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A Deeper Look at Witch Merge Mode

Dec 17th, 2022 (edited)
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  1. Witch Merge Mode
  2. Also Called: Witchy Merge Mode, Wicca Merge Mode, Witchcraft Merge Mode
  3. Stats (rough estimate)
  4. Attack Potency: 1 (physically), 18+ (via magic), 20+ (via Familiar Fusions)
  5. Speed: 1 (physically), 6+ (riding on her broom), 10+ (via Familiar Fusions)
  6. Strength: 1, 10+ (via Familiar Fusions)
  7. Durability: 1, 10+ (via Familiar Fusions)
  8. Energy Level: 5+ (via potions and spells)
  9. Range of Attack: 2 (via broom in melee combat), 18+ (via magic)
  10. Intelligence: 6
  11. Fighting Skills: 3
  12. Hax: Witchcraft/Sorcery, Familiar Fusion, Dark Element Manipulation
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  14. Appearance: Witch Merge Mode is a counterpart to Mysto Merge based around the concepts of Witches and witchcraft. Witch Mode resembles a “sexy” witch, being a tall and curvaceous female Merge Mode with long brown hair with violet/purple highlights and dressed in witch attire consisting of a draping black dress (similar to Morticia Addams’) with purple/violet accents and a hood, a black and purple witch’s hat with a bent tip, a pair of purple opera gloves, a satchel with a strap wrapped around her shoulder and thigh-high boots with heels. In her “Crone Form” she resembles a more stereotypical witch, being a short, fat and ugly green skinned hag with long white hair, a hunched back and a long crooked nose, her dress now more resembling a cloak. Witch Mode has Fusion-X’s iconic visor-like eye in both forms (naturally).
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  16. Powers & Abilities
  17. - Sorcery: Much like Mysto Merge, Witch Merge is highly skilled in using Magic, having a large abundance of Mana in her system converted from Nicholas’ energy. However, Witch Mode specializes in using Witchcraft, a form of Black Magic that revolves around causing negative and undesirable effects onto others such as weakening, draining, binding, hypnosis, casting illusions, inducing bad luck, inducing sickness/disease, inducing fear, inducing unbearable pain, torment of the mind, despair/madness inducement etc. as well as casting Curses and Hexes which can negatively effect others in limitless ways depending on the curse in question such as turning someone into some kind of animal, switching the minds of two entities, making them shrink in size, make them loose all motor control etc. she can accomplish this by casting spells or via the use of potions. Due to this, she is also highly skilled in using combative forms of Magic that are dark (but not necessarily evil) in nature such as Poison Magic, Acid Magic, Blood Magic, Absorption Magic, Augmentation Magic (by stealing the qualities from someone to enhance another) etc. and all without the use of Charms, instead using her own reserve of Mana to perform magic and spells. Witch Merge can also use her Mana to perform various other magical powers such as telekinesis, teleportation, shapeshifting, clairvoyance etc.
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  19. - Familiar Creation: Witch Merge is also capable of creating, controlling and even fusing with Familiars, animal-like beings that are created from Witch Merge’s own Mana, these Familiars consist of a black cat, a crow, a bat, a toad, a snake, a black widow, an alligator, a fox, a wolf and a turtle. Each of these Familiars possess the traits and abilities of the animals they mimic and are very handy in attacking enemies, defending Witch Merge, scouting, retrieving objects of interest and any other purpose/action that Witch Merge may need from them, the Familiars being eternally loyal to her. As stated before, Witch Merge can actually fuse with one of her Familiars to become a hybrid known as a Familiar Fusion. Familiar Fusions are very powerful, not only do they greatly enhance Witch Mode’s physical capabilities and bestow their traits onto her but each Familiar Fusion also greatly enhances certain types/areas of Magic depending on the fusion in question. For a full list of Familiar Fusions and what types of Magic each one enhances see the Full List of Familiar Fusions. Each Familiar takes about 10% of Witch Merge’s total Mana to create.
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  21. - Dark Element Manipulation: Witch Merge is capable of powerful Elemental Magic like Mysto Merge but she is capable of creating and manipulating the Dark versions of these elements that embody the dark and destructive aspects of said elements and are highly destructive in nature, capable of degrading/decaying/destroying virtually anything they come into contact with and cannot be stopped or contained by outside forces while still retaining the traits and qualities of said element, such as Dark Fire being incapable of being extinguished by water, allowing it to spread and disintegrate everything in it’s path undeterred unless Witch Merge commands it to stop herself. These Dark Elements that Witch Merge can call upon, control and attack with consist of Dark Fire, Dark Water, Dark Ice, Dark Wind, Dark Lightning, Dark Earth, Dark Plant, Dark Metal and Dark Sound. Much like the rest of her Magic abilities, certain Dark Elements are enhanced by Witch Mode’s Familiar Fusions. Each Dark Element takes about 30% of Witch Merge’s total Mana to cast.
