My final Necro rework? Complete with some old and some new
Posted: Thu Apr 04, 2019 10:06 pm
Here are some older attempts at a complete Necromancer rework:
http://forums.te4.org/viewtopic.php?f=39&t=42943 and http://forums.te4.org/viewtopic.php?f=39&t=48282
And my new one, based on all of my older ideas, input, and taking into consideration the new additions to the game:
This concept of the Necromancer maintains the idea of becoming a Lich as well as the hybrid style of using undead as disposable cannon fodder and fuel for greater power while adding my "neg-life" concept and a few permanent trade-offs, but hopefully providing a smoother style of play. It will maintain the duel resource set-up but hopefully it will be smoothed out a bit by tying them together.
The mechanism of Lichform has changed a bit and become more customized. You still gain the sustain talent upon performing the ceremony but now the bonuses that you gain partly derive from the skills you invest in the other talent categories (and it starts with some base bonuses). These bonuses are not retroactive and don't continue to grow after you become a Lich. All points invested pay off at the moment you become a Lich.
Mana costs for Necromancer spells are tied to souls in your possession. The more souls, the lower the cost.
The Grave category has area effect spells that would hurt your minions, which is by design as they'd become poltergeists (basically wisps) to later be consumed by Legion.
You'll note that having eliminated the Conveyance category, the Necromancer has a shortage of teleportation options. That's by design.
Necrotic Minions: Eliminating Surge of Undeath as a pointless talent.
1. Create Minions… Summons only skeletons, ghouls, ghasts, and Ghoulkings. Each point in this talent grants +1 Constitution and Willpower in Lichform.
2. Aura Mastery… Unchanged as per 1.5. If this skill has 5 talent points invested then you gain +2 radius in Lichform.
3. Undeath Link... Grants a temporary damage sharing. All damage OR healing you receive is shared among your minions for 2 turns plus active talent level. Each point in this talent grants +1 life regen in Lichform.
4. Dark Empathy... Unchanged as per 1.5. Each point in this talent grants +3% to max resistance cap in Lichform.
Nightfall: All damage is now 50% darkness/Cold. Damage increases when at or below 0 life. Each point in any talent in this category grants +1% darkness resist and +2 to mental saves in Lichform.
Necrosis:
1. Invocation of Decrepitude: new active skill...
This skill causes all non-undead creatures, including yourself, within your Necrotic Aura to lose 2% of their current life, per turn, for the duration of this spell, in the form of arcane damage. Duration increases with active talent level (2 + 1 per active talent level). Enemies must save against this spell every turn that it is active and that they are within your Necrotic Aura.
This spell has no effect on the Undead, potentially including yourself. If you're at or below 0 life, this spell also reduces heal mod by 25% for affected creatures.
Each point in this talent grants +0.5 to life rating and +10 percent heal mod in Lichform.
2. Impending Doom… Unchanged as per 1.5. Each point in this talent grants +1 to Willpower and +3% Arcane resistance in Lichform.
3. Embrace Death… new passive skill:
Whenever you're at or below 0 life, your Necrotic Aura grants you a +0.05 per active talent level to all talent categories. Each point in this talent grants +2 to Cunning in Lichform.
4. Vampiric Gift… This only affects damage dealt within your necrotic aura UNLESS you're at or below 0 life. Each point in this talent grants +2 to Magic and +1 life regen in Lichform.
Grave:
1. Chill of the Tomb… Affects entire area of your Necrotic Aura. Reduces Darkness and Cold resistance by up to 45%. If you're at or below 0 life then it also does a small amount of darkness/cold damage to all spaces within your Necrotic Aura that you can see. Each point in this talent grants +2 to Cold Absorb in Lichform.
2. Mark of the Sepulchre… replaces Will o' the Wisp but functions in a similar way. Marks all minions such that they are are condemned to serve you just a bit longer after death, now as a poltergeist. These near-incorporeal creatures deal small amounts of 50% darkness/cold damage, survive for 5+active talent level turns, can turn invisible, and don't count against your minion cap.
