Bamimi Bami
BAH-mimi BAH-miCrystal | Balmung
Raised in Ul'dah under the tutelage of the Thaumaturges, Bamimi has since struck out on her own to become a woman of many talents, writing and magic included.
About
Mage | Novelist | Summoner
With a natural talent for manipulating aether, Bamimi has always felt a connection to the realm of magic. Moving from the practice of thaumaturgy, she quickly found herself adept at arcanism and script-mastery. Her technique is seen as quite uncommon, preferring to write arcane equations as prose instead.
Likes
• A fresh well-balanced quill for writing
• Practicing new methods of casting spells and utilizing magic
• The thrill of combat against a worthy opponent
• Mountainous desserts for her increased appetite
Dislikes
• The upkeep needed for self-care
• Over-stimulation of her aethersight
• Writer's block
Stats
she/her | trans | lesbian | asexual
half-Dunesfolk half-Plainsfolk
Bamimi is happy to speak of herself, excited to meet new people and to share her personal journey with them.
• Hair: Shoulder-length blonde hair, pulled into a chocobotail.
• Age: Adulthood (mid-thirties).
• Build: Soft, with some curve.
• Eye-Color: Violet (thin Dunesfolk membrane).
• Scars: Minimal nicks and scars.
• Personality: Loud, silver-tongued, humorous, flirtatious.
• Combat Ability: Average, but improving. Can handle a sword.
• Aethertic Ability: Naturally skilled, mid-level prowess. Aethersight.
• Items Carried: A large tome, a tomestone, a Summoner's soulstone.
History
Washed-Up Mage
Bamimi prefers to look towards the future, preferring the opportunities that await her, as opposed to being set in stone.
Enlisted into the Thaumaturges' Guild in Ul'dah at a young age for her aptitude with channeling aether, Bamimi never progressed far through the official ranks. Thanks to the marking on her face she was born with, channeling umbral aether was an impossibility despite the benefit of aethersight it gave to her. She was quickly taught how to handle a sword and became the field-chirurgeon for many excursions. After nearly a decade of duty, she left the guild to pursue her passion for writing romance.
In the time since, she has become an accomplished author, penning more than a dozen novels under her name. Her most well-known book, The Ballad of Green and Gold has received a small number of accolades from publishers around Eorzea.
Recently, Bamimi has been putting efforts into learning the art of summoning and general arcanism. After a chance meeting with an instructor, she was given a fresh tome and a Summoner's soulstone to assist with her learning. With her inability to channel umbral-aspected aether, the conversion process of channeling through inks has allowed her to cast a larger breadth of spells to the point of her learning how to cast without a tome. With no primal to call her own, she has recently taken a fascination with learning the various primals of Eorzea. At the moment, there are a few candidates for her first, but more training is needed on her part.
Spellbook
Letting the unknown be known.
• Aethersight. Not really a spell, and more something I was born with.
• Bleed. A basic thaumaturgy trick that opens up the wounds of the dying.
• Ignight. A basic thaumaturgy spell that sets objects aflame.
• Fire I. The mage's basic fireball. Dependable and reliable.
• Detonate I. An improvement on Fire I, causes an explosion of flame.
• Thunder I. A simple bolt of lightning. Nothing to write home about.
• Spark I. An enhanced Thunder I, good for groups of foes.
• Blast. An odd spell. Condenses then expels ambient air, causing knockback.
• Fire II. The limits of my fire-throwing capabilities. A gout of fire.
• Detonate II. Used only in emergencies. Knocks me on my arse for a day.
• Thunder II. Much easier on me, but still packs a debilitating punch.
• Spark II. A burst of lightning in a small area. Looking into more applications.
• Mage-training. Thaumaturges taught me how to be direct with my spells.
• Ritual-training. They also taught me how to perform rituals.
• Aero I. Wind that cuts like a knife. Didn't know wind was astral. Huh.
• Read Magic. Learned to look between the words thanks to being an author.
• Unearthly Terror. Tried my hand at writing horror. Turns out, I'm good at it.
• Mind Map. Put some aether into my memories, and I can pen a map.
• Spell Lore. Done enough researching to have a grasp on unknown magic.
• Flawless Wording. Equations just don't have the same impact as words.
• Power of Words. People are enraptured by my tales, commanding audiences.
