Sienna Fuegonasus

<tabber>
|-|Battle Wizard=
|-|Pyromancer=
|-|Unchained=
|-|Necromancer=
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==Summary==
Sienna Fuegonasus is one of the five playable Heroes in Vermintide 2. In official media, she is usually seen as a Bright Wizard wearing red robes, and wielding a fireball staff and engulfing enemies in flame.
Blessed with a sharp intellect and a wicked sense of humour, Sienna will generally pass for a well-adjusted individual, as far as wizards go. Those who witness her in battle, however, will soon catch a glimpse of how deep her dependency and addiction to the adrenaline rush of Aqshy's magic has taken her. She is fiery tempered, but good humored, if perhaps a little unhinged.
Sienna arrived in Ubersreik as the prisoner of Victor Saltzpyre, and guarded by Markus Kruber for an impending trial. After the events of Vermintide, her trial is "postponed" however, leaving her a future she wasn't expecting.
Based on which career the player chooses in-game, Sienna is seen as a Battle Wizard, who tempers her addiction through order and structure, a Pyromancer, who focuses on her innate talent as an instinctual caster, or Unchained, who has fully sucuumbed to her addiction and thrown caution to the wind.
==Powers and Stats==
Tier: , with magic | , with magic 
Key: Bright Wizard | Necromancer
Name: Sienna Fuegonasus
Origin: Warhammer Fantasy
Gender: Female
Age: Unknown
Classification: Human, Wizard, Mage, Pyromancer, Battle Wizard
Powers and Abilities: 
<tabber>
|-|Base Abilities=
Superhuman Physical Characteristics, Acrobatics (Can navigate tough terrain, and use her agility to dodge opponents), Enhanced Senses (Can sense enemies that are behind or out of view, able to detect the presence of specific enemies far from her position), High Pain Tolerance (Can still fight and run even with heavy wounds), Healing (Through Healing Draught and Medical Supplies), Absorption (Can gain temporary health from killing her foes), Aethyr Manipulation (The Lore of Aqshy specifically; Incredibly skilled Bright Wizard, trained in manipulating Aqshy, though like all wizards, should also be able to perform spells from Battle Magic and Petty Magic as well), Fire Manipulation/Heat Manipulation (Can conjure intense flames for a variety of effects, the more she casts flames in rapid succession the hotter and more powerful the fire, all of her weapons are superheated and flaming, her own body begins to flare up in fire as well, growing hotter the more spells she casts), Weapon Mastery (Has great skill wielding a variety of daggers, swords, greatswords, flails, maces and crowbills), Explosion Manipulation (Can create a variety of explosions using magic, these can be explosive fireballs, cause explosions from underneath her enemies feet, and can even cause an explosion centered on her own body that only affects enemies, can throw bombs), Self-Destruction (If she casts too many spells in quick succession, she has a chance of exploding in a destructive ball of fire that greatly damages everything around her, she can prevent this by venting her powers, cooling her down over time or by prematurely releasing the explosion before it overwhelms her), Creation (Can create javelins, skulls and presumably more out of her fire), Homing Attacks (Can create a flaming skull that homes in on her target with unerring precision), Damage Reduction (When she becomes Unchained, she passively halves damage she takes, the other half instead filtering into her magic adding to her personal heat), Teleportation ( Can teleport and appear in another destination, leaving a trail of fire between the locations), Statistics Amplification (She can channel her fires into herself to buff herself in a number of ways including speed, strength, durability. Has numerous potions that increase her speed and strength), Empowerment (Mages who wield Aqshy have their flames influenced by their emotions, the more passionate the emotion, the hotter their fire and more powerful they become, though if they lose themselves to their emotions they also lose control of the fires they wield), Danmaku (Can rapidly fire dozens of fireballs or javellins in quick succession to overwhelm her foes), Resistance to Corruption (Walked through a Warp portal with no visible mutations), Transmutation (Resisted the transmuting effects of Warp Lightning), Curse Manipulation (Has charms that reduce the cursing effects of grimoires), Life Manipulation and Soul Manipulation (Can survive having their soul drained by a Lifeleech), Empathic Manipulation and Disease Manipulation (Can resist the corrupting and disease-inducing effects of the Blightreaper), Poison Manipulation, Matter Manipulation (Can survive breathing toxic and transmutative effects of warp gas and being in close proximity to Warpstone, limited Resistance to Aethyr Manipulation (Dhar; Can traverse the Chaos Wastes with little difficulty, where Aethyr flows wildly and induces Corruption, Mutation, Madness, and Soul Manipulation)
|-|Bright Wizard=
All previous abilities, plus:
===Lore of Aqshy===
*Temperature Manipulation & Blood Manipulation (With Boiling Blood, Causes the target excruciating pain and hallucinations as their blood boils. Worse, those that die from this spell become a fountain of super-heated blood! This is a touch spell)
*Homing Attack (With Bolt of Aqshy, An armour piercing magic missile capable of blasting through multiple enemies.
