Results 1 to 16 of 16

Thread: Neo-Spiritist

  1. #1

    Default Neo-Spiritist

    So, I wanted to run this by folks, just to get ideas out there. This is something I considered a while back, but due to a lack of time and some tech issues I ran into it was never implemented. I would love to get it back on the table as it creates a more vibrant and interesting school IMHO.

    NeoSpiritist

    PROBLEM WITH THE ENERGYPOOL SYSTEM: Spells and Abilities can only drain from a specific pool. So Ethereal Bolt I could not drain from Lesser EnergyPool if it was not assigned that number. This means it would be useless if you were higher level and had a higher energy pool drawn.

    There is a system server side to support a mana pool, but I think there's still integration required on the client.
    Goal


    Revamp the Spiritist school to give it a basis for existence, a purpose in the game that is central to its character, to ensure that its abilities and spells adhere to this central purpose, and to create a school that is balanced from 1 to 100.
    Background


    Spiritists tread in areas of magic that others will not. They directly manipulate the ethereal essence of life to their own ends. The spells they cast pass right through physical defenses such as armor to tear at the very fabric of life itself.


    Spiritists must have a reserve of life energy built up before they can cast their spells. This energy is syphoned from their enemies, their friends, or sometimes even themselves and is kept in the "EnergyPool". It is often stored in a Phylactery so that it may be used at a later date.


    Spiritists fill the Phylactery by first drawing the life energy from another living being and then draining the energy using their body as a Conduit to the Phylactery. A Spiritist may only have one Phylactery at a time and it must be held to be used (it cannot be in inventory or storage).
    Trainers and Lore


    NPC: Althaik'os
    What is the Neo-Spiritist? Long ago Spiritists delved deep into the paths of life and of the spirit, learning how to control life-force. We fought our great war with the humans and believed in the rightness of our cause, but we were betrayed by the one known as Torrin Macalir. He promised us much and delivered little except lies and deceipt. In the end he stole the deepest secrets of our order, spurned the generous offers of Niatha, and disappeared into the east.


    With the Lord of Lies gone, our elders' eyes were opened and we saw the terrible folly of our decisions. We still hated the humans, for what they had done to us, but we saw that it was our own arrogance that brought us to this end. The order changed that day, still manipulating the energies of life but far less than we had before. Research into the deepest recesses of the spirit was forbidden and after a time all knowledge forgotten.


    Now, centuries later, there is a movement within the order to reclaim that lost heritage, the forgotten knowledge. It is our belief that our fight against the Lord of Lies alongside our hated enemies and the centuries of peace have brought us wisdom and self-control that we did not possess before. It is believed the knowledge of the darkest secrets can be controlled and will no longer overwhelm us as it once did.


    To that end, we have opened the secret archives and begun studying the old ways. You are among the first to come to us, to desire to learn. The path is hard, much harder than any you have tread before, but you will discover much about life and spirit and the world before the end.


    Being a neo-spiritist means learning to manipulate the life-energies of living beings for your own ends. Sometimes you manipulate your own, sometimes your allies, often your enemies. All of this is collected and then used for spells and powers you will learn. Should you run short of energy, you may carry a phylactery, a device designed to store life energy for later use.
    Their construction is complicated and a closely guarded secret among our order, but they are extremely useful in the heat of the moment when energy is needed and there is no source available. Lastly, working with life energies is difficult and taxing on the body. You will often feel great weakness after casting spells or manipulating the energies directly. Sometimes this will last but a brief moment, sometimes it may last for minutes or longer. Be careful, do not over-extend yourself and you will be safe.
    Solo Combat


    Spiritists would have a difficult time in solo combat due to their weak armor and lack of melee weaponry. Their best bet would be to use Ethereal Shift to increase their melee wards and hit the target with as much damage as they can. They should also plan on throwing at least one Consume in order to replenish their pool. Should the Spiritist go into combat without a pool or phylactery (and if they cannot flee safely) their first action should be to hit the target with a Consume.
    Group Combat


    Spiritists would work well in group combat. They could provide damage support that could be greatly effective against targets without ethereal resistances. They could provide buffs to group members, converting their damage to ethereal, and they could provide limited healing support. The Spiritist in a group is basically a jack-of-all-trades but heavy on the nuking role.
    What attributes do Spiritists get?


