Unraveling the Secrets of the Mystical Witch of Oz

By admin

The mystical witch of Oz is a captivating and enigmatic character. She is a central figure in L. Frank Baum's famous novel, "The Wonderful Wizard of Oz." In the story, the witch is described as having extraordinary powers and a compelling aura. Her appearance is awe-inspiring, with long flowing black hair, piercing green eyes, and a wicked smile. The main idea in the text is the description of the witch.


Heroic Destiny: +7 Destiny (scale) for 3 turns (scale).
Master: (Destined Strike) Increase critical damage by 5% (locked).
GM: Increase Destined Strike to 10% (locked).

It s not to be confused with strategy-RPG sister series Heroes of Might Magic, or Crusaders of Might and Magic, or Warriors of Might and Magic, or Legends of Might and Magic, or Dark Messiah of Might Magic, or Might Magic Clash Of Heroes. And, like so many of the best RPGs, I feel like someone carving my own quiet destiny rather than some hulking hero with the fate of the world resting on his battle-scarred and probably rather sweaty shoulders.

Might and magic x likw

The main idea in the text is the description of the witch. Throughout the story, the witch maintains an air of mystery and intrigue. Her motives and intentions are unclear, leaving readers to question her true nature.

Might and Magic Might & Magic X - Legacy

Lots of crunchy info rearding mastery levels of skills and spells and what they do. These are as per the early access, all skills and spells may have gone extensive retooling. Shamelessly copy/pasta'd + formatted from the Ubi forii.

The spells especially can change drastically in their skill expertise versions: For instance, Light Orb only produces a light source at novice level. At master level it is an attack spell that blinds enemies. At GM level it enhances all healing spells cast on a party member(s). Pretty sweet, as it means each spell is actually 4 potential spells rolled into one, many with their own animations.

Only problem is, if a pc has multiple skill levels in a spell skill, can he choose which version of the spell to cast?

Spoiler

2 mana per level, Challenge
Expert: Skull Crack, Unstoppable Assault
Master: Intercept, Furious Blow
GM: Taunt, Flawless Assault


Medium Armor:

1 less attack penalty per level
Expert: Physical criticals reduced by 10%
Master: Physical criticals reduced by 10%
GM: +5 armor

1 evade per level
Expert: +4 evade
Master: +4 evade
GM: One retaliation

+2 attack, +5% damage per level, 5 range
Expert: +15% critical chance
Master: +50% critical damage
GM: Piercing bolts

+2 attack, +5% damage per level
Expert: +5% critical chance
Master: +50% critical damage, bleed for 1 turn (damage ?)
GM: +3% damage per level

+5 health per level
Expert: +5% health
Master: +10% health
GM: +15% health

+2 attack, +4% damage per level
Expert: +1 extra attack with each dagger
Master: +10% critical chance
GM: +1 extra attack with each dagger

+2 attack, +5% damage per leve, range 5
Expert: Range 6
Master: Range 7
GM: +1 extra attack with bow

+0.8% critical chance per level
Expert: Two-handed focus
Master: Dual-wield focus
GM: +30% spell critical damage, 500% focus damage


Heavy Armor:

2 less attack penalty per level.
Expert: Physical Criticals reduced by 15%.
Master: Physical Criticals reduced by 15%.
GM: +10 armor.

+1 attack per level with two-handed.
Expert: 1 block attempt with two-handed.
Master: +0.1% critical per destiny.
GM: Can’t be blocked.

+2 attack, +5% damage per level
Expert: Two block attempts against melee.
Master: Spears ignore 50% armor.
GM: Damage increased by an additional 3% per level.

+2 attack, +5% damage per level
Expert: +5% critical chance.
Master: Criticals stuns targets.
GM: Damage increased by an additional 3% per level.

+1% block chance per level. 1 block attempt.
Expert: 2 additional blocks.
Master: Retaliates first successful block.
GM: Can block ranged attacks for whole party.

+5 mana per level.
Expert: +5% mana.
Master: +10% mana.
GM: +15% mana.


Arcane Discipline:

+1 resistance to all magic schools per level.
Expert: Magical criticals reduced by 15%
Master: Magical criticals reduced by 15%
GM: Restore 10% mana whenever resists a spell.

