Concept Class: Psychics
Psyhics are a concept class that engage the power to connect to the other worlds that Lyssa made and they engage in power to attack ememy minds and help allied ones.
Attruibes:
Concentration {Primary}: For Each attruibute you have in concnetration you gain a X% chance to have a spell that would interupt you fail.
Skills:
Meditation {E}
Cast:5, Recharge 60 energy cost 25
For X...X seconds you cannot be interupted, you cast twice as fast and your skills cost X...X% less energy. When activating this skill you are easily interupted.
Focus
Cast 1, Recharge 15 or 30, Energy cost: 10 or 15
For 30 seconds your next 1...3 skills cannot be interupted
Refreshing of the Mind
Cast: 2, Recharge: X, Energy cost 15
Your next skill doesn't cause exhastion
Multiverse connectablilty (perhaps I should get a better name): This increases the rifts you make that tear holes into another releam of Lyssa. These create effect similiar to ranger spirits but they also make it so you can summon a certain amount of creature from that releam (these creatures dies if the rift dies). Creatures appear from the rift not by the caster and if an ememy opens a rift you can attack it and also still summon creatures compatable with that rift.
Skills:
Rift of the Erocor {E}
Cast: 5, Recharge: 60 or 45 energy cost 15
Rift. You open a rift to Erocor. For X seconds whenever a caster lose energy in a way other then casting a spell, that caster takes 10...15 damage. This rift dies after X seconds. Only one rift may be open at a time.
Spider of Erocor
Cast: 2, Recharge: 10-15, Energy cost: 10
Summoning Spell. You summon a lvl 1...9 spider of Erocor. These spider attacks at range and steals 1 energy from ememies casting spells. You can only have 3 spiders of Erocor out at a time. If Spider of Erocor goes out of radar range of the rift or the rift is destoyed this creature dies
Rift to Self {E}
Cast: 5 Recharge: 60, Energy: 25
Rift. Create a LvL X rift. Whenever a foe or ally touchs this rift they are transported to you. You suffer -1 energy deg. If your energy goes to 0, you die or you are out of radar range of rift to self, this rift dies.
Psychic Easing: This increases power you have to help your ally's minds. Most spells should help with energy however to transfer energy to another mind puts strain on the Psychic's mind. Some other effects could help casting times and other things that have to do wiht spells
Energy Transfer
Casting: 2 5 energy, recharge: X,
Psychic Attack: This basically increases power of your spells that attack ememy mind and this results in skills that interupt, steal energy, cause damage, and leech.
So what do you think good, bad, meh?
Last edited by Guardian of the Light; Aug 08, 2006 at 11:12 PM // 23:12..
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