*Fire Manipulation (With Breathe Fire, the caster breathes out a rolling burst of flame, akin to that of the dragons of legend.
* Fire Manipulation (With Burn, Burns one target, wounding them.
*Fire Manipulation With Burning Barrage, A volley of small fireballs are hurled into the enemy. The number of fireballs may range from one to five.
*Fire Manipulation & Homing Attack (With the Burning Head, A cackling visage, wreathed in flame, appears before the wizard. With a final screech of glee, it bounds towards the enemy.
*Empathic Manipulation (With Burning Vengeance, Causes the target of this spell to have a burning desire for vengeance against another character. The caster must name both the target and the object of the vendetta during the casting of the spell. If successful, he becomes obsessed with getting revenge on the named character. He can’t articulate why; all he knows is that his enemy is a betrayer and deserving only of death. The spell lasts for one year and one day, or until vengeance is taken. Each month the target may attempt to shake the spell, but these subsequent tests are difficult. Burning vengeance, once ignited, is hard to extinguish)
*Forcefield Creation & Fire Manipulation (With Cascading Fire-Cloak, A shield of flame appears around the wizard, scorching nearby foes.
*Fire Manipulation (With Cauterize, the Pyromancer can lay their hands on an open wound and sear it shut. While this does not restore their health, it does count as medical attention and can thus save the critically injured from certain death. This spell can be used for similar tasks, such as branding. The wizard's hands must be bare to cast this spell successfully.
* Empathic Manipulation (With Choleric, A nearby target becomes irate towards another target the Pyromancer designates. If the target fails to resist, it attacks the secondary target)
* Explosion Manipulation (With Cinder Blast, A magical projectile is launched by the wizard, which explodes when it hits something. It typically is able to cause damage to several enemies, if they're close together.
*Fire Manipulation (With Conflagration of Doom, Arguably the most destructive spell in the Bright Wizard’s arsenal, when called down, a fiery inferno engulfs a large swath of the targeted area, the spell lasting until nothing inside it is left alive. As this is such a violent and powerful conjuration, all wizards within a five mile radius are aware of the disturbance in the Aethyr that this spell causes. Bright Order Battle Wizards often seek out those using this spell in a careless way to talk about limiting its use in a rather pointed fashion.
*Empathic Manipulation & Fire Manipulation (With Consuming Wrath, the Pyromancer causes a target to become overwhelmed with hate. Should they fail to resist, they become more effective in combat scenarios. However, they suffer gradual injury from the consuming fires of rage burning within him, further they attack the nearest creature, regardless of being ally or enemy. This is a touch spell)
*Thread Manipulation (With Crimson Bands, Snaking crimson magic entwines any one target within range of the spellcaster.
*Fire Manipulation & Empathic Manipulation (With Crown of Fire or Crown of Flame, This spell creates a majestic crown of shimmering flame above the caster's head. During the spell’s duration, the Pyromancer becomes more effective at commanding and intimidating. Furthermore, enemies that fail to resist its magic cannot willingly attack him in melee combat. The flaming diadem provides the illumination equivalent of a torch and can be used to ignite flammable materials, though this requires such undignified movements that few Bright Wizards use it for such a purpose. Note that it is impossible for a Bright Wizard to damage himself using this spell.