Each point in this talent grants +1 to Willpower stat in Lichform. With 5 points invested, it grants +1 minion cap in Lichform.
3. Icy Veil... Active talent that affects entire area of your Necrotic Aura that is unlit with cold damage and the lit portion with darkness damage.
Each point in this talent grants +5 to spell saves in Lichform.
4. Legion... sacrifices all poltergeists to create a "super minion." The more poltergeists you have, the more powerful it becomes. This minion is incorporeal and can pass through enemies (has 200% global speed). Has a range of cold spells and 20% physical damage resistance per talent point invested.
Each point in this talent grants +2% to global speed in Lichform.
Animus: Locked at level 1.
1. Consume Soul… this spell cannot crit. Each point in this talent grants +0.20 to mana regen and in Lichform.
2. Animus Hoarder… unchanged as per 1.5 Each point in this talent grants +.75 to life rating in Lichform.
3. Animus Purge... Unchanged as per 1.5. Each point in this talent grants +1 to Willpower and +1 to spellpower in Lichform.
4. Essence of the Dead... add status effects to Icy Veil. Each point in this talent grants +1 Cunning and 1% resist all in Lichform.
Advanced Necrotic Minions: Locked at level 10.
1. Create Greater Undead. This is an active skill that summons all of the more advanced minion types except a lich. This spell is targeted in a radius around you rather than in a cone a la Create Minions.
Each point in this talent grants +1 to Magic in Lichform.
2. Assemble… always consumes lowest-tiered minions for Bone Giant.
In addition, the limit for Bone Giant summons is changed such that:
lvl 1 - Bone Giant at your lvl - 4.
lvl 2 - Heavy Bone Giant at your level at your level -2
lvl 3 - Can create a 2nd Bone Giant at your level.
lvl 4 - Eternal bone Giant at your level +1.
lvl 5 - 20% Chance of Runed Bone Giant at your level +2. In addition, it eliminates the limit on # of Bone Giant minions except as per minion cap.
lvl 6 - Grants additional level +1
lvl 7 - Guarantees a Runed Bone Giant. Each subsequent level grants level +1.
Bone Giants count as 2 against your minion cap. Each point in this talent grants +1 to Constitution in Lichform. 5 points invest grants you +1 minion cap in Lichform.
3. Sacrifice… is now targetable. Each point in this talent grants +5 to shrug off criticals NS +1 armor in Lichform.
If used on any Bone Giant, the effect is unchanged: maximum damage shield.
If used on a Lich, it creates a ward shield that negates "x" number of magic attacks.
If used on a Legion, it grants temporary resist all of up to 50%.
4. Summon Lich... exactly what it sounds like. This is a sustain that costs 150 mana and 3 souls. While active it constantly drains mana. You can summon up to one Lich and each talent point increases the level of said Lich. A lich counts as 3 against your minion cap and you can only have one at a time.
Each point in this talent grants +0.12 to Celestial: Star/Fury category in Lichform (you always get 0.8 to start)
Shades: Locked at level 10.
1. Shadow Tunnel… transports your minions through the underworld to you from anywhere on the map.
Each point in this talent grants +0.25 to negative energy regeneration and +1% minion movement speed in Lichform.
2. Dark Vision… new passive skill.
Can see through the eyes of any undead whether your minions or not. Radius and duration increase with active talent level. Each point in this talent grants +2 to Cunning in Lichform.
3. Grim Shadow… new sustain skill.
This skill infuses a portion of your life into your shadow to grant it the appearance of life whenever your life is at or below 0 life. This shadow will spawn somewhere within your necrotic aura and has no skills, takes no damage. It exists as an added target which can be moved to a minimum and maximum pre-set range. It can move on its own and absorb attacks, although not beams, etc., as attacks just go right through it.
Enemies cannot tell the difference between you and the shadow and will target each of you equally. The shadow can be cancelled and while active produces a constant mana drain of 1 per turn, per talent point invested. With each additional active level, there is an added 3% chance that enemies will target the shadow.
