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Custom Class: ENCHANTER.

Posted by MittensFor group archive 0
Mittens
GM, 11 posts
Fri 26 Sep 2008
at 12:36
  • msg #1

Custom Class: ENCHANTER

wra
Timothius
player, 15 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 14 Oct 2008
at 12:31
  • msg #2

Re: Custom Class: ENCHANTER

Here is what I had so far, everyone... I have been too busy since the day I wrote this up, so have fun looking it over:

CANTRIPS (At-Wills that come with being an enchanter)

>>>> True North

You know which direction is north, regardless of the time of day, time of night, position of stars, or any other reason to not know which way is which.

>>>> Minor Illusion

You appear to be an object, blending into your surroundings. It could be a large stone, a young tree, a barrel or other such things about your size.

>>>> Eye Spy

Target: One ally or one foe.

You can see through the target's eyes.



AT-WILL POWERS

>>>> Lull (Level _ At-Will)

The target is stunned until the end of your next turn.

>>>> Taper Enchantment (Level _ At-Will)

Target: You or one ally

You may remove a condition from yourself or one ally if it was caused by magic.

>>>> Strengthen (Level _ At-Will)

Target: You or one ally

The target receives a damage bonus equal to your charisma modifier until the end of your next turn.

This increases to charisma modifier +1 at level 6, +2 at level 11, +3 at level 16, +5 at level 21, +7 at level 26 and +10 at level 30.


>>>> Weaken (Level _ At-Will)

Targeted foe gets a damage penalty equal to your charisma modifier until the end of your next turn.

This increases to charisma modifier +1 at level 6, +2 at level 11, +3 at level 16, +5 at level 21, +7 at level 26 and +10 at level 30.

>>>> Haze (Blurr?) (Level _ At-Will)

"You become blurred and hazey, making it harder for the enemy to hit you"

Target: You

You gain a Reflex bonus equal to your Charisma modifier until the end of your next turn.



>>>> Shield

Target: You or one ally.

Target gains a bonus to AC equal to your Charisma modifier until the end of your next turn.


>>>> Slow

Target: One foe.

Target becomes slowed. A save ends this effect.



ENCOUNTER POWERS


>>>> Fear (Level _ Encounter)

Ranged: 10

Attack: Charisma vs. Will

1[W] + Charisma modifier damage

Targeted foe is marked and immobilized until the end of your next turn.


>>>> Suffocating Sphere (Level _ Encounter)

Ranged: 10

Attack: Charisma vs. AC

2[W] + Charisma modifier damage. Target takes ongoing damage equal to your Charisma modifier. Save ends this effect.



>>>> Eye of Confusion (Level _ Encounter)

Ranged: Sight

Attack: Charisma vs. Will

Target is blinded until the end of the encounter. Save ends this effect.


>>>> Invisibility (Level _ Encounter)

Ranged: 5

Target: You or one ally.

The target is invisible until the end of your next turn. If the targe attacks, the target becomes visible.


>>>> Root

Target: One foe

Attack: Charisma vs. Reflex

1[W] + Charisma modifier damage. Target takes ongoing Charisma modifier damage and is immobilized. Save ends this effect.


>>>> See Invisible

Target: You

You can see anything that was once invisible.



DAILY POWERS

>>>> Corellon's Animation (Level _ Daily)

Summons a pet to your aid. The pet has the following stats:




UTILITY SPELLS

>>>> Illusion of Melora

You can change into a creature of the wild. It can be a bear, a wolf, a tiger and many others. You may not change into anything smaller than one size category below your own. You can not change into anything larger than one size category above your own. This lasts for 6 hours.

>>>> Illusion of Erathis

You can change into any of the following races: Dragonborn, Dwarf, Eladrin, Elf, Half-Elf, Halfling, Human, Tiefling. This lasts for 6 hours.

>>>> Illusion of Lolth

You can change into any race that is normally evil-aligned: Drow, Orc, Goblin, etc. This lasts for 6 hours.




>>>> Alacrity (Level ? Encounter)

Target is able to move twice their base speed and attack twice in their next turn. Once the move, attack, or both, the effect has ended.



>>>> Intellectual Superiority

The next time a spell you cast fails, re-roll.




>>>> Enduring Breath

Target: You or one ally.

Target can hold their breathe for 30 minutes.


>>>> Levitate

You levitate 3 feet off the ground and can treat the new elevated area as ground. Difficult terrain is no longer difficult. This effect lasts for 30 minutes.





>>>> Disempower

Target is weakened.



Chaotic Feedback (7)
Sanity Warp (16)
Chaos Flux (21)
Anarchy (32)


>>>> Gravity Flux (36)

1[W] + Charisma modifier damage and target is Immobilized until the end of your next turn.


