THIRD REVISION
Code:
Amateur - dagger (average) staff (not learned)
dodge (not learned) scrolls (not learned)
staves (not learned) wands (not learned)
Novice - meditation (not learned)
Apprentice- crossbow (not learned)
Journeyman- trance (not learned)
Veteran - second attack (not learned)
Expert - blink (not learned)
Amateur - armor (not learned) know age (not learned)
detect buried (not learned) detect magic (not learned)
magic missile (not learned) faerie fire (not learned)
Novice - continual light (not learned) invis (not learned)
detect hidden (not learned) detect invis (not learned)
detect poison (not learned)
Initiate - weaken (not learned) nap (not learned)
identify (not learned) infravision (not learned)
mind blast (not learned)
Apprentice- cancellation (not learned) shield (not learned)
lighten load (not learned) leak magic (not learned)
Journeyman- migraine (not learned) trivialize (not learned)
ground (not learned) forgetfulness (not learned)
Veteran - locate object (not learned) loadstone (not learned)
feedback (not learned) clear mind (not learned)
Expert - detect aura (not learned) feeblemind (not learned)
pacify (not learned)
Mentor - spell ward (not learned)
Master - true seeing (not learned)
Skills
(obsolete) draw power: use 'draw' instead of 'cast' to cast spells at 25% hp cost, 25% pe cost, 50% mana cost.
blink: As a dodge, but uses a small bit of mana everytime it works, and is less effective overall. Can be toggled with 'auto blink'.
Spells
know age: Reveal player's age (woot woot lame).
(Obsolete) wizard lock: Lock target door that can be locked, lock strength level dependant.
clear mind: INT buff, with a max of +3. Counters feeblemind.
mind blast: Standard, level-scaled, clean magic damage. Can't be saved against but is relatively fast to cast and is soaked by MP. DPS better than magic missile, comparable to acid blast?
lighten load: Target weight halved, counters loadstone.
leak magic (mana leak): Target loses additional mana everytime he casts spells, random amount.
nap: Puts a target to sleep for a very short period of time.
(Obsolete) mana shield: 1/4 of damage taken is dealt to mana instead. (Self only)
ground: Dispel target flight, and target cannot fly until effect gone. Effectively 'bashes' flying characters by causing them to fall out of the sky. Characters already on the ground simply cannot fly for the duration of the spell.
forgetfulness: Causes target to release random spell. (You feel like you should remember something...)
loadstone: Target weight doubled, counters lighten load, cannot force target to drop items but may prevent them from moving from the room.
trivialize: Charisma debuff.
migraine (mana burn): Target takes slight HP and mana damage over time. (Messages you could get: "It feels as though an ice pick is being driven through your eyes!" "This headache isn't getting any better." "Your head feels like it's going to explode!")
pacify: -hit, -damage debuff on victim. Slows victim pulse immediately and removes from combat (only if in combat with the caster), victim also cannot initiate combat (unless 'pulsed').
feedback: Target takes damage everytime he casts spells equal to a percentage of the mana he puts into it, which increases with caster's level.
true seeing: Incredibly high concentration and draining spell to see everything as it is. Causes short-lived fatigue on release (due to the strain placed on one's mind which allows it to be able to see everything). (Self only)
Added from elsewhere: feeblemind, weaken.
Removed: force wall, draw power.
Necromancer, Shaman
Novice - exhaustion (not learned)
exhaustion: Deplete some of the target's movement points (PE damage).
SECOND REVISIONCode:
Amateur - dagger (average) staff (not learned)
dodge (not learned) scrolls (not learned)
staves (not learned) wands (not learned)
Novice - meditation (not learned)
Apprentice- crossbow (not learned)
Journeyman- trance (not learned)
Veteran - second attack (not learned)
Expert - blink (not learned)
Amateur - armor (not learned) know age (not learned)
detect buried (not learned) detect magic (not learned)
magic missile (not learned) faerie fire (not learned)
Novice - continual light (not learned) invis (not learned)
detect hidden (not learned) detect invis (not learned)
exhaustion (not learned) detect poison (not learned)
Initiate - wizard lock (not learned) weaken (not learned)
identify (not learned) infravision (not learned)
mana blast (not learned) nap (not learned)
Apprentice- cancellation (not learned) shield (not learned)
teleport (not learned) lighten load (not learned)
mana leak (not learned)
Journeyman- dispel magic (not learned) mana burn (not learned)
ground (not learned) forgetfulness (not learned)
trivialize (not learned)
Veteran - locate object (not learned) loadstone (not learned)
feedback (not learned) clear mind (not learned)
Expert - detect aura (not learned) recharge (not learned)
pacify (not learned) feeblemind (not learned)
Mentor - spell ward (not learned)
Master - true seeing (not learned)
Skills
(obsolete) draw power: use 'draw' instead of 'cast' to cast spells at 25% hp cost, 25% pe cost, 50% mana cost.
blink: As a dodge, but uses a small bit of mana everytime it works, and is less effective overall. Can be toggled with 'auto blink'.
Spells
know age: Reveal player's age (woot woot lame).
exhaustion: Deplete some of the target's movement points (PE damage).
wizard lock: Lock target door that can be locked, lock strength level dependant.
clear mind: INT buff, with a max of +3. Counters feeblemind.
mana blast: Standard, level-scaled, clean magic damage. Can't be saved against but is relatively fast to cast and is soaked by MP. DPS better than magic missile, comparable to acid blast?
lighten load: Target weight halved, counters loadstone.
mana leak: Target loses additional mana everytime he casts spells, random amount.
nap: Puts a target to sleep for a very short period of time.
(Obsolete) mana shield: 1/4 of damage taken is dealt to mana instead. (Self only)
ground: Dispel target flight, and target cannot fly until effect gone. Effectively 'bashes' flying characters by causing them to fall out of the sky. Characters already on the ground simply cannot fly for the duration of the spell.
forgetfulness: Causes target to release random spell.
loadstone: Target weight doubled, counters lighten load, cannot force target to drop items but may prevent them from moving from the room.
trivialize: Charisma debuff.
mana burn: Target takes slight HP and mana damage over time.
pacify: -hit, -damage debuff on victim. Slows victim pulse immediately and removes from combat (only if in combat with the caster), victim also cannot initiate combat (unless 'pulsed').
feedback: Target takes damage everytime he casts spells equal to a percentage of the mana he puts into it, which increases with caster's level.
true seeing: Incredibly high concentration and draining spell to see everything as it is. Causes short-lived fatigue on release (due to the strain placed on one's mind which allows it to be able to see everything). (Self only)
Added from elsewhere: feeblemind, weaken.
Removed: force wall, draw power.
This is the second revision. I tried to individualize it more from cabals and instead focused more on its debuffing power. It's probably a bit stronger than it used to be, but the general consensus I was told was that it'd get destroyed really fast unless it had options. I'm posting this because Dulrik wanted to know what we wanted to see in the future, and hey, I'd like a debuffing caster class that focused on trickery to get win fights.
Anyways, the class now has some serious options to compete with.
An idea: should it even get teleport? Does that even fit with the skillset, or should it go?
EDIT: Removed mana shield, since blink is pretty much the same thing.