Class Proposal: Mindslayer
Posted: Fri Sep 10, 2010 6:35 pm
Mindslayers
A Psionicist subclass that gets all their beatings done through telekinetic manipulation of forces in their immediate area. Their main stats are Willpower and Cunning.
The primary focus of the class is on controlling damage in and out through sustained shields and auras, respectively. Shields can be spiked up to enormous levels, but at the cost of losing all protection from that shield once the spike is used up. Similarly, auras can be spiked to deal massive damage, but at the cost of losing all damage from that aura.
For example, say a Mindslayer has their Kinetic Shield up. Based on his talent level and Willpower, suppose it absorbs 10 damage. That means 10 damage knocked off all incoming sources of physical, acidic, and poisonous damage. Even with eight enemies beating on him simultaneously, each attack's damage is reduced by 10. Now say our Mindslayer sees Bill the Stone Troll coming his way. Reducing Bill's damage by 10 per swing is laughable, so our Mindslayer spikes his Kinetic Shield (he deactivates the sustained ability). He loses his 10 point reduction, but gains a 400 point shield! That'll keep Bill at bay for a few turns. But now the Kinetic shield is on cooldown for 40 turns, so he better make sure Bill is dead before his spiked shield is used up.
Same idea for damage auras. Deal sustained, minor damage with no maintainence, but spike the damage up to awesome levels when the need arises. The Mindslayer class will have unmatched flexibility and control in their offensive and defensive capabilities. I think this will be particularly fun with the new projectile system. Fireball coming your way from that elite caster? Time to spike the Thermal Shield. Is The Master about to come around the corner? Better get ready to spike everything you can think of and pray.
But those aura cooldowns are long, so the Mindslayer needs something else to kill people with in the meantime: weapons... wielded with his huge, huge brain. The Psi Fighting tree is all about using Willpower and Cunning to wield regular old mundane weapons with power and skill.
Mindslayers use Energy as their resource. Damage absorbed through shields and certain other talents gets added to the pool. Damage dealt through spiking auras and certain other talents gets subtracted from the pool. Mindslayers have to absorb energy in order to dish it out. Make sure you have a full pool of energy before you go picking a fight with The Master.
The goal of this class is to make a melee character (or at least a melee range character) who gets to make more interesting, fun decisions than the current melee characters. Constant mild damage vs. spike damage right now? Constant mild defense vs. OH GOD ORC BLOOD MAGE SPIKE SHIELDS RIGHT NOW ARGH.
The numbers I give in the detailed descriptions are just guesses as to what would be fun and (sort of) balanced. It's almost certain that many of these abilities are grossly underpowered or overpowered right now due to cost, cooldown, scaling, or any combination of reasons. I welcome all suggestions and constructive criticism.
New Class Talent Trees:
Absorption (Damage shields)
-Kinetic Shield
-Thermal Shield
-Charged Shield
-Absorption Mastery
Projection (Damage auras)
-Kinetic Aura
-Thermal Aura
-Charged Aura
-Projection Mastery
Psi Fighting (Beating things up)
-Beyond the Flesh
-Telekinetic Smash
-Sweeping Strikes (Hello, WoW)
-Conduit
Available at 10:
Finer Energy Manipulations (Fun Mindslayer tricks)
-Reshape Weapon
-Reshape Armor
-E=mc^2
-Perfect Control
Old Class Talent Trees:
[Insert a couple Psionicist talent trees here]
New Generic Talent Trees:
Voracity (Energy acquisition + side effects)
-Kinetic Leech
-Thermal Leech
-Charge Leech
-Insatiable
Mental Discipline (Improve saves, stamina, cooldowns)
-Iron Will
-The Mind is Willing
-Shield Discipline
-Aura Discipline
Old Generic Talent Trees:
Cunning/Survival
-Trap Detection
-Heightened Senses
-Trap Disarm
-Evasion
Detailed descriptions:
Absorption (mastery 1.3)
-Kinetic Shield
Use Mode: Sustained
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Absorbs 5 + TL*(WILL/15) damage from all incoming physical, acid, and poison damage. Absorbed damage is added to the energy pool at the rate of 10 damage per point of Energy (rounded up). Deactivating the shield triggers the cooldown and erects a shield that absorbs a total of 40*(5 + TL*(WILL/15)) physical, acid, or poison damage. Only (50+(CUN/2))% of any incoming source of damage is blocked by the shield (with a minimum of 5 + TL*(WILL/15) blocked), the rest getting through to the caster.