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  23. - Mana Absorption - Witch Merge is capable of absorbing the Mana out of all living things around herself whether it be people, animals, plants or even extra-terrestrial life to add to her own. The more Mana she absorbs the weaker and frailer those effected by her will become while she only becomes stronger, more youthful and more full of energy, she can use this to replenish on Mana if she’s low or needs a boost in energy/strength. If Fusion-X isn’t too careful he can absorb too much of someone’s Mana and reduce them to walking, husk-like zombies (much like how Darkstar from Ben 10 effects his victims).
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  25. Full List of Familiar Fusions
  26. - Cat Witch: Cat Witch is Witch Merge’s fusion with her Black Cat Familiar. Cat Witch resembles an imposing, female humanoid black cat wearing Witch Merge’s dress and hat with two tails instead of just one. Aside from gaining enhanced strength, speed, durability, senses etc. and the usual abilities and traits associated with cat’s, Cat Witch also gains heavily augmented Curse Magic, Insanity Magic, Misfortune Magic, Dark Metal and Dark Lightning elemental magic.
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  28. - Crow Witch: Crow Witch is Witch Merge’s fusion with her Crow Familiar. Crow Witch resembles an imposing, female humanoid crow wearing Witch Merge’s dress and hat. Aside from gaining enhanced strength, speed, durability, senses etc. and the usual abilities and traits associated with crows, Crow Witch also gains heavily augmented Disease Magic, Weakening Magic, Torment Magic, Dark Wind and Dark Ice elemental magic.
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  30. - Bat Witch: Bat Witch is Witch Merge’s fusion with her Bat Familiar. Bat Witch resembles an imposing, female humanoid bat wearing Witch Merge’s dress and hat. Aside from gaining enhanced strength, speed, durability, senses etc. and the usual abilities and traits associated with bats, Bat Witch also gains heavily augmented Fear Magic, Draining Magic, Blood Magic, Dark Wind and Dark Sound elemental magic.
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  32. - Toad Witch: Toad Witch is Witch Merge’s fusion with her Toad Familiar. Toad Witch resembles an imposing, female humanoid toad/frog wearing Witch Merge’s dress and hat. Aside from gaining enhanced strength, speed, durability, senses etc. and the usual abilities and traits associated with frogs/toads, Toad Witch also gains heavily augmented Poison Magic, Acid Magic, Consumption Magic, Dark Water and Dark Plant elemental magic.
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  34. - Snake Witch: Snake Witch is Witch Merge’s fusion with her Snake Familiar. Snake Witch resembles an imposing, female humanoid snake similar to a Lamia/Naga wearing Witch Merge’s dress and hat. Aside from gaining enhanced strength, speed, durability, senses etc. and the usual abilities and traits associated with snakes, Snake Witch also gains heavily augmented Poison Magic, Hypnosis Magic, Binding Magic, Dark Water and Dark Lightning elemental magic.
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  36. - Spider Witch: Spider Witch is Witch Merge’s fusion with her Black Widow Familiar. Spider Witch resembles an imposing, female humanoid black widow spider similar to an Arachne wearing Witch Merge’s dress and hat. Aside from gaining enhanced strength, speed, durability, senses etc. and the usual abilities and traits associated with spiders, Spider Witch also gains heavily augmented Poison Magic, Binding Magic, Fear Magic, Dark Earth and Dark Plant elemental magic.
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  38. - Alligator Witch: Alligator Witch is Witch Merge’s fusion with her Alligator Familiar. Alligator Witch resembles an imposing, female humanoid alligator wearing Witch Merge’s dress and hat. Aside from gaining enhanced strength, speed, durability, senses etc. and the usual abilities and traits associated with alligators/crocodiles, Toad Witch also gains heavily augmented Augmentation Magic, Pain Magic, Despair Magic, Dark Water and Dark Earth elemental magic.
