Class: Psionicist

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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