Post by Arazlam Durai on Sept 26, 2015 14:04:53 GMT -8
MYSTIC
Primary Weapon Types: Sticks, Rods, Staves, or Dictionaries
Armor: Light
The mystic is a powerful and wise individual who presides over the power of Yin and Yang magic. They manipulate parts of their aura and imbue it on an object in order to turn the tides of an individual’s luck whether it is good or bad. Many believe they can predict the future, but in actually they manipulate it.
Many mystics are taught from the same temples that the monks train at, however instead of learning out to fight with their fists they have learned to control their chakras. Utilizing different principles of meditation, a mystic will hone their intentions upon an inanimate object so that once possessed by the selected target the winds of change commence. All of their skills are touch-based and trigger upon possession by their chosen target.
Mystics come from all stocks of birth, since the temples do not discriminate whom they teach. The best ones permitted in royal court, however, are often of noble birth in some capacity. Many nobles house their own personal mystics in order to help them turn things in their favor or to protect themselves against assassins.
This class is not really designed to fight upon the battlefield, but may help enhance it by the mechanization of their work beforehand.
MAIN SKILLS
All of these skills require the mystic to enchant an inanimate object that comes into possession by the chosen target. Once triggered, the effect lasts until the individual is cured or wears off. The enchanted item holds its charge of the spell for one day per character level, not counting Non-Combatant. For Divine level master mystics, the item can hold the effect indefinitely until triggered.
Mystics can use each of their skills that they have access to once per day unless otherwise noted.
The mystic is not required to be in the same thread or room when the target possesses the enchanted item and triggers the effects.
- Blind: Blinds the target, causing them to significantly lowering their ability to maneuver around or attack.
- Spell Absorb: The Mystic is capable of gaining mental energy from being attacked by an offensive spell. The character will still feel the physical damages of the spell.
- Life Drain: Absorbs a quarter of the target's physical energy, half if they’re a master level mystic.
- Pray Faith: Doubles the magic user's attack power for two spells, and gains more confidence in themselves increasing their possible hit rate by 10% for the rest of the thread.
- Doubt Faith: Temporarily halves the magic user's attack power for two spells, and begins to doubt their abilities which lowers their accuracy rate by 10% for the rest of the thread.
- Zombie: Slowly begins to turn an individual’s flesh necrotic, eventually corroding their mind and becoming a mindless entity that attacks everyone in their path. This particular ability does not wear off, it must be cured. This individual cannot be healed or cured by conventional methods and requires special items or abilities that can counteract the necrosis effect. If cured, the individual requires sufficient bedrest to recover. A mystic may only cast this effect once a month because of the level of chi manipulation required to perform it. The ability also has a chance to backfire upon the mystic. (Master class ONLY)
- Silence Song: Constricts the target's vocal chords, making them incapable of speaking.
- Blind Rage: Enrages the target, causing them to attack wildly (friend or foe) until they are calmed down. It also makes them 10% more vulnerable to attacks and nullified any natural instincts such as arrow or weapon guard.
- Foxbird: Causes the target to become too intimidated in personality to become assertive in their current affairs or on the battlefield. The character chooses to retreat instead. (Master class ONLY)
- Confusion Song: The target begins hearing music in their head that causes them to hallucinate and have erratic behavior. Target will talk to random objects, or attack people (friend or foe) randomly and for no reason. (Master class ONLY)
- Dispel Magic: Cancels all positive status effects on a target.
- Paralyze: Prevents the target from taking an action. (Master class ONLY)
- Sleep: Puts target into a comatose-like slumber. Lasts the equivalent number of days to the mystic’s character level. (Master class ONLY)
- Petrify: Turns a target to stone. (Master class ONLY)
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OTHER SKILLS
- Absorb Used MP: The Mystic is capable of gaining mental energy from being attacked by an offensive spell. The character will still feel the physical damages of the spell. (Master class ONLY)
- Defense Up: A natural instinct where they manipulate their chi in being able to half any damage taken from a physical attack. May only be used once per thread.
- Any Weather: Mystic manipulates their chi so that they are capable of pressing onward despite excruciating weather conditions. During this process they cannot perform any of their other skills until they have found appropriate shelter and have sufficiently recovered. (Master class ONLY)
- Move-MP Up: Mystic gains incremental amounts of mental energy as they take a stroll (meaning walking calmly. Not panicked, and not during battle).