Velma Altdorf

Velma Altdorf (ベルマア·ルトドルフ, Beruma Arutodorufu) is a young and studious girl that traveled the lands of Ishgar for many years, acting as a collector of sorts, for books containing various amounts of knowledge. Although young, she quickly became known as a very prestigious magic scholar known throughout the lands, attempting to find and harness every type of magic that she would come across in her adventures. To do this, she came up with the idea to study under one of the head librarians of the Magic Council's extensive libraries. The librarian taught her the ways of the so-called "all-knowing magic", Archive. Velma practiced day and night to perfect her magic, so she would be able to store as many magics and spells inside of it as she possibly could.

It was after her immense training that Velma learned of the presence of the guild in pursuit of magical knowledge, that went by the name of Galdrabók. Velma currently studies directly under the guild master, who often states that she great potential to become a powerful wizard.

Appearance
Velma's appearance is often described as eccentric and something that would normally appear within the pages of a fairy tale storybook, both in a figurative and a literal sense, as most are entranced by her appearance, similar to how they are entranced to fairies and princesses. Velma has displayed her abilities to manipulate others in various ways based solely on her looks as an innocent child. Velma's body is noted to be one of a small and compact style, making her appear far younger than she actually is, which is still, rather young. She stands at only 144 cm in height, and weighs only 44.1 kg, making her shorter and lighter than most girls her age, and stemming the nickname that most of her guildmates decide to go by, which is Twig (小枝, Sae). Velma's arms and legs are also noted to be very small and tiny, similar to the likes of a small doll, or even a fairy. Her facial structure is rather well-shaped, in the way of an acorn, an angular bottom and rounded top, with a clear complexion and unscathed surface. She is also known for her big, doll-like eyes which are a bright hazel in coloration. Her muave hair is soft and smooth, and is never found with a single crinkle or knot. It is styled in a rather simple fashion, with the main portion being in a large braid laying on her right shoulder, and two strands of hair lying down on either of her shoulders. To add extra "flare" to her appearance, she wears thin-rimmed glasses (which really are less of an accessory, and more of a necessity), and a leaf-shaped hair-clip on the left side.

As mentioned before, the comparison between Velma's appearance and something out of a fairy tale reaches further than just her physical appearance, but also the clothing she wears and her general. Her common outfit consists of a tight-fitting silk blouse that is mainly a light forest green in color, with the sleeves being a very light pinkish-white and having flared trim. Velma also wears a short burgundy skirt with a small bow tied to the front, in the same color as the sleeves. A rather strange accessory that Velma is seen wearing is her hat, which is actually a simple lilypad with a white string in either side so it would be able to hang around her neck whenever it is not in use.

Personality
Velma, rather ironically, acts exactly like her appearance would stereotypically dictate. Her appearance displays her eccentric and quirky attitude about nearly everything, claiming that the lilypad she wears is "nature's umbrella", and the rags she wears "are the clothes of pixie's". It is unknown on whether or not Velma actually believes this, and it has been up to debate on whether or not she is even sane. Her general outlook on life and the decisions she must face are, disagreeable at times, and sometimes bar anyone from ever talking to her or even directly looking her in the eye, as some tend to stay away from the weird little girl that talks to squirrel's and tries to see how many grapes she can fit inside of her mouth at one time. If anyone ever actually decided to speak to Velma, however, they would find out that her insanity is her creativity, and that she is capable of not only producing whimsical ideas, but carrying them out with the simplest of ease, even out of mundane objects. Upon even closer inspection, one will find that Velma simply pretends to act dumb and silly, as she finds joy in others suspecting her to be clueless, and then her proving them wrong. In reality, the girl has vast amounts of magical knowledge that could potentially surpass various scholars and librarians several decades older than her.

