- Wizard Profile: Emalina Altair -
Username:
Youko Kenshi
Full Name:
Emalina Altair
Nickname(s)/Alias(s):
Emmy
- Basic Information -
Race:
Human
Gender:
Female
Age:
16
Birthdate:
May 12th
Weight:
101 lbs
Height:
5'3"
Ethnicity:
Caucasian / Italian
Hair Color:
Blonde
Eye Color:
Violet
Blood Type:
B-
Likes:
- Pink (color)
- Cupcakes
- Pastries
- Playing trading card games
- Reading
- Gardening
- Flowers
- Rabbits
- Fireworks
- Traveling
Dislikes:
- Tomatoes
- Large crowds
- Fighting
- Dangerous monsters
- Getting dirty
- Yelling
- Gambling
- Sports
- Alcohol
- Bullying
- Guild Information -
Affiliation/Guild:
Lamia Scale
Previous Affiliation/Guild:
N/A
Occupation:
Mage
Partner:
None
Team:
None
Base of Operations:
Lamia Scale HQ
Guild Tattoo Color:
Green
Guild Tattoo Location:
Back of Left Hand
- Wizard Information -
Type of Wizard:
Holder
Wizard Rank:
B-Class
Magical Powers/Abilities:
Magic Card
Magic Card is a type of Holder Magic which revolves around the use of Magic Cards, which can produce a variety of effects, such as generating elements, and even seemingly living beings. Magic Card can be used for offense by employing the cards used for this Magic as long-range weapons by the user throwing them at their enemies. Users of this Magic can also combine their cards to generate particular effects. Aside from combat, Magic Card seems to possess other avenues for usage: users can apparently track down people to some degree through the cards' use, as shown when Cana Alberona placed several of them on the ground in an attempt to pinpoint Mystogan's location, but to no effect, leaving the effectiveness and the conditions of the cards' tracking power unknown. In addition, the cards can reproduce the effects from a variety of different forms of Magic, such as Water Magic or Sleep Magic, coming in as very versatile, if used the right way. These cards can also be linked to specific individuals, allowing the user to gain information about their status and location, as well as to communicate with them. Users of this Magic also have the ability to trap individuals inside their Magic Cards, as demonstrated by Shô. However despite being trapped in them, the figures inside can still interact with those on the outside to an extent, such as when a casino patron was able to use his knife and cut Lucy Heartfilia's bonds.
Spells:
Projectile Cards
The user throws a card at their target that multiplies, acting as effective projectiles.
Card Dimension
The user uses cards to trap people inside pocket dimensions, effectively turning them into cards. However, despite being trapped inside the cards, the figures inside can still interact with those on the outside to an extent. The person trapped in the card can also be set free if the card's owner chooses to release them as well.
Calling Cards
The cards must be set as a pair and they work as a two-way communication spell. They don't have a set range either but only work with each other for a limited time.
Wild Card
Similar to Card Dimension, this spell instead seals a magic spell within it. It can then be re-released on command. Only 3 per battle and can't be used on advanced spells.
Elemental Cards
These cards contain natural elements which are basic spells. They aren't very strong on their own but when used as a combination spell, they're quite formidable. Using more than two for a combination will quickly drain an inexperienced user.
> Fire: Shoots a fireball from the card at the the target.
> Water: Projects a blast of water from the card, capable of knocking the target over.
> Earth: Causes a blunt rock spike to jut out from the ground before the target.
> Wind: Blasts the target with a strong gust, capable of knocking them down.
> Lightning: Summons a bolt of electricity from the sky.
> Ice: Freezes the surface the card makes contact with.
> Metal: Creates a solid wall to defend against physical attack and magic.
Warrior Cards
These cards contain creatures and warriors that can attack directly. They aren't very strong on their own but when used with an elemental card, they become stronger. Taking on an elemental attribute can also be quite helpful for overcoming a situation, such as "Water" and "The Knight" allowing the "The Knight to use a water sword or even fight adeptly in the water. Naturally, the warriors become resistant to the element they become but also gain obvious weaknesses. Each element has a basic ability it grants the warrior it's used on: "Fire", "Wind" and "Ice" simply gives them the respective element infused weapons/fangs/claws. "Water" additionally allows underwater combat. "Earth" doubles their strength. "Lightning" grants a speed boost. "Metal" turns them into metal, greatly improving defense; however, become slower.