If the Shadow should stand in any magical darkness such as from a Doomed, it will cause the Shadow to be unseen and thus ignored by the enemy. Shadow is cancelled should it leave your Necrotic Aura, i.e. if you teleport away.
Sustain is dropped when you raise your life about 0 although the shadow lingers for 3 turns.
Any spells cast that travel through your shadow before hitting the enemy will grant a 1-turn bonus that the enemy will target the shadow as it appears as though the attack came from it.
Each point in this talent grants +5 to shrug off critical hits in Lichform.
4. FrostDusk… Unchanged except now when at or below 0 life, you gain flat damage reduction of 5 per active talent level. Each point in this talent grants +1 to magic in Lichform.
Ice: … Eliminated.
Mastery of Death: Level 10 locked category at 1.2. Each spell costs mana and souls.
1. Grasping Claws: active ability
Causes the dead to reach up from the ground and grab at enemies within your Necrotic Aura, inflicting a small amount of physical damage and pin. With added levels it gains a chance to cause bleeding, and disease.
Duration scales with active talent level, albeit slowly. It gains an additional turn at active talent level 1, 4, 7, etc. Each point in this talent grants +5 to magic saves and +1 to Strength in Lichform.
2. Undead Explosion… Skeletons and Bone Giants cause physical damage with chance to cause bleeding. Legion or Poltergeist cause cold damage and all other minions cause blight damage with chance to infect enemy with disease. Mana cost and cool down remain unchanged.
This ability can now be used on any regular undead enemy in addition to your own minions. However, the success rate is equal to how much life they've lost (excluding negative life). Thus, if an enemy has lost 90% of its life then this spell has a 90% chance of success. On your own minions, the success rate is 100%.
Gains EotD bonus. Each point in this talent grants +5 to mental and magical saves in Lichform.
3. Blood Curse:
Active ability that causes damage to any enemy affected by pin, disease, or bleeding from any source, as long as it is within your Necrotic Aura. Damage stacks, i.e. if an enemy has more than one of the below status-effects, it'll suffer damage for each status effect.
Any enemy pinned suffers added physical damage and chance of disarm.
Any enemy bleeding suffers bloody cysts to explode inflicting radius 1 blight damage.
Any enemy that is diseased suffers blight damage and chance to spread disease.
Each point in this talent grants +2 to magic in Lichform.
4. Fatal Spite:
Use: Active
Range: 1
Cost: 50 mana and 5 souls
Use Speed: 1 turn
Cool-down: 30
Delivers to 1 target, in melee range of you or one of your minions, blight/darkness damage equal to 100% of the cumulative amount of life below the max for you and all of your minions. Then, you suffer 100%-50% (scales with talent point investment) of said damage over five turns as arcane damage. (This is a great combo with Sacrifice shield)
When at or below 0 life, you gain a 1 turn delay before suffering damage.
Each point in this talent grants +5 to shrug off criticals and +1 flat damage reduction in Lichform.
Necromancy: Generic 1.2
1. Blurred Mortality... Unchanged as per 1.5. If you max this skill and become a Lich then it becomes a passive once you activate it (thus the mana cost is permanent) but it gains a bonus effect. Now it transfers some percentage of your normal life to the negative life, thus shrinking your positive life poor but increasing your negative.
2. Harvest:
Use: Activated
Range: N/A
Cost: 5 mana and 99.99% of positive life.
Use speed: instant
Cool-down: 36
This spell immediately reduces your life to 0 in exchange for gaining absolute immunity to all new status effects AND damage for 1 turn as well as causing 1 talent per active talent level to reduce cool-down. Duration increases to 2 at active talent lvl 7.
3. Reaping: Passive ability. For every generic added to this talent, you gain 1 talent point per active talent level, i.e., 5 for 7. At level 5, you gain the ability to upgrade any category a second time with the addition of another category point.
4. Lichform... basically the same but with most benefits spread out among the talent categories. Permanent cost of 100 mana but gains 10 to soul cap (??). Details are unfinished, ha ha.