Various Spells and Charms
Tenpo (天歩, Heaven Step Lit; Heaven Walk) is an advance, uncategorized technique utilized by many mages. A simply to perform technique once mastered is also an incredibly effective and very handy technique to have in one's arsenal. A technique that requires an incredible amount of magical control of one's own magic, once mastered it is an extremely powerful and effective tool that the user can perform almost instantly. The mechanics behind this ability is simple; the user gathers and concentrates their magical power into their feet while in the air, whether this is achieved by the user jumping or falling, the user then exerts their magic from their feet and shapes it into a platform that that can then stand upon and use as a jumping point allowing them to reach greater heights within the air. Certain user of this technique who have immense reserves of magical power can create and then maintain the mid-air platforms that they stand upon, allowing for a form of pseudo-flight, but at the cost of constant, prolonged magical drain. Certain master of this technique can perform it by gathering their magical power in their hands allowing them to create a small grab point while in an uncontrolled fall, allowing them to break said fall. Either way this technique is an extremely powerful one for any wizard and is considered to be an extremely effective tool in anyone's arsenal of tricks and abilities.

Magic Ray (魔力光線 (マジック・レイ), Majikku Rei lit. Magical Power Beam) is an uncategorized magic spell that is of no magic type—instead, it is said to be incredibly easy to learn, and thus rather basic. Within the Rune Knights, it is very often the first spell that is taught, along with Defenserand Mystic Cage. Magic Ray does as the name says—it allows the user to fire a beam of pure, concentrated magical power at their enemy.When the Rune Knights were first formed, the head of the Magic Council reasoned that most magicians joining would be need to taught several spells in order to maximize their effectiveness. However, since many magicians joining were simply starting to discover magic, and didn't know the intricacies of high-tier spells, the head decided to simplify the spells learnt so that they would be easy and fast to teach, yet effective- "like fast food". Magic Ray is one of three spells taught, along with the barrier Defenser and the trap spell called Mystic Cage. The reason all three were chosen is because of their sheer versatility, as they're all capable of being modified in almost any way that the caster wishes.When performing Magic Ray, the user utilizes coherent particles of eternano, which are charged by the user's magical power as to rapidly excite the constituent particles of eternano, which experience an increase in density and seem to multiply; this causes them to seek equilibrium and self-stabilize, being reflected and amplified by the magical aura and formed into a high-powered and potentially destructive beam of coherent radiation which is in a hyper-condensed form; essentially, a powerful ray of pure magical energy.

