New Class: Illusionist
Posted: Tue Nov 09, 2010 10:31 pm
Note: Edited to change Combat Training to Staff Combat, and to boost Placebo slightly.
The idea is to have a magic-using character that is focussed on tricks rather than damaging spells. The Illusionist would rely on Magic, Willpower and Cunning to survive. It confuses and distracts its opponents with various spells, and knows some staff combat skills to help finish off its enemies. Due to the nature of the class it may need a lower experience requirement to be properly playable.
The class would have several new trees which are reliant on Magic to unlock, but which depend heavily on the caster's Cunning to actually pull off effectively. Each illusion would give the enemy a test to disbelieve, based on the enemy's own Cunning and spell save, and the caster's talent level and Cunning - heavily weighed in favour of the latter. Spells that have a long duration give only one test per enemy at the start of the spell. No creature is fully immune to illusion, though some creatures would be immune to some of the more mind-based effects (such as golems and certain undead).
The Illusionist is unlocked by encountering an enemy that uses one of the illusionary talents and successfully disbelieving the effects of their spell.
The Illusionist would have access to the following talent trees:
Conveyance (1.2 - initially locked)
Divination (1.2)
Phantasm (1.3)
Cunning -> Survival (1.0 - initially locked)
Staff Combat (1.0)
Deception (1.3)
Phantasmal Force (1.3)
Hypnotism (1.3)
Mass Hallucination (1.3 - initially locked)
The four new schools would go as follows:
Deception
The school of Deception is focused on manipulating enemies to behave how you want them. It uses mostly physical illusions that work on all creatures.
1. Forget (activated, 20 Mana)
Causes enemies within a certain radius to forget about the caster's existence for a short number of turns. If the player performs an offensive action within view of the enemy, or is within melee range, they will be immediately noticed again.
Radius and duration of spell depend on talent level and magic.
2. Doppelganger (activated, 40 Mana)
Creates an illusion of yourself in a nearby square for 8 turns. Enemies may attempt to attack it instead of you. Any attack against a doppelganger illusion will cause it to disappear. At higher talent levels more doppelgangers will appear.
Duration of the spell increases with talent level and magic.
3. Illusionary Dragon (activated, 60 Mana)
Summons the illusion of a large, shadowy dragon. Enemies will prioritise attacking it over the caster. The dragon will act as if real, and take damage, dissipating when reduced to -1 HP. Attacks from the dragon (both physical and its shadow breath) will cause real damage to enemies that fail to disbelieve it. The dragon will follow the caster until the spell ends after 6 turns.
The power of the dragon and the duration of the spell increase with the caster's Magic and talent level.
4. Untouchable (sustained, 180 Mana)
Creates the illusion of invincibility on the caster. Enemies who fail to disbelieve the illusion will not attack, considering it to be futile.
This powerful spell continually drains Mana.
Phantasmal Force
This school of magic concentrates on using illusionary magic to cause direct effects on the world.
1. Dark Claw (activated, 10 Mana)
A large clawed hand reaches from the ground and grabs an enemy, crushing them for 60 physical damage and stunning them.
The damage and range of the attack increase with talent level, Magic and Cunning.
(Note that it is cannot be cast outside of the caster's line of sight, though it can be cast behind obstacles like enemies.)
2. Placebo (activated, 20 Mana)
That which you believe must be true! You regenerate 5 Health per turn for 20 turns and cure one physical status effect.
The level of healing and duration increase with talent level and Magic. At level 3 it can remove mental and magical status effects, and curses and hexes at level 5.
3. Shadow Wall (activated, 45 Mana)
You create the illusion of an impassable obstacle for 10 turns. However it takes only one unbelieving creatures to pass through it to break the illusion.
The duration of the spell increases with the talent level and Magic.
4. Winds of Phantasm (sustained, 200 Mana)
You summon forth a storm of phantasmal energies, slowing and damaging all enemies within a radius of 2.
