Jephrif Nightmage

(image)

As Blazers progress further in wielding destructive magical power, they choose to specialize in one of the two schools formed by the natural cycle of the sun and moon. Nightmagi don't exactly wield the power of the moon, for it is mere light as well - instead, they wield the power of dark thunderclouds and the night's chill. While jephrifs do well in cold with their icy bodies, the same can't be said about most other living creatures, and thus Nightmagi became considerably more valued after the Descent. Wielding cold magic is commonly associated with body modification among jephrifs, and Nightmagi are no different - while not focused on repairing others enough to do it reliably, they're well capable of fixing their own wounds with all the water they can drain out of their unfortunate targets.

 

Information

Advances from: Jephrif Blazer
Advances to: Jephrif Umbral
Cost: 34
HP: 48
Moves: 5
XP: 85
Level: 2
Alignment: chaotic
Id: JepNightmage
Abilities:

Attacks (damage × count)

(image)touch(arcane attack) arcane6 × 2(melee attack) melee(drains)
(image)blizzard(cold attack) cold7 × 4(ranged attack) ranged(magical)
(image)thunder(arcane attack) arcane8 × 3(ranged attack) ranged(magical)

Resistances

(icon) blade0% (icon) pierce-10%
(icon) impact-30% (icon) fire-40%
(icon) cold70% (icon) arcane-10%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave140%
(icon) Coastal Reef150%
(icon) Deep Water140%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest150%
(icon) Frozen140%
(icon) Fungus150%
(icon) Hills140%
(icon) Mountains250%
(icon) Sand140%
(icon) Shallow Water140%
(icon) Swamp140%
(icon) Unwalkable140%
(icon) Village150%
Last updated on Thu Dec 12 03:17:28 2024.