Name: The Ash Wights
Rank: Guild
Species: Undead
Type: Guild Pet (Defensive)
Description:The Ash Wights are a collection of burning undead skeletons who's bodies are heavily composed of molten plating, blackened cooled lava and charcoal form an armor-like coating around their black bones, warm from the fires that burn internally.
The Ash Wights are silent wardens that serve to protect the guild and the guilds assets. They can be found in important areas throughout the guild hall and guild safe houses out in the world. They are somewhat slow when in full physical form, but are capable of moving more speedily by deconstructing themselves and manifesting elsewhere.
Ash Wights hunger for flesh and if not given commands will seek out the living, attempting to box them in with molten walls and pursue them until they give up or otherwise cannot escape them to slowly burn them alive while consuming them.
Members can call the Ash Wights for aid. 2 Ash Wights can appear per rank of the guild member.
Abilities:Innate:Undead: Ash Wights are undead. They do not fatigue and do not sleep. They wont die of starvation though they desire flesh and can hunger. They are immune to "Critical hits" meaning all damage is just damage with no special benefit to where or how they are hit.
Guardians: Ash Wights have reduced physical offense and speed in favor of defense.
Pursuit Predation: Ash Wights are always aware of the location of an Ex-Guild Member for the first 24 hours, then if within 5 miles after that, and always know the general direction of where they last sensed them. They can sense anyone with a Pact Mark or Blazing Hand print from anywhere, and can lead guild members on a hunt. Enemies they have seen can be hunted similar to Ex-Guild members past 24 hours (Within 5 miles + general direction last sensed).
For plot reasons anyone who's blood comes in contact with an Ash Wight or an Ash Wight physically touches can be considered to have a Blazing Hand print for the purpose of predation. This doesn't have to always be a factor but it can crop up if desired for a topic. The victim in question having to be wary of Ash Wights hunting them and so on. Could make for a fun theme and stuff.
Gaze Bound: Ash Wights cannot move in physical form when being observed, and cannot assume ash form. If already in ash form, they become physical when witnessed (The physical form manifests in a way most beneficial in the given moment. Example: If they were near a ceiling their physical form will be anchored to the ceiling as though they were crawling across it). In return for this, their Ash form moves much faster, the transition between physical and ash is instantaneous, and they have incredible grip strength if they can grab someone. Individuals of 1 rank higher than the summoner of an Ash Wight or less cannot free themselves from its grasp without killing the Wight first. This would cause basic damage + burning damage (As seen in Molten Barrier).
Those with a Pact Mark do not freeze the Ash Wights when witnessed.
80hp. 33% damage resistance. 10 basic damage. They move at 1mph unless moving in ash form.
Less Ash Wights can be called, increasing HP by +50, basic damage by +3, and damage resistance by +3 for each Ash Wight rejected for the individual Ash Wights. (Instead of 2, 1. Instead of 4, 2, or 1, and so on.)
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Name: Ashen Defense
Rank: Variable
Description: The Ash Wights bodies can easily crumble into an ash form that glows with the heat of sparks and little embers allowing them to move at 333m/s with increased evasiveness. While ashy, they are immune to non-magical attacks and take 25% less damage from physical attacks. Allies within 25 meters can benefit from this as well, but move at their own speeds in return for also not being frozen when observed.
Strengths:
• Damage reduction and the only method of moving quickly.
Weaknesses:
• Attacks will pass through them easily in this form. Meaning they need to manifest their physical body if they want to try to block an attack or "take a bullet".
• They cannot do significant damage while in ash form. Meaning they need to manifest their physical body if they want to attack anything.
• Ash Wights cannot deal damage while in Ash form.
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Name: Molten Barrier
Rank: Variable
Description: Ash Wights can conjure up 1ft thick walls 10 meters long, 3 meters tall. The barriers can deal damage equal to 10% of the health of the person who summoned the Wights if someone is in the way of the wall forming, as it appears in a glowing mess that solidifies into a stoney surface that has 21HP per rank of the summoner. It appears at a slow rate of 10m/s in straight or curved lines out from 1 point within 60 meters in any direction.
They can do this once per post, but the Wights themselves are hot and can deal 1/2 this damage on touch contact.
Strengths:
• Creates walls to help secure the area.
• Adds burning damage to physical contact.
Weaknesses:
• Less defense than normal defense spells due to the potential to cause damage.
• Formation of the wall can be interrupted by physical obstruction, including by someone damaged by it, leaving holes in the wall.
• This cannot be used while in Ash form.
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Name: Entropic Ward
Rank: Variable
Description: Ash Wights can counter spells. Once per post per player (Not per wight, so once period.) the Ash Wight can nullify a single spell equal to the rank of the summoner (Up to S). The spell appears to decompose and become ash. It can do this to any spell within 60 meters of it. Whenever an Ash Wight counters a spell with this they regain HP equal to 1/2 the HP that would be spent to cast a spell of that rank by the mage who cast it or the mage who summoned the Ash Wights (Which ever is higher).
Strengths:
• Effective against weaker enemies.
Weaknesses:
• Can't effect spells that are entirely composed of energy. Such as Light spells.
• Can't effect personal spells, that only effect the user.