*Fire Manipulation & Cloth Manipulation (With Curtain of Flame, the Pyromancer creates a temporary curtain of flame whose contour he can shape at will. Although it always hangs downward like a curtain affected by gravity, the figurative rod that supports it can be bent at any angle, follow any curve, or be at any height the wizard chooses. The curtain itself and the smoke rising from it obstructs vision and missile attacks. The curtain billows in wind as a curtain of heavy cloth would, which can cause it to blow into nearby creatures or set nearby combustibles on fire.
*Transformation (With Embodiment of Aqshy, the wizard clasps a flame-wreathed key, and transforms himself into the avatar of the Lore of Fire.
*Energy Projection & Fire Manipulation (With Flame Beam, A beam-like offensive spell that stuns the targets while causing continuous damage.
* Fire Manipulation, Danmaku, & Homing Attack (With Fiery Blast, Between one and ten fiery projectiles are made to fly at one or more targets within a large area)
*Fire Manipulation (With Fire Ball, the wizard conjures a roiling ball of magic flame and hurls it at a nearby foe. Similar to Fiery Blast, save quicker to cast and limited in number only by the Pyromancer's own arcane prowess)
*Fire Manipulation,Danmaku, & Homing Attack (With Fireball Barrage, A storm of blazing missiles erupts from the wizard's outstretched hands, unerringly seeking his chosen enemy)
*Fire Manipulation (With Firewall, the caster builds a fulminating wall of pure Aqshy. Any who attempt to cross the wall will pay for it in the form of burn damage.
* Fire Manipulation (With Fires of U'Zhul, A reflexive bolt of fire that is shorter range than a Fire ball, but quite potent.
*Fire Manipulation & Air Manipulation (With Flame Storm, A column of roiling flame bursts from the battlefield, the roar of its creation almost drowning out the screams of its victims)
*Empathic Manipulation & Sound Manipulation (With Flaming Hearts, An unnatural resonance augments the wizard's voice, inspiring tired and frightened allies to feats of discipline and courage)
*Weapon Creation, Statistics Amplification, & Fire Manipulation (With Flaming Sword of Rhuin - A fiery sword materializes in the caster's grasp. Being magical in nature, it also imparts greater prowess in battle. The wizard can also ensorcel his allies' weapons, making them burn with a savagely hungry flame.
*Temperature Manipulation (With Flashcook, the caster either instantaneously cooks one serving of food to their liking or causes one quart or less of water (or a similar liquid) to immediately come to a furious boil. This is a touch spell)
* Fire Manipulation (With Fulminating Flame Cage, Searing rods of magical flame shoot from the wizard's outstretched hands, trammeling his chosen foe in a fiery prison)
*Fire Manipulation & Holy Manipulation (With Fury of Sigmar, Inspired by the chants of a nearby Warrior Priest, the wizard's eyes blazed with sudden power as an enormous conflagration erupted from his outstretched hands in the shape of a Twin Tailed comet)
*Fire Manipulation & Explosion Manipulation (With Great Fires of U'Zhul, A large fireball is lobbed in an arc toward the enemy. It erupts into flame upon impact and is capable of damaging multiple enemies.
*Empathic Manipulation & Resistance to Fear Manipulation (With Hearts of Fire, the pyromancer unlock the fires of courage in the hearts of their allies, enabling them to resist panic and supernatural terror, provided they remain in the immediate area of said-caster.
*Fire Manipulation (With Inextinguishable Flame - Renders any single fire, up to the size of a campfire, inextinguishable by wind or water, whether magical or natural. This effect can last between a day and a year depending on the caster's level of skill. In addition to being inextinguishable, the fire consumes no fuel while the spell persists. If the spell’s fuel is scattered, the flame continues burning on the smaller pieces; an inextinguishable campfire kicked apart, for example, continues to burn as component logs. After the spell expires, the fire continues burning naturally until its fuel is consumed or some force puts it out.
