SKILLS
Architecture - Expert Level
Artisan - Competent Level
Athletics - Competent Level
Combat - Competent Level
Lore - Expert Level
Perception - Competent Level
Spellcasting - Expert Level
Willpower - Expert Level
ABILITIES
Magic: Abjuration - Enhanced Level
Selyriel excels in defensive wards; whether on his person or part of his demesne, if he knows what to expect, it'll be very hard to break through his defenses. Extending a ward against a limited number of effects will make it stronger against those effects, while warding against all possible threats stretches it a bit thinner.
Comprehensive wards, due to this factor, are more susceptible to being dispelled by a powerful enough mage (with an Enhanced-level effect). Limited wards tend to have at least one vulnerability.
For example, if he's fighting a pyromancer, he might protect himself against "any evocation except ice"; this would make his wards stronger overall, yet leave a weakness to ice. Against a swordsman, he might make a ward only against weapon-based damage, making it especially strong against that limited effect because it's focused only on that kind of threat.
Power: Aetherbound - Enhanced Level
As a mage of the ancient era, mana flows through Selyriel to such an extent that it would no longer be accurate to call him human. With focused will and an expenditure of mana, he can enhance his physical body, including strength, dexterity, toughness, speed, and perception, to an Enhanced level. It's taxing enough that he can't do this all of the time, but not much more than that; he'll generally be heavily mana-charged in any sort of combat situation. Since mana is an inherent part of Selyriel's lifeforce, it's also impossible to prevent him from casting spells, except by rendering him unconscious.
Magic: Ancient Sorcery - Supreme Level
Selyriel is perhaps the last practitioner of the art of sorcery as it was taught thousands of years ago. He has a vast knowledge of spells developed in his era, and those without extensive knowledge of history may well be totally unprepared to defend themselves against a spell last cast before the Great War. In addition, he has a very instictive, almost subconscious, command of mana due to his Aetherbound form. In most cases, it takes him only a breath's time focused on casting - to shape the aether enough that it'll do the rest of the work itself. This does mean that he has no further control of the spell once he's done the shaping, so his fighting style often focuses on using his most powerful spells not with the expectation that they'll hit his foes, but that evading their effects may force them into a position of which he can easily take advantage.
Power: Arcane Artisanry - Enhanced Level
Selyriel can create many things through ritual, instead of doing the crafting by hand. The object he wishes to craft must either be something he's previously held, or something he knows how to make by hand; additionally, he either must have the raw materials normally necessary, or provide a huge amount of mana to craft them from the aether, usually based on the item's mass. In either case, this is a much slower process for him than spellcasting, but it's certainly faster than hand-crafting. His own garments are oft made in this way, perhaps explaining why he favours very light clothes.
Power: Awareness - Enhanced Level
Selyriel's Aetherborn nature allows him to sense magic as easily as humans see - or perhaps still moreso, since little can obscure his arcane sight. This can be an unusual asset when used with more traditional divination, since he's able to sense magic while scrying just as well. He generally does need a focus, though, such as a scrying orb, for any divination beyond a vague sense of weal or woe.
Magic: Chronurgy - Enhanced Level
Selyriel's imprisonment in stasis has left him with an affinity for temporal magic, rare even in his day. As an ill-understood art, he's still very much in the process of discovering what this can do, but it's easy for him to form a much shorter stasis field, both protecting and immobilizing himself or another for a few seconds.
Magic: Enfeeblements - Supreme Level
Selyriel is unmatched at the use of enfeebling magics, able to weaken, disrupt, or cripple his foes in many ways. His level of fluency is such that he doesn't need to rely on practiced spells in this domain, instead tailoring the ways he binds his foes to their particular fighting style. A swordsman may find that anything touching his hand burns red-hot, not only rendering his weapon useless, but giving him a weakness he's quite unaccustomed to defending against other spells that might strike him there. A ranger may find that he can't see more than a couple feet around him, forcing him into a melee he's ill-prepared for. The only real limitation is that enfeebling spells can only directly harm someone in ways they could simply choose to avoid; the swordsman could, after all, just throw away his blade. Of course, one such constrained will find himself easy prey for the rest of the mage's arsenal.
Magic: Evocation - Enhanced Level
Selyriel can control the elements of magic, whether on their own or in conjunction. He prefers water, ice, and shadow, but is well-practiced with the whole array. As with most of his magic, he'll produce much greater effects when allowing for a short delay.
Magic: Illusion - Basic Level
Selyriel's study of illusion is almost exclusively limited to ritual; he can create impressive effects when given the time to plan, often along the lines of mirage terrain to conceal a site he doesn't wish discovered, but for improvised and combat use the only illusions he uses regularly are invisibility and phantom sensations.
Magic: Mentalism - Enhanced Level
Mind-affecting magic was studied heavily in Selyriel's time, ostensibly for self-defense and augmentation. While those are the uses the mage is most adept at, secrets of manipulation are known to him as well. Instilling or suppressing emotions is routine, and might work against even those with Enhanced Willpower; against the weak-willed, he can do much more, forbidding certain actions or lines of thought, or making them forget that which Selyriel deems they should never have known. Still, he'd need a very good reason to use such a spell against anyone he didn't consider an enemy.
Magic: Metamagic - Enhanced Level
With mana flowing through Selyriel like lifeblood, it's no surprise that he has an affinity for manipulating mana and spells. He can thereby counter or dispel magic he understands well enough to use himself, or manipulate the flows of aether in subtler ways. His control over mana also allows him to heal himself, though it's a process that demands more concentration than most of Selyriel's Art.
Magic: Translocation - Enhanced Level
Selyriel used translocation magic extensively in his own era, but many of his spells for such things may take him to locations that are no longer nearly as notable, or worse, ones that someone else may have staked claim to. While he can walk the Ways between Worlds, and might well spend time Between Worlds more properly, he's unlikely to visit the other Worlds themselves.
ADVANTAGES
Ancient Memory
Selyriel has a near-perfect memory, and has lived through much thought long lost to the sands of time. At times this is a mere curiosity, but especially if he finds himself in ruins of the old Empire, he may find he knows them very well indeed.
Manse
The one possession Selyriel had with him from the old era was the keystone of a manse. Soon after awakening from his stasis, he made his way there, to find it ruined - but not beyond repair. To his standards, it may yet be a shell of its former self, but it nonetheless features runework and artifice the likes of which are rarely seen in the modern era, adequate wards, and space for a small party to live. Most who see it would think it the best-preserved ancient ruin they've ever seen, and might come into conflict with the mage should they investigate imprudently.
WEAKNESSES
Magical Bias
In Selyriel's culture, it was assumed that nearly everyone would study magic to some extent, and certainly those he'd be likely to see as peers would be quite accomplished mages. He, therefore, finds it easy to overlook other forms of power, and thinks little of those without magic of their own. It's certainly possible to change his mind on such things, but it might be difficult to even get his attention to do so.
Out of Time
Selyriel has been in temporal stasis for thousands of years, certainly since before the Great War. While his knowledge of eld magic and lore is certainly quite the benefit, it also means he has no way to know what's happened since. While he's sure to gradually learn what he missed, for the moment he hasn't yet, and there's always going to be a sizeable cultural disconnect and inferential gap. (For example, for the moment his Lore skill will avail him not at all regarding any events since his time.)
Selfish Caster
Selyriel is much weaker when casting beneficial spells on allies (and correspondingly unlikely to try); he's certainly no healer, and even his considerable grasp of abjuration will help little. He can still cast such spells on himself, or on objects or locations, and he might perform better if another Aetherbound were ever to surface.