-Thermal Shield
Use Mode: Sustained
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Absorbs 5 + TL*(WILL/15) damage from all incoming fire and cold damage. Absorbed damage is added to the energy pool at the rate of 10 damage per point of Energy (rounded up). Deactivating the shield triggers the cooldown and erects a shield that absorbs a total of 40*(5 + TL*(WILL/15)) fire or cold damage. Only (50+(CUN/2))% of any incoming source of damage is blocked by the shield (with a minimum of 5 + TL*(WILL/15) blocked), the rest getting through to the caster.
-Charged Shield
Use Mode: Sustained
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Absorbs 5 + TL*(WILL/15) damage from all incoming lightning and blight damage. Absorbed damage is added to the energy pool at the rate of 10 damage per point of Energy (rounded up). Deactivating the shield triggers the cooldown and erects a shield that absorbs a total of 40*(5 + TL*(WILL/15)) lightning or blight damage. Only (50+(CUN/2))% of any incoming source of damage is blocked by the shield (with a minimum of 5 + TL*(WILL/15) blocked), the rest getting through to the caster.
-Absorption Mastery
Use Mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Description: Reduces the cooldown of all shields by 2*TL turns. Also multiplies energy added to your pool by a factor of 1+(TL*(WILL/5))/100
Projection (Mastery 1.3)
-Kinetic Aura
Use Mode: Sustained
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Deals 5 + TL*(WILL/15) physical damage to all enemies in melee range every turn. Deactivating the aura triggers the cooldown and a kinetic blast centered on the player that does 20*(5 + TL*(WILL/15)) physical damage to all enemies in melee range, knocking them back TL squares. Damage dealt by this blast is drained from the energy pool at the rate of one point of Energy per ten damage dealt (rounded up).
-Thermal Aura
Use Mode: Sustained
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Deals 5 + TL*(WILL/15) fire damage to all enemies in melee range every turn. Deactivating the aura triggers the cooldown and a targetted beam of heat (range: TL*2) that does 30*(5 + TL*(WILL/15)) fire damage to all enemies in the beam's path. Damage dealt by this beam is drained from the energy pool at the rate of one point of Energy per ten damage dealt (rounded up).
-Charged Aura
Use Mode: Sustained
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Deals 5 + TL*(WILL/15) lightning damage to all enemies in melee range every turn. Deactivating the aura triggers the cooldown and a blast of chain lightning that does 40*(5 + TL*(WILL/15)) lightning damage to the target as well as forking to TL other targets, dealing half the initial damage. Damage dealt by this blast is drained from the energy pool at the rate of one point of Energy per ten damage dealt (rounded up).
-Projection Mastery
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Description: Reduces the cooldown of all auras by 2*TL turns. Also increases any damage spike's critical strike chance by TL*(CUN/15)%.
Psi Fighting (Mastery 1.3)
-Beyond the Flesh
Use Mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Description: You wield your weapon with the power of your will alone, leaving your hands free for other matters. The weapon swings once against one melee-range target each turn, using (25 + 15*TL)% of your Willpower in place of Strength and (25 + 15*TL)% of your Cunning in place of Dexterity for the purposes of calculating damage, accuracy, critical strike chance, and weapon-wielding eligibility. You may wield items according to the usual rules: one-hander and a shield, a single two-hander, or two one-handers. At level three, you may wield a two-hander with a shield or a two-hander with a one-hander. At level five, you can dual-wield two-handers. Equip another weapon in your actual hands while this is going on to look awesome.
-Telekinetic Smash
Use Mode: Activated
Energy cost: 30
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Description: Brutally smash the target with all telekinetically-wielded weapons (not the ones in your actual hands), doing (100 + TL*(WILL/5))% weapon damage. The target will be flung backwards TL*2 squares. If they smash into a wall, they take an extra 5 + TL*(WILL/10) damage for every square of progress the wall halted. If, instead of a wall, they hit another monster, the same amount of damage is dealt, but split between the two monsters.
-Sweeping Strikes
Use Mode: Activated
Energy cost: 50
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Description: Your telekinetically-wielded weapons leap into a frenzy, their follow-throughs striking two additional melee-range targets each turn for TL*3 turns.
