Class: Psionicist: Difference between revisions

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Ideas:
== Ideas ==
Sub-Jobs:
 
*Ectoplasmic Constructor: Ability to form and construct ectoplasm, must know 7 spells that we specify that would relate to this sub-job (or what the hell you want to call it).    
=== Sub-Jobs ===
  *Spells for this job:  
==== Ectoplasmic Constructor====
    *Burning Fury-Able to excite your astral construct filling them with a mindless energy they use to pound your enemy into paste.  May be used up to 3 times per day per level.  During the 1st round, your construct gets a +1 bonus to attack and damage roll, it is increased by +1 for each additional round the power lasts but also causes a number of hit points of damage to your constructs equal to the current valuee of the bonus.  Your construct looses all ability to move for a set number of tics following the end of combat to recoalesce their form.
* Ability to form and construct ectoplasm, must know ''Bolt, Finger of Fire, Astral Construct I, Firefall, Astral Construct II, Ectoplasmic Cocoon, Astral Construct III''    
*Spells:  
**Astral Constructs-
**Dismiss Ectoplasm-
**Ecto Puppet-
**White Fire-
**Burning Wall-
**Ectoplasmic Armor-
**Flaming Shroud-
**Burning Fury-Able to excite your astral construct filling them with a mindless energy they use to pound your enemy into paste.  May be used up to 3 times per day per level.  During the 1st round, your construct gets a +1 bonus to attack and damage roll, it is increased by +1 for each additional round the power lasts but also causes a number of hit points of damage to your constructs equal to the current valuee of the bonus.  Your construct looses all ability to move for a set number of tics following the end of combat to recoalesce their form.
**Ectoplasmic Deconstruction-When you use the ''Dismiss Ectoplasm'' power, the roll of your targets saving throw is increased by +5.  In addition, when it fails its save, it takes that much damage. 
**Echo Binding-Bind an echo to one of your astral constructs to further increase its duration.  To determine how many additonal rounds the echo adds to the duration , subtract the level of the power used to create the construct from the echo's  current force rating.  The remainder is the number of additional rounds the construct will last. 
**Ectoplasmic Reclamation-When you use the dismiss ectoplasm power, you regain a number of psionic power points.  You get one point for every level of the power used to create the target you dismissed.  It is added to your power reserve. Uses a full round to cast.
**Hardening-Your astral constructs are considerably tougher than others.  Each construct you manifest gets a bonus to its natural armor class equal to one-half your total levels.
 
==== Hand of Thought====
*Psi who has reached a balanced life through life as a monk.  Must known-''Far Punch, Lesser Natural Armor, Combat Precognition, Bite of the Wolf, Body Adjustment, Claws of the Bear, Bite of the Tiger, Claws of the Vampire'', improved unarmed strike.
*Spells:
**Penetrating Hand-You may expend one psi power point to provide +1 enhancement psuedobonus to unarmed attacks for a number of rounds equal to half your current level.  Overwrites any other bonus you have for unarmed.
**Dissolving Touch-
**Mind Tumble-+1 bonus to any Tumbling skill check for every 5 psi points in your reserve.
**Shield of Prudence-
**Null Psionics Field-
 
==== Infector====
*They have the ability to control disease and poison and can control them but only when they are of evil align.  To become this they must quest for it and become infected by a poison or disease and maybe die from it? 
*Spells:
**Aura Siphon-Targets infected with this disease slowly loose psi points which the caster gains.
**Harbour Disease-Immune to all psi diseases, except those produced by another Infector.  You get a +4 bonus against disease.  Also allows you to grow disease in your aura which is spread when a mob hits you.
**Augment Disease-For each additional point spent when an infection is cast the difficulty to resist it is weakened. 
**Shudder Mind-Any target affected by this disease cannot cast psi powers cause they cannot concentrate or cast any mana spells while affected. 
**Leech Aura-Slowly weaken a target as their Con is leeched away, and caster gains 5 hp for everey point. It costs 10 psi points to cast.
 