*Fire Manipulation & Explosion Manipulation (With Inferno, An explosion of heat emanates from the wizard, dealing flaming damage to anyone adjacent to him)
*Fire Manipulation, Magma Manipulation, & Earth Manipulation (With Magma Storm, the wizard sets a fire in the very rock itself, causing the ground to splinter and the raging lifeblood of the world to gush forth and engulf his foes)
*Fire Manipulation & Homing Attack (With Magma Storm, This spell, which appears to be different from the previous spell, sends a burning projectile at an enemy, which sometimes hurts those around the target in the process.
*Fire Manipulation & Summoning (With Myrmidia's Wrath, the wizard invokes this spell by thrusting his hand in the air. Flames burst out of the ground, beneath the feet of chosen foes)
*Danmaku (With Piercing Bolts of Burning, Focusing all his mystical might, the wizard strikes his foe with a flurry of incandescent missiles)
*Fire Manipulation & Purification (With Purge, Fire erupts in a focused area, setting anything flammable alight, and also burning anything tainted by the corruption of Dhar, such as warpstone– but the spell must be maintained longer the larger the corrupted item is)
*Fire Manipulation (With Raze, Fire bursts from the hands of the wizard, burning a particular target until there is nothing left but a pile of ash.
* limited Healing (With Rise from Ashes, This spell can be used to heal a mortally wounded comrade of the wizard. It makes their wounds no longer life-threatening, but does not heal them completely.
*Matter Manipulation and Fire Manipulation (With Ruin and Destruction, Causes a non-living object to instantaneously be destroyed as if by fire. The precise remains of the object after the spell is cast generally depend on its nature.. A sheaf of papers would be reduced to ash. A sturdy wooden chair would be reduced to a collection of charred bits of wood. A sword would be charred black and its leather wrappings destroyed, but the sword itself would be largely intact. The overall rule is any object that would be essentially destroyed by a prolonged fire is essentially destroyed by Ruin and Destruction. After the spell is over, the object is left cold to the touch. This is a touch spell)
*Weapon Control, Weapon Creation, & Homing Attack (With Sanguine Swords, the air around the wizard takes on a fiery glow as up to 6 red swords materialise, floating before him. At a gesture, the swords fly toward a victim and attack, and the target can be switched over time.
*Weapon Creation & Fire Manipulation (With Scarlet Scimitar, Strands of scarlet power assume the form of a brightly glowing scimitar in the grasp of the wizard.
*Fire Manipulation (With Sear, the Bright Wizard creates a cone of searing flame, burning all enemies within the area of effect)
*Healing (With Sear Wounds, This spell heals wounds on a target)
*Fire Manipulation, Resistance to Fire Manipulation & limited Forcefield Creation (With Shield of Aqshy, Wraps the caster with currents of the Red Wind, which shields them against fire attacks. This works only against fire damage such as dragon breath, fire balls, etc. The wizard cannot cast this spell on others.
*Perception Manipulation & Matter Manipulation (With Taste of Fire, Imparts one batch of food or drink with a fiery potency. This makes food spicy and imparts the burning flavour and effect of alcoholic spirits to beverages of any kind. A “batch” of food consists of a plate of food served to you, a common serving container of one dish (a whole stewpot, for example), or a single container of some beverage up to and including a whole barrel of water or keg of ale. Beverages which were already alcoholic have their potency increased to that of spirits. The effect of spicy food on those unaccustomed to it—the caster is always considered accustomed—causes intestinal distress for several hours.
*Fire Manipulation & Fire Manipulation (With Towering Inferno, Binding the Wind of Aqshy into the very stone of the walls before him, the Wizard gestures and the magical energy is unleashed as a torrent of raging flame.
*Fire Manipulation (With Wall of Fire, A ring of fire is summoned around a target, protecting them from their enemies' attacks.
*Fire Manipulation & Flight (With Wings of Fire, the wizard is enveloped by fiery wings and is carried into the air at incredible speed. The wizard can only go to places that can be seen from line of sight from the point of casting, and cannot fit into spaces too small to fit through normally.
