us: RECOVERY!"
Resurrection
This spell heals the wound of a target by using the energy drawn from nearby life forms. There is a chance that a seriously wounded target might die if Recovery were cast, but this spell doesn't have that drawback. However, the casting time is longer, as compared to Recovery. A target who needs this spell will have to be healed with all possible speed.
Sleeping
Makes creatures withing a certain area fall asleep. Those affected by this spell will stay asleep for about half a day, even if a dragon roars or a banshee screams. This spell is not taught at the Guilds because it can be used for criminal activities; it must be constructed by the would be caster.
Unknown School
Marker
Dye. Used to mark a wall. Possibly analogous to Prestidigitation or Arcane Mark from DnD.
Brief History: Amelia is the second princess of Seyruun and third in line for the throne after Phil and Gracia. She does not flaunt her position (when she does, it is for a good reason) as most princesses would be suspected to do so. Amelia is not stuck up, and she cares about everyone (as long as they are not villains, and even then, she stills shows some sympathy to them on occasion).
Amelia's grandfather, Eldoran Seyruun, is still the king of Seyruun, but he is presumed to be bedridden, so Phil more or less runs the country. Being her sole guardian, her father is probably the most important person in her life so far, and she looks up to him with utmost respect and even emulates much of his behavior. When they are together, they act more like good friends than father and daughter.Being a priestess of Seyruun, Amelia is acutely skilled in the practice of white magic. While not as proficient in the art as Sylphiel Nels Lahda, she possesses a wider range of magical abilities that make her on a whole more formidable. Her abilities in white magic seem to improve over the seasons. In addition to white magic, Amelia also practices shamanism and occasionally black magic. Amelia prefers hand-to-hand combat, and is known for creating spells to accommodate to her fighting styles such as Visfarank, which focuses a high concentration of magical energy into the balls of her fists, letting her fight hand-to-hand with even mazoku. She's also skilled in the astral shamanistic magic, apparently even better than Lina in that respect, having mastered powerful spells like the Ra Tilt and Elmekia Flame.The only other person that Amelia has significant interaction with is Martina Zoana Mel Navratilova, with whom she can identify, as they are both princesses. Most of the time, they acted like rivals (although not nearly as much as Lina and Martina's skirmish), but on occasion they would team up if their interests overlapped.
Weaknesses: Over-enthusiastic, a bit gullible, naive, and an occaisional klutz