Ice Witch ~ Kislev RDPS
“We live in a world drowning in its own blood; a world where women are most often the victims. But this does not have to be so. Kislev stands at the forefront of the struggle against Chaos, and as such all our folk must prepare for the inevitable. Today you begin your lives as Ice Witches. Today you grasp your fate in your own hands and turn the tide against Chaos. Winter’s unforgiving chill now courses through your veins, use it to exact punishment and justice upon the foes of Kislev!”
~ Ice Queen Katarina, Daughter of Tsar Boris
Archtype – Range DPS
Armor – Light
Weapon – Wand
Mechanic – Ice Magic
- You siphon the chill of the northern airs and unleash it with deadly force. You have a pool of 200 points of Ice Magic. Your abilities cost Ice Magic and as you fight you will deplete this pool. You may harvest the cold from the air in combat to replenish your pool of Ice Magic.
- Boreal Tempest – You channel the winds of the far north as you unleash devastating attacks from a long range.
- Ice Tors – You harness the winds as they wail around the mountainous peaks bordering your homeland and use them to unleash medium range attacks.
- Frozen Steppes – You breathe in the winds of the Kislevite steppes, the very winds which feed your soul, and use them with deadly force in close range attacks.
R1. Funnel the Winds <Core Ability> For the next 10 seconds you draw in the cold air harnessing Ice Magic at a rate of 20 per second. This ability will end if you break your concentration. 20AP/s, 10s Cast, 20s CD
R1. Ice Bolt <Boreal Tempest> You unleash a bolt of pure ice at your target dealing ‘x’ elemental damage. This ability costs 30 Ice Magic. 3s Cast, No CD, 100ft Range
R1. Hypothermia <Boreal Tempest> A gripping chill takes hold of your enemy and their body begins to shut down, you deal ‘x’ corporeal damage to your target every second for 12 seconds. This ability costs 25 Ice Magic. Instant Cast, No CD, 100ft Range
R2. Blood-freeze <Icy Tors> You let loose an gust of wind that causes your opponents blood to slowly freeze and crystallize, causing them to suffer ‘x’ corporeal damage every second for 5 seconds and upon ending they suffer an additional ‘x’ corporeal damage. This ability costs 40 Ice Magic. Instant Cast, 10s CD, 65ft Range
R3. Sanguine Fortification <Core Ability> You fill your group-mates within 100 feet with a firm Kislevite resolve against the elements, increasing their corporeal resistance by ‘x’ for 60 minutes. 40AP, Instant Cast, 10s CD
R4. Cling to Consciousness <Core Ability> You detaunt your target, making them to hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone you have detaunted, the effect will immediately end. 20AP, Instant Cast, 15s CD, 100ft Range
R5. Shards of Winter <Frozen Steppe> You unleash a small flurry of ice shards from yourself causing them to cut into your foes and sting, dealing ‘x’ elemental damage every second for 12 seconds to all enemies within 30 feet of you. This ability costs 40 Ice Magic. Instant Cast, 10s CD
R6. Alpine Blast <Icy Tors> You capture the winds as they course over the icy mountaintops and release them against your enemy dealing ‘x’ elemental damage. This ability costs 45 Ice Magic. 1.5s Cast, No CD, 65ft Range
R7. Ice Armor <Frozen Steppes> You surround yourself with an icy skin that shields you from deadly blows, increasing your armor by ‘x’ for 15 seconds. This ability costs 40 Ice Magic. Instant Cast, 60s CD.
R8. Mage Bolt <Archtype Morale 1> A focused blast that deals 600 damage and knocks the targeted player away. Monsters will be knocked down.
R8. Frostbound <Icy Tors> The grip of ice tightens around your enemy’s feet as they struggle to tread through snow. Your enemy suffers ‘x’ elemental damage every second they are moving; this effect lasts 10 seconds. This ability costs 35 Ice Magic. Instant Cast, 15s CD, 65ft Range
R9. Arctic Nexus <Core Ability> Your soul becomes a vessel of the icy winds and you are filled with the icy determination of the arctic. For the next 8 seconds your abilities cannot be set back or affected by build time increases. 50AP, Instant Cast, 40s CD
R10. Windswept Surge <Frozen Steppes> The winds of the steppes sweep forth from your body causing all enemies 40 feet in front of you to suffer ‘x’ elemental damage. This ability costs 40 Ice Magic. Instant Cast, 3s CD
R11. Breath of the North <Racial Tactic> Every attack has a 25% chance to deal an additional ‘x’ elemental damage.
R12. Siphon Power <Archtype Morale 2> Steals up to 200 Action Points from your target and gives them to you, and reduces your target’s Intelligence by 160 for 30 seconds.
R12. Frozen Legs <Core Ability> All enemies within 30 feet become Rooted, making them unable to move for 10 seconds. Rooted targets have a 50% chance to break free when they suffer damage. 25AP, Instant Cast, 30s CD
R13. Devour Energy <Archtype Tactic> Whenever one of your spells hits an enemy, you have a 25% chance to regain 30 Action Points. This effect cannot occur more than once every 2 seconds.
R14. Borean’s Flurry <Boreal Tempest> You form the cold winds into a volatile globe and send it forth at your enemy dealing ‘x’ elemental damage to your target and all enemies within 30 feet of your target. This ability costs 35 Ice Magic. 3s Cast, No CD, 100ft Range
R15. Boon of Frosthome <Tactic> On hitting your target you have a 20% chance to recover 20 Ice Magic.
R16. Misdirection <Archtype Morale 1> You gain a strong counter aura for the next 10 seconds that will reduce half of any incoming Magic damage and redirect half of any direct damage back to the caster.
R16. Sleet Storm <Boreal Tempest> An icy gaze glosses over your eyes as you manipulate the winds and cause the clouds to concentrate over your enemies and rain sharp blades of ice upon them. For the next 15 seconds you focus upon a spot on the ground and deal ‘x’ elemental damage to all targets within 30 feet of that spot. This ability costs 20 Ice Magic per second. 15s Cast, 20s CD, 100ft Range
R17. Winter’s Domain <Racial Tactic> Your elemental resistance is increased by 252.
R18. Altitude Sickness <Icy Tors> You unleash a blast of chilling air down your enemy’s throat denying them of precious oxygen and causing their mind to grow weak. You deal ‘x’ elemental damage to your target and increase the cool-downs of their abilities by 5 seconds for the next 6 seconds. This ability costs 45 Ice Magic. 1.5s Cast, 15s CD, 65ft Range.
R19. Endless Knowledge <Archtype Tactic> Increase your Intelligence by 160
R20. Focused Mind <Archtype Morale 2> For the next 10 seconds you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities will build 50% faster and may not be set back.
R20. Winter’s Blades <Frozen Steppe> You call upon the ice to defend you and a ring of blades surrounds you spinning with lethal effect. For the next 10 seconds all enemies within 30 feet of you take ‘x’ elemental damage per second. This ability costs 10 Ice Magic per second. Instant Cast, 40s CD
R21. Soul of the Winter Fox <Tactic> Alpine Blast will now continue to build while moving and costs 10 Ice Magic less.
R23. Tsarina’s Resolve <Racial Tactic> Your chance to be critically hit is 5% lower.
R24. Scintillating Wave <Archtype Morale 3> Deals 1200 damage to your target, and staggers them for 15 seconds preventing all actions until they take damage.
R25. Sleight of Hand <Archtype Tactic> Enemy monsters will hate you 50% less than normal.
R25. Shocking Chill <Boreal Tempest> You let loose a blast of air so frigid that it sucks your enemies’ breath away. You deal ‘x’ elemental damage to your target and interrupt your target and all enemies within 30 feet of them. This ability costs 40 Ice Magic. 2s Cast, 5s CD, 100ft Range
R27. Quagmire <Tactic> Sleet Storm will now also snare all enemies hit by 20% for 5 seconds.
R28. Icehearth <Ice Witch Morale 1> Your next 4 abilities will not consume any Ice Magic.
R29. Close Quarters <Archtype Tactic> Your abilities will build 50% faster if within 20 feet of your target
R30. Polar Siphon <Core Ability> You tap the energies of the top of the world and instantly convert all your action points into Ice Magic at a rate of 10 Action Points to 5 Ice Magic. Instant Cast, 45s CD
R31. Heavy Winter <Tactic> The range of Shards of Winter and Winter’s Blades is increased by 10 feet and their cost is reduced by 40%.
R32. Icy Core <Ice Witch Morale 2> For the next 7 seconds you have a 25% lower chance to be critically hit.
R33. Driving Winds <Tactic> Ice Bolt’s cast time is reduced to 2 seconds but its cost is increased to 40 Ice Magic.
R35. Congealed Aorta <Icy Tors> A deep freeze begins to overcome your enemy causing their blood to slowly clot and flow slower. For the next 10 seconds your target will be affected by healing spells at a 50% lower rate. This ability costs 25 Ice Magic. Instant Cast, 10s CD, 65ft Range.
R35. Glacial Force <Tactic> All attacks have a 15% lower chance to be blocked.
R36. Ice Sculptures <Ice Witch Morale 3> You unleash a powerful burst of frozen air freezing all enemies within 30 feet of you, causing them to be staggered for 10 seconds.