*Biological Manipulation & limited Water Manipulation (With Withering Heat, with a triumphant gesture, the wizard sets a curse of desiccation upon his foes' flesh)
|-|Necromancer=
All previous abilities, plus:
===Lore of Undeath===
*Possible Multiple Selves (Multiple Souls; Sienna's body is likely possessed by both herself and her sister Sofia)
*Portal Creation & Summoning (With Akar'aran - The Dark Riders - At the wizard's command, the ground opens up to reveal a portal through which long-dead knights ride forth to do battle)
*Summoning (With The Army of Doom Keep - The legendary High Elf Anareth could not forever destroy the dread army of Doom Keep, so he sealed it away in a pocket of magic. Alas, this prison could not remain secret forever and, little by little, accursed Necromancers have begun to draw the wight-host into the mortal world once more)
* Power Nullification (With Banish Undead - Creates a magical vortex within a large area nearby that sucks energy from the Undead. Skeletons and zombies are instantly destroyed by this)
*Life Manipulation, Transmutation, & Corruption (With Blight - Sucks the life out of an area up to one square mile. Plants wither, animals sicken, water becomes poison, and soil turns to dust and ash. Animals instinctively avoid this land, and it will gain a reputation for being haunted. Dhar pools here, allowing its users to cast their spells with greater ease. No crops can be grown unless the ground is first sanctified by a Jade Magister or similar with the Cure Blight spell, which reverses all the effects)
*Statistics Amplification (With Call of Vanhel - Energizes undead under the caster's control, making them absurdly fast)
*Mind Manipulation (With Control Undead - Bends one of the ethereal Undead to the caster's will. The necromancer can target any one creature with both the Ethereal and Undead traits within range, though the target may attempt to resist their command)
*Transformation & Immortality (Type 2 with Corpse Flesh - The necromancer's skin takes on the toughness of mortified flesh for one minute. During that time any would-be fatal wounds become less than threatening)
*Age Manipulation (With Curse of Years - The caster spits out an ancient curse and his enemies age at an incredible rate, hair turning white and skin shrivelling)
*Deconstruction (With Destroy Undead - The caster causes any group of Skeletons, Zombies or Ethereal Undead to crumble to dust or simply vanish)
*Shapeshifting & Fear Manipulation (With Face of Death - The necromancer makes their face look like a leering skull, the very symbol of death. This causes supernatural fear in any who gaze upon it)
*Matter Manipulation & Earth Manipulation (With Father W'soran's Architect - Using a piece of stone from a Nehekharan building, a map of the tower drawn with the blood of a mason, and the skull of a Stone Troll, a 50-foot tall stone tower rises out of the ground in the place where this ritual is performed. The caster, who must have training to be a stoneworker by trade, determines the internal layout of the tower when he draws the map ingredient)
*Blood Manipulation & Biological Manipulation (With Fountains of Blood - All living creatures within range begin to bleed more freely than before, as if their lifeblood is eager to weep from their bodies. This spell is especially handy for Vampires, the increased blood flow making it easier for them to feed)
* Corrosion Inducement & Corruption (With Gaze of Nagash - Bolts of Dhar fly from the caster's eyes, and what flesh they touch blackens and withers, peeling away completely to reveal bleached white bone beneath)
*(With Hand of Death - The caster can wound with a touch, but cannot use weapons for the duration of the spell)
*Biological Manipulation & Deconstruction (With Hand of Dust - The caster's touch destroys the flesh of living opponents, causing terrible wounds regardless of armour or natural resilience. Undead are immune to these effects, however. This is a touch spell)
* Statistics Amplification (With Hellish Vigour - Infuses a number of Undead, allowing them to move swiftly, empowered by raw malevolence. In addition, they wield their weapons with greater proficiency)
*Healing (With Invigorating Vitae - Drinking the blood of a corpse heals the caster's own wounds. The corpse must be freshly killed (dead less than an hour), or else the spell fails to work)
*Necromancy (With Invocation of Nehek - The caster intones the dread syllables handed down from Nagash himself, breathing unlife into the cadavers strewn across the battlefield)
*Summoning (With Kandorak - The Harbinger - The greatest practitioners of the dark arts can summon forth the most fearsome champions and creatures of undeath)