Ethereal: Generic 1.2
1. Phase Soul
This is a perfect, intermediate teleport, albeit an expensive one. It works outside of line of sight IF an undead (enemy or minion) is within one square and is within your necrotic aura radius.
Range increases per active talent level but always limited by your Necrotic Aura. This teleport cannot be "targeted" on enemies, escorts, etc. Range scales with active talent level.
In addition:
If you're at or below 0 life (either with equipment, Blurred Mortality, or Heroism infusion, etc.), then this teleport's cool-down is reduced to 1 although the mana costs souls instead of mana (less of them obviously) and the range is reduced by half.
2. Spectral shift... grants incorporeal status, gaining the ability to move through walls and/or enemies at 50% reduced movement speed for 1+1 turn per active talent level as well 15-50% resist all (nice combo with summoning minions). You can become trapped in a wall and need to teleport out or if trying to pass through an enemy you'd be put next to them and lost half of a turn. Risky spell.
3. Eidalon Plane... Active ability that grants a reprieve from all physical status effects. It doesn't get rid of them... they just don't affect you for 1+ 1/2 turn per active talent level, i.e., if you have 10 turns of poison affecting you and use this ability at level 4, then said poison wouldn't affect you for two turns but then start affecting you again with 8 turns remaining.
At level 5 it creates a cap on the number of status effects that affect you at a given time. Unclear as to what that limit ought to be.
4.Whispered Warning
This sustain hides away 10-50% of your current mana pool such that if you're mana clashed (or just run out) then this sustain shuts down and instantly recovers the listed amount of mana PREVENTING all of your other sustains from being shut down. Additionally, you receive advance warning of incoming attacks, granting you up to 20% chance to avoid an attack entirely. Each attack avoided costs 20 mana. Running out of mana triggers the sustain.
Note: this sustain stores the mana but doesn't consume it like a sustain, i.e., when you activate the sustain, it costs "x" mana like an active spell, which you can recover if you rest. It works more like a battery.
Survival: unchanged
Conveyance: eliminated
http://forums.te4.org/viewtopic.php?f=39&t=42943 and http://forums.te4.org/viewtopic.php?f=39&t=48282
And my new one, based on all of my older ideas, input, and taking into consideration the new additions to the game:
This concept of the Necromancer maintains the idea of becoming a Lich as well as the hybrid style of using undead as disposable cannon fodder and fuel for greater power while adding my "neg-life" concept and a few permanent trade-offs, but hopefully providing a smoother style of play. It will maintain the duel resource set-up but hopefully it will be smoothed out a bit by tying them together.
The mechanism of Lichform has changed a bit and become more customized. You still gain the sustain talent upon performing the ceremony but now the bonuses that you gain partly derive from the skills you invest in the other talent categories (and it starts with some base bonuses). These bonuses are not retroactive and don't continue to grow after you become a Lich. All points invested pay off at the moment you become a Lich.
Mana costs for Necromancer spells are tied to souls in your possession. The more souls, the lower the cost.
The Grave category has area effect spells that would hurt your minions, which is by design as they'd become poltergeists (basically wisps) to later be consumed by Legion.
You'll note that having eliminated the Conveyance category, the Necromancer has a shortage of teleportation options. That's by design.
Necrotic Minions: Eliminating Surge of Undeath as a pointless talent.
1. Create Minions… Summons only skeletons, ghouls, ghasts, and Ghoulkings. Each point in this talent grants +1 Constitution and Willpower in Lichform.
2. Aura Mastery… Unchanged as per 1.5. If this skill has 5 talent points invested then you gain +2 radius in Lichform.
3. Undeath Link... Grants a temporary damage sharing. All damage OR healing you receive is shared among your minions for 2 turns plus active talent level. Each point in this talent grants +1 life regen in Lichform.