-Conduit
Use Mode: Activated
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Spikes all three auras (thus turning them off and triggering their cooldowns) and imbues your telekinetically-wielded weapon(s) with physical, fire, and lightning damage equal to the appropriate aura's per-turn value times (1+TL/3). All damage dealt is drained from the energy pool at the rate of 1 point of Energy per 10 damage dealt (rounded up). The effect lasts TL*(WILL/25) turns or until it runs you out of Energy.
Finer Energy Manipulations (Mastery 1.3)
-Reshape Weapon
Use Mode: Activated
Energy cost: 30
Range: melee/personal
Cooldown: 1
Travel Speed: instantaneous
Description: Manipulate forces on the molecular level to realign, rebalance, and hone your weapon. Permanently increases the attack and damage of any weapon by TL*(CUN/25). Can only be used once per weapon.
-Reshape Armor
Use Mode: Activated
Energy cost: 30
Range: melee/personal
Cooldown: 1
Travel Speed: instantaneous
Description: Manipulate forces on the molecular level to strengthen a piece of body armor or a helm. Permanently increases the armor value by TL. Can only be used once per item.
-E=mc^2
Use Mode: Activated
Energy cost: 0
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Description: Matter is energy, as any good Mindslayer well knows. Unfortunately, the various bonds and particles involved are just too numerous and complex to make the conversion feasible in most cases. Fortunately, the organized, crystalline structure of gems makes it possible to transform a small percentage of its matter into usable energy. Turns any gem into TL*GEMQUALITY*CUN energy, which is added to your energy pool. The gem is reduced to carbon dust in the process.
-Perfect Control
Use Mode: Activated
Energy cost: 80
Range: melee/personal
Cooldown: 150
Travel Speed: instantaneous
Description: Encase your body in a sheath of thought-quick forces, allowing you to control your body's movements directly without the inefficiency of dealing with crude mechanisms like nerves and muscles. Increases Attack and Defense by TL*CUN/10 for TL turns.
Voracity (Mastery 1.3)
-Kinetic Leech
Use Mode: Activated
Energy cost: 0
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Pulls kinetic energy from your surroundings, slowing any enemy within 2 squares for TL turns. Gives TL*30*(1+WILL/30) energy for each enemy leeched.
-Thermal Leech
Use Mode: Activated
Energy cost: 0
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Pulls heat from your surroundings, freezing all tiles in a radius of 1 for TL turns and returning TL*10*(1+WILL/30) energy for each tile frozen. (That would be nine, so really TL*180*(1+WILL/30) energy). Any enemies on a frozen tile take TL*2*(1+WILL/30) damage each turn.
-Charge Leech
Use Mode: Activated
Energy cost: 0
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Pulls electric potential from the air around you in a radius of 1, returning TL*10*(1+WILL/30) energy for each tile affected. Any enemies in the area at the time of the cast experience a nasty shock and take TL*20*(1+WILL/30) damage.
-Insatiable
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Description: Boosts the size of your energy pool by (TL*10)%.
Mental Discipline (Mastery 1.3)
-Iron Will
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Description: Increases Mental Save by TL*5
-The Mind is Willing
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Description: Increases maximum encumbrance by TL*WILL/3
-Shield Discipline
Use Mode: Activated
Energy cost: 0
Range: melee/personal
Cooldown: 150
Travel Speed: instantaneous
Description: Reduces the cooldown of all shields by TL*3
-Aura Discipline
Use Mode: Activated
Energy cost: 0
Range: melee/personal
Cooldown: 150
Travel Speed: instantaneous
Description: Reduces the cooldown of all auras by TL*3
edit: Included the one-per-item limit for Reshape Weapon and Reshape Armor.
edit2: Reclassified the Mindslayer as a Psionicist, thus eliminating warrior talent trees and the Stamina resource. Energy is now the only resource. Redid the Psi Fighting tree. Added Cunning-based percentage efficiencies to shield spikes. Changed The Mind is Willing to affect max encumbrance, not Stamina (this is lame and probably temporary; Mindslayers should have their Willpower substituted for their Strength anyway when determining max encumbrance).
A Psionicist subclass that gets all their beatings done through telekinetic manipulation of forces in their immediate area. Their main stats are Willpower and Cunning.