Discordant Mind (43)
Dementia (54)
Dementing Visions (58)
Ancient Chaotic Visions (60)
Insanity (64)
Madness of Ikkibi (65)
Ancient Chaos Madness (65)
Psychosis (68)
Colored Chaos (69)
Ancient Neurosis (70)
Polychromatic Assault (73)

>>>> Shattered Consciousness (Level ? Encounter)

Target's Will and Reflex are reduced by 2.


Multichromatic Assault (78)

-----------------------------------------------------------


<*<*<*<* Paragon Paths *>*>*>*>

**** Manipulator

"The mind is my play thing."

Prerequisite: Enchanter class

You become a manipulator of minds. Clearly, your focus is on making others bend to your will. While other enchanters will conjure up illusions, strengthen allies and weaken foes, you will have foes eating out of your hand. Literally.

>>>> Mask Other (Level 11 Encounter)

Target: Foe.

Target appears to be an enemy to all other foes in the room.


>>>> Charm (Level 12 Daily)

Target: Foe.

Attack: Charisma vs. Will

Target becomes dominated by you. This effect lasts until the end of the dungeon. The target can make saving throws to resist your commands each turn. If the save succeeds, the target can also make an attack against you instead. But the effect continues and the target must continue trying to save against your domination.

>>>> Radiant Visage (Level 20 Daily Utility)

You gain +2 to your Charisma score for two rounds after using this ability.



**** Conditioner

"They are weak, but we are strong."

Prerequisite: Enchanter class

You are a master of the ability to make you and your allies strong while also making your enemies weak. As a master of transferring conditions, you become able to even take enemy hit points and transfer it to others in the form of temporary hit points. This also expands such abilities into the realm of Area-of-Effect!


>>>> Transferrence: Health

Target: Foe.

Attack: Charisma vs. AC.

1[W] + Charisma modifier damage. All allies within 10 squares of you gain temporary hit points equal to the damage done to the target.


>>>> Transferrence: Strength

Target: Foe.

Attack: Charisma vs. Reflex.

Target's damage is reduced by an amount equal to your Charisma modifier until the end of your next turn. All allies within 10 squares of you gain a bonus to damage equal to your Charisma modifier until the end of your next turn.


>>>> Revival (Daily)

Target: Foe and all foes within 5 squares of target.

Attack: Charisma vs. AC.

3[W] + Charisma modifier damage to target. The foes within 5 squares of that target take damage equal to your Charisma modifier. Choose an ally who has 0 hit points. He gains hit points equal to your Charisma modifier.




**** Illusionist

"I can make you question what is real and what isn't."

The illusionist is capable of making enemies hate each other rather than you. Capable of creating images so convincing that nobody can tell the difference, you will be able to even create pets who, while they are not real, are real enough to the enemy that the enemy will sooner fight the illusion than you. You can disappear, become a dragon, or scare enemies into running from you like you are their worst nightmare.

>>>> Shrink (Level 11 Encounter)

Does the opposite of Grow: You become one size category smaller. Just like with Grow, treat all effects of the new size as if you were really that size.

>>>> Mirror Image (Level 12 Daily)

You create a copy of yourself. The copy takes damage just like you would and will vanish once it reaches 0 HP. The copy can not damage enemies, but enemies will feel pain whenever the copy attacks, fooling them into thinking they are taking damage from the copy.

>>>> Grow (Level 20 Encounter)

You can become one size category larger. This makes you and your equipment actually grow. You treat yourself as the larger size: If you were Small and became Medium, you can now wield two-handed weapons. If you were Medium and became Large, You can use two-handed weapons as though they were one-handed. This effects spells also. So if you originally could not use Illusion of Melora to become a Dire Bear because it was two size shifts above your size, you can now use Illusion of Avandra to become a Dire Bear.





**** Purifier

"The arcane comes and goes as I please."

You have learned to control the sea of magic so well that you decide when magic works well or doesn't work at all. This bleeds into your ability to enchant items as well, allowing you to make magic items that surpass your level and also allowing you to change one substance into another.

>>> Nullify Magic (Level 11 Encounter)

Target: One foe

Target can not cast any arcane spells until after the end of your next turn.

>>>> Enchant Magic Item (Level 12 Daily)

You may turn a magic item into it's equivilent that is the next step higher in level. If the magic item is already higher in level than you, then you can not use this power on the item. (Example: If you are level 11, you may enchant Level 10 Bloodthread Armor to become Level 15 Bloodthread Armor. But you can not enchant Level 13 Curseforged Armor to become Level 18 Curseforged Armor.) Also, if the item does not have another category that is higher than it's current level (Example: Curseforged Armor only reaches level 28), you can not enchant it.

>>>> Clarity (Level 20 Encounter)

Choose an encounter power you already know. This copies the effects of that encounter power, whether that power was used up or not. This does not use up the encounter power it copies.




>>>> Create Gold
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