Title: Evil Witch Hunters!
Rank: B
Player Requirements: 2-3 B rank mages.
40 post minimum, 350 words per post minimum.
Requirements: Locate, and attempt to kill the Evil Witch, the Necromancer, and the Summoner; as well as any minions they may bring forth (Zombies, Skeletons, Undead, Etc.)
Client/Mission Location: Haunted Village
Description: A market dealer in the haunted village is not receiving supplies from caravans traveling through the forest leading up into the Pheonix Mountains to Karakuri Town. His business is in high decline if he does not settle the matter, though he is too afraid to leave the village himself. He asks for well trained mages to locate and remove the cause of his missing supplies. He believes that a witch that resides deep within the Spooky Forest is the cause; luring in his caravans before they can reach the town and causing their disappearances. The witch is believed to be accompanied by a powerful summoner and a necromancer. The locals suggest trying to separate the three as to make the fight easier, though they do stick close and are at each other's aid quick.
Reward: 15,000 Jewels each.
Enemy info:
Evil Witch (Main Boss): A magical being whose outer beauty charms most traveling through her domain to believe she is harmless, however once in her web; she is the living embodiment of a sweet dream turned to nightmare. She rivals any B rank mage alone and even comes close to being as powerful as an A rank mage; and should not be underestimated. She uses potions, Dark-Fire-Wind-Lightning magic spells with her wand and cauldron: Including Charms, lightning bolts, fire balls, and wind slashes. She is dangerous alone, and deadly with her subordinates at her side.
Necromancer (Boss Subordinate): A being whose thirst for dark magic has driven them to corruption. Dwelling within the dark arts of magic, he focuses his powers to corrupt the minds and realities of his enemies. He has the power to rival a weak B rank mage, using powerful dark magic such as twisting the environment into his control, using the trees or a nearby swamp to trap his foes in place, or mental magic designed to drive even the strong willed mad who cannot overcome his power. Strongest in Enclosed spaces. The Necromancer is strong against melee attacks but is weak against other magic, leaving him vulnerable when not near his team mates.(Takes a total amount of power of at least five B rank spells to be knocked out)
Summoner (Boss Subordinate): A powerful Dark mage, rivaling the strongest of B rank mages with power flow; but his focus isn't upon attacking or corrupting his enemies, rather he summons hordes of minions around his environment and supporting magic for his partners. Strongest in large open spaces for it gives him room to summon massive amounts of units. The summoner is immune to magic and cannot be taken down spell wise, but is weak against melee attacks and techniques. He is highly dependent on his minions, and when he runs out of power, he is unable to sustain his own life and is consumed within his own dark magic.
Enemy Abilities:
Evil Witch:
Lightning bolt: A strong piercing spell where shoots out a single strand of lightning from her wand at an enemy that can be used in rapid succession.
Fire Balls: An area spell where she shoots out three large fire balls from her wand at all enemies in sight, but needs time to charge up and launch again. (Two posts)
Wind Slash: The witch summons up a gale upon the end of her wand that she launches at a single enemy, dealing heavy slash damage to them; but needs time to charge and launch. (Three posts)
Shadow Wave: The witch conjures out of her cauldron a dark mist that sparks with black lightning which she throws upon the enemy team with her wand. After about a second delay the mist solidifies into orbs around them, and explodes dealing heavy blunt damage, and temporarily blinding them. (Four posts, blind lasts 2 posts for each mage)
Charming mist: The witch's strongest spell, ensnaring her foes within a mist she blows out from her cauldron that clouds the minds of male enemies to make them fall for her charms and whims. If the infected person is struck by a spell or a technique, they are freed from her spell.
Toxic mist: A highly poisonous mist that the Witch uses as her last resort if her comrades are taken down before her. The witch brews this potion in her cauldron. If the cauldron is destroyed or she is unable to brew the concoction, the ending result will lead to an explosion.
Necromancer:
Corruption: The Necromancer attempts to corrupt the mind of a single enemy, by surrounding them in warped visions. The infected mage will attack his own team mates unless they are attacked in return to knock them out of it. (The infected mage will see his team mates as the enemy summoner or witch but will not see the Necromancer.)
Twisted roots: The Necromancer binds the nearby trees unto his control, and has the roots snare the closest enemies in place; One mage per tree.
Worm: The Necromancer's most common attack, surrounding a single mage in a ball of dark magic that explodes, dealing blunt damage to that target, and minor blunt damage to adjacent allies.
Warp: The Necromancer's strongest attack. The Necromancer attempts to create a void of dark magic that will launch a heavy rain upon the enemy team. The Necromancer will attempt to cast this spell three times; if stopped each three times he is consumed within the build up of dark magic and is sucked into the void. Each time the Necromancer's spell is interrupted, it slightly boosts the power of Worm to deal an increased amount of blunt damage both to the target and adjacent allies. (The spell be casted upon the Necromancer's next turn.)