Defenser (魔関 (ディフェンサー), Difensā lit. Magic Barrier) is a basic magic spell, and one of the first spells any magician learns—it, along with Magic Ray, are the two defining powers of a magician. When performing Defenser, the user releases their magical energy outwards, utilizing Shape Transformation in order to mold their energy into the form of a hexagonal structure that surrounds them—before their magical energy reacts with the ambient eternano saturated within the environment, solidifying the structure, causing it to take the form of a hexagonal barrier that surrounds the user's body which acts as a shield in order to defend against the attacks of the enemy. The shield itself is similar to a geodesic dome, made of tessellating hexagons. The shield protects against magic, bullets, explosions, and other projectiles—however, enemies are still capable of passing through it if they nullify their magic. Also, if Defenser successfully guards an attack, it unleashes a spray of light around the dome that does damage equal to the enemy's attack power to anything hit by the light. In fact all attacks can be reflected, with correct timing. The user can manipulate the barrier into a number of relatively simple forms: rectangular planes, cylinders, globes, domes, cones, etc; it is an extremely powerful form of defense. The complexity of the shape is limited by the user's ability to imagine, as in, mentally visualize a particular form and keep it in sharp mental focus: not even the user is able to see the forms that they create. The size of a given magical force projection is also limited by the user's ability to imagine. The smallest force projection they can visualize and maintain the visualization is the size of a marble. The largest solid force projection they can visualize and maintain is about one hundred feet in diameter. The user can project larger force-objects if they are hollow. For instance, they could visualize and project a dome one foot thick about a mile in diameter (five thousand, two hundred and eighty feet) and a dome one inch in thickness the user can project for about three point two miles. Magic Ball (, Majikku Bōru lit. Bullet Sphere of Magical Power) is an all-too-common uncategorized spell which involves the magician shaping a small-to-medium sized sphere of pure magical energy which they then launch at the target.Magic Ball is an uncategorized magic spell that is of no magic type—instead, it is said to be incredibly easy to learn, and thus rather basic; indeed, Magic Ball is more often than not the very first spell that an upcoming magician learns in several countries, as its formation involves almost all of the essentials of manifesting a spell of any kind. As the learners are commonly simply starting to discover magic, and don't know the intricacies of high-tier spells, Magic Ball was created to be learnt so that they would be easy and fast to teach, yet effective- "like fast food". When performing the projection of Magic Ball, the user releases a minute amount of their magical power from their Magic Origin, subtly controlling it so that the magical energy focuses upon their pointer finger. Their magical power acts as a magnet of sorts, drawing in ambient eternano which is saturated within the atmosphere- the fusion of the two causes the magical energy to charge the eternano, rapidly exciting them so that they experience an increase in density and multiply continuously. From here, the user harnesses Shape Transformation in order to use their magical energy base to spin the eternano in numerous directions at once while increasing the output of their magical energy, before completing the final step- utilizing Shape Transformation in order to induce the merging of the previous two steps to contain the magical energy and eternano and shape it into a sphere of pure magical energy.Now that the Magic Ball has been formed, the user is capable of launching it at the enemy by pointing at them with their index finger, releasing the sphere of magical energy focused upon their finger at high speeds; though, like most spells, the desired target must be within the user's field of vision so they can aim at them. Upon the firing of the Magic Ball from the user's finger, it travels through the air at high speeds- because it is rather small, only those with keen eyes or those who possess the ability to utilize Sensory Magic will likely keep their sights on the Magic Ball. As the Magic Ball is automatically released from the magician's finger upon formation and targeting, unlike many other constant use spells, the Magic Ball does not require a constant stream of magical energy to sustain its existence, effectively giving it an unlimited amount of times that it can be cast. While commonly, the Magic Ball is the size of slightly bigger than the user's thumb, if the user pours more magical power and eternano into its formation, it can become twice as large as their hand at its strongest point. The Magic Ball packs roughly the destructive power of an actual pistol bullet, and upon contact with the target, the sphere bursts and inflicts a moderate amount of damage (which actually depends on the amount of power used to fuel the spell) and propels whatever it hits backwards or into the ground. Magic Ball itself is known for its sheer versatility, as it is capable of being modified in almost any way that the caster wishes
 * Defenser Counter: Defenser is also capable of being utilized as a form of counterattack, allowing the user to deliver damage to the attacker when the user is hit; essentially, it is just as it is labeled; a counterattack. When performing Defenser Counter, the user kicks Defenser away from them upon the moment of the spell being activated, before returning to them as magnetized. This serves not only as a reflector, but also as an unpredictable approach to opponents. If timed correctly, it will trip opponents, leaving them vulnerable to follow-up attacks. Upon contact with the opposing technique, Defenser reverses the opponent's attack, whether it be close-range or projectile, upon them, returning it to sender, causing the user to retaliate in any way that they wish as well. If the attack is a projectile, it will simply be deflected behind them and upwards at about a thirty degree angle. It's worth noting explosive projectiles can still explode and will still do damage if they are struck when the Defenser is dissipated. If the attack is a powerful spell such as a Secret Art, then the attacker will be knocked back at a ninety degree angle. The user is capable of leaping out of the counterattack, allowing them to take the opponent by surprise. Essentially, a Defenser, when used to counter, multiplies a spell or technique's damage by one point five percent when there is a successful counter. If a projectile is reversed several times, then this method of harnessing Defenser will be rendered null and void, as the user loses the energy to retain the stance, and the projectile just passes through the stance and damages the user normally. Defenser is capable of being used for regular offense, as with it, the user is capable of knocking their opponent downwards. Defenser, when used as a counterattack, weaker when used against airborne opponents, and doesn't become invincible. It can travel through enemies unhindered, though. However, since the user kicks it, they cannot hold it in place, meaning that timing is crucial in reflecting projectiles. Note that when Defenser comes back to the user, it can also reflect any projectiles back at any angle at the last second.