+5% damage per level
Expert: +10 resistance penetration
Master: +15 resistance penetration
GM: +5% extra damage per level, +25 resistance penetration.

Spoiler

Arcane Ward: +2 resistance (scale) to all schools for 3 turns (scale).
Expert: (Improved Warding) +2 resistance (locked) to all schools.
Master: Improved Warding increased to +5.
GM: (Arcane Barrier) 3 elemental damage (scale) absorbed from attacks to all party, before applying resistance. (Like Celestial Armor).

Sundering: -5 armor (scale) to all enemies within 3 tiles until combat is over.
Expert: (Shield Sunder) Decreases all targets chance to block by 5% (locked).
Master: Shield Sunder increased to 10% (locked) decreased block chance.
GM: (Shatter Resistances) Also decrease all the resistances of enemies affected by 10 (locked) for 2 turns (locked).

Time Stasis: Enemy can’t act for 1 turn (locked?).
Expert: Mana cost decreased to 20.
Master: Mana cost decreased to 15.
GM: Enemy can’t act for 2 turns (if locked).

Mana Surge: Next spell cast by an enemy will cause 20 prime damage (scale) to the caster.
Expert: (Devour Mana) If mana surge is triggered, refunds half the cost of Mana Surge to the caster.
Master: (Mana Suppression) The spell triggering Mana Surge does 10% less damage.
GM: (Mana Feedback) The spell triggering Mana Surge will cause 10% of it’s damage to its caster.

Dispel Magic: Dispels all effects from party
Master: (Controlled Dispel) Leaves the last beneficial effect on the party, but it’s duration is reduced to 1 turn (locked).
GM: (Lingering Dissipation) Dispels all effects from party and makes the party immune to any special effects for 1 turn (locked).

Heroic Destiny: +7 Destiny (scale) for 3 turns (scale).
Master: (Destined Strike) Increase critical damage by 5% (locked).
GM: Increase Destined Strike to 10% (locked).

Identify: Identifies one item
Master: Identifies all itens on party.
GM: (Hoard) 5% chance (locked) that the item will be of better quality. Doesn’t work on relics or the best quality items.

Implosion: Does 20 prime damage (scale) to target and other enemies are done damage based on target’s remaining health.
GM: (Crushing Will) Target also has all its resistances decreased by 20 (locked) for 1 turn (locked).

Spirit Beacon: Lloyd’s Beacon, can only place one beacon.
GM: Can place two beacons.

Hour of Power: +5 Might, Magic, Perception and Destiny (scale) for one hour (cumulative with other spells?)

Fire Ward: +5 fire resistance (scale) for whole party for 3 turns (scale).
Expert: (Improved Warding) +5 fire resistance (locked).
Master: Improved warding increased to +10 (locked).
GM: (Fire Barrier) 5 fire damage (scale) absorbed from attacks to all party, before applying resistance.

Torchlight: Illuminates surroundings for 25 turns (scale).
Expert: Decreases mana cost in half.
Master: (Fueling Flame) Fire spells do 2% (locked) increased damage while the spell lasts.
GM: Increases Fueling Flame to 5% increased damage.

Danger Sense: See enemies on mini-map for 20 turns (scale).
Expert: Decrease mana cost in half.
Master: (Sixth Sense) Traps do 20% less damage (locked) while the spell lasts.
GM: Sixth Sense increased to 50% less damage.

Firebolt: Does 30 fire damage (scale) to target.
Expert: (Melting Flame) Decreases target armor by 5 (locked) for 1 turn (locked).
Master: Increase Melting Flame to decrease 10 armor (locked).
GM: (Blaze) Does 15% of the fire damage again to the target in the next turn.

Burning Determination: Protects party from Paralyze, Sleep and Stun for 1 turn (scale).
Master: (Burning Will) Also protects against Feeblemind.
GM: (Indomitable) If cast within a turn of the protected status effects, they are dispelled.

Inner Fire: +5 Might (scale) for 3 turns (scale).
Master: (Outer Flame) The next attack done by each party member does 5 bonus fire damage (locked). Daggers get half damage.
GM: Outer Flame lasts as long as the spell lasts. Daggers get half damage.