R37. Deflection <Tactic> Your chance to dodge enemy attacks is increased by 10%; with Ice Armor active this value is increased to 15%.
R39. Focused Channeling <Tactic> Funnel the Winds will now convert at a rate of 40 Action Points to 40 Ice Magic
R40. Unleash the Winds <Archtype Morale 4> Deals 1800 damage to all enemies within 30 feet, and knocks them away from you.
R40. Ice Queen’s Lance <Frozen Steppe> You unleash a spell taught to you by the Ice Queen herself, emitting a powerful burst of Ice Magic that deals ‘x’ elemental damage to all enemies 15 feet in front of you. This ability will bypass all enemy resistances. This ability costs 45 Ice Magic. Instant Cast, 20s CD.
R3. Surging Winds <Tactic> Anytime you critically hit with a Boreal Tempest ability, your range is increased by 10 feet for 7 seconds. This effect cannot reapply.
R5. Snowblindness – You emit a blast of pure white snow which envelopes your enemy’s vision, causing them to go snow-blind. You deal ‘x’ elemental damage to your target and reduce the range of their ranged abilities to 75% for 5 seconds. This ability costs 35 Ice Magic. 1.5s Cast, 15s CD, 100ft Range.
R7. Snow Flurry <Tactic> Snowblindness has its cool-down reduced to 8 seconds but its cost increased to 40 Ice Magic.
R9. Whiteout – A chilling blast pierces your target’s mind, causing them to suffer ‘x’ corporeal damage and have their intelligence and willpower reduced by ‘x’ for 10 seconds. This ability costs 40 Ice Magic. 1.5s Cast, 10s CD, 100ft Range
R11. Mental Lapse <Tactic> Whiteout will now also silence your target for 4 seconds.
R13. Shatter the Winds of Chaos – You send forth a magically enchanted blast of cold wind that deals ‘x’ elemental damage to your target and removes one enchantment from them. This ability costs 45 Ice Magic. 1s Cast, 3s CD, 100ft Range
R15. Frosthard Comet <Morale 4> You call forth a comet of ice from the heavens, dealing 2,000 damage to all enemies in a 20 foot radius up to 150 feet away.
R3. Arctic Aura <Tactic> You deal 25% more damage to targets under 50 feet.
R5. Cold at Heart – A gripping chill tugs at your enemy’s heart, lowering their elemental resistances by ‘x’ for 10 seconds. This ability costs 30 Ice Magic. 1s Cast, 20s CD, 65ft Range
R7. Polar Conflux <Tactic> All Icy Tor abilities have their range increased by 20 feet and their damage increased by 15%
R9. Gelid Gaze – You focus your icy gaze upon your target, rooting them in place so long as your focus is held on them. This ability costs 15 Ice Magic per second. 10s Cast, 40s CD, 65ft Range
R11. Crystallization <Tactic> Congealed Aorta will also decrease your target’s chance to be critically healed by 25%.
R13. Temporal Hyperemia – You unleash a cloud of frigid air at your enemy causing their blood to quickly pool in their brain and bring about immense pain; you deal ‘x’ elemental damage to your target. This ability costs 50 Ice Magic. Instant Cast, 10s CD, 65ft Range.
R15. Auroral Cascade <Morale 4> The charged winds of the poles surge from you causing all enemies 60 feet in front of you to take 800 damage instantly and suffer an additional 2500 damage over 5 seconds.
R3. Lattice Network <Tactic> Ice Armor will also reduce incoming armor penetration by 15%
R5. Exposure – Your chilling presence takes hold of your enemy’s hands as they approach you. You deal ‘x’ elemental damage to your target and reduce their weapon skill by ‘x’ for 10 seconds. This ability costs 40 Ice Magic. Instant Cast, 20s CD, 30ft Range
R7. Deep Frostbite <Tactic> Exposure lasts 20 seconds and will now cause your target to suffer ‘x’ elemental damage every time they use a melee ability.
R9. Icebound – A pillar of ice bursts forth from the ground below your target, hitting them and dealing ‘x’ elemental damage and staggering them for 6 seconds. This ability costs 45 Ice Magic. Instant Cast, 30s CD, 30ft Range
R11. Mentor’s Guidance <Tactic> The range of Ice Queen’s Lance is increased by 10 feet and its cool-down is reduced by 10 seconds.
R13. Gale of the Steppe – A burst of wind sweeps around you protecting you from all foes. All enemies within 30 feet are knocked back a medium distance. This ability costs 50 Ice Magic. Instant Cast, 45s CD
R15. Sea of Stalagmites <Morale 4> A sea of icicles burst forth from the ground around you dealing 2400 damage to all enemies 30 feet away from you.