    AttributeGained/Level Health14 Strength4 Power7 Focus9 Dexterity6 What skills do Spiritists get?


    SkillGained/Level Magic Evasion8 Evasion4 Spirit8 What armor can a Spiritist use?


    Cloth armor as spiritists do not engage in melee combat and so are not able to protect themselves.
    What weapons can a Spiritist use?


    None, spiritists do not engage in melee combat.
    Augmentations



    • Energy Pools
      • Minor EnergyPool (54392) - Quantity 10, 900 seconds
      • Lesser EnergyPool - Provides 25 points of "life energy" for the Spiritist
      • Major EnergyPool - Provides 50 points of "life energy" for the Spiritist
      • Greater EnergyPool - Provides 100 points of "life energy" for the Spiritist
      • Superior EnergyPool - Provides 250 points of "life energy" for the Spiritist

    • Weakness
      • Effect: Minor Weakness (54393) - 10% reduction in physical attributes, 10 second duration
      • Effect: Lesser Weakness - 10% reduction in physical attributes, 25 second duration
      • Effect: Major Weakness - 10% reduction in physical attributes, 50 second duration
      • Effect: Greater Weakess - 10% reduction in physical attributes, 100 second duration
      • Effect: Superior Weakness - 10% reduction in physical attributes, 250 second duration

    • Life Drain
      • Minor Life Drain (54672) - Maximum health reduced by 50 points for 10 seconds
      • Lesser Life Drain - Maximum health reduced by 250 points for 10 seconds
      • Major Life Drain - Maximum health reduced by 500 points for 10 seconds
      • Greater Life Drain - Maximum health reduced by 1000 points for 10 seconds
      • Superior Life Drain - Maximum health reduced by 2500 points for 10 seconds

    • Life Leak
      • Minor Life Leak - Ethereal DoT, 5 health every 3 seconds for 30 seconds
      • Lesser Life Leak - Ethereal DoT, 25 health every 3 seconds for 30 seconds
      • Major Life Leak - Ethereal DoT, 50 health every 3 seconds for 30 seconds
      • Greater Life Leak - Ethereal DoT, 100 health every 3 seconds for 30 seconds
      • Superior Life Leak - Ethereal DoT, 250 health every 3 seconds for 30 seconds


    Energy Manipulation Abilities



    • Sacrifice - Drains life from self and converts it to an EnergyPool augmentation. This action causes two side-effects; Weakness and a temporary life drain (reduction of maximum health). This is the most basic ability a Spiritist learns; to channel their own life so that they may cast spells.
      • Minor Sacrifice (Level 1) (54394) - Drain 50 points of life, Gives Minor EnergyPool, Minor Weakness, Gives Minor Life Drain
      • Lesser Sacrifice (Level 25) - Drain 250 points of life, Gives Lesser EnergyPool, Lesser Weakness, Gives Lesser Life Drain
      • Major Sacrifice (Level 50) - Drain 500 points of life, Gives Major EnergyPool, Major Weakness, Gives Major Life Drain
      • Greater Sacrifice (Level 75) - Drain 1000 points of life, Gives Greater EnergyPool, Greater Weakness, Gives Greater Life Drain
      • Superior Sacrifice (Level 100) - Drain 2500 points of life, Gives Superior EnergyPool, Superior Weakness, Gives Superior Life Drain. Few Spiritists ever use this ability due to its extreme drain which except in the rarest of cases will kill even the most powerful of Spiritists.

    • Consume - Drains life from enemies to the "EnergyPool" of the Spiritist. This action causes a side-effect to the spiritist; Weakness . This another basic ability that a spiritist learns; the ability to channel someone else's life so that the spiritist may cast spells.
      • Minor Consume (Level 5) - Drains 50 points of life, Gives Minor EnergyPool, Minor Weakness, Gives Minor Life Drain
      • Lesser Consume (Level 30) - Drain 250 points of life, Gives Lesser EnergyPool, Lesser Weakness, Gives Lesser Life Drain
      • Major Consume (Level 55) - Drain 500 points of life, Gives Major EnergyPool, Major Weakness, Gives Major Life Drain
      • Greater Consume (Level 80) - Drain 1000 points of life, Gives Greater EnergyPool, Greater Weakness, Gives Greater Life Drain