==== Living Power====
 
{| border=1
| Level || Name || Description
|-
|  8    || Animal Affinity        ||
|-
|  21  || Soften                ||
|-
|  27  || Intensify              ||
|-
|  37  || Hear Light            ||
|-
|  38  || Synaptic Static        ||
|-
|  39  || Molecular Manipulation ||
|-
|  40  || Chirurgery            || Invade a mobs mind causing negative effects to savings, abilities, etc, cannot be removed except by another another class (decide on which later)
|-
|  41  || Life Draining          ||
|-
|  43  || Psionic Blast          ||
|-
|  44  || Sane Mind              || Heals confusion on players
|-
|  45  || Mind Flay              || A surge of energy melts mobs brain causing damage and possible confusion
|-
|  46  || Inflict Pain          ||
|-
|  47  || Inertial Barrier      ||
|-
|  49  || Immovability          ||
|-
|  50  || Mental Shield          || Blocks player from all non-physical psi attacks
|-
|  51  || Energy Containment    ||
|-
|  52  || Prolong                ||
|-
|  55  || Enhancement            ||
|-
|  56  || Mind Thrust            ||
|-
|  56  || Protection From Aging  || Affect Stats-wis slows aging and protects from age related spells cast on time/reboot
|-
|  58  || Prismatic Chaos        || A ring of spectral fire that causes high damage-area effect
|-
|  59  || Emotion Control        ||
|-
|  60  || Chemical Simulation    ||
|-
|  61  || Animate Object        || Random Objects in the room fly at the mob for damage
|-
|  62  || Body Weaponry          ||
|-
|  63  || Magnify                ||
|-
|  64  || Mindwipe              ||
|-
|  65  || Pandemonium            || Causes all mobs in the room to berzerk and can hit anyone but may instant death a mob
|-
|  65  || Ego Whip              ||
|-
|  67  || Suggesetion            ||
|-
|  68  || Mindlink              ||
|-
|  69  || Shadow-Form            ||
|-
|  70  || Obsession              || Cast on a mob, direct it to find an item and it hunts it for you
|-
|  71  || Dimensional Door      ||
|-
|  73  || Spectral Hand          || Does Damage
|-
|  77  || Control Object        || Only good when a mob wields a weapon, makes a mob hit itself instead of you
|-
|  78  || Summon Planar Creature ||
|-
|  79  || Metamorphosis          ||
|-
|  80  || Teleport trigger      ||
|-
|  81  || Invincible Foes        ||
|-
|  84  || Know Element          || Knows element of mob
|-
|  85  || Split Personality      ||
|-
|  86  || Molecular Agitation    ||
|-
|  87  || Heightened Senses      ||
|-
|  92  || Mindwash              || When cast upon on a blocker mob small % they go on into a daze and way ahead is unblocked from the blocker script.  If you fail, it angers them giving them str and dam bonuses and they aggro. One Mindwashed they cannot be washed again until dead and zone pops and they are respawned.
|-
|  94  || Phobia Amplification  ||
|-
|  94  || Telekenesis            ||
|-
|  99  || Time-Space Anchor      ||
|-
|  Spirit Hunter-Remort skill
|-
|  Suffer Destruction-psi spells become 10% stronger and more harmful at a cost of temporary -25 maxhit and armor class goes down
|-
|}

Latest revision as of 03:24, 3 December 2005

Ideas

Sub-Jobs

Ectoplasmic Constructor

  • Ability to form and construct ectoplasm, must know Bolt, Finger of Fire, Astral Construct I, Firefall, Astral Construct II, Ectoplasmic Cocoon, Astral Construct III
  • Spells:
    • Astral Constructs-
    • Dismiss Ectoplasm-
    • Ecto Puppet-
    • White Fire-
    • Burning Wall-
    • Ectoplasmic Armor-
    • Flaming Shroud-
    • Burning Fury-Able to excite your astral construct filling them with a mindless energy they use to pound your enemy into paste. May be used up to 3 times per day per level. During the 1st round, your construct gets a +1 bonus to attack and damage roll, it is increased by +1 for each additional round the power lasts but also causes a number of hit points of damage to your constructs equal to the current valuee of the bonus. Your construct looses all ability to move for a set number of tics following the end of combat to recoalesce their form.
    • Ectoplasmic Deconstruction-When you use the Dismiss Ectoplasm power, the roll of your targets saving throw is increased by +5. In addition, when it fails its save, it takes that much damage.
    • Echo Binding-Bind an echo to one of your astral constructs to further increase its duration. To determine how many additonal rounds the echo adds to the duration , subtract the level of the power used to create the construct from the echo's current force rating. The remainder is the number of additional rounds the construct will last.
    • Ectoplasmic Reclamation-When you use the dismiss ectoplasm power, you regain a number of psionic power points. You get one point for every level of the power used to create the target you dismissed. It is added to your power reserve. Uses a full round to cast.
    • Hardening-Your astral constructs are considerably tougher than others. Each construct you manifest gets a bonus to its natural armor class equal to one-half your total levels.

