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Old Aug 25, 2005, 12:35 PM // 12:35   #1
Desert Nomad
 
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Default the true occultist: Medium

This originally came from another thread... but the idea is growing so I'm reposting it as its own idea.

Class:
Medium

The Medium is the master of the unknown forces that control the ebb and flow of the universe. They channel the spirits of the ether and seek through conspiracy to become masters of all the known world. Their ambition can at times put their party at risk but their devotion to secret causes makes them a powerful ally.

skills:

1- initiate: enchant// target other ally gains 5-25% hp and is invulnerable to hexes for 5-30 seconds
2- self-sacrifice: spell// drain all remaining energy to zero, black out skills for 30-5 seconds and drain life to 10 hp to res whole party, ignores frozen soil, has extremely long cooldown
3- oracle: hex// for 15-60 seconds, target foe calls all skills and attacks in all-chat. This does not effect "call-target" and "follow-target" commands for the foe's party but is only text related.
4- astral travel: world enchantment// for 10-45 seconds all creatures, foes and allies, are slowed by 25% except the caster. This includes run speed, cast speed and attack speed.
5- conflicting wrath: hex// for 10-45 seconds target foe will have targets reversed, only able to use benevolent skills on enemies and aggressive skills on allies. If no target is selected within 5 seconds a target is auto-acquired and a random compatible skill is auto-cast.
6- summon: enchantment// 1-5 creatures (ghosts, ghouls, devourers, scarabs) or 1-2 powerful creatures (worms, titans) are summoned, equal in level to the attribute score +4. These creatures are summoned randomly based on a percentage chance (with the powerful creatures receiving a very low percentage chance). There is a 10% chance for each normal creature to be masterless and a 25% chance for the powerful creatures to be masterless. These creatures remain summoned for 1-3 minutes or until killed. Of the Medium is stripped of the enchantment the summoned creatures become masterless for the remainder of their summons.
7- secret society: spell// gain 20-100 hp and 5-20 energy for every other Medium present in the current zone.
8- astral union: hex// for 5-30 seconds target foe and Medium have the same health. When damage is dealt it is divided evenly between the two. After fiendish union ends both players are given 10-50% of their maximum hp.
9- transmute: spell// use on item on inventory to automatically convert that item to 75% its trader value in gold. Stones (lodestones, granite) are converted to 150% their gold value.
10- ley lines: spell// deal 20-100 damage to target foe and then 15-75 damage to all foes situated directly north, east, south or west of the target.
11- astral attack: enchant// target ally's next attack or skill ignores all physical obstructions and distance restrictions. Cooldown is 25% longer than enchantment time limit.
12- secrecy: enchant// target ally's class and skills are randomized to all foe observers (by targetting or casting icon)
13- omen: spell// immolate self for 5-1 second, when immolation ends all foes in range experience a health degen hex of 1-4 which lasts for 2-10 seconds.
14- misdirection: enchant// for 5-30 seconds all spells hexes and enchants used on the target ally have a 75% chance to be redirected to a nearby random ally.

Elite:
1- possession: hex// for a limited time (10-30 seconds for player hosts, 15-45 seconds for non-player hosts) take full control of a target. The time limit is based on a mix of attribute level and target host's experience level.

-During this period the Medium has no access to any item inventory (his own nor the host's).

-The Medium's body assumes sitting position and has doubled hitpoints and energy with 8 point regen on hp and nrg.

-If the host is stripped of the hex or if the Medium's body is killed the host is returned control without any penalties. When the host player resumes control all skills are refreshed and energy/hp are restored to full. When the Medium returns to his original body due to a stripped hex or the possession timer, all skills are blacked out for 15-5 seconds, half-maximum hitpoints and energy are lost regardless of current hitpoints.

-All skills cast (spirits, aoe skills, etc) are cast as if by the party of the Medium (identifiable on the mini-map as belonging to the medium and not the actual host) and the host is identified as an enemy.

-If the host is killed, the Medium dies as well. If the Medium dies before standing after returning to his own body (ie. host dies or Medium is killed during the rebalance of hitpoints after the possession) he becomes "frozen" and cannot be ressed for 30 seconds. Possession carries an extremely heavy cooldown period and cannot be used on PvE bosses.

2- pendulum: world hex// for 10-60 seconds all creatures in the zone experience a life drain of 3. For each enemy who dies during this period the Medium is given 50 life, for each ally who dies the Medium loses 50 life. If the Medium dies during this period all creatures in the zone experience a life regen of 3 for 20-10 seconds.

Last edited by DrSLUGFly; Aug 25, 2005 at 12:56 PM // 12:56..
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Old Aug 25, 2005, 12:38 PM // 12:38   #2
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Default

As with the previous thread I posted on with regard to this - love it as a concept, think it would be a great alternative to what's on offer atm.

Prepare to be flamed by people saying "we need more melee classes" though
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Old Aug 25, 2005, 12:44 PM // 12:44   #3
Desert Nomad
 
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yeah... there are so many variations on "magic" that it's easy to get a lot of magic users... I think assassin and rogue are great ways to expand the melee side (and I'm sure there are others as well).
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