4. Dark Empathy... Unchanged as per 1.5. Each point in this talent grants +3% to max resistance cap in Lichform.
Nightfall: All damage is now 50% darkness/Cold. Damage increases when at or below 0 life. Each point in any talent in this category grants +1% darkness resist and +2 to mental saves in Lichform.
Necrosis:
1. Invocation of Decrepitude: new active skill...
This skill causes all non-undead creatures, including yourself, within your Necrotic Aura to lose 2% of their current life, per turn, for the duration of this spell, in the form of arcane damage. Duration increases with active talent level (2 + 1 per active talent level). Enemies must save against this spell every turn that it is active and that they are within your Necrotic Aura.
This spell has no effect on the Undead, potentially including yourself. If you're at or below 0 life, this spell also reduces heal mod by 25% for affected creatures.
Each point in this talent grants +0.5 to life rating and +10 percent heal mod in Lichform.
2. Impending Doom… Unchanged as per 1.5. Each point in this talent grants +1 to Willpower and +3% Arcane resistance in Lichform.
3. Embrace Death… new passive skill:
Whenever you're at or below 0 life, your Necrotic Aura grants you a +0.05 per active talent level to all talent categories. Each point in this talent grants +2 to Cunning in Lichform.
4. Vampiric Gift… This only affects damage dealt within your necrotic aura UNLESS you're at or below 0 life. Each point in this talent grants +2 to Magic and +1 life regen in Lichform.
Grave:
1. Chill of the Tomb… Affects entire area of your Necrotic Aura. Reduces Darkness and Cold resistance by up to 45%. If you're at or below 0 life then it also does a small amount of darkness/cold damage to all spaces within your Necrotic Aura that you can see. Each point in this talent grants +2 to Cold Absorb in Lichform.
2. Mark of the Sepulchre… replaces Will o' the Wisp but functions in a similar way. Marks all minions such that they are are condemned to serve you just a bit longer after death, now as a poltergeist. These near-incorporeal creatures deal small amounts of 50% darkness/cold damage, survive for 5+active talent level turns, can turn invisible, and don't count against your minion cap.
Each point in this talent grants +1 to Willpower stat in Lichform. With 5 points invested, it grants +1 minion cap in Lichform.
3. Icy Veil... Active talent that affects entire area of your Necrotic Aura that is unlit with cold damage and the lit portion with darkness damage.
Each point in this talent grants +5 to spell saves in Lichform.
4. Legion... sacrifices all poltergeists to create a "super minion." The more poltergeists you have, the more powerful it becomes. This minion is incorporeal and can pass through enemies (has 200% global speed). Has a range of cold spells and 20% physical damage resistance per talent point invested.
Each point in this talent grants +2% to global speed in Lichform.
Animus: Locked at level 1.
1. Consume Soul… this spell cannot crit. Each point in this talent grants +0.20 to mana regen and in Lichform.
2. Animus Hoarder… unchanged as per 1.5 Each point in this talent grants +.75 to life rating in Lichform.
3. Animus Purge... Unchanged as per 1.5. Each point in this talent grants +1 to Willpower and +1 to spellpower in Lichform.
4. Essence of the Dead... add status effects to Icy Veil. Each point in this talent grants +1 Cunning and 1% resist all in Lichform.
Advanced Necrotic Minions: Locked at level 10.
1. Create Greater Undead. This is an active skill that summons all of the more advanced minion types except a lich. This spell is targeted in a radius around you rather than in a cone a la Create Minions.
Each point in this talent grants +1 to Magic in Lichform.
2. Assemble… always consumes lowest-tiered minions for Bone Giant.
In addition, the limit for Bone Giant summons is changed such that:
lvl 1 - Bone Giant at your lvl - 4.
lvl 2 - Heavy Bone Giant at your level at your level -2
lvl 3 - Can create a 2nd Bone Giant at your level.
lvl 4 - Eternal bone Giant at your level +1.
lvl 5 - 20% Chance of Runed Bone Giant at your level +2. In addition, it eliminates the limit on # of Bone Giant minions except as per minion cap.
lvl 6 - Grants additional level +1
lvl 7 - Guarantees a Runed Bone Giant. Each subsequent level grants level +1.