Hand of Thought

  • Psi who has reached a balanced life through life as a monk. Must known-Far Punch, Lesser Natural Armor, Combat Precognition, Bite of the Wolf, Body Adjustment, Claws of the Bear, Bite of the Tiger, Claws of the Vampire, improved unarmed strike.
  • Spells:
    • Penetrating Hand-You may expend one psi power point to provide +1 enhancement psuedobonus to unarmed attacks for a number of rounds equal to half your current level. Overwrites any other bonus you have for unarmed.
    • Dissolving Touch-
    • Mind Tumble-+1 bonus to any Tumbling skill check for every 5 psi points in your reserve.
    • Shield of Prudence-
    • Null Psionics Field-

Infector

  • They have the ability to control disease and poison and can control them but only when they are of evil align. To become this they must quest for it and become infected by a poison or disease and maybe die from it?
  • Spells:
    • Aura Siphon-Targets infected with this disease slowly loose psi points which the caster gains.
    • Harbour Disease-Immune to all psi diseases, except those produced by another Infector. You get a +4 bonus against disease. Also allows you to grow disease in your aura which is spread when a mob hits you.
    • Augment Disease-For each additional point spent when an infection is cast the difficulty to resist it is weakened.
    • Shudder Mind-Any target affected by this disease cannot cast psi powers cause they cannot concentrate or cast any mana spells while affected.
    • Leech Aura-Slowly weaken a target as their Con is leeched away, and caster gains 5 hp for everey point. It costs 10 psi points to cast.

Living Power

Level Name Description
8 Animal Affinity
21 Soften
27 Intensify
37 Hear Light
38 Synaptic Static
39 Molecular Manipulation
40 Chirurgery Invade a mobs mind causing negative effects to savings, abilities, etc, cannot be removed except by another another class (decide on which later)
41 Life Draining
43 Psionic Blast
44 Sane Mind Heals confusion on players
45 Mind Flay A surge of energy melts mobs brain causing damage and possible confusion
46 Inflict Pain
47 Inertial Barrier
49 Immovability
50 Mental Shield Blocks player from all non-physical psi attacks
51 Energy Containment
52 Prolong
55 Enhancement
56 Mind Thrust
56 Protection From Aging Affect Stats-wis slows aging and protects from age related spells cast on time/reboot
58 Prismatic Chaos A ring of spectral fire that causes high damage-area effect
59 Emotion Control
60 Chemical Simulation
61 Animate Object Random Objects in the room fly at the mob for damage
62 Body Weaponry
63 Magnify
64 Mindwipe
65 Pandemonium Causes all mobs in the room to berzerk and can hit anyone but may instant death a mob
65 Ego Whip
67 Suggesetion
68 Mindlink
69 Shadow-Form
70 Obsession Cast on a mob, direct it to find an item and it hunts it for you
71 Dimensional Door
73 Spectral Hand Does Damage
77 Control Object Only good when a mob wields a weapon, makes a mob hit itself instead of you
78 Summon Planar Creature
79 Metamorphosis
80 Teleport trigger
81 Invincible Foes
84 Know Element Knows element of mob
85 Split Personality
86 Molecular Agitation
87 Heightened Senses
92 Mindwash When cast upon on a blocker mob small % they go on into a daze and way ahead is unblocked from the blocker script. If you fail, it angers them giving them str and dam bonuses and they aggro. One Mindwashed they cannot be washed again until dead and zone pops and they are respawned.
94 Phobia Amplification
94 Telekenesis
99 Time-Space Anchor
Spirit Hunter-Remort skill
Suffer Destruction-psi spells become 10% stronger and more harmful at a cost of temporary -25 maxhit and armor class goes down