Summoner:
Summons: his main arsenal, the summoner will mainly use these constantly when alone and occasionally when with team mates.
Summon Skeleton: The summoner conjures up five skeletons at a time to attack enemies. The summoner can conjure up fifty skeletons in a battle. Skeletons move fast but are very fragile, falling apart upon any attack, and deal moderate damage.
Summon Zombie: The summoner conjures up three zombies at a time to attack enemies. The summoner can conjure up to fifteen zombies in a battle. The zombies are slow but they are durable and hit hard. It takes five melee attacks or three spells to be taken down.
Summon Demon: Using the last of his strength, the Summoner conjures up a single demon. This demon stands two stories tall and is the strongest amongst the summoner's arsenal of summons, taking the longest amount of time to be killed (five to six B rank spell damage). The demon attacks with it's massive claws, stomping, or kicking for heavy single target melee damage. It is even able to use heavy magic damage to the entire enemy team; launching massive fire balls from it's mouth, swarms of shadow bolts from his right palm, a volley of dark magic orbs from it's right hand, and even can shoot out an instant kill single target death beam from it's mouth, however the death beam can be canceled to deal damage to the demon upon build up if it's mouth is closed. The summoner will only summon this creature if he is the last of his team left alive or is on the verge of death when fought alone and upon it's death; drags the summoner to hell for making a pact with it.
Supporting Magic: The Summoner will mainly use this magic as well as occasional summons-a summon of zombies or skeletons every five turns- when with his team mates the Evil Witch and the Necromancer.
Dark mirror: The Summoner surrounds his allies, the witch and necromancer, in dark magic that reflects most of the damage from Magic attacks. (Magic techniques are included, Physical techniques are excluded)
Dark Imbue: The Summoner empowers his ally's, the witch or necromancer, next spell to deal an extra amount of blunt dark magic.
Unholy Heal Ghoul Summon:A combination of his summon and supporting magic, the Summoner will conjure up a single ghoul that will wonder aimlessly throughout the battle, giving his team mates and other summons life regeneration. The ghoul is more durable than the skeletons but less durable than the zombies, taking two spells to be destroyed. The longer it remains the stronger it's heal. Only lasts about five turns. The summoner can only conjure three of these per battle.
Rank: B
Player Requirements: 2-3 B rank mages.
40 post minimum, 350 words per post minimum.
Requirements: Locate, and attempt to kill the Evil Witch, the Necromancer, and the Summoner; as well as any minions they may bring forth (Zombies, Skeletons, Undead, Etc.)
Client/Mission Location: Haunted Village
Description: A market dealer in the haunted village is not receiving supplies from caravans traveling through the forest leading up into the Pheonix Mountains to Karakuri Town. His business is in high decline if he does not settle the matter, though he is too afraid to leave the village himself. He asks for well trained mages to locate and remove the cause of his missing supplies. He believes that a witch that resides deep within the Spooky Forest is the cause; luring in his caravans before they can reach the town and causing their disappearances. The witch is believed to be accompanied by a powerful summoner and a necromancer. The locals suggest trying to separate the three as to make the fight easier, though they do stick close and are at each other's aid quick.
Reward: 15,000 Jewels each.
Enemy info:
Evil Witch (Main Boss): A magical being whose outer beauty charms most traveling through her domain to believe she is harmless, however once in her web; she is the living embodiment of a sweet dream turned to nightmare. She rivals any B rank mage alone and even comes close to being as powerful as an A rank mage; and should not be underestimated. She uses potions, Dark-Fire-Wind-Lightning magic spells with her wand and cauldron: Including Charms, lightning bolts, fire balls, and wind slashes. She is dangerous alone, and deadly with her subordinates at her side.
Necromancer (Boss Subordinate): A being whose thirst for dark magic has driven them to corruption. Dwelling within the dark arts of magic, he focuses his powers to corrupt the minds and realities of his enemies. He has the power to rival a weak B rank mage, using powerful dark magic such as twisting the environment into his control, using the trees or a nearby swamp to trap his foes in place, or mental magic designed to drive even the strong willed mad who cannot overcome his power. Strongest in Enclosed spaces. The Necromancer is strong against melee attacks but is weak against other magic, leaving him vulnerable when not near his team mates.(Takes a total amount of power of at least five B rank spells to be knocked out)
Summoner (Boss Subordinate): A powerful Dark mage, rivaling the strongest of B rank mages with power flow; but his focus isn't upon attacking or corrupting his enemies, rather he summons hordes of minions around his environment and supporting magic for his partners. Strongest in large open spaces for it gives him room to summon massive amounts of units. The summoner is immune to magic and cannot be taken down spell wise, but is weak against melee attacks and techniques. He is highly dependent on his minions, and when he runs out of power, he is unable to sustain his own life and is consumed within his own dark magic.
