Beholders, in the ToME addon as well as in D&D, embody a contradictory physiology. Their multiple eyestalks draw from arcane powers, and have the ability to cast usually quite direct, single-target spells, whereas their large, central eye continuously channels antimagic or psionic abilities.
Indeed, in most D&D renditions, beholders are unable to cast spells within the range of their central eye's antimagic gaze, and must close their eye temporarily to be able to attack enemies within its view radius. Some beholder archmages even blind their central eye intentionally, so as to unfetter the arcane prowess of their eyestalks.
What this means for me is that, while eyestalk abilities are relatively easy to create and to code as they target individual enemies with fairly overt damage-dealing effects, central eye psionic powers are far harder to craft, as a contiually-channelled status-damaging effect can become quickly either too powerful or lacking in any noticeable outcome.
What are Beholder Gazes?
The blueprint I have drawn up is this:

- Gazes are area attacks which project a standard cone-shaped area of effect in front of the beholder. The range for all gazes is 5 but can be enhanced by the telekinetical wielding of gems.
- Gazes feature lovely, pretty gradient effects which I shall release into the wild for all to use once I've got them working with shaders.
- The direction of the gaze will change with the beholder's movement, and even in cases such as the usage of bump attacks. In the beholder addon, all actors are given a "facing" direction so that the direction they are facing can be determined.
- Gazes are sustained talents that, unusually, have a duration; the duration appears on the sustained talent icon in the same way that it does for timed effects. Gazes tend to have a medium cooldown term and a fairly long sustain duration, increased by additional talent levels.
- While they create a short-term passive area of effect, gazes are activated abilities and thus they can have interesting effects on activation and deactivation. An example would be a Devouring Gaze which drains enemies while active and then gives the beholder a berserker power boost based on how many enemies have been drained before it is deactivated.
- Beholders have a default gaze, which is called "Antimagic Gaze". Antimagic Gaze provides an arcane spell failure chance and an arcane spell cooldown increase on all entities within the gaze. The Beholder itself is spared from this condition, to make playing the arcane caster members of this race less tedious for players, but there are talents in certain Mage Eye trees that increase Beholders' spellcasting while the central eye is closed (after using certain activated psionic abilities, the central eye goes on cooldown). Other gaze talents overlap with and share an area of effect with Antimagic Gaze, but do not cancel its effect (the central eye being closed, however, does).
- There is code in place so that an enemy can be given a timed effect when subjected to the gaze - i.e, paralysis - but immediately remove it if it should escape the beholder's gaze (usually if the beholder moves away). If the beholder redirects the gaze so as to cover the enemy again, the timed effect will be restored to its original activity.
Currently I am working on having two main gaze talent categories, with individual, more highly-specialized gazes available in their own distinct categories. I've posted an example of how the basic gazes may end up, along with an example of a category featuring a more specialized gaze for good measure:
Psionic/Gazes (Offensive)
Devouring Gaze - an ability that deals additional mind damage to enemies attacked by the beholder within its gaze (procs on each attack). drains all enemy resources, both arcane and non-arcane (while dealing damage), and replenishes non-Psi resources of the Beholder. Enemies that are depleted of bonuses suffer a penalty to the attack power while inside the gaze. Once deactivated, the beholder gains a short-term power bonus based on the amount of resources drained.
Improved Focus - increases power of criticals dealt to enemies within the gaze, provides additional crit chance bonus to active Offensive gazes
Overcharge: Gaze - provides an activated, offensive, single-target ability that changes depending on gaze active. For example, Devouring Gaze provides a pull at range, Paralyzing Gaze lets you eat the mind of enemies you paralyze, etc.
Refracting Gaze - summons a single allied thought-form clone (which must stay within the gaze) for each enemy and each real ally in the gaze. Entities leaving the gaze will have their clones destroyed.
Psionic/Gazes (Defensive)
Auguring Gaze - disarms attackers, teleports away from enemies using Rush, and confuses shooters / spellcasters. Provides a counter attack against every enemy thus hindered once deactivated.
Improved Foresight - enemies in the gaze have a lesser chance to critically hit you, provides addition save bonus against enemies in active Defensive gazes
Circumspection - gain 1-turn defensive effect after activating any gaze, depending on the gaze.
Paralyzing Gaze - progressively slows, then paralyzes enemies within the gaze. Damage dealt to them will remove the effect.
Psionic/Spellmirror Gaze
Spellmirror Gaze - activated gaze, deals retributive damage to spellcasters within the gaze. also, all following effects can only be used while Spellmirror Gaze is active:
Transfer Magic - transfer a beneficial effect from an enemy within the gaze to an ally, or transfer a detrimental effect from yourself to an enemy.
Reimage Magery - grants a spell slot which lets you cast variations of the spells cast by enemies within your gaze.
Mirror Universe - create a reflection of the universe as it exists within your gaze. Allows you to become one enemy within the gaze, while the enemy takes your place and becomes a beholder, and a proportion (capped) of the enemy's allies become your own allies.
Mage Eyes start with Gazes (Offensive) unlocked at category level 0.7 and have the chance to unlock Gazes (Defensive) at 0.7 and Spellmirror Gaze at 1.2 later.
Gauth start with both Gazes (Offensive) and Gazes (Defensive) unlocked at 1.3 and have the chance to unlock Spellmirror Gaze at 1.0 and Mindeater Gaze (unlisted) at 1.3 later.
Unseeing Eyes and Wrecking Eyes both get gazes, while the Death Tyrant and Eye Tyrant access different power sources and have a different set of gazes, for examples: Nullifying Gaze, that removes enemies in your gaze from existence, or Thanatic Gaze, that allows you to control undead within the region of your gaze.
What I need from you
Sadly, this is roughly as far as I have got. I am stuck for effects that are powerful, distinct, and have an undeniably "psionic" flavour, yet without being game-breakingly imbalanced. And this is where you come in, loyal fans! In addition to the above talent trees, I am going to create an additional Gazes (Experimental) talent category, for testing only, and in this category I'm going to create four additional gazes, which, if I like them and if I like the synergies they bring to the Beholder classes, I'll bring them into the game under one of the other talent trees.
Once I have a good array of gazes on the go, I'll be able to release the Gauth psionic warrior class!
So, although there are no promises being made here, I'm giving the community a chance to bring something cool to a fairly popular addon.
And as a developer's note, I like to innovate and prefer crafting bold, original interactions as opposed to rehashing older ones. So go wild!
Now post your gazes!