Archive
Archive (古文書 Ākaibu), also known as the All-Knowing Magic (マジックのすべてを知っています, Majikuu no Subete wo Shiite I Masu) is a Caster Type magic that is utilized to transfer information into the form of magical energy that can be stored into a massive magic database system, that is unique to each individual user, depending on their experiences. Archive is a fairly new magic that developed alongside the recent technological advances of the world, as a way of storing mass amounts of knowledge within a single person. Archive is actually a rather complicated magic with a very delicate and lengthy process, that is started whenever the user procures any sort of new information. Upon reading, hearing, or seeing any sort of event, the user is capable of absorbing that thought or memory into the core of their magic, so that the memory literally becomes a part of them. This knowledge can range from something that someone said, to entire books, even to different types of magic that others used, similar to the effects of Memory-Make. Once enough magical data has been stored inside of the users core, they are capable of producing a holographic interface that floats directly in front of them, and is designed uniquely for each user. Once the user has pulled up their interface, they are capable of digging around inside of their memories for access to any sort of memory that they may require, and even "delete" any memory they want, to make room for others of a greater importance. A unique ability of this magic is known as a Total Transfer (全体の転送, Zentai no Tensou), which revolves around the transfer of a memory, especially a magic, between the user and another mage. This ability was demonstrated by Hibiki Lates upon Lucy Heartfilia, where he gave her acsess to a very powerful spell known is Urano Metria. This ability is even capable of giving the recipitent acsess to a magic that they do not already know, like giving a Fire Mage the powers of an Ice Mage, so on and so forth.
 * Force Blast (強制的にブラスト, Kyouseitekini Burasuto): This spell does not actually have any sort of use that pertains to the magic, and simply acts as an offensive spell for this normally undefended magic. The user starts the spell by opening varying amounts of holographic interfaces that gradually surround the enemy, rendering them incapable of any movement, as the interfaces act as a solid barrier. Once the complete surrounding of the enemy is complete, the interfaces will all receive a pop-up consisting of a red triangle with a white explanation point in the center. The pop-up will flash faster and faster, and will instantly cause the interfaces to self-destruct around the opponent, causing them extreme amounts of damage from the ballistic and fire energy that was caused.
 * Force Shield (力の盾, Chikarano Tate): Yet another spell used solely for defense, having little to no correlation to the actual characteristics of Archive, acting only as a defensive measure for the normally undefended magic. In the way of an incoming spell or attack, the user is able to open a data interface of varying size that shields them or their ally by taking the full force of the attack. The interface is extremely difficult to break, and is known to rival powerful Barrier Magic spells in terms of durability and reliance.
 * Total Transfer(全体の転送, Zentai no Tensou): The user transfers information into another person's mind. This is particularly useful in reconaissance missions, since the user can send information regarding miscellaneous data (such as the nearby surroundings, for instance) to his comrades, which they can perceive on a mental level as loading bars in buffering progress occurring within their mind that represents the images and symbols being downloaded into them in real time; with this, he can help his allies navigate where to go by transferring "maps" into their heads. The data that the user can transfer also includes the knowledge on how to perform powerful spells and enchantments such as Urano Metria.
 * Memorize(暗記, Anki): One of the most common spells of the magic, and one of the spells it revolves around. Upon witnessing, reading about, or learning about a magic or spell, the caster has the opportunity to convert the certain memory or thought into pure magical essence, so that it can be absorbed into their magical core, never to be disturbed. However, upon the need of recollection, the user is able to open a holographic interface that allows them to access every memory that they have ever saved within their core, and utilize it for battle. Once a memory has been selected, the user is able to "open" their core and release that memory, allowing it to alter the magic inside of their bodies. The memories alter the magic depending on what type of spell it is. If the spell is of the Ice-Make variety, then the memory will alter the user's magic so that it is temporarily capable of using the magic. Depending on the skill of the user, they are able to memorize up to twelve spells.