>The Knight: A skilled swordsman in a suit of armor.
>The Archer: A highly accurate marksman.
>The Golem: A large and intimidating beast with a strong defense.
>The Wolf: A canine with sharp claws, teeth and plenty of agility.
>The Pegasus: A winged horse that can moves through the sky with grace.
Dual Spell Combinations
Special Attacks/Advanced Spells:
The Wyvern
This is another "Warrior Card" albeit a powerful one. This flying reptile is strong on it's own; however, its change in attribute is what makes it truly formidable. It has a breath attack of whatever element it is infused with.
Force of Nature
Uses the "Fire", "Water", "Earth" and "Wind" card. This spell unleashes a devastating four elemental attack in the form of a massive sphere containing the four elements. It's strong enough to break through steel and keep going!
Maelstrom
A combination of "Thunderstorm" and "Water". This powerful spell sends large electrified beams of water to strike in all directions. Not only can the beams break rock, it will send a sharp jolt of lightning through them.
Wild Card: Crash Flash
A card that carries the spell Crash Flash within it. A short range field is expelled from the card that will crush anything within, including the ground itself. This can also be set as a trap to be stepped on. Only has one per fight.
House of Cards
The spell uses several cards to box it's target in a magic reflective box. The more cards and magic used, the larger the prison can be. On command, the cards can come toppling down in a dangerous explosion.
Final Gambit
The last resort technique for Card Magic as it uses up five cards in the deck and the users remaining magic. This creates a massive explosion of magic energy that can be thrown at the enemy or planted and activated on command. When used correctly, this could end a fight or put the user in grave danger.
Magic Color:
Violet
Magical Items:
Gale-Force Reading Glasses
Weapons:
Magic Cards
Strengths:
- Long Range Combat
- Ambidextrous
- Quick Reflexes and Speed
- Keen Intellect
- Multiple Elemental Magics
Weaknesses:
- Close Range Combat
- Low Durability
- Low Physical Strength
- Non-Lethal Force
- Losing Her Card Deck
Skills:
- Sleight of Hand
- Navigation
- Strategics
- Cleaning
- Quick Learner
Jewels:
0
- Background Information -
Personality:
Emmy is a timid and shy girl who struggles with her feeling sometimes. She's sensitive to what others think of her, often tearing up when picked on. It's another reason why she mostly keeps to herself and has learned to be independent. The young mage blushes a lot as well and is known to hide her face in her hands when she does. When talking to strangers, as well as friends, she stammers often and has trouble getting her point across. Despite that, she's very kind and generous in that she would help complete strangers without question. That isn't to say she's gullible but she does have a hard time saying no. Her empathy goes as far as enemies who most would consider undeserving. Emmy is also intelligent with a love for books, poetry and card games. The girl uses logic and analytical skills to quickly assess her surroundings to determine what to do or to quickly draw conclusions. She isn't the type to go charging in head first towards danger. Aside from bugs, she abhors violence and hurting others and would much prefer to reach a peaceful solution to disputes.
However, when it comes to fighting, Emmy gains a little more confidence in herself and loses her stammer. Even when she's fighting, she can't help but apologize for inflicting pain to her enemies. But surprisingly, she's very good at it; a tactician who uses her head to make the most out of her magic. While not ruthless, she is quite relentless in that she wishes to ensure victory.
Background/Biography:
Emmy grew up in Lamia Scale, but as a child, she was at one point afraid of magic. She would always run to her mother to protect her from the flashing lights and strange things people could do. And she used to be clingy to, attaching herself to her mother whenever she could...until one day she was gone. To this day, she could vaguely remember her mom telling her that she was going away for a while. It was the last time she saw her. In her mother's absence, her father became her rock. Emmy was babied for a long time, much to her brother's annoyance and jealously. Zane never treated her badly because of this but always seemed indifferent toward her. The only time he showed her any attention was when he needed to practice with someone in his favorite card game. The young girl tried her best to get really good at the game so he would keep playing with her. This worked out for her for a while until he eventually grew out of the game. While that was the case, she did become quite attached to the game for what it provided: a fond memory and small bond with her brother.