    • Suffuse - Drains the Spiritists' "EnergyPool" and directs that energy into the Phylactery. This is an ability learn at a moderate level and it allows the spiritist to store life energy for later use. Suffusing the Phylactery with energy utilizes the Spiritist as a Conduit through which the energy is channeled. Suffusing a Phylactery also causes a temporary weakness.
      • Minor Suffuse (Level 10) - Gives Minor Phylactery, consumes 1 Minor EnergyPool, Minor Weakness
      • Lesser Suffuse (Level 25) - Gives Lesser Phylactery, consumes 1 Lesser EnergyPool, Lesser Weakness
      • Major Suffuse (Level 50) - Gives Major Phylactery, consumes 1 Major EnergyPool, Major Weakness
      • Greater Suffuse (Level 75) - Gives Greater Phylactery, consumes 1 Greater EnergyPool, Greater Weakness
      • Superior Suffuse (Level 100) - Gives Superior Phylactery, consumes 1 Superior EnergyPool, Superior Weakness

    • Area Consume - Drains life from multiple enemies in an area to the "EnergyPool" of the Spiritist. This action causes a side-effect to the spiritist; Weakness. This is a very advanced ability and one that Spiritists do not learn for many levels ; the ability to channel the life from others in an area so that the spiritist may cast spells.
      • Lesser Area Consume (Level 20) - Gives 1 Major EnergyPool, Major Weakness, Gives Lesser Life Drain
      • Major Area Consume (Level 60) - Gives 1 Greater EnergyPool, Greater Weakness, Gives Major Life Drain
      • Greater Area Consume (Level 95) - Gives 1 Superior EnergyPool, Superior Weakness, Gives Greater Life Drain


    Active Abilities


    Active abilities must be activated by the player to be executed.

    • Ethereal Link - Drains the "EnergyPool" of the Spiritist to provide life energy to another in the form of healing. Not only does this ability drain energy from the "EnergyPool", but it causes Weakness to the Spiritist.
      • Minor Ethereal Link (Level 15) - Gives 50 life to target, Costs 5 Energy, Minor Weakness
      • Lesser Ethereal Link (Level 35) - Gives 250 life to target, Costs 15 Energy, Less Weakness
      • Major Ethereal Link (Level 55) - Gives 500 life to target, Costs 35 Energy, Major Weakness
      • Greater Ethereal Link (Level 75) - Gives 1000 life to target, Costs 70 Energy, Greater Weakness
      • Superior Ethereal Link (Level 95) - Gives 2500 life to target, Costs 210 Energy, Superior Weakness

    • Ethereal Shift (Level 20) - An advanced ability that shifts the bodily into an ethereal state, draining massive amounts of life-force but greatly reducing incoming damage and hits. It also causes Weakness in the Spiritist.
      • Ethereal Shift I (Level 17) - Ethereal Shift I (aug), Minor Weakness, Costs 5 Energy
      • Ethereal Shift II (Level 37) - Ethereal Shift II (aug), Minor Weakness, Costs 10 Energy
      • Ethereal Shift III (Level 57) - Ethereal Shift III (aug), Lesser Weakness, Costs 20 Energy
      • Ethereal Shift IV (Level 77) - Ethereal Shift IV (aug), Lesser Weakness, Costs 40 Energy
      • Ethereal Shift V (Level 97) - Ethereal Shift V (aug), Major Weakness, Costs 80 Energy

    • Ethereal Shield - An advanced ability. Spiritual energy made manifest, resulting in a shield that can deflect incoming magical attacks (dissipates after a time or amount of damage is taken). It also causes Weakness in the Spiritist.
      • Ethereal Shield I (Level 19) - Ethereal Shield I (aug), Minor Weakness, Costs 5 Energy
      • Ethereal Shield II (Level 39) - Ethereal Shield II (aug), Minor Weakness, Costs 10 Energy
      • Ethereal Shield III (Level 59) - Ethereal Shield III (aug), Lesser Weakness, Costs 20 Energy
      • Ethereal Shield IV (Level 79) - Ethereal Shield IV (aug), Lesser Weakness, Costs 40 Energy
      • Ethereal Shield V (Level 99) - Ethereal Shield V (aug), Major Weakness, Costs 80 Energy