Bone Giants count as 2 against your minion cap. Each point in this talent grants +1 to Constitution in Lichform. 5 points invest grants you +1 minion cap in Lichform.
3. Sacrifice… is now targetable. Each point in this talent grants +5 to shrug off criticals NS +1 armor in Lichform.
If used on any Bone Giant, the effect is unchanged: maximum damage shield.
If used on a Lich, it creates a ward shield that negates "x" number of magic attacks.
If used on a Legion, it grants temporary resist all of up to 50%.
4. Summon Lich... exactly what it sounds like. This is a sustain that costs 150 mana and 3 souls. While active it constantly drains mana. You can summon up to one Lich and each talent point increases the level of said Lich. A lich counts as 3 against your minion cap and you can only have one at a time.
Each point in this talent grants +0.12 to Celestial: Star/Fury category in Lichform (you always get 0.8 to start)
Shades: Locked at level 10.
1. Shadow Tunnel… transports your minions through the underworld to you from anywhere on the map.
Each point in this talent grants +0.25 to negative energy regeneration and +1% minion movement speed in Lichform.
2. Dark Vision… new passive skill.
Can see through the eyes of any undead whether your minions or not. Radius and duration increase with active talent level. Each point in this talent grants +2 to Cunning in Lichform.
3. Grim Shadow… new sustain skill.
This skill infuses a portion of your life into your shadow to grant it the appearance of life whenever your life is at or below 0 life. This shadow will spawn somewhere within your necrotic aura and has no skills, takes no damage. It exists as an added target which can be moved to a minimum and maximum pre-set range. It can move on its own and absorb attacks, although not beams, etc., as attacks just go right through it.
Enemies cannot tell the difference between you and the shadow and will target each of you equally. The shadow can be cancelled and while active produces a constant mana drain of 1 per turn, per talent point invested. With each additional active level, there is an added 3% chance that enemies will target the shadow.
If the Shadow should stand in any magical darkness such as from a Doomed, it will cause the Shadow to be unseen and thus ignored by the enemy. Shadow is cancelled should it leave your Necrotic Aura, i.e. if you teleport away.
Sustain is dropped when you raise your life about 0 although the shadow lingers for 3 turns.
Any spells cast that travel through your shadow before hitting the enemy will grant a 1-turn bonus that the enemy will target the shadow as it appears as though the attack came from it.
Each point in this talent grants +5 to shrug off critical hits in Lichform.
4. FrostDusk… Unchanged except now when at or below 0 life, you gain flat damage reduction of 5 per active talent level. Each point in this talent grants +1 to magic in Lichform.
Ice: … Eliminated.
Mastery of Death: Level 10 locked category at 1.2. Each spell costs mana and souls.
1. Grasping Claws: active ability
Causes the dead to reach up from the ground and grab at enemies within your Necrotic Aura, inflicting a small amount of physical damage and pin. With added levels it gains a chance to cause bleeding, and disease.
Duration scales with active talent level, albeit slowly. It gains an additional turn at active talent level 1, 4, 7, etc. Each point in this talent grants +5 to magic saves and +1 to Strength in Lichform.
2. Undead Explosion… Skeletons and Bone Giants cause physical damage with chance to cause bleeding. Legion or Poltergeist cause cold damage and all other minions cause blight damage with chance to infect enemy with disease. Mana cost and cool down remain unchanged.
This ability can now be used on any regular undead enemy in addition to your own minions. However, the success rate is equal to how much life they've lost (excluding negative life). Thus, if an enemy has lost 90% of its life then this spell has a 90% chance of success. On your own minions, the success rate is 100%.
Gains EotD bonus. Each point in this talent grants +5 to mental and magical saves in Lichform.
3. Blood Curse:
Active ability that causes damage to any enemy affected by pin, disease, or bleeding from any source, as long as it is within your Necrotic Aura. Damage stacks, i.e. if an enemy has more than one of the below status-effects, it'll suffer damage for each status effect.