The primary focus of the class is on controlling damage in and out through sustained shields and auras, respectively. Shields can be spiked up to enormous levels, but at the cost of losing all protection from that shield once the spike is used up. Similarly, auras can be spiked to deal massive damage, but at the cost of losing all damage from that aura.
For example, say a Mindslayer has their Kinetic Shield up. Based on his talent level and Willpower, suppose it absorbs 10 damage. That means 10 damage knocked off all incoming sources of physical, acidic, and poisonous damage. Even with eight enemies beating on him simultaneously, each attack's damage is reduced by 10. Now say our Mindslayer sees Bill the Stone Troll coming his way. Reducing Bill's damage by 10 per swing is laughable, so our Mindslayer spikes his Kinetic Shield (he deactivates the sustained ability). He loses his 10 point reduction, but gains a 400 point shield! That'll keep Bill at bay for a few turns. But now the Kinetic shield is on cooldown for 40 turns, so he better make sure Bill is dead before his spiked shield is used up.
Same idea for damage auras. Deal sustained, minor damage with no maintainence, but spike the damage up to awesome levels when the need arises. The Mindslayer class will have unmatched flexibility and control in their offensive and defensive capabilities. I think this will be particularly fun with the new projectile system. Fireball coming your way from that elite caster? Time to spike the Thermal Shield. Is The Master about to come around the corner? Better get ready to spike everything you can think of and pray.
But those aura cooldowns are long, so the Mindslayer needs something else to kill people with in the meantime: weapons... wielded with his huge, huge brain. The Psi Fighting tree is all about using Willpower and Cunning to wield regular old mundane weapons with power and skill.
Mindslayers use Energy as their resource. Damage absorbed through shields and certain other talents gets added to the pool. Damage dealt through spiking auras and certain other talents gets subtracted from the pool. Mindslayers have to absorb energy in order to dish it out. Make sure you have a full pool of energy before you go picking a fight with The Master.
The goal of this class is to make a melee character (or at least a melee range character) who gets to make more interesting, fun decisions than the current melee characters. Constant mild damage vs. spike damage right now? Constant mild defense vs. OH GOD ORC BLOOD MAGE SPIKE SHIELDS RIGHT NOW ARGH.
The numbers I give in the detailed descriptions are just guesses as to what would be fun and (sort of) balanced. It's almost certain that many of these abilities are grossly underpowered or overpowered right now due to cost, cooldown, scaling, or any combination of reasons. I welcome all suggestions and constructive criticism.
New Class Talent Trees:
Absorption (Damage shields)
-Kinetic Shield
-Thermal Shield
-Charged Shield
-Absorption Mastery
Projection (Damage auras)
-Kinetic Aura
-Thermal Aura
-Charged Aura
-Projection Mastery
Psi Fighting (Beating things up)
-Beyond the Flesh
-Telekinetic Smash
-Sweeping Strikes (Hello, WoW)
-Conduit
Available at 10:
Finer Energy Manipulations (Fun Mindslayer tricks)
-Reshape Weapon
-Reshape Armor
-E=mc^2
-Perfect Control
Old Class Talent Trees:
[Insert a couple Psionicist talent trees here]
New Generic Talent Trees:
Voracity (Energy acquisition + side effects)
-Kinetic Leech
-Thermal Leech
-Charge Leech
-Insatiable
Mental Discipline (Improve saves, stamina, cooldowns)
-Iron Will
-The Mind is Willing
-Shield Discipline
-Aura Discipline
Old Generic Talent Trees:
Cunning/Survival
-Trap Detection
-Heightened Senses
-Trap Disarm
-Evasion
Detailed descriptions:
Absorption (mastery 1.3)
-Kinetic Shield
Use Mode: Sustained
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Absorbs 5 + TL*(WILL/15) damage from all incoming physical, acid, and poison damage. Absorbed damage is added to the energy pool at the rate of 10 damage per point of Energy (rounded up). Deactivating the shield triggers the cooldown and erects a shield that absorbs a total of 40*(5 + TL*(WILL/15)) physical, acid, or poison damage. Only (50+(CUN/2))% of any incoming source of damage is blocked by the shield (with a minimum of 5 + TL*(WILL/15) blocked), the rest getting through to the caster.