    • Spiritual Surge - A mid-level ability. Spiritual energy suffuses the Spiritist and temporarily enhances their attributes. Unlike others, this ability does not cause an immediate negative side-effect. A greater Weakness is applied to the Spiritist after the surge wears off.
      • Spiritual Surge I (Level 27) - Surge of Spirit I (aug), Minor Weakness, Costs 20 Energy
      • Spiritual Surge II (Level 57) - Surge of Spirit II (aug), Lesser Weakness, Costs 45 Energy
      • Spiritual Surge III (Level 87) - Surge of Spirit III (aug), Major Weakness, Costs 80 Energy

    • Spiritual Eruption - A mid-level ability. Spiritual energy suffuses the Spiritist and others within the group, temporarily enhancing their attributes. Like Spiritual Surge, this ability causes a side-effect of Weakness, but not until after the eruption has faded.
      • Spiritual Eruption I (Level 55) - Surge of Spirit II (aug), Major Weakness, 50 Energy
      • Spiritual Eruption II (Level 95) - Surge of Spirit III (aug), Greater Weakness, 100 Energy

    • Ethereal Blast - An advanced ability that is an intense burst of spiritual energy tears the target's soul from its body instantly killing it, but at a great cost to the caster. Not only does it drain an inordinate amount of life energy, it also causes actual damage to the caster over a period of time. It also causes Weakness in the Spiritist.
      • Ethereal Blast I (Level 60) - Major Weakness, Major Life Leak, (250% damage to target)
      • Ethereal Blast II (Level 100) - Superior Weakness, Superior Life Leak, (500% damage to target)

    • Ethereal Wave - An advanced ability that is a wave of spiritual energy stuns enemies in their tracks from its power and effect on their being. Also drains life force from them and transfers it to the caster. It also causes Weakness in the Spiritist.
      • Ethereal Wave (Level 80) - Greater Weakness, Greater Life Leak, AoE, (250% damage to targets in area)

    • Ethereal Barrier - (Level 90) A shield that the Spiritist can put up around his/herself which drains the life from anyone who hits the caster and provides that energy to the caster in the form of life energy.
      • Ethereal Barrier (Level 92) - Ethereal Barrier (aug), Greater Weakness, 100 Energy

    • Ethereal Sacrifice - An epic ability that sacrifices all of the life-force of the Spiritist to inflict an enormous amount of damage on the target. This results in the inability to actually be rezzed (the gain of life) for a period of time and a massive decrease in the spirit skill itself for the same period. It also causes Weakness in the Spiritist.
      • Ethereal Sacrifice (Level 100) - Kills Caster, 5000% damage to target, Spiritual Depletion (aug) (lowers spirit skill, prevents rez), Superior Weakness (post-death)


    Passive Abilities


    Passive abilities remain active until disabled or another passive is enabled. May have side-effects like minor weakness or slow drain of life skill.

    • Spirit Mastery - Provides a boost to the spirit skill.
      • Spirit Novitiate - Level 10, +10 Spirit
      • Spirit Apprentice - Level 30, +30 Spirit
      • Spirit Adept - Level 50, +50 Spirit
      • Spirit Expert - Level 70, +70 Spirit
      • Spirit Master - Level 90, +90 Spirit

    • Spirit Armor - Provides a boost to ethereal armor
      • Spirit Guard I - Level 5, +25 Armor
      • Spirit Guard II - Level 20, +75 Armor
      • Spirit Armor I - Level 35, +125 Armor
      • Spirit Armor II - Level 50, +175 Armor
      • Spirit Sheath I - Level 65, +225 Armor
      • Spirit Sheath II - Level 80, +275 Armor
      • Spirit Shell - Level 95, +325 Armor

    • Spirit Shift - Spiritist is partially shifted to the ethereal plane, increasing wards against melee attacks.
      • Ethereal Shift - Level 20, +50 Crush/Slash/Pierce Wards
      • Ethereal Phase - Level 60, +100 Crush/Slash/Pierce Wards
      • Ethereal Displacement - Level 100, +150 Crush/Slash/Pierce Wards

    • Spirit Boost - Provides a boost to base attributes.
      • Spiritual Boost - Level 25, +5 Base Stats
      • Spiritual Amplification - Level 50, +15 Base Stats
      • Spiritual Augmentation - Level 75, +25 Base Stats

    • Gift Slots - Adventurers gain 5 gift slots from levels 1 to 100.