Fireball: Does 35 fire damage (scale) to group of enemies.
Master: (Melting Flame) Decreases the armor of all targets by 5 (locked) for 1 turn (locked).
GM: (Blaze) Does 15% of the fire damage again to all targets in the next turn.

Fire Shield: Does 5 fire damage (scale) to attacking enemies for 1 turn (scale).
GM: (Melting Flame) Attacking enemies also have their armor decreased by 5 (locked) for 1 turn (locked).

Fire Blast: Does 40 fire damage (scale) to all enemies in a line.
GM: (Blaze) Does 15% of the fire damage again to all targets in the next turn.

Water Ward: +5 water resistance (scale) for 3 turns (scale).
Expert: (Improved Warding) +5 water resistance (locked).
Master: Improved warding increased to +10 (locked).
GM: (Water Barrier) 5 water damage (scale) absorbed from attacks to all party, before applying resistance.

Consciousness: Awakens target.
Expert: (Wide Awake) Target can’t fall asleep for 1 turn (locked).
Master: Wide Awake increases duration to 2 turns.
GM: (Reinvigorate) Target’s next attack can’t miss or be blocked.

Frozen Ground: Group of enemies can’t move for 1 turn (locked?).
Expert: (Freeze) Affected Targets get -10 evade (locked) for the duration.
Master: Freeze evade reduction increased to -20 (locked).
GM: (Shatter) +3% critical chance against targets for the duration. The first critical dissipates Shatter on target.

Ice Bolt: Does 10 water damage (scale) and causes Chill, decreasing its number of attacks by 1 (locked). (Suggestion, increase damage to 15)
Expert: (Numbness) Target’s next attack has a -10 penalty to its attack (locked).
Master: Numbness increases to a -15 penalty (locked).
GM: (Frozen Limbs) Target’s critical chance reduced by 5% (locked, minimum 2%).

Ice Prison: Target can’t attack or move for 1 turn (locked?).
Master: (Shatter) +5% critical chance against target for the duration. The first critical dissipates Shatter.
GM: Duration increased to 2 turns (if locked).

Circle of Winter: Does 10 water damage (scale) to all enemies surrounding party and causes Chill, decreasing their numbers of attacks by 1 (locked). (Suggestion, increase damage to 15).
Master: (Numbness) The next attack of all targets has a -10 penalty to their attack (locked).
GM: (Frozen Limbs) All targets’ critical chance reduced by 5% (locked, minimum 2%).

Water Flows Freely: Cures Paralyze.
Master: (Persistent Flow) Target can’t be paralyzed for 1 turn (locked).
GM: (Return the Flow) Target immediately attacks when cured without losing it’s turn.

Blizzard: Enemies in a line are done 30 water damage (scale) and causes Chill, decreasing the number of attacks from all targets by 1 (locked).
GM: (Numbness) The next attack of each target has a -10 attack penalty.

Liquid Membrane: Reduces Damage by 0.7% (?) (scale) for 1 turn (locked?).
GM: (Soothing Membrane) Heals 5 health per turn while lasts (if scale), or heals 20 health when cast (if locked).

Tsunami: Does 30 water damage (scale) to all targets in a line and pushes them back.

Earth Ward: +5 Earth resistance (scale) for 3 turns (scale).
Expert: (Improved Warding) +5 earth resistance (locked).
Master: Improved warding increased to +10 (locked).
GM: (Earth Barrier) 5 earth damage (scale) absorbed from attacks to all party, before applying resistance.

Entangle: Does 20 earth damage (scale) to target and it can’t move for 1 turn (locked).
Expert: (Obstructing Vines) Target has -15 ranged attack (locked) while the spell lasts.
Master: (Constricting Vines) The first time the target attacks it is done 5 earth damage (scale)
GM: The vines last two turns.

Regeneration: Heals 20 health (scale) to all party instantly and for 3 turns (locked).
Expert: (Resiliency) Increases resistances by 5 (locked) while the spell lasts.
Master: Resiliency bonus increases to 10 (locked).
GM: (Regenerative Feedback) Each target heals half the damage inflicted on them on the next source of damage.

Cure Poison: Cures poison from target.
Expert: (Venom Immunity) After being cured target can’t be poisoned for 1 turn (locked).
Master: Venom Immunity increases to 2 turns (locked).
GM: (Anti-Venom) Heals 30% of the poison damage done to target.