Any enemy pinned suffers added physical damage and chance of disarm.
Any enemy bleeding suffers bloody cysts to explode inflicting radius 1 blight damage.
Any enemy that is diseased suffers blight damage and chance to spread disease.
Each point in this talent grants +2 to magic in Lichform.
4. Fatal Spite:
Use: Active
Range: 1
Cost: 50 mana and 5 souls
Use Speed: 1 turn
Cool-down: 30
Delivers to 1 target, in melee range of you or one of your minions, blight/darkness damage equal to 100% of the cumulative amount of life below the max for you and all of your minions. Then, you suffer 100%-50% (scales with talent point investment) of said damage over five turns as arcane damage. (This is a great combo with Sacrifice shield)
When at or below 0 life, you gain a 1 turn delay before suffering damage.
Each point in this talent grants +5 to shrug off criticals and +1 flat damage reduction in Lichform.
Necromancy: Generic 1.2
1. Blurred Mortality... Unchanged as per 1.5. If you max this skill and become a Lich then it becomes a passive once you activate it (thus the mana cost is permanent) but it gains a bonus effect. Now it transfers some percentage of your normal life to the negative life, thus shrinking your positive life poor but increasing your negative.
2. Harvest:
Use: Activated
Range: N/A
Cost: 5 mana and 99.99% of positive life.
Use speed: instant
Cool-down: 36
This spell immediately reduces your life to 0 in exchange for gaining absolute immunity to all new status effects AND damage for 1 turn as well as causing 1 talent per active talent level to reduce cool-down. Duration increases to 2 at active talent lvl 7.
3. Reaping: Passive ability. For every generic added to this talent, you gain 1 talent point per active talent level, i.e., 5 for 7. At level 5, you gain the ability to upgrade any category a second time with the addition of another category point.
4. Lichform... basically the same but with most benefits spread out among the talent categories. Permanent cost of 100 mana but gains 10 to soul cap (??). Details are unfinished, ha ha.
Ethereal: Generic 1.2
1. Phase Soul
This is a perfect, intermediate teleport, albeit an expensive one. It works outside of line of sight IF an undead (enemy or minion) is within one square and is within your necrotic aura radius.
Range increases per active talent level but always limited by your Necrotic Aura. This teleport cannot be "targeted" on enemies, escorts, etc. Range scales with active talent level.
In addition:
If you're at or below 0 life (either with equipment, Blurred Mortality, or Heroism infusion, etc.), then this teleport's cool-down is reduced to 1 although the mana costs souls instead of mana (less of them obviously) and the range is reduced by half.
2. Spectral shift... grants incorporeal status, gaining the ability to move through walls and/or enemies at 50% reduced movement speed for 1+1 turn per active talent level as well 15-50% resist all (nice combo with summoning minions). You can become trapped in a wall and need to teleport out or if trying to pass through an enemy you'd be put next to them and lost half of a turn. Risky spell.
3. Eidalon Plane... Active ability that grants a reprieve from all physical status effects. It doesn't get rid of them... they just don't affect you for 1+ 1/2 turn per active talent level, i.e., if you have 10 turns of poison affecting you and use this ability at level 4, then said poison wouldn't affect you for two turns but then start affecting you again with 8 turns remaining.
At level 5 it creates a cap on the number of status effects that affect you at a given time. Unclear as to what that limit ought to be.
4.Whispered Warning
This sustain hides away 10-50% of your current mana pool such that if you're mana clashed (or just run out) then this sustain shuts down and instantly recovers the listed amount of mana PREVENTING all of your other sustains from being shut down. Additionally, you receive advance warning of incoming attacks, granting you up to 20% chance to avoid an attack entirely. Each attack avoided costs 20 mana. Running out of mana triggers the sustain.
Note: this sustain stores the mana but doesn't consume it like a sustain, i.e., when you activate the sustain, it costs "x" mana like an active spell, which you can recover if you rest. It works more like a battery.
Survival: unchanged
Conveyance: eliminated