It was years before she even thought about becoming a mage and learning magic. Her brother left home but she was comfortable living at home with her father, even when he became the guild master of Lamia Scale. Yet and still, not a day went by that she didn't think of her mother. She didn't understand why she chose to leave her, to leave them. And then one day, she received a letter in the mail from no listed sender. But the message was clear and to the point; a message from her mother that said she wouldn't be coming back. Emalina was devastated at first and she didn't want to believe it. There was no way she could show this to her father either, knowing it would crush him. So she hid it and tried to forget about it. But the lack of answers and guily kept gnawing at her conscience to the point where she decided to seek out her mother.
And so, Emmy at last joined Lamia Scale at which her father was slightly hesitant about. But she had made up her mind and was dead set on finding her mother. Mages got to travel all over the world, most being strong enough to defend themselves. That was the type of wizard she wanted to be, at least to accomplish her goal. A couple years have passed since then, Emmy at last achieving B-rank after a lot of hard work. Yet, she has gotten no closer to finding her mother or even any leads. But if being in Lamia Scale has taught her anything, it's that she shouldn't give up and to keep going; especially when it comes to family.
Known Relatives:
- Venceslao Altair [Father]
- Evelyn Altair [Mother - Missing]
- Zane Altair [Older Brother]
Sexual Orientation:
Heterosexual
Relationship Status:
Single
Birthplace:
Margaret Town
Current Location:
Lamia Scale Guild Hall
Theme Song(s):
Main Theme: Dreaming
Emotional Theme: Xion
Reminiscing Theme: Memories of Happier Days
Battle Theme: Révolutionnaire
Additional/Other Information:
- Giselle Maron is Emmy favorite idol, admiring her for her strength and beauty.

Username:
Youko Kenshi
Full Name:
Emalina Altair
Nickname(s)/Alias(s):
Emmy
- Basic Information -
Race:
Human
Gender:
Female
Age:
16
Birthdate:
May 12th
Weight:
101 lbs
Height:
5'3"
Ethnicity:
Caucasian / Italian
Hair Color:
Blonde
Eye Color:
Violet
Blood Type:
B-
Likes:
- Pink (color)
- Cupcakes
- Pastries
- Playing trading card games
- Reading
- Gardening
- Flowers
- Rabbits
- Fireworks
- Traveling
Dislikes:
- Tomatoes
- Large crowds
- Fighting
- Dangerous monsters
- Getting dirty
- Yelling
- Gambling
- Sports
- Alcohol
- Bullying
- Guild Information -
Affiliation/Guild:
Lamia Scale
Previous Affiliation/Guild:
N/A
Occupation:
Mage
Partner:
None
Team:
None
Base of Operations:
Lamia Scale HQ
Guild Tattoo Color:
Green
Guild Tattoo Location:
Back of Left Hand
- Wizard Information -
Type of Wizard:
Holder
Wizard Rank:
B-Class
Magical Powers/Abilities:
Magic Card
Magic Card is a type of Holder Magic which revolves around the use of Magic Cards, which can produce a variety of effects, such as generating elements, and even seemingly living beings. Magic Card can be used for offense by employing the cards used for this Magic as long-range weapons by the user throwing them at their enemies. Users of this Magic can also combine their cards to generate particular effects. Aside from combat, Magic Card seems to possess other avenues for usage: users can apparently track down people to some degree through the cards' use, as shown when Cana Alberona placed several of them on the ground in an attempt to pinpoint Mystogan's location, but to no effect, leaving the effectiveness and the conditions of the cards' tracking power unknown. In addition, the cards can reproduce the effects from a variety of different forms of Magic, such as Water Magic or Sleep Magic, coming in as very versatile, if used the right way. These cards can also be linked to specific individuals, allowing the user to gain information about their status and location, as well as to communicate with them. Users of this Magic also have the ability to trap individuals inside their Magic Cards, as demonstrated by Shô. However despite being trapped in them, the figures inside can still interact with those on the outside to an extent, such as when a casino patron was able to use his knife and cut Lucy Heartfilia's bonds.