-Thermal Shield
Use Mode: Sustained
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Absorbs 5 + TL*(WILL/15) damage from all incoming fire and cold damage. Absorbed damage is added to the energy pool at the rate of 10 damage per point of Energy (rounded up). Deactivating the shield triggers the cooldown and erects a shield that absorbs a total of 40*(5 + TL*(WILL/15)) fire or cold damage. Only (50+(CUN/2))% of any incoming source of damage is blocked by the shield (with a minimum of 5 + TL*(WILL/15) blocked), the rest getting through to the caster.
-Charged Shield
Use Mode: Sustained
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Absorbs 5 + TL*(WILL/15) damage from all incoming lightning and blight damage. Absorbed damage is added to the energy pool at the rate of 10 damage per point of Energy (rounded up). Deactivating the shield triggers the cooldown and erects a shield that absorbs a total of 40*(5 + TL*(WILL/15)) lightning or blight damage. Only (50+(CUN/2))% of any incoming source of damage is blocked by the shield (with a minimum of 5 + TL*(WILL/15) blocked), the rest getting through to the caster.
-Absorption Mastery
Use Mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Description: Reduces the cooldown of all shields by 2*TL turns. Also multiplies energy added to your pool by a factor of 1+(TL*(WILL/5))/100
Projection (Mastery 1.3)
-Kinetic Aura
Use Mode: Sustained
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Deals 5 + TL*(WILL/15) physical damage to all enemies in melee range every turn. Deactivating the aura triggers the cooldown and a kinetic blast centered on the player that does 20*(5 + TL*(WILL/15)) physical damage to all enemies in melee range, knocking them back TL squares. Damage dealt by this blast is drained from the energy pool at the rate of one point of Energy per ten damage dealt (rounded up).
-Thermal Aura
Use Mode: Sustained
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Deals 5 + TL*(WILL/15) fire damage to all enemies in melee range every turn. Deactivating the aura triggers the cooldown and a targetted beam of heat (range: TL*2) that does 30*(5 + TL*(WILL/15)) fire damage to all enemies in the beam's path. Damage dealt by this beam is drained from the energy pool at the rate of one point of Energy per ten damage dealt (rounded up).
-Charged Aura
Use Mode: Sustained
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Deals 5 + TL*(WILL/15) lightning damage to all enemies in melee range every turn. Deactivating the aura triggers the cooldown and a blast of chain lightning that does 40*(5 + TL*(WILL/15)) lightning damage to the target as well as forking to TL other targets, dealing half the initial damage. Damage dealt by this blast is drained from the energy pool at the rate of one point of Energy per ten damage dealt (rounded up).
-Projection Mastery
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Description: Reduces the cooldown of all auras by 2*TL turns. Also increases any damage spike's critical strike chance by TL*(CUN/15)%.
Psi Fighting (Mastery 1.3)
-Beyond the Flesh
Use Mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Description: You wield your weapon with the power of your will alone, leaving your hands free for other matters. The weapon swings once against one melee-range target each turn, using (25 + 15*TL)% of your Willpower in place of Strength and (25 + 15*TL)% of your Cunning in place of Dexterity for the purposes of calculating damage, accuracy, critical strike chance, and weapon-wielding eligibility. You may wield items according to the usual rules: one-hander and a shield, a single two-hander, or two one-handers. At level three, you may wield a two-hander with a shield or a two-hander with a one-hander. At level five, you can dual-wield two-handers. Equip another weapon in your actual hands while this is going on to look awesome.
-Telekinetic Smash
Use Mode: Activated
Energy cost: 30
Range: melee/personal
Cooldown: 6
Travel Speed: instantaneous
Description: Brutally smash the target with all telekinetically-wielded weapons (not the ones in your actual hands), doing (100 + TL*(WILL/5))% weapon damage. The target will be flung backwards TL*2 squares. If they smash into a wall, they take an extra 5 + TL*(WILL/10) damage for every square of progress the wall halted. If, instead of a wall, they hit another monster, the same amount of damage is dealt, but split between the two monsters.
-Sweeping Strikes
Use Mode: Activated
Energy cost: 50
Range: melee/personal
Cooldown: 100
Travel Speed: instantaneous
Description: Your telekinetically-wielded weapons leap into a frenzy, their follow-throughs striking two additional melee-range targets each turn for TL*3 turns.