Poison Spray: Target is done 10 earth damage (scale) and 2 more earth damage (scale) every turn. Evade is decreased by 5 (scale).
Master: (Debilitating Poison) Target’s attack damage decreased by 5% (locked).
GM: Debilitating Poison increases to 10% (locked).

Stone Skin: All party member get +4 armor (scale).
Master: (Petrified Bones) Critical damage done to party decreased by 10%.
GM: (Hardened Limbs) All party gets 1 extra melee block (locked) while the spell lasts. This block has a 20% block chance (locked) and is rolled when there are no melee blocks left.

Strength of the Earth: Cures weakened.
Master: (Lasting Strength) Target can’t be weakened for 1 turn (locked) after being cured.
GM: (Renewed Strength) The next melee attack done by target after being cured does 3 extra earth damage (scale).

Poison Cloud: Creates a poison a line for 3 turns (locked), doing 4 earth damage (scale) to all inside every turn. (Suggestion, increase damage to 6)
GM: (Debilitating Poison) Each turn targets stay in the cloud they have their attack damage decreased by 10% (locked) for that turn.

Acid Splash: Does 30 earth damage (scale) to target and decreases armor by 50% (locked).
GM: (Corrosive Burn) Does 10 earth damage (scale) to target next turn.

Crushing Weight: Does 20% of target’s current health as damage (locked).

Air Ward: +5 Air Resist (scale) for 3 turns (scale).
Expert: (Improved Warding) +5 air resistance (locked).
Master: Improved warding increased to +10 (locked).
GM: (Air Barrier) 5 air damage (scale) absorbed from attacks to all party, before applying resistance.

Sparks: Does 10-20 air damage (scale) to all enemies around party.
Expert: (Electrocution) The next time the target is done air damage within 1 turn (locked), it takes 3 extra air damage (scale).
Master: Electrocution increases to 5 extra air damage (scale).
GM: (Paralyzing Shock) Targets can’t block the next attack done to them.

Wind Shield: Increases Evade by 10 (scale) for 1 turn (scale).
Expert: (Wind Barrier) Increases evade against ranged attacks by 10 (locked).
Master: Wind Barrier increased to 15 evade (locked).
GM: (Wind Wall) All party gets 1 communal ranged block (locked). This ranged block has 30% block chance and is rolled when there are no ranged blocks left. Wind Wall dissipates after blocking 1 ranged attack.

Gust of Wind: Does 6 air damage (scale) and 6 physical damage (scale) to target, pushing it back.
Expert: (Forceful Blast) If the target can’t be pushed, it receives double physical damage. It receives 150% air damage otherwise.
Master: (Daze) If the target can’t be pushed, it takes a -10 penalty to attack (locked) for 1 turn (locked).
GM: (Gale) Target is pushed 2 tiles.

Eagle Eye: +5 Perception (scale) to the party for 3 turns (scale).
Master: (Preying Eyes) Ranged attacks get +1 air damage (scale).
GM: (Apex Predator) +3% ranged critical chance (locked) while spell lasts.

Lightning Bolt: Does 17-35 air damage (scale) to target.
Master: (Electrocution) The next time the target is done air damage within 1 turn (locked), it takes 5 extra air damage (scale).
GM: (Paralyzing Shock) Target can’t block the next attack done to it.

Clear Mind: Cures feeblemind.
Master: (Clarity) Target can’t be affected by feeblemind for 1 turn after being cured.
GM: (Inspiration) Target’s next ability or spell used does +10% damage.

Chain Lightning: does 20 air damage (scale) to target, jumping to a new close target until it can’t jump to any targets.
GM: (Electrocution) The next time the target is done air damage within 1 turn (locked), it takes 5 extra air damage (scale).

Cyclone: Does 15 air damage (scale) to targets it reaches for 6 turns (locked).
GM: (Daze) Each time a target is hit, it takes a -15 penalty to attack (locked) for 1 turn (locked).

Thunderstorm: A storm in a line in front of the party does 10 air damage (scale) to all targets for 3 turns (locked).