*Soul Manipulation & Necromancy (With Khizaar - The Soul Stealer - The wizard tears the souls from his victims' bodies before breathing unlife into their sundered corpses)
*Necromancy (With Legion of the Dead - Using the sword arms of ten dead soldiers, a drum made of bones and Human skin, a fragment of Warpstone the size of a skull, and a barrel of rum, a regiment of the dead rises to fight for you. As many as 30 Skeletons or Zombies may be raised in this way, depending on how many corpses are at hand and their state of decay. These troops do not count towards the usual limit of how many Undead you may control and remain under your command no matter how far away from you they travel. Created Undead remain until destroyed, even if you are slain)
*Possession & Transformation (With Life in Death - This spell may only affect the caster. Its effect lasts for a multiple of one hour. If slain during this time, the Necromancer's spirit is released and may try to inhabit the body of any other living creature for a time. If the caster is successful in possessing a body, the Necromancer may inhabit that body until it is slain or the caster is driven out by magical means. The victim's psyche is not destroyed, but is suppressed by the Necromancer. The spell caster does not gain access to the thoughts, memories, and knowledge of the victim, and if the Necromancer is ever driven out of the body, the victim regains full control)
*Life Manipulation & Fire Manipulation (With Malediction of Nagash - At the Necromancer's command, his enemies feel the looming shadow of undeath fall across them, sapping their strength and endurance. Additionally, Sienna is capable of infusing her fire with this, which causes her flames to go cold but drains her enemy's health and stamina upon hit)
*Smoke Manipulation & Healing (With Morkharn - Breath of Darkness - The wizard draws tendrils of the Wind of Death into a dark fog that restore the undead and fills them with unholy vigour)
*Weather Manipulation & Blood Manipulation(With Rain of Blood - Using the hearts of five followers of Khorne or Shallya or a combination of both, a Griffon’s feather, and a calf born in the last spring in the lands targeted, summon a host of dark clouds that rain blood over an area of five square miles for one hour, which may result in flooding. The blood is ordinary blood of the same species as the hearts used in the casting (the blood will be a mixture of that of different species if hearts from different species were used). This ritual has been used to feed Vampires on the march in wartime and also to dishearten the enemy)
* Necromancy (With Raise the Dead - One skilled in the art of necromancy can awaken mortal remains to reinforce the Undead legions under his control. The spell always ends at sunrise)
*Necromancy & Animal Manipulation (With Razkhar - The Abyssal Swarm - The wizard binds the bones of predatory creatures with dark magic, causing them to rise from their animal graves)
*Necromancy (With Re-Animate - The necromancer re-animates the dead, creating a number of Skeletons or Zombies. The caster must have fresh corpses for Zombies or aged remains for Skeletons. If the corpse is incomplete—missing a head, arm, or leg, the Skeleton or Zombie’s capabilities are limited accordingly. The spell always ends at sunrise)
*Necromancy & Resurrection(With Rebirth in Blood - Using the hands of a midwife, the last drop of a Human’s blood, a Dragon’s tooth, the womb of a cow raised on blood, and the remains of a Vampire, bring a deceased Vampire back to un-life. The ritual can be attempted indefinitely until successful, though in past instances, repeated attempts have consumed years of the caster’s life)
*Statistics Amplification, Intangibility & Power Bestowal(With Ride Through the Night - The caster's mount, and up to five others, are invigorated by the power of Dhar. From nightfall till sunrise, the mounts may run even if crippled. They also become Ethereal, as do their riders and any coaches they pull. This spell is used by Vampires to catch those who flee from them before sunrise. In the midst of the chase they will ride straight towards their target, uncaring of mortals whose dwellings they gallop through)
*Clairvoyance & Extrasensory Perception (With Ryze - The Grave Call - Drawing forth the dark energies coursing across the land, the caster sends tendrils of power seeping into the ground in search of long-dead bodies to answer his summons)