• The Pen is Mightier. Never realized how sharp a quill was until now.
• Arcane Flexibility. May not be permanent, but I can pick up on scrolls.
• Alter Object. Everything is aether, everything can be changed, however slight.
• Trifling Image. Never was much of an artist, but I'm learning how with magic.
• Ruin I. The other go-to for mages, a blast of magic missiles.
• Color Spray. The color of magic still baffles me. Baffles others as well.
• Physic. A medic's basic healing-spell. Saves me lots of trouble.
• Grimoire. A last-resort. My book's hefty enough to wallop someone with.
• Arcane Hypothesis. Been experimenting long enough to alter spells.
• See Invisibility. Again, not really a spell. Been training my aethersight.
• Aero II. I'm getting the hang of this. A gust that cuts like swords.
• Unnatural Lust. Put some magic in my romance novels, gets people riled up.
• Charm. They've told me I'm great at making friends. Time to prove them right.
• Dream Feast. Making dreams a reality, as long as they involve desserts.
• Energy Beam. Condenses aether into a straight-shot of power.
• Silent Image. I can make my little pieces of art move now. Still can't speak.
• Ruin II. An enhanced Ruin I. Pulls in more aether, spits out more missiles.
• Mage's Robes. I've learned to weave aether into my clothes. Handy.
• Phantasmal Partner. A set of four aetheric hands to help out day-to-day.
• Fog Cloud. Vibrates air aether to obscure vision. Keeps them guessing.
• Clandestine Conversation. A Nymian trick. Keeps linkpearls private.
• Phantasmal Tripwire. A basic trick to trip up foes. Gives them a hard landing.
• Protect I. A phantasmal shield that deflects physical attacks. Simple enough.
• Shell I. The partner to Protect. Guards against aetheric attacks.
• Wind Shield. Wreathes the subject in a gale of wind to deflect missiles.
• Aid. Bolsters morale and seems to give renewed vigor. Placebo effect?
• Wind Barrier. A modified Wind Shield. Won't deflect, but slow missiles.
• Consume Mana. Risky, but pulling from aetheric reserves is a tested method.
• Arcane Barrier. A powerful shield. Need to consume my aether beforehand.
• Mend Flesh. A powerful heal. Also requires me to consume my aether.
• Summon Alexander. It was a harrowing venture, but I managed to tap into the powers of the dead primal. A primal of time, order, and "holiness". I'll toss my lot in with him, sure.
ᐅ Light Immunity. Being a primal of light, Alexander is immune to light magic.
ᐅ Light I. A surge of astrally-charged aether. Lights up a room quite well.
ᐅ Blast Punch. I'd imagine being punched by a castle hurts a lot.
ᐅ Holy Judgement. Can't tap into this much. An explosion of astral aether.
• Alexandrian Egis. A trio of lesser primals that once resided within Alexander. Manipulator, Refurbisher, and Cruise Chaser.
ᐅ Explode. Manipulator fires off a volley of rockets, erupting them with fire.
ᐅ Aerospark. Refurbisher emits a jolt of lightning that sparks between two foes.
ᐅ Cruise Punch. Cruise Chaser wraps a fist in wind to deliver a knockout blow.
• Amanuensis. Etches text into the threads of time. Useful for meetings.
• Timer. Sends a small alarm into the future to remind me of things.
• Recall Agony I. Causes wounds that are fated to happen to arrive earlier.
• Anticipate Peril. It's not much, but I can see immediate danger.
• Precognition. Infinite futures sprawl before me, so I pick the right one.
• Temporal Hiccup. With a bit of meddling, I can guide luck's fate in my favor.
• Motes of Time. Solidified time. I can hold it in my hand. I'll utilize it well.
• Mending. A lot easier to put together objects than bodies, to tell the truth...
• Dancing Lights. A mote of astrally-charged aether makes a wonderful torch.
• Light I. This is so much easier than tapping into umbral magics.
• Dia I. a burst of overcharged aether clings to foes. Nasty stuff, that is.
• Cure I. Overcharging the body in less destructive ways can help repair it.
• Minor Image. I've gained more control over my phantasms. They can speak.
• Bio I. The makeup of bodies is quite fragile, all said. Easy to destabilize.
• Dispell. Spells are temperamental things, and are subject to being stopped.
• Ruin III. An enhanced Ruin II. A devastating amount of missiles.