    Spells



    • Ethereal Resistance - Low level spell. Use energy from "EnergyPool" to enhance own resistance against ethereal attacks.
    • Ethereal Resistance Others - Low to mid level spell. Use spirit to enhance others' resistance against ethereal attacks.
    • Ethereal Ward - Low level spell. Use spirit to enhance own ward against ethereal attacks.
    • Ethereal Ward Others - Low to mid level spell. Use spirit to enhance others' ward against ethereal attacks.
    • Ethereal Bolt - Low level spell. Bolt of pure ethereal energy causing damage.
    • Ethereal Wave - Mid level spell. AoE burst of pure ethereal energy causing damage.
    • Spiritual Drain - Mid level spell. Life Drain on single target, DoT which fills pool slowly.
    • Spiritual Drain Others - High level spell. Life Drain on multiple targets, DoT which fills pool slowly.
    • Spiritual Weakness - Low level spell . Lower ethereal resistance/ward of target.
    • Spiritual Weakness Others - Mid level spell. Lower ethereal resistance/ward of multiple targets.
    • Banshee - Epic - Summons a representation of the life force the Spiritist has gathered which lashes out at the caster's enemies. Massive AoE ethereal damage spell.

    Phylacteries


    The Phylactery is used to store life-energy for use at a later time. Phylacteries require careful work to create and can only be completed by a Spiritist. In addition, once filled a Phylactery cannot be traded to another as it is bound to the Spiritist. A Phylactery can only be used a certain number of times (x10) before the energy that infuses the walls of the container is depleted. It cannot be recharged or repaired. A Spiritist may own any number of Phylacteries for they can hold life-energy indefinitely. But using them imposes a temporary weakness on the Spiritist and so it is not recommended that they be used often in succession.

    • Minor Phylactery - Holds 1 Minor EnergyPool, 10 second Weakness when used
    • Lesser Phylactery - Holds 1 Lesser EnergyPool, 25 second Weakness when used
    • Major Phylactery - Holds 1 Major EnergyPool, 50 second Weakness when used
    • Greater Phylactery - Holds 1 Greater EnergyPool, 100 second Weakness when used
    • Superior Phylactery - Holds 1 Superior EnergyPool, 250 second Weakness when used

    Crafting a Phylactery is a complex process that only a Spiritist can complete. It requires preparation and attention to detail and no small amount of life-energy on the part of the Spiritist him- or her-self.
    Phylacteries are composed of precious metals and azulyte crystals imbued with essence and then the life energy of the spiritist. Azulyte can only be worked with a special hammer and the phylactery itself assembled with special pliers.

    • Imbued Metal Framework (Precious Metal Bars, Essence Orbs)
    • Infused Crystal Cell (Cut Azulyte Crystals, Essence Orbs)
    "Alea iacta est" -- Julius Caesar

    Toot shouted, voice shrill, "In the name of the Pizza Lord! Charge!" (Jim Butcher's Dresden Files)

    "Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will spends it whole life believing that it is stupid." -- Albert Einstein

  2. #2

    Default Re: Neo-Spiritist

    I like it. I take it this will be a complete replacement for the current Spiritists? It deficiently will take some thought to play and I like that it is different from the other classes. I like the passives as a new game play feature as well as the debuffing of physical stats so if you are multiclasses in a melee class. Over all looks very good.

    I like the idea of the Phylacteries and the requirements to make them. I think including the Azulyte is nice and I think it fits lore well. I am not even coming from the Dragon/biped dependency side of things.But think the other caster classes having items the can craft to give them a little boost would be great.



  3. #3

    Default Re: Neo-Spiritist

    Wow nice sounds cool and lots of fun to play with .
    Andy.

  4. #4
    Member
    Join Date
    Jul 2014
    Location
    Right behind you when you're not looking!
    Posts
    145

    Default Re: Neo-Spiritist

    I like this idea alot :D spiritist as it is now is nice I'd find it a bit sad I won't be able to use my staff anymore but this way it'll be even more interesting,a real challenge! I deffiantly like the idea! (and partly cuz I want to see the spell Banshee back available to us ;p)
    Hope it comes into the game. Though I have one question: ATM I'm lvl 100 spiritist does that mean I'll have to restart from scrap, lvl 1?