Telepathy
Telepathy (念話, Terepashī) is a rather simple Caster Typemagic, used to communicate with others mentally. The flexibilty of this magic is very high, as it has been shown that certain users can send thoughts to various people, at various distances. It also happens to be a subspecies of Spatial Magic, because Telepathy manipulates the space around the caster so that thoughts and memories can be transferred from one wizards magical signature to anothers. As mentioned before, Telepathy allows the user to manipulate the ethernano particles in a certain space, so that small wisps of magical energy are capable of leaving the caster, and being absorbed into a specific mage's magic core. These wisps of magical energy are actually thoughts or memories of the caster, that travel 332 metres per second to arrive at the directed target. If the user has a certain skill level in the magic, they are able to gradually contact a very high number of people, over extreme distances, even the span of the entire country of Fiore. Telepathy is rather popular magic among military tacticians and the likes, as they are not only capable of talking to each individual member of their troops for various orders among long distances, but are also able to interrupt the signals sent out by other telepathics. Depending on the power of the two telepathics, one is usually capable of overpowering the other and swarming their signal so that the receiver will not be able to receive it. Another powerful ability of this magic is the ability to "eavesdrop" in on conversations, by connecting the magic to an unwilling subject, such as an enemy. Users of the magic can alter the signal so that any surrounding sound is able to be picked up, such as another person speaking. This tactic is very helpful for getting the upper hand inside of battle, so that the user will have time to strategize against the enemies technique.

Telekinesis
Telekinesis (テレキネシス Terekineshisu) is a type of Caster Magic used by various Mages. It is a type of Magic that allows the user to move physical objects and substances with their mind. This is done by manipulating the Eternano from both within the Mage and from without the Mage (the ambient Eternano). The process can be quickly and easily described as "visualizing" the movement of the matter that the Mage wishes to manipulate.Basic level use of this Magic is categorized as Macro-telekinesis and more advanced levels of this Magic can be categorized as Micro-telekinesis. The most skilled users of this magic have been thought to possess other magic's, due to the nature of Telekinesis.Macro-telekinesis, of course, refers to the movement of larger objects like people, furniture, weapons and plants and earth. Skilled use of Macro-telekinesis has been mistaken for other magic's, such as Earth Magic or Plant Magic, however only as far as a beginner in said magic. The skilled use of Macro-telekinesis could also be mistaken for a single Wind Magic spell as the user could cause themselves to levitate and fly.Micro-telekinesis refers to the movement of smaller substances and, therefore, is a lot harder to do as it requires a great deal of precision and control. Micro-telekinesis can, due to what it works with, appear similar to other magic's. The easiest use of Micro-telekinesis is the movement of water and other liquids, which can to a degree appear similar to Water Magic. There is also the ability to cause movement in the air or with the wind and can be easily mistaken for Air or Wind Magic. The most difficult use of Micro-telekinesis is often called Pyrokinesis or Cryokinesis. This requires the most control and is the most likely to be confused for another magic, Fire and Ice Magic respectively. The user would raise or lower the temperature by visualizing the movement of the Eternano to either increase or decrease and therefore either set something on fire or freeze it. Masters of Telekinesis can combine the Macro and Micro levels of this magic to use what has been referred to as Tactile Telekinesis. By using the precision of Micro-telekinesis, the mage cloaks themselves in a layer of their own telekinetic energy just above the skin. Through this, they are capable of approximating feats of super-human strength, flight and a degree of invulnerability, which allows them to deflect solid objects the moment they make contact with the telekinetic energy. Also, by using the precision of Micro-telekinesis, the mage can extend the telekinetic field around objects they make contact with and then lift them using the skills of Macro-telekinesis to appear to have super-human strength.Truly powerful practitioners can after long enough years of refining. They can control the flow from their Magic Origin to inside their brain. Allowing them to cast more powerful Telekinesis spells, without the need of using outside Eternano.