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  40. - Fox Witch: Fox Witch is Witch Merge’s fusion with her Fox Familiar. Fox Witch resembles an imposing, female humanoid fox with nine tails wearing Witch Merge’s dress and hat. Aside from gaining enhanced strength, speed, durability, senses etc. and the usual abilities and traits associated with foxes, Fox Witch also gains heavily augmented Illusion Magic, Transmutation Magic, Punishment Magic, Dark Fire and Dark Ice elemental magic.
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  42. - Wolf Witch: Wolf Witch is Witch Merge’s fusion with her Wolf Familiar. Toad Witch resembles an imposing, female werewolf wearing Witch Merge’s dress and hat. Aside from gaining enhanced strength, speed, durability, senses etc. and the usual abilities and traits associated with wolves, Wolf Witch also gains heavily augmented Fear Magic, Pain Magic, Torment Magic, Dark Ice and Dark Sound elemental magic.
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  44. - Turtle Witch: Turtle Witch is Witch Merge’s fusion with her Turtle Familiar. Turtle Witch resembles an imposing, female humanoid turtle/tortoise wearing Witch Merge’s dress and hat. Aside from gaining enhanced strength, durability, senses etc. and the usual abilities and traits associated with turtles/tortoises, Turtle Witch also gains heavily augmented Slowing Magic, Draining Magic, Defense Magic, Dark Earth and Dark Metal elemental magic.
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  46. Equipment
  47. - Broomstick: Witch Merge possesses a broomstick that she uses for various purposes much like an actual witch, most notably using it as a conduit to perform her Magic, cast spells, create Familiars, cast Dark Element magic etc. much like how Mysto Merge does with his scepter, however Witch Merge can also ride on her broomstick to fly around her environment at great speeds and use her broomstick as a pole weapon in hand-to-hand combat.
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  49. - Magic Satchel - As stated before, Witch Merge possesses a satchel (similar to Charmcaster’s pouch with the button eyes) that she can use to store an innumerable amount of objects of any size such as potions, potion ingredients, familiars, her broom, entire people etc.
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  51. - Cauldron: On command, Witch Merge can summon a large cauldron from her satchel that she can use to brew potions with, her cauldron will always start off full of a noxious green fluid that acts as a base for every potion she makes. Witch Merge is capable of brewing a wide variety of different potions capable of various, usually negative effects.
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  53. Weaknesses
  54. - Limited Mana: As stated before, Witch Merge does not need to use charms to perform Magic and instead uses her own reserve of Mana to do so, however this comes at a price as this means that every time Witch Merge casts a spell or uses Magic of any kind, she drains herself of her Mana little by little, some forms of Magic needing to spend more Mana to perform than others such as her Familiars and Dark Elements. The more Witch Merge uses up her Mana the more weak and fatigued she becomes and if Fusion-X is too reckless and uses up 90% or more of her Mana, Witch Merge will become her much weaker and disheveled Crone Mode.
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  56. - Crone Mode - Once reduced to her Crone Mode, Witch Merge becomes utterly useless and weak, only having enough Mana to do very basic forms of Magic such as a very weak form of telekinesis or small zaps of magical energy from her fingertips. She can however still use her Mana Absorption abilities which she must use in order to get herself back to full power. While Witch Merge is not the physically strongest Merge Mode by default, Crone Mode is even weaker and quite slow and sluggish as well. Crone Mode can also still fly/ride on her broomstick but at a slower speed and lower heights.
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  58. - Low Strength & Durability - As her stats may entail, Witch Merge is not a physically mighty Mode as she depends heavily on her Magic and is not capable of physically matching or overpowering most foes that are stronger than the average human being and she is considerably frail as well, only being able to take so much punishment until succumbing to overwhelming physical pain.
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  60. - Cruel Personality - While as Witch Merge, Fusion-X adopts a much more cruel and malicious personality as Witch Merge often enjoys the effects her Magic has on others and derives great entertainment and pleasure in the suffering of others, especially if she’s the cause of said suffering and she’s not above taunting those she is tormenting either. Over time however, Fusion-X has learned to reel in Witch Merge’s cruelty and not go overboard as much.
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  62. - Vanity - While as Witch Merge, Fusion-X also adopts a much more vain personality, Witch Merge tends to obsess over her looks, especially when it comes to the quality of her clothes and hair and is mortified when she loses her beauty and youthfulness as Crone Mode. She also likes to flaunt her attractive qualities and even flirt with her enemies regardless if Fusion-X intends to or not. Fusion-X has also learned how to keep these personality traits of Witch Merge under control as well after some time.
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  64. Next Time: A Deeper Look at Monking Mode
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