Light Ward: +5 light resistance (scale) for 3 turns (scale).
Expert: (Improved Warding) +5 light resistance (locked).
Master: Improved warding increased to +10 (locked).
GM: (Light Barrier) 5 light damage (scale) absorbed from attacks to all party, before applying resistance.

Light Orb: Illuminates the surroundings for 25 turns (scale).
Expert: Mana cost reduced by 50%.
Master: (Blinding Light) While spell lasts, enemies have -1 attack (scale).
GM: (Soothing Light) Any time a character is healed, it is healed 3 extra damage (scale) while spell lasts.

Celestial Armor: Protects the next 15 damage done (scale) in the next 1 turn (scale).
Expert: (Warding Light) Party gets +5 armor (locked) for 1 turn (locked) if Celestial Armor is depleted.
Master: (Renewing Armor) Every turn that Celestial Armor isn’t depleted, it restores 3 damage (scale) to the amount it can absorb, up to the initial amount.
GM: (Lasting Light) After Celestial armor is depleted, it is renewed but protecting only the next 5 damage done (scale) for the next 1 turn (locked). Warding Light only triggers after this second armor is depleted.

Clairvoyance: Detects traps for the next 20 turns (scale).
Expert: Costs 50% less mana.
Master: (Uncanny Senses) Traps are shown in the mini-map within 3 tiles (locked) as a gold lit tile.
GM: (Prescience) Traps are automatically disarmed if triggered while spell lasts.

Cleansing Light: Cures curse.
Master: (Blessed Light) Target can’t be cursed for 1 turn (locked), after the curse is lifted.
GM: Depends on how curse works. If it lowers Destiny (like it lowered Luck in MM 1-5), it gives a +27 destiny bonus (locked) for 1 turn (locked) after curing the target. If it prevents the afflicted from acting (like in MM 6-9), it gives the target an action if it already failed to act this turn.

Heal: Instantly heals 80 damage (scale) from target.
Master: (Warding Light) Target gets +10 armor (locked) for 1 turn (locked) after being healed.
GM: (Healing Aura) Party members adjacent to target are healed 15 damage (scale).

Radiant Weapon: Deals 10 Light (scale) and 10 Physical damage (scale) and target can’t block for 1 turn (locked).
Master: (Shred Armor) Target gets -20 armor (locked) against the next attack it is dealt within 1 turn (locked).
GM: Target can’t block for 2 turns.

Resurrection: Target is resurrected.
GM: (Impenetrable Light) Target gets +50 to all resistances (locked) and +50 armor (locked) for 1 turn after being resurrected.

Heal Party: Instantly heals 10 health (scale) from whole party. (Suggestion, increase heal to 40 health)
GM: (Warding Light) All party gets +5 armor (locked) for 1 turn (locked) after being healed.

Darkness Ward: +5 Dark resistance (scale) for 3 turns (scale).
Expert: (Improved Warding) +5 dark resistance (locked).
Master: Improved warding increased to +10 (locked).
GM: (Dark Barrier) 5 dark damage (scale) absorbed from attacks to all party, before applying resistance.

Dark Vision: Decreases darkness in surrounding area for 25 turns (scale), allowing vision.
Expert: Mana cost reduced by 50%.
Master: (Sharp Vision) Party gets +1 perception (scale) while spell lasts.
GM: (Infravision) Can see enemies behind walls and objects.

Shadow Cloak: The next attack done in the next 1 turn (scale) will miss.
Expert: Mana cost decreased to 10.
Master: (Obscuring Shadows) After Shadow Cloak blocks an attack party gets +20 evade (locked) for 1 turn (locked).
GM: Obscuring Shadows increases to +40 evade (locked).

Whispering Shadows: Sense secrets for 20 turns (scale).
Expert: Mana cost reduced by 50%.
Master: (Calling Shadows) Secrets are shown in the mini-map as a purple area up to two tiles away.
GM: Calling Shadows increases to up to three tiles away.

Purge: Dispels positive effects from target.
Master: (Impregnable Darkness) Target can’t be affected by positive effects for 1 turn (locked), after having an effect dispelled from it.
GM: (Menacing Darkness) Target is also dealt 8 dark damage (scale) for each spell purged.

