Tuesday, October 1, 2019

Severus Snape





Severus Snape: Level 50
HP: 54,000
Attack: 250
5M Magic: 80
5M Dark: 80
5M Light: 80
5M Absorb: 80
Snape's Wand (Magic): 400 (650) (730) (2920) (8760)
Snape's Wand (Dark): 400 (650) (730) (2920) (8760)
Snape's Wand (Light): 400 (650) (730) (2920) (8760)
Magic Blast: 250 (330) (1320) (3960)
Dark Blast: 250 (330) (1320) (3960)
Light Blast: 250 (330) (1320) (3960)
Defense: 50
Professor Wizard Robes: 300 (350)
Skill: 143
Speed: 131
Move: 6 (7)




Items:

Snape's Wand: A wizard's weapon of choice, wand's require a master level in light, dark, and magic to wield. This weapon will add 400 base might to the basic blasts used by the character as well as adding this damage to any specialized spells or curses that use wands or catalysts. Wands are not as fragile as they look, but breaking them is still not difficult.

Professor Wizard Robes: Dark robes that grant resistence to magic, light, dark, blade, and fire. Though these robes cover a plethora of weaknesses, they are notably fragile and easily damaged and worn away during combat. However, all damage types resisted by these robes are also extremely innefective at wearing them down. Grants 300 defense.

Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Node Hunter Grisham's last moments of being tormented and toyed with before his deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.

Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. Each bloom is unique. Source: Node Gunner Grisham's loss of hope as he was tormented and devoured in Hades. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds a Bloom of Anguish created by the same victim, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.

6- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken. 

12- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%

12-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.

Boots


Abilities:

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Sectumsempra: A spell developed by Severus Snape. This spell is difficult to use, requiring a character to be 5M in magic or higher. This spell may be used once every other turn, and will strike as many times as a regular attack. It will deal 50% more damage than a regular magic blast fired from a wand, and will have a 50% (60%) chance to inflict severe bleeding with every strike it lands. 1-2 range. Costs: 6 pg

Cruciatus Curse: A forbidden spell that inflicts incredible pain on those it strikes. Some characters, as such, are immune to it. However, those who are not have a 50% (65%) (80%) chance to be flinched by this attack. This spell may only strike once. The base power of this spell will be 50% more than that of a regular magic blast from a wand. This attack may be used once every other turn. If this attack strikes a foe, they will also suffer a 10% reduction in their attack and defense until they are healed or the battle ends. This debuff may stack up to a 50% reduction. Being killed by this spell will result in 3 days of 50% debuff after resurrection. Costs: 5 pg

The Killing Curse: This attack is extremely deadly and requires a character to be 5M in magic or higher when used. If this character has higher element skill levels than the opponent it is fighting, this spell will have a 20% chance to immediately kill them. This spell may only be used once every other turn, and it can be reflected by most reflection abilities. This spell ignores immunities, though it can be consumed. This spell deals 3x the regular wand magic blast of the character using it. This spell may only strike once. Costs: 7 pg

Wand Parry: This character may use a wand to reflect magic attacks and spells back at opponents. This does include magic augmented weapons, though the reflection will only bounce back half the damage, while the remaining damage will be taken by the character. If this character has higher skill than the opponent who is firing either a magic, dark, or light type attack at them, they will have a 50% to reflect the attack back. Reflecting will be done instead of counterattacking. A reflected attack will deal double the initial damage of the enemy attack. Any elemental or physical component of the attack that is not light, dark or magic will still be taken by this character unless they manage to dodge the attack. This character may reflect attacks even if they dodge them. Costs: 5 pg

Disarming Spell: This character may choose to attempt to disarm a foe rather than attacking them. This spell will have a 50% to remove weapons from a foes grasp, sending them tumbling to the ground. This spell will only have a chance of succeeding if this Magic level of this character is higher than the highest element level of the opponent. A foe will have to spend a turn if they wish to retrieve their weapon. If they do not retrieve their weapon on the next turn, the weapon will be available for stealing. Costs: 4 pg

Apparation: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg

Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item-generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 pg


Character Type: Magic

Weakness: Biting type attacks. Resists magic and psychic type damage.




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