*Summoning & Homing Attack (With Screaming Skull - In a shrieking voice, the necromancer intones the spell. They summon a giant black skull, apparently burning in a weird purplish-green hue. It launches itself forward, cackling and screaming as it goes. It damages any living creatures in its path, but can pass freely through obstacles or undead)
*Fire Manipulation, Blood Manipulation (With Shadowblood - Burning blood leaps from your hands and ignites a target within 12 yards)
*Statistics Amplification (With Stop Instability - This spell can be cast on any group of Undead or ethereal creatures within 48 yards. The creatures ignore their next occurrence of instability, even if magically induced. Only one such spell may be carried by a group at any one time)
* Age Manipulation, Corrosion Inducement, Biological Manipulation & Deconstruction(With Sulekhim - The Hand of Dust - Grasping hold of his foe, the wizard pours forth the decaying power of the ages, desiccating flesh, armour and bone, and reducing his victim to dust in a single heartbeat)
*Summoning (With Summoning the Ship of the Damned - Raise a sunken ship from its resting place with a full crew. The ship does not need wind to fill its sails and travels at an even speed no matter the weather. Although the ship remains as decayed as it was on the ocean’s floor, it rots no further. The crew is made up of either Skeletons or Spectres, and there are as many of them as there were crew when the ship sank)
*Necromancy (With Spell of Awakening - As Re-Animate, but creates Wights instead, though the corpses must each be of particular quality)
*Transformation (With Transformation of the Liche - If a necromancer casts this spell and dies before the next sunrise, then instead of dying he will turn into a Liche. As this transformation is something many necromancers desire, many are known to have cast this spell then deliberately killed themselves)
*Statistics Amplification (With Vanhel's Danse Macabre or Vanhel's Call - The Undead are filled with magical energy that causes them to jerk forwards on the attack with tireless and unnatural speed)
* Air Manipulation & Soul Manipulation(With Wind of Death - The caster calls forth spectral winds that howl through the ranks of the foe, tearing their souls from their bodies)
*Life Manipulation (With Withering Wave - With a wave of their hand the caster unleashes devastating necromantic forces that drain the life from their opponents, shrivelling their skin, turning their blood to dust, and shattering their bones)
* Attack Reflection & Forcefield Creation (With Zone of Life - This spell creates a magical field, 12 yards in diameter, cantered on the caster. The Zone lasts a multiple of one hour until the caster moves. The caster may forbid any Undead (including Ethereal Undead) from entering the Zone, or from firing missiles or casting magic into the Zone)
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Attack Potency: Multi-City Block level (Can fight and kill Stormfiends like Grinderfists who scale to this feat), Large Island level with Magic (Should be comparable to other generic human mages. Should be able to damage Greater Daemons)
Speed: Supersonic, Massively Hypersonic reactions (Can dodge gunfire,Tzeentch's lightning and Grey-Seer Rasknitt's Warp Lightning)
Lifting Strength: Class M (Should scale to Saurus Leaders and Warriors, who are able to crush rocks and steel)
Striking Strength: Multi-City Block level, Large Island level with magic
Durability: Multi-City Block level (Can endure hits from rat-ogres and trolls)
Stamina: Superhuman (Capable of fighting through hordes and hordes of enemies)
Range: Extended Melee Range with swords, maces and daggers, higher with bombs, hundreds of meters with magic staffs
Standard Equipment: Potions, Bombs, Swords, Dagger, Mace, Staffs
*Available equipment as Battle Wizard
*Available equipment as Pyromancer
*Available equipment as Unchained
Intelligence: At least Above Average (Studied in the Bright College and thus learned many subjects Human wizards are among the most educated people in the Empire)
Weaknesses: Too much use of her magic without venting can cause her to overheat and risk self-destruction
Note: Unlike the other Ubersreik Five members, Sienna's careers seem to be separated by level of restraint from Sienna, with little distinction between these careers otherwise. As such, it was more fruitful to combine them into a single key rather than separate them. However, Sienna's Necromancy tier is very different
==Notable Matchups==
Victories:
Losses:
Inconclusive:
Category:Characters
Category:Warhammer Fantasy
Category:Fantasy Characters
Category:Humans
Category:Wizards
Category:Fire Users
Category:Staff Users
Category:Female Characters