-Conduit
Use Mode: Activated
Energy cost: 30
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Spikes all three auras (thus turning them off and triggering their cooldowns) and imbues your telekinetically-wielded weapon(s) with physical, fire, and lightning damage equal to the appropriate aura's per-turn value times (1+TL/3). All damage dealt is drained from the energy pool at the rate of 1 point of Energy per 10 damage dealt (rounded up). The effect lasts TL*(WILL/25) turns or until it runs you out of Energy.
Finer Energy Manipulations (Mastery 1.3)
-Reshape Weapon
Use Mode: Activated
Energy cost: 30
Range: melee/personal
Cooldown: 1
Travel Speed: instantaneous
Description: Manipulate forces on the molecular level to realign, rebalance, and hone your weapon. Permanently increases the attack and damage of any weapon by TL*(CUN/25). Can only be used once per weapon.
-Reshape Armor
Use Mode: Activated
Energy cost: 30
Range: melee/personal
Cooldown: 1
Travel Speed: instantaneous
Description: Manipulate forces on the molecular level to strengthen a piece of body armor or a helm. Permanently increases the armor value by TL. Can only be used once per item.
-E=mc^2
Use Mode: Activated
Energy cost: 0
Range: melee/personal
Cooldown: 50
Travel Speed: instantaneous
Description: Matter is energy, as any good Mindslayer well knows. Unfortunately, the various bonds and particles involved are just too numerous and complex to make the conversion feasible in most cases. Fortunately, the organized, crystalline structure of gems makes it possible to transform a small percentage of its matter into usable energy. Turns any gem into TL*GEMQUALITY*CUN energy, which is added to your energy pool. The gem is reduced to carbon dust in the process.
-Perfect Control
Use Mode: Activated
Energy cost: 80
Range: melee/personal
Cooldown: 150
Travel Speed: instantaneous
Description: Encase your body in a sheath of thought-quick forces, allowing you to control your body's movements directly without the inefficiency of dealing with crude mechanisms like nerves and muscles. Increases Attack and Defense by TL*CUN/10 for TL turns.
Voracity (Mastery 1.3)
-Kinetic Leech
Use Mode: Activated
Energy cost: 0
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Pulls kinetic energy from your surroundings, slowing any enemy within 2 squares for TL turns. Gives TL*30*(1+WILL/30) energy for each enemy leeched.
-Thermal Leech
Use Mode: Activated
Energy cost: 0
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Pulls heat from your surroundings, freezing all tiles in a radius of 1 for TL turns and returning TL*10*(1+WILL/30) energy for each tile frozen. (That would be nine, so really TL*180*(1+WILL/30) energy). Any enemies on a frozen tile take TL*2*(1+WILL/30) damage each turn.
-Charge Leech
Use Mode: Activated
Energy cost: 0
Range: melee/personal
Cooldown: 40
Travel Speed: instantaneous
Description: Pulls electric potential from the air around you in a radius of 1, returning TL*10*(1+WILL/30) energy for each tile affected. Any enemies in the area at the time of the cast experience a nasty shock and take TL*20*(1+WILL/30) damage.
-Insatiable
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Description: Boosts the size of your energy pool by (TL*10)%.
Mental Discipline (Mastery 1.3)
-Iron Will
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Description: Increases Mental Save by TL*5
-The Mind is Willing
Use mode: Passive
Range: melee/personal
Travel Speed: instantaneous
Description: Increases maximum encumbrance by TL*WILL/3
-Shield Discipline
Use Mode: Activated
Energy cost: 0
Range: melee/personal
Cooldown: 150
Travel Speed: instantaneous
Description: Reduces the cooldown of all shields by TL*3
-Aura Discipline
Use Mode: Activated
Energy cost: 0
Range: melee/personal
Cooldown: 150
Travel Speed: instantaneous
Description: Reduces the cooldown of all auras by TL*3
edit: Included the one-per-item limit for Reshape Weapon and Reshape Armor.
edit2: Reclassified the Mindslayer as a Psionicist, thus eliminating warrior talent trees and the Stamina resource. Energy is now the only resource. Redid the Psi Fighting tree. Added Cunning-based percentage efficiencies to shield spikes. Changed The Mind is Willing to affect max encumbrance, not Stamina (this is lame and probably temporary; Mindslayers should have their Willpower substituted for their Strength anyway when determining max encumbrance).