Sunday, March 15, 2020

The White Witch





Jadis, The White Witch: Level 61
HP: 132,000
Attack: 1,300
1GM Sword: 200
1GM Ice: 200
5M Magic: 80
5M Staff: 80
White Witch's Wand: 800 (2,100) (2,300) (2,380) (2,460) (12,400) (24,600)
Enchanted Ice Blade: 300 (1,600) (1,800) (2,000) (2,080) (10,400) (20,800)
Ice Blast: 1,300 (1,500) (7,500) (15,000)
Magic Blast: 1,300 (1,380) (6,900)
Defense: 1,100
5M Armor: 80
White Witch's Ice Dress: 200 (1,300) (1,380)
White Dragon Fur Cloak: 150 (1,530)
Bonechillscale Pendant: 100 (300) (1,500) (3,030)
Ice Shield: 100 (300) (1,500) (4,530)
Speed: 193 (-5)
Skill: 205 (-5)
Move: 6 (7 in snow)





Items:

(TBA) White Witch's Wand: This small staff deals magic/ice/pierce type damage. It also adds +15% to any petrification attacks that are used with this weapon. This is the only weapon the White Witch has that can petrify a foe. The weapon is also notably frail and easily broken. 700 base might.

Enchanted Ice Blade: A short sword enhanced with ice and magic. This weapon is lightweight and easy to use, though it doesn't have extraordinary base might. However, it does have a 10% (20%) chance to freeze foes. Base 300 ice/magic/blade type damage.

White Witch's Ice Dress: This dress offers modest defense, but extends the duration of serene aura. It also grants resistance to body type attacks and blade type damage. Base 200 defense.

White Dragon Fur Cloak: A cloak made from the scales and fur of Priscilla. This cloak is more resistant to wear than most other cloaks. It grants extreme resistance to ice, as well as resisting magic, fire, martial, and explosion type damage. Grants 150 defense.

Bonechillscale Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the ice skill and item boosts of the character.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character. 

4-Frostburn fragments: This rare ice item can be found in the freezing tail of the Frostburn comet. It is extremely cold, and will deal 5% damage to any character holding the item who is not immune to ice. It will double the damage of ice type attacks This item can also be used for other purposes. 

8- 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. 


Abilities:

Petrify (II): This character may use certain specialized attacks to petrify a foe, turning them to stone. This is an activatable ability. When used, this ability will have a % chance to afflict the foe with the petrification status. This % will be equal to the % of HP that character has lost. The weaker the foe, the more likely this status is to land. A petrified character has a 10% (5%) chance of breaking free at the start of each turn, and this chance will increase by 10% (5%) for each turn they remain petrified. Petrification will also double the physical defense of the foe, but any sort of element-based defense (like barriers or pendants) will be lost. Petrified foes will take triple (4x) damage from sonic or bludgeon type attacks (and these damage types will now ignore resistance and immunities). Costs: 14 pg

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.

Ice Beam: 1-2 range. This attack is similar to this character's normal ice blast, giving the exact same amount of damage. However, when using this move, the character has a 20% (30%) to freeze the enemy. This attack may only hit twice. Costs: 3 pg

Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg

Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more effective. This ability will drop the speed and skill of any character who is affected by it by 30 if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 pg

Freezing Aura: If an enemy is within 1 space of this character, they will have their speed reduced by 20. This is an ice type status, and thus certain abilities or immunities will ignore it. Costs: 5 pg

Deep Freeze: An extremely powerful ice ability. This attack launches a wave of extreme cold that strikes all foes within ten spaces. If the foe is standing on the ground, the ice will freeze their feet, making it impossible for them to move for one turn. This attack also has a 35% (45%) chance to freeze all foes that it strikes. This is an area attack, and thus cannot be dodged. As it does not truly damage foes, it will not trigger enemy counter-attacks. This attack may be used once a battle. Costs: 5 pg

Strategist (II): This unit may choose two first-level abilities or a second-level ability held by an enemy unit within 10 spaces. These abilities will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 8 pg

Consume Ice: This character is immune to ice type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. However, healing over maximum HP can only be done by using enemy attacks. Costs: 5 pg

Snow Storm: This character may take a turn to try and summon a snowstorm on the map. Characters sensitive to this weather will lose 5% at the start of each turn if they are not warmed. The duration of this weather depends on where it is summoned. Bright sun bonuses are lost. Ice-type attacks receive +10 hit. Freezing statuses receive a +5% bonus to their chances to activate. Allies and foes receive the boosts and the debuffs from this weather. This ability does sometimes fail, especially in areas where it is extremely unlikely to snow. Costs: 5 pg

Sword Assualt: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg

Ice Shield: Grants a protective shield of ice to the character. This shield does not defend against psychic, magic, or explosion type damage. The base might of the shield is 100 but is boosted by the ice stats and boosts of this character. Costs: 4 pg


Character Type: Magic, Status, Strategist

Weakness: Bite and claw type damage. This character has an extreme resistance to ice and magic type damage. Resists dark. Immune to mind control.

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