The radius and damage of the spell increase with talent level and Magic.
Hypnotism
This class of magic creates sensory and emotional illusions in the target that rely on their individual mental state. As such it does not work on creatures without minds. Hypnotic effects can be induced on any enemy within line of sight.
1. Daze (activated, 15 Mana)
With a conjuration of scintillating lights the target is dazed for 3 turns.
The duration of the spell increases with talent level.
2. Burning Skin (activated, 30 Mana)
The target believes their skin is aflame, and suffers real burning damage to their flesh for 3 turns.
The damage and duration of the spell increase with talent level and Magic.
3. Charm (activated, 60 Mana)
You create the illusion of being a close ally of the target. They will avidly defend you against all enemies for 5 turns.
The duration of the spell increases with talent level.
4. Self-Harm (activated, 90 Mana)
You prey upon the target's deepest insecurities, warping their vision to make them even more hateful to themselves, and causing them to try harming themselves for 3 turns.
The duration of the spell increases with talent level.
Mass Hallucination
This tree of magic is focused on deceiving large groups. Indeed, the more enemies within the radius of effect of the spell, the less chance they have of disbelieving it.
1. Fits of Laughter (activated, 15 Mana)
You cause the enemies to erupt into uncontrollable fits of laughter for 4 turns. This severely reduces their attack chance and ability to perform complex functions like casting spells.
The duration of the spell increases with talent level.
2. Paranoia (activated, 40 Mana)
Whisper words of dissent amongst your foes, causing them to turn against each other. Note that enemies will still remain hostile to you as well.
3. Now You See Me... (activated, 50 Mana)
You step into nothingness right in front of your enemies' eyes, making you invisible for 6 turns. Note that the illusion is much more believable if you are not holding a light source.
The duration of the spell increases with talent level.
4. Terrifying Fright (activated, 120 Mana)
The end is nigh! Or so your enemies think - they are convinced that their lives are about to end in horrifying fright. An illusion so real... it is. They get two saves against the spell - fail one and they run off in fright, fail both and they instantly die. (Elites and higher cannot be killed by this spell.)
The idea is to have a magic-using character that is focussed on tricks rather than damaging spells. The Illusionist would rely on Magic, Willpower and Cunning to survive. It confuses and distracts its opponents with various spells, and knows some staff combat skills to help finish off its enemies. Due to the nature of the class it may need a lower experience requirement to be properly playable.
The class would have several new trees which are reliant on Magic to unlock, but which depend heavily on the caster's Cunning to actually pull off effectively. Each illusion would give the enemy a test to disbelieve, based on the enemy's own Cunning and spell save, and the caster's talent level and Cunning - heavily weighed in favour of the latter. Spells that have a long duration give only one test per enemy at the start of the spell. No creature is fully immune to illusion, though some creatures would be immune to some of the more mind-based effects (such as golems and certain undead).
The Illusionist is unlocked by encountering an enemy that uses one of the illusionary talents and successfully disbelieving the effects of their spell.
The Illusionist would have access to the following talent trees:
Conveyance (1.2 - initially locked)
Divination (1.2)
Phantasm (1.3)
Cunning -> Survival (1.0 - initially locked)
Staff Combat (1.0)
Deception (1.3)
Phantasmal Force (1.3)
Hypnotism (1.3)
Mass Hallucination (1.3 - initially locked)
The four new schools would go as follows:
Deception
The school of Deception is focused on manipulating enemies to behave how you want them. It uses mostly physical illusions that work on all creatures.
1. Forget (activated, 20 Mana)
Causes enemies within a certain radius to forget about the caster's existence for a short number of turns. If the player performs an offensive action within view of the enemy, or is within melee range, they will be immediately noticed again.
Radius and duration of spell depend on talent level and magic.
2. Doppelganger (activated, 40 Mana)
Creates an illusion of yourself in a nearby square for 8 turns. Enemies may attempt to attack it instead of you. Any attack against a doppelganger illusion will cause it to disappear. At higher talent levels more doppelgangers will appear.
Duration of the spell increases with talent level and magic.
3. Illusionary Dragon (activated, 60 Mana)
Summons the illusion of a large, shadowy dragon. Enemies will prioritise attacking it over the caster. The dragon will act as if real, and take damage, dissipating when reduced to -1 HP. Attacks from the dragon (both physical and its shadow breath) will cause real damage to enemies that fail to disbelieve it. The dragon will follow the caster until the spell ends after 6 turns.
The power of the dragon and the duration of the spell increase with the caster's Magic and talent level.
4. Untouchable (sustained, 180 Mana)
Creates the illusion of invincibility on the caster. Enemies who fail to disbelieve the illusion will not attack, considering it to be futile.
This powerful spell continually drains Mana.
Phantasmal Force
This school of magic concentrates on using illusionary magic to cause direct effects on the world.
1. Dark Claw (activated, 10 Mana)
A large clawed hand reaches from the ground and grabs an enemy, crushing them for 60 physical damage and stunning them.
The damage and range of the attack increase with talent level, Magic and Cunning.
(Note that it is cannot be cast outside of the caster's line of sight, though it can be cast behind obstacles like enemies.)
2. Placebo (activated, 20 Mana)
That which you believe must be true! You regenerate 5 Health per turn for 20 turns and cure one physical status effect.
The level of healing and duration increase with talent level and Magic. At level 3 it can remove mental and magical status effects, and curses and hexes at level 5.
3. Shadow Wall (activated, 45 Mana)
You create the illusion of an impassable obstacle for 10 turns. However it takes only one unbelieving creatures to pass through it to break the illusion.
The duration of the spell increases with the talent level and Magic.
4. Winds of Phantasm (sustained, 200 Mana)
You summon forth a storm of phantasmal energies, slowing and damaging all enemies within a radius of 2.
The radius and damage of the spell increase with talent level and Magic.
Hypnotism
This class of magic creates sensory and emotional illusions in the target that rely on their individual mental state. As such it does not work on creatures without minds. Hypnotic effects can be induced on any enemy within line of sight.
1. Daze (activated, 15 Mana)
With a conjuration of scintillating lights the target is dazed for 3 turns.
The duration of the spell increases with talent level.
2. Burning Skin (activated, 30 Mana)
The target believes their skin is aflame, and suffers real burning damage to their flesh for 3 turns.
The damage and duration of the spell increase with talent level and Magic.
3. Charm (activated, 60 Mana)
You create the illusion of being a close ally of the target. They will avidly defend you against all enemies for 5 turns.
The duration of the spell increases with talent level.
4. Self-Harm (activated, 90 Mana)
You prey upon the target's deepest insecurities, warping their vision to make them even more hateful to themselves, and causing them to try harming themselves for 3 turns.
The duration of the spell increases with talent level.
Mass Hallucination
This tree of magic is focused on deceiving large groups. Indeed, the more enemies within the radius of effect of the spell, the less chance they have of disbelieving it.
1. Fits of Laughter (activated, 15 Mana)
You cause the enemies to erupt into uncontrollable fits of laughter for 4 turns. This severely reduces their attack chance and ability to perform complex functions like casting spells.
The duration of the spell increases with talent level.
2. Paranoia (activated, 40 Mana)
Whisper words of dissent amongst your foes, causing them to turn against each other. Note that enemies will still remain hostile to you as well.
3. Now You See Me... (activated, 50 Mana)
You step into nothingness right in front of your enemies' eyes, making you invisible for 6 turns. Note that the illusion is much more believable if you are not holding a light source.
The duration of the spell increases with talent level.
4. Terrifying Fright (activated, 120 Mana)
The end is nigh! Or so your enemies think - they are convinced that their lives are about to end in horrifying fright. An illusion so real... it is. They get two saves against the spell - fail one and they run off in fright, fail both and they instantly die. (Elites and higher cannot be killed by this spell.)