Drain Life: Does 16 dark damage (scale) to target, healing the party for 10 damage (divided, each?) (scale).
Master: (Drain Vigor) Party is also granted might depending on target’s size. +5 (small), +10 (medium) or +20 (large) might (locked) for 1 turn (locked).
GM: (Drain Powers) Target can’t use abilities for 1 turn (locked). If target could cast spells, next damage spell does 6 extra dark damage (scale).

Sleep: Target falls asleep for 1 turn (locked), but if damaged awakens.
Master: (Deep Slumber) The next attack done to target won’t wake it up, but dissipates Deep Slumber.
GM: Target falls asleep for 2 turns (locked).

Terror: Target runs away for 1 turn (scale).
GM: (Nightmare) Target also can’t block or evade during the spell’s duration. If cast of a target that’s asleep, it also does 16 dark damage (scale).

Agony: Target takes 4 dark damage (scale) whenever it is attacked.
GM: (Crippling Agony) Target also takes the spell damage every time it acts.

Weakness: All enemies around the party are done 2 dark damage (scale) every turn and does 20% less damage. Lasts 1 turn (locked?). (Suggestion, if the duration is truly locked, increase damage to 20, if not, still increase damage to something closer to 8 or 10).

Only problem is, if a pc has multiple skill levels in a spell skill, can he choose which version of the spell to cast?
The mystical witch of oz

Some see her as an evil and malevolent force, while others believe she possesses a hidden goodness. This ambiguity adds depth and complexity to the character, making her both intriguing and unpredictable. The witch's powers are an essential aspect of her mystique. She is capable of casting spells, using her magic to influence events and manipulate people. Her powers are feared and respected by the people of Oz, as she holds significant control and influence over the land. This further adds to the air of mystery surrounding her, as her capabilities are seemingly limitless. Interestingly, the witch's presence is felt throughout the entire story, even when she is not physically present. Her reputation precedes her, and her name strikes fear into the hearts of those who utter it. This shows the impact she has on the narrative and the characters within it. As the story progresses, readers learn more about the witch and her backstory. It is revealed that she was not always wicked, but rather had a tragic past that shaped her into who she became. This adds a layer of sympathy and understanding to her character, allowing readers to see her in a more nuanced light. In conclusion, the mystical witch of Oz is a captivating character that adds depth and intrigue to the story. Her enigmatic nature, extraordinary powers, and ambiguous motives make her one of the most memorable figures in literature. Whether seen as a villain or a misunderstood anti-hero, she remains a captivating and compelling character throughout "The Wonderful Wizard of Oz.".

Reviews for "The Witch of Oz: Heroine or Villain?"

1. Emily - 2 stars
"The mystical witch of oz was a complete disappointment for me. As a fan of the original Wizard of Oz story, I was excited to delve into the mystical world of Oz once again. However, this book failed to capture the magic and charm of the original. The writing felt flat and lacked depth, and the characters were poorly developed. I couldn't connect with any of them, and their actions and motivations felt forced and unnatural. Overall, I found this book to be a lackluster addition to the Wizard of Oz series."
2. Michael - 1 star
"I just finished reading The mystical witch of oz and it was a total snooze fest. The plot was convoluted and confusing, with numerous inconsistencies and plot holes. The pacing was incredibly slow, and I found myself struggling to stay interested. The writing style was also quite dull, lacking any sort of creativity or excitement. I had high hopes for this book, but unfortunately, it fell flat and left me feeling disappointed. I wouldn't recommend wasting your time on this one."
3. Sarah - 2 stars
"The mystical witch of oz was a letdown for me. While the original Wizard of Oz story captured my imagination and transported me to a magical world, this book failed to do the same. The story felt disjointed and poorly executed, and I couldn't help but feel like I was reading a poor imitation of the original. The characters were one-dimensional and lacked any depth, making it hard for me to care about their journey. Overall, this book lacked the magic and charm that made the Wizard of Oz so beloved."
4. David - 1 star
"I regretted picking up The mystical witch of oz from the moment I started reading it. The writing was weak, with clunky dialogue and a lack of descriptive language. The characters were boring and unmemorable, and the plot dragged on with no sense of direction. I found myself constantly skimming through pages, hoping to find something that would grab my attention, but it never happened. This book was a complete waste of time and I would not recommend it to anyone looking for an engaging read."

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