Enemy Abilities:
Evil Witch:
Lightning bolt: A strong piercing spell where shoots out a single strand of lightning from her wand at an enemy that can be used in rapid succession.
Fire Balls: An area spell where she shoots out three large fire balls from her wand at all enemies in sight, but needs time to charge up and launch again. (Two posts)
Wind Slash: The witch summons up a gale upon the end of her wand that she launches at a single enemy, dealing heavy slash damage to them; but needs time to charge and launch. (Three posts)
Shadow Wave: The witch conjures out of her cauldron a dark mist that sparks with black lightning which she throws upon the enemy team with her wand. After about a second delay the mist solidifies into orbs around them, and explodes dealing heavy blunt damage, and temporarily blinding them. (Four posts, blind lasts 2 posts for each mage)
Charming mist: The witch's strongest spell, ensnaring her foes within a mist she blows out from her cauldron that clouds the minds of male enemies to make them fall for her charms and whims. If the infected person is struck by a spell or a technique, they are freed from her spell.
Toxic mist: A highly poisonous mist that the Witch uses as her last resort if her comrades are taken down before her. The witch brews this potion in her cauldron. If the cauldron is destroyed or she is unable to brew the concoction, the ending result will lead to an explosion.
Necromancer:
Corruption: The Necromancer attempts to corrupt the mind of a single enemy, by surrounding them in warped visions. The infected mage will attack his own team mates unless they are attacked in return to knock them out of it. (The infected mage will see his team mates as the enemy summoner or witch but will not see the Necromancer.)
Twisted roots: The Necromancer binds the nearby trees unto his control, and has the roots snare the closest enemies in place; One mage per tree.
Worm: The Necromancer's most common attack, surrounding a single mage in a ball of dark magic that explodes, dealing blunt damage to that target, and minor blunt damage to adjacent allies.
Warp: The Necromancer's strongest attack. The Necromancer attempts to create a void of dark magic that will launch a heavy rain upon the enemy team. The Necromancer will attempt to cast this spell three times; if stopped each three times he is consumed within the build up of dark magic and is sucked into the void. Each time the Necromancer's spell is interrupted, it slightly boosts the power of Worm to deal an increased amount of blunt damage both to the target and adjacent allies. (The spell be casted upon the Necromancer's next turn.)
Summoner:
Summons: his main arsenal, the summoner will mainly use these constantly when alone and occasionally when with team mates.
Summon Skeleton: The summoner conjures up five skeletons at a time to attack enemies. The summoner can conjure up fifty skeletons in a battle. Skeletons move fast but are very fragile, falling apart upon any attack, and deal moderate damage.
Summon Zombie: The summoner conjures up three zombies at a time to attack enemies. The summoner can conjure up to fifteen zombies in a battle. The zombies are slow but they are durable and hit hard. It takes five melee attacks or three spells to be taken down.
Summon Demon: Using the last of his strength, the Summoner conjures up a single demon. This demon stands two stories tall and is the strongest amongst the summoner's arsenal of summons, taking the longest amount of time to be killed (five to six B rank spell damage). The demon attacks with it's massive claws, stomping, or kicking for heavy single target melee damage. It is even able to use heavy magic damage to the entire enemy team; launching massive fire balls from it's mouth, swarms of shadow bolts from his right palm, a volley of dark magic orbs from it's right hand, and even can shoot out an instant kill single target death beam from it's mouth, however the death beam can be canceled to deal damage to the demon upon build up if it's mouth is closed. The summoner will only summon this creature if he is the last of his team left alive or is on the verge of death when fought alone and upon it's death; drags the summoner to hell for making a pact with it.
Supporting Magic: The Summoner will mainly use this magic as well as occasional summons-a summon of zombies or skeletons every five turns- when with his team mates the Evil Witch and the Necromancer.
Dark mirror: The Summoner surrounds his allies, the witch and necromancer, in dark magic that reflects most of the damage from Magic attacks. (Magic techniques are included, Physical techniques are excluded)
Dark Imbue: The Summoner empowers his ally's, the witch or necromancer, next spell to deal an extra amount of blunt dark magic.
Unholy Heal Ghoul Summon:A combination of his summon and supporting magic, the Summoner will conjure up a single ghoul that will wonder aimlessly throughout the battle, giving his team mates and other summons life regeneration. The ghoul is more durable than the skeletons but less durable than the zombies, taking two spells to be destroyed. The longer it remains the stronger it's heal. Only lasts about five turns. The summoner can only conjure three of these per battle.