  5. #5

    Default Re: Neo-Spiritist

    Doubt it will ever happend as this threat is 6 years old 😞
    Abbie: 100 Sorcerer, 100 Wizard, 100 Conjurer, 100 Chaos Warrior

  6. #6
    Member
    Join Date
    Jul 2014
    Location
    Right behind you when you're not looking!
    Posts
    145

    Default Re: Neo-Spiritist

    we can still try though :s we need more people saying yes to this on this threat that's all x3
    Light covers night, night fades, when it does, storms come. ~Storm Dragons
    Currently Getting Coppers, gaining Silver, making Gold, Pursuing Mithril!

  7. #7

    Default Re: Neo-Spiritist

    There's a much more recent thread in this section titled "Neo-schools" where this has been further discussed. I for one would not like to see the current schools edited. If new schools were introduced, that's fine but I don't think completely changing the way a school works would be a good thing.
    --- iuvenilis --- [Officer of The Alliance]
    Demonslaying since July 2004

  8. #8

    Default Re: Neo-Spiritist

    Quote Originally Posted by hallucin8 View Post
    There's a much more recent thread in this section titled "Neo-schools" where this has been further discussed. I for one would not like to see the current schools edited. If new schools were introduced, that's fine but I don't think completely changing the way a school works would be a good thing.
    Agreed! for one one how would the altered schools then work for multiclassing? Personally I am of the opinion "Don't fix what isn't broken".
    Gwain Drago - Mystic Paladin
    Arzel - Knight of creation/Battlemage
    Aurakvoar - Ancient Lunus

  9. #9

    Default Re: Neo-Spiritist

    I think the only way to do this would be to implement it such that:

    a) New players would get this version of Spiritist
    b) Existing players with Spiritist could continue with the one they had, but to join neo-Spiritist would have to drop their current school.

    Effectively replacing it, but not actually replacing it. :)
    "Alea iacta est" -- Julius Caesar

    Toot shouted, voice shrill, "In the name of the Pizza Lord! Charge!" (Jim Butcher's Dresden Files)

    "Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will spends it whole life believing that it is stupid." -- Albert Einstein

  10. #10

    Default Re: Neo-Spiritist

    Quote Originally Posted by AmonGwareth View Post
    I think the only way to do this would be to implement it such that:

    a) New players would get this version of Spiritist
    b) Existing players with Spiritist could continue with the one they had, but to join neo-Spiritist would have to drop their current school.

    Effectively replacing it, but not actually replacing it. :)
    Glad i have it already then :D

    But also on a side note.. Neo-Spiritists... the Spirit masters of istaria only get 8 spirit a level? surely it should be atleast 10.. i'd say 11 (like wizards get 11 ice)

    we also lose all the spells like ethereal Paroxysm... yeah no thanks

    If i was to see this implemented I would prefer to see it as An augment to the spiritist line with very limited charges per hour.. and each and every ability is quested for. Spiritists are at the moment a poor mans bloodmage they need something... but not this
    Last edited by Calyndrell; July 10th, 2014 at 11:59 AM.
    Gwain Drago - Mystic Paladin
    Arzel - Knight of creation/Battlemage
    Aurakvoar - Ancient Lunus

  11. #11
    Member
    Join Date
    Jul 2012
    Location
    Wherever the food is O_O
    Posts
    421

    Default Re: Neo-Spiritist

    b) Existing players with Spiritist could continue with the one they had, but to join neo-Spiritist would have to drop their current school.
    What do you mean by drop their current school? Little unclear. Will we have to completely drop/erase the old Spiritist from out character, or do you just mean we'll have to go through the old 'go to this npc, talk to them and click this and switch to another school' thing?

  12. #12

    Default Re: Neo-Spiritist

    It means that you could not be both a Spiritist and a Neo-Spiritist. If you wanted the new Neo school, you would have to drop Spiritist first.