Spells:
Projectile Cards
The user throws a card at their target that multiplies, acting as effective projectiles.
Card Dimension
The user uses cards to trap people inside pocket dimensions, effectively turning them into cards. However, despite being trapped inside the cards, the figures inside can still interact with those on the outside to an extent. The person trapped in the card can also be set free if the card's owner chooses to release them as well.
Calling Cards
The cards must be set as a pair and they work as a two-way communication spell. They don't have a set range either but only work with each other for a limited time.
Wild Card
Similar to Card Dimension, this spell instead seals a magic spell within it. It can then be re-released on command. Only 3 per battle and can't be used on advanced spells.
Elemental Cards
These cards contain natural elements which are basic spells. They aren't very strong on their own but when used as a combination spell, they're quite formidable. Using more than two for a combination will quickly drain an inexperienced user.
> Fire: Shoots a fireball from the card at the the target.
> Water: Projects a blast of water from the card, capable of knocking the target over.
> Earth: Causes a blunt rock spike to jut out from the ground before the target.
> Wind: Blasts the target with a strong gust, capable of knocking them down.
> Lightning: Summons a bolt of electricity from the sky.
> Ice: Freezes the surface the card makes contact with.
> Metal: Creates a solid wall to defend against physical attack and magic.
Warrior Cards
These cards contain creatures and warriors that can attack directly. They aren't very strong on their own but when used with an elemental card, they become stronger. Taking on an elemental attribute can also be quite helpful for overcoming a situation, such as "Water" and "The Knight" allowing the "The Knight to use a water sword or even fight adeptly in the water. Naturally, the warriors become resistant to the element they become but also gain obvious weaknesses. Each element has a basic ability it grants the warrior it's used on: "Fire", "Wind" and "Ice" simply gives them the respective element infused weapons/fangs/claws. "Water" additionally allows underwater combat. "Earth" doubles their strength. "Lightning" grants a speed boost. "Metal" turns them into metal, greatly improving defense; however, become slower.
>The Knight: A skilled swordsman in a suit of armor.
>The Archer: A highly accurate marksman.
>The Golem: A large and intimidating beast with a strong defense.
>The Wolf: A canine with sharp claws, teeth and plenty of agility.
>The Pegasus: A winged horse that can moves through the sky with grace.
Dual Spell Combinations
Heat Wave
"Fire" and "Wind" combination. The spell blasts intense flames at their target, hot enough to work even in water.
Geyser
"Fire" and "Water" combination. A trap spell that can be laid down and triggered by proximity. Piping hot water erupts from the cards, threatening to burn their target.
Morning Mist
"Fire" and "Ice" combination. This spell creates a dense and chilly fog that is neigh impossible to see through. Perfect for making a stealthy exit or attacking the confused enemy.
Quicksand
"Water" and "Earth" combination. A trap spell that must be laid down and triggered by proximity. Upon activation, a pit will form and attempt to slowly drag it's victims under. Struggling will only make it worse by speeding up the process.
Jetstream
"Water" and "Wind" combination. The water blast becomes much more powerful; strong enough to break rock and dent steel.
Ice Beam
"Water" and "Ice" combination. A spell that is capable of freezing its targets upon contact. The freezing process is very much like covering the target in a thick layer of ice.
Sandstorm
"Earth" and "Wind" combination. A trap spell that must be laid down and triggered by proximity. A spell that creates a hectic wind around it's target with sand obscuring their vision and pelting them.
Quake
"Earth" and "Lightning" combination. Must be used on a solid surface. The spell when used on the ground, creates a fissure in a straight line from its activation. When used on anything else, it can shatter or break what it touches.
Ice Barrage
"Earth" and "Ice" combination. Must be used on a solid surface. Large shards of ice emerge from the surface, traveling toward its target and threatening to impale them.
Big Wall
"Earth" and "Metal" combination. A trap spell that can be laid down and triggered by proximity. A massive wall that can shield at least five people, rises from the ground. This blockade is as strong as steel, making it difficult to destroy.
Thunderstorm
"Wind" and "Lightning" combination. A trap spell that can be laid down and triggered by proximity. A mass of lightning fires out randomly which can electrocute multiple targets.
Blizzard
"Wind" and "Ice" combination. Assails the target with a powerful gale of ice and wind.
Shrapnel Wave
"Wind" and "Metal" combination. A burst of air that carries light pieces of metal to cut and pierce the target.
"Fire" and "Wind" combination. The spell blasts intense flames at their target, hot enough to work even in water.
Geyser
"Fire" and "Water" combination. A trap spell that can be laid down and triggered by proximity. Piping hot water erupts from the cards, threatening to burn their target.
Morning Mist
"Fire" and "Ice" combination. This spell creates a dense and chilly fog that is neigh impossible to see through. Perfect for making a stealthy exit or attacking the confused enemy.
Quicksand
"Water" and "Earth" combination. A trap spell that must be laid down and triggered by proximity. Upon activation, a pit will form and attempt to slowly drag it's victims under. Struggling will only make it worse by speeding up the process.
Jetstream
"Water" and "Wind" combination. The water blast becomes much more powerful; strong enough to break rock and dent steel.
Ice Beam
"Water" and "Ice" combination. A spell that is capable of freezing its targets upon contact. The freezing process is very much like covering the target in a thick layer of ice.
Sandstorm
"Earth" and "Wind" combination. A trap spell that must be laid down and triggered by proximity. A spell that creates a hectic wind around it's target with sand obscuring their vision and pelting them.
Quake
"Earth" and "Lightning" combination. Must be used on a solid surface. The spell when used on the ground, creates a fissure in a straight line from its activation. When used on anything else, it can shatter or break what it touches.
Ice Barrage
"Earth" and "Ice" combination. Must be used on a solid surface. Large shards of ice emerge from the surface, traveling toward its target and threatening to impale them.
Big Wall
"Earth" and "Metal" combination. A trap spell that can be laid down and triggered by proximity. A massive wall that can shield at least five people, rises from the ground. This blockade is as strong as steel, making it difficult to destroy.
Thunderstorm
"Wind" and "Lightning" combination. A trap spell that can be laid down and triggered by proximity. A mass of lightning fires out randomly which can electrocute multiple targets.
Blizzard
"Wind" and "Ice" combination. Assails the target with a powerful gale of ice and wind.
Shrapnel Wave
"Wind" and "Metal" combination. A burst of air that carries light pieces of metal to cut and pierce the target.
Special Attacks/Advanced Spells:
The Wyvern
This is another "Warrior Card" albeit a powerful one. This flying reptile is strong on it's own; however, its change in attribute is what makes it truly formidable. It has a breath attack of whatever element it is infused with.
Force of Nature
Uses the "Fire", "Water", "Earth" and "Wind" card. This spell unleashes a devastating four elemental attack in the form of a massive sphere containing the four elements. It's strong enough to break through steel and keep going!
Maelstrom
A combination of "Thunderstorm" and "Water". This powerful spell sends large electrified beams of water to strike in all directions. Not only can the beams break rock, it will send a sharp jolt of lightning through them.
Wild Card: Crash Flash
A card that carries the spell Crash Flash within it. A short range field is expelled from the card that will crush anything within, including the ground itself. This can also be set as a trap to be stepped on. Only has one per fight.
House of Cards
The spell uses several cards to box it's target in a magic reflective box. The more cards and magic used, the larger the prison can be. On command, the cards can come toppling down in a dangerous explosion.
Final Gambit
The last resort technique for Card Magic as it uses up five cards in the deck and the users remaining magic. This creates a massive explosion of magic energy that can be thrown at the enemy or planted and activated on command. When used correctly, this could end a fight or put the user in grave danger.
Magic Color:
Violet
Magical Items:
Gale-Force Reading Glasses
Weapons:
Magic Cards
Strengths:
- Long Range Combat
- Ambidextrous
- Quick Reflexes and Speed
- Keen Intellect
- Multiple Elemental Magics
Weaknesses:
- Close Range Combat
- Low Durability
- Low Physical Strength
- Non-Lethal Force
- Losing Her Card Deck
Skills:
- Sleight of Hand
- Navigation
- Strategics
- Cleaning
- Quick Learner
Jewels:

- Background Information -
Personality:
Emmy is a timid and shy girl who struggles with her feeling sometimes. She's sensitive to what others think of her, often tearing up when picked on. It's another reason why she mostly keeps to herself and has learned to be independent. The young mage blushes a lot as well and is known to hide her face in her hands when she does. When talking to strangers, as well as friends, she stammers often and has trouble getting her point across. Despite that, she's very kind and generous in that she would help complete strangers without question. That isn't to say she's gullible but she does have a hard time saying no. Her empathy goes as far as enemies who most would consider undeserving. Emmy is also intelligent with a love for books, poetry and card games. The girl uses logic and analytical skills to quickly assess her surroundings to determine what to do or to quickly draw conclusions. She isn't the type to go charging in head first towards danger. Aside from bugs, she abhors violence and hurting others and would much prefer to reach a peaceful solution to disputes.
However, when it comes to fighting, Emmy gains a little more confidence in herself and loses her stammer. Even when she's fighting, she can't help but apologize for inflicting pain to her enemies. But surprisingly, she's very good at it; a tactician who uses her head to make the most out of her magic. While not ruthless, she is quite relentless in that she wishes to ensure victory.
Background/Biography:
Emmy grew up in Lamia Scale, but as a child, she was at one point afraid of magic. She would always run to her mother to protect her from the flashing lights and strange things people could do. And she used to be clingy to, attaching herself to her mother whenever she could...until one day she was gone. To this day, she could vaguely remember her mom telling her that she was going away for a while. It was the last time she saw her. In her mother's absence, her father became her rock. Emmy was babied for a long time, much to her brother's annoyance and jealously. Zane never treated her badly because of this but always seemed indifferent toward her. The only time he showed her any attention was when he needed to practice with someone in his favorite card game. The young girl tried her best to get really good at the game so he would keep playing with her. This worked out for her for a while until he eventually grew out of the game. While that was the case, she did become quite attached to the game for what it provided: a fond memory and small bond with her brother.
It was years before she even thought about becoming a mage and learning magic. Her brother left home but she was comfortable living at home with her father, even when he became the guild master of Lamia Scale. Yet and still, not a day went by that she didn't think of her mother. She didn't understand why she chose to leave her, to leave them. And then one day, she received a letter in the mail from no listed sender. But the message was clear and to the point; a message from her mother that said she wouldn't be coming back. Emalina was devastated at first and she didn't want to believe it. There was no way she could show this to her father either, knowing it would crush him. So she hid it and tried to forget about it. But the lack of answers and guily kept gnawing at her conscience to the point where she decided to seek out her mother.
And so, Emmy at last joined Lamia Scale at which her father was slightly hesitant about. But she had made up her mind and was dead set on finding her mother. Mages got to travel all over the world, most being strong enough to defend themselves. That was the type of wizard she wanted to be, at least to accomplish her goal. A couple years have passed since then, Emmy at last achieving B-rank after a lot of hard work. Yet, she has gotten no closer to finding her mother or even any leads. But if being in Lamia Scale has taught her anything, it's that she shouldn't give up and to keep going; especially when it comes to family.
Known Relatives:
- Venceslao Altair [Father]
- Evelyn Altair [Mother - Missing]
- Zane Altair [Older Brother]
Sexual Orientation:
Heterosexual
Relationship Status:
Single
Birthplace:
Margaret Town
Current Location:
Lamia Scale Guild Hall
Theme Song(s):
Main Theme: Dreaming
Emotional Theme: Xion
Reminiscing Theme: Memories of Happier Days
Battle Theme: Révolutionnaire
Additional/Other Information:
- Giselle Maron is Emmy favorite idol, admiring her for her strength and beauty.