  13. #13

    Default Re: Neo-Spiritist

    Lets say you have spiritist and healer and change to healer. Is it possible then to change back to spiritist or do you have to be in spiritist school to keep it?
    Abbie: 100 Sorcerer, 100 Wizard, 100 Conjurer, 100 Chaos Warrior

  14. #14

    Default Re: Neo-Spiritist

    Some interesting abilities in the old post.

    A lot of them feel sort of Bloodmage-like. At first it seemed the new abilities might be better suited as a bloodmage replacement, but thinking about it more, I can see them sitting side by side with different lore to satisfy each's presence. Bloodmage is more of a black magic/voodoo lore, spiritist/neo-spiritist is similiar but different knowledge grants the skills, etc. But there really is a lot of overlap in the ideas here, and the way bloodmage works, the main difference would be using the health of the bloodmage as the energy pool, vs a separate energy pool/phylactory for the neo-spiritist. In a real sense, it's just about the only difference. although bloodmage has spirit spells that do not require mana/energy pool drain, and I am guessing that neo-spiritist wouldn't get the old spells? (would be cool if they did, so that there could be a mixed approach to combat).

    Wouldn't be opposed to seeing one or 2 of these proposed abilities given to bloodmage. A nice big aoe with a big health hit, the kill-self ethereal blast, and some form of ethereal armor "aura" so it could be a group buff. The Aura would also fit the existing spiritist school. (I haven't played in spiritist directly since 2005 so forgive me if there is already an aura like ability there).
    Last edited by Guaran; July 10th, 2014 at 08:57 PM.

  15. #15

    Default Re: Neo-Spiritist

    They are related, Bloodmage and Spiritist. In fact, I would also say that Reaver falls into this same category of schools that deal with life-force. My original (along with Rawdge's input) idea was that:


    • Spiritist - Spiritists tread in areas of magic that others will not. They directly manipulate the ethereal essences of life to their own ends. They're spells pass right through physical defenses such as armor to tear at the very fabric of life itself. Spiritists must have a reserve of life energy built up before they can cast their spells. This energy is syphoned from their enemies, their friends, or sometimes even themself and is often stored in a Phylactery so that it may be used at a later date. Spiritists fill the Phylactery by first drawing the life energy from another living being and then draining the energy using their body as a Conduit to the Phylactery.
    • Bloodmage - Bloodmages have their roots within the Spiritist school. Like Spiritists, they deal closely with the essence of life, but rather than interacting with the Ethereal aspect of the soul, they work with the physical aspect - blood. They are the masters of debuffs, with the capability to hinder, cripple, and sometimes outright kill their victims, though that is reserved for only the most powerful of Bloodmages. A Bloodmage acquires life energy by the physical act of drawing blood. The violence inherent in the act and the exposure of blood (and often fear from the victim) carry an energy that the Bloodmage can tap into and store in a Phylactery for later use. Bloodmages fill the Phylactery by first drawing the life energy from another living being (using a Ceremonial Dagger and an act of violence) and then draining the energy using their body as a Conduit to the Phylactery.
    • Reaver - Reavers are Warriors who have learned to manipulate the life forces of their enemies to aid them in combat. Woe to any Warrior who thinks that a sturdy suit of armor is all the defense they need, as a Reaver will soon show them that the spirit cannot be protected by a physical shell. Reavers are adept at pushing their life-force beyond its normal limits to give themselves boosts of strength or regeneration or even health. Unlike a Spiritist or even a Bloodmage, a reaver must gain its lifeforce from enemies, not itself. Unlike the other spirit schools, Reavers use a sword called a ((Reaver Blade)) to draw life energy from their victims and to act as a Phylactery, storing this energy for later use. In this manner the blade also acts as a Conduit through which the Reaver can draw this energy to cast spells.


    Anyway, that was the ideas that we developed in 2006 when thinking about how the schools might be revamped to have meaning and more focus.
    "Alea iacta est" -- Julius Caesar

    Toot shouted, voice shrill, "In the name of the Pizza Lord! Charge!" (Jim Butcher's Dresden Files)

    "Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will spends it whole life believing that it is stupid." -- Albert Einstein

  16. #16

    Default Re: Neo-Spiritist

    Love the general idea and feel of it.. It seems like quite a bit of work but, frankly, also precisely the kind of 'oomph' that classes need to be special and enticing to play, and not just "level to X for Y ability" fodder that some are relegated to.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •