by K. T. Hanna
Mind Wipe
This ability allows you to reduce your targets threat for you or whoever is at the top of their agro list
Effects: Change aggression list, or make the opponent forget their tasks for a few seconds. Range and duration may be increased as the caster levels.
Cost: Requires MA to be at 55
Caution: This spell can increase in both range and severity. From a single target, to a full raid—it’s all possible. Just remember someone else needs to take that agro, or else you’ll be the main target.
Shield Expansion
This ability allows you to extend your individual mental shielding against mental or magical attacks over others.
Effect: If attacked with magic (mind or spell), this shield will protect those under it from damage or effects
Cost: Requires 10MA per person covered
Kinetic Strand - Psionicist
Forcefield Barrier
This is the first in your kinetic line of spells. Once triggered by luck, you can now activate it at will. It allows you to form a bubble of mental energy and transform it into a tangible forcefield.
Effects: This can prevent some physical damage. The damage amount depends on the strength of will and caster behind the barrier. Size is increased by MA level and usage
Cost: This shield requires your MA to be at 60, but will not use MA to cast as it is a kinetic ability.
Caution: This spell can create a backlash when used too much. Do not use it as a crutch.
Base Kinetic Structure
In order to take advantage of your ability to turn thoughts into weapons, you must reinforce the skills that ground all of your telepathic and telekinetic abilities.
Effect: This ability allows you to strengthen the base of all three arms of psionics. Thought Shielding will eventually physically repel an attack. Thought Sensing can break through others’ shields to reveal what is hidden. Thought Projection can lend solidity to the induced hallucinations managed once skill level 250 is passed.
Cost: This is a passive skill and will begin working to bolster your abilities as soon as you absorb it.
Caution: Do not presume to know how this passive ability works. You will need to test this out. The difference for these abilities between telepathy and telekinesis is very fine. What this ability does is allow your kinetic field to grow at the same rate as your telepathy. What it does not do is make you infallible. Always remember that if you’re not sure, you can do more damage than you think. Not only to yourself, but to those you target.
Mental Acuity (MA) Level Four (4)
Forcefield Push
Once used wildly, you can now activate this at will. This will form a bubble of force projecting directly outwards from you in an arc and push anything in its path out of your way. Having this ability directly available will now allow you to develop some measure of control.
Effects: This will cause some physical and mental damage to any opponent caught in the range of the push. The amount of damage inflicted depends on the level and strength of will behind the push. Damage is increased by MA level and usage.
Cost: This push requires that you have MA at eighty, but will not use MA to cast, as it is a kinetic ability. Can only be used once every five minutes.
Caution. This spell can create a mind backlash if over-utilized. Make sure those in your path are not allies, as this ability does not discriminate between friend and foe.
Unless you want to make them a foe. Then they’re fair game. Remember, try and maintain control.
Phantom
This ability allows you to convince your enemies that you are a different target. This renders you invisible to their aggro radar for all intents and purposes.
Effect: This ability not only transfers your generated aggro, but also takes you off the targetable list for the duration. It transfers aggression to your target, giving them your appearance, and rendering you invisible to any enemy near you. This may be used on allies, but also on enemies.
Cost: this ability requires MA to be at a minimum of 50, drains 5 MA per second, and will adjust as MA level and usage of this ability increase. Requires Charisma to be at 150 or more. Cannot be chained, must wait at least 5 minutes for MA to regenerate.
Caution: Make sure you do not cause your MA to run out. Should that happen, backlash will render the caster unconscious for a period of seconds not less than half the caster’s level. Make sure you choose your targets wisely.
Base Enchanter Spells:
Level One (1):
Minor Suffocation
Cast: Single Target
Type: Damage Over Time
Duration: 24 seconds
Effect: This spell winds a mind leash around your opponent, as if it were trying to suffocate them. Its damage ticks every three seconds for twenty-four seconds.
Minor Shield
Cast: Self Only
Type: Buff
Duration: 45 minutes
Effect: This casts a minor shield over your skin, increasing your Armor Class by level + 3, and hit points by level + 5.
Simple Animation.
Cast: Self
Type: Pet
Duration: Until death or dismissal
Effect: This summons a magical pet that sort of does your bidding. It costs a tiny sword to cast. Isn’t the best at obeying commands.
Level Four (4):
Mesmerize
Cast: Single Target
Type: Breakable Stun
Duration: 24 seconds
Effect: This spell immobilized your opponent for as long as they take no damage, or 24 seconds, whichever is shorter. You may cast non-damaging spells on them, and you may renew this casting before the initial one expires. Casting it on your friends probably isn’t a good way to win popularity contests.
Flux
Cast: Area of Effect
Type: Stun
Duration: 4 seconds
Effect: This is a stun that radiates out from the caster for fifteen feet. It will stun anyone who means the caster harm within that radius. Does not produce sparkles.
Gate
Cast: Self Only
Type: Travel
Duration: N/A
Effect: This will transfer you to your bind point
Invisibility
Cast: Self or Others
Type: Buff
Duration: 10 minutes or until broken/seen through
Effect: Causes generic invisibility. Undead don’t count. Will drop if you cast a spell or take damage.
Fear
Cast: Area of Effect
Type: Brief Loss of Control
Duration: 25% of level in seconds.
Effect: Causes enemies to flee from you in terror. But if you use it too soon, it’ll probably just look like they misplaced something for a second.
Level Eight (8):
Cancel Magic
Cast: Self or Others
Type: Debuff
Duration: Instant
Effect: Casting this spell will remove one magically caused effect from the target. Make sure you want to remove it.
Root
Cast: Others (or self if you really want to)
Type: Immobilization
Duration: 8 seconds
Effect: This will root the target in place. Probably not the best idea to cast it on yourself when fleeing in panic.
See Invisible
Cast: Self or Others
Type: Buff
Duration: 10 minutes
Effect: Really? Does this really require explanation?
Soothe
Cast: Self or Others
Type: Debuff
Duration: Varies
Effect: This will lower the threat level of a target, but it will not mak
e it disappear. Probably not useful on yourself unless in a really bad mood.
Chaos
Cast: Others
Type: Direct Damage
Duration: Instant
Effect: This spell causes direct mental damage to the target, dropping their hit points by two times the caster’s level. Requires a recharge.
Level Twelve (12):
Allure
Cast: Others
Type: Charm
Duration: Until broken
Effect: This spell will charm a mob or other player. This ability depends on the casters charisma, and ability to calm their charge. Whatever you do, don’t piss them off while under your command. It rarely ends well.
Suffocation:
Cast: Single Target
Type: damage over time
Duration: 36 seconds
Effect: This spell winds a mind leash around your opponent, as if it were trying to suffocate them. Its damage ticks every three seconds for thirty-six seconds.
Bind Affinity
Cast: Self or others
Type: Buff—or soul affixer
Duration: Until renewed or overridden with a new location
Effect: This spell binds the target to an area of choice, allowing them to resurrect easier and hopefully closer to their corpse. Because you’ll all die. A lot.
Infravision
Cast: Single Target
Type: Buff
Duration: 10 minutes
Effect: Aids the target with a form of night vision.
Stupefy
Cast: Single target
Type: Stun
Duration: 12 seconds
Effect: This will stun a mob in place for around twelve seconds. Probably not a good idea to cast on yourself.
Weakness
Cast: Single Target
Type: Debuff
Duration: 90 seconds
Effect: Reduces the target’s strength by 50% of the caster’s level.
Languidity
Cast: Single Target
Type: Debuff
Duration: 90 seconds
Effect: Reduces the target’s attack speed by 25% of the caster’s level in %. Trust us, it’s far more effective than you think. Probably.
Nullify
Cast: Single Target
Type: Debuff remover
Duration: Instant
Effect: Strips down magic resistance at 50% of the caster’s level.
Level Sixteen (16):
Mana Tide
Cast: Self or Others
Type: Buff
Duration: 45 minutes
Effect: This will cause you to regenerate mana faster in combat. Mana will increase by an additional three per five seconds. This buff levels with the caster.
Invisibility Versus Undead
Cast: Self or Others
Type: Buff
Duration: 12 minutes
Effect: This will render you invisible to any undead in the area. They will be unable to see you, however this buff will fall should you attempt to cast anything else while it’s active.
Mass Enthrall
Cast: Enemy Targets
Type: Offensive/Defensive—area of effect centered around the initial target.
Duration: 24 seconds
Effect: This is an area effect version of mesmerize. Any damage will break this spell. It’s a bad idea to use this while targeting allies.
Haste
Cast: Self or Others
Type: Melee Buff
Duration: 45 minutes
Effect: When cast on an ally, this buff will allow their melee speed to increase by 25%.
Feeble Body
Cast: Enemy Targets
Type: Offensive/Defensive
Duration: 24 seconds
Effect: When cast on an enemy target, their haste will be reduced by 25%.
Shield Illusion
Cast: Self or Others
Type: Defensive Buff
Duration: Until depleted – requires hematite
Effect: Using the power of your mind you cast a shield around your target, confusing the enemies and negating up to 75hp of damage. That whole mind magic thing seems to be working out well, doesn’t it?
Level Twenty (20):
Altruism
Cast: Self or others
Type: Buff
Duration: 45 minutes
Effect: This allows a faction increase to your target. It will lift you one faction level. However, should you be kill on sight, not even altruism can help you. This buff will update again at level 30.
Shift
Cast: Area of effect
Type: AOE Stun
Duration: 8 seconds
Effect: This stun effectively locks all mobs around its epicenter in place for 15 yards. They will be unable to move for 8 seconds.
Fervor
Cast: Self or others
Type: Buff
Duration: 45 minutes
Effect: This is an attack speed buff, but it also increases agility by the caster’s level. Cannot be cast on the same target as Beserker.
Beserker
Cast: Self or others
Type: Buff
Duration: 45 minutes
Effect: This buff adds strength to the amount equal to the level of the caster, however it also reduces agility by half the caster’s level. Best used for classes or pets who will not need agility stacked. Cannot be cast on the same target as Fervor.
Charismatic
Cast: Self or others (but who are we kidding, you’re an enchanter, you’ll never not cast this on yourself).
Type: Buff
Duration: 45 minutes
Effect: This buff increases your target’s charisma equal to the level of the caster. No restrictions. Cast away!
Magic Resist
Cast: Group
Type: Buff
Duration: 45 minutes
Effect: Increases your magic resistance by an amount equivalent to the caster’s level.
Armored
Cast: Group
Type: Buff
Duration: 45 minutes
Effect: Increases your AC by an amount equivalent to the caster’s level.
Level Twenty-Five (25):
Speed
Cast: Self or others
Type: Buff
Duration: 45 minutes
Effect: When cast on an ally, this buff will allow their melee haste or speed to increase by 30%.
Vigor
Cast: Self or others
Type: Buff
Duration: 45 minutes
Effect: This will increase energy rejuvenation by an equivalent to 20% of the caster’s level. Mostly, this will be used for melee classes, however sometimes it can be good for running away from dangerous mobs.
Enrage
Cast: Self or others
Type: Buff... sort of
Duration: 15 minutes
Effect: This buff will cause your target to receive some of the aggression generated by you. The mob will assume it comes from the target of this spell. This spell is intended for tank types or pets to take on. Only cast it on someone else if you really, really don’t like them, or maybe if you’re running for your life. Also — this can only be cast on one target at a time.
Signet
Cast: Group
Type: Buff
Duration: 45 minutes
Effect: This buff will increase the intelligence and agility of all group members by an amount equal to the caster’s level. Signet will not stack with Fervor, and can be overridden by casting the latter, should melee need their own boost. Both stats will be boosted to the level of the caster.
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Arcane Cure
Cast: Self or others
Type: Cure
Duration: Instant
Effect: Should an ally receive a magical debuff, you can cure them of this ailment.
Level Thirty (30):
Altruism
Cast: Self or Others
Type: Buff
Duration: 45 minutes
Effect: This allows a faction increase to your target. It will lift you two faction levels. However, should you be kill on sight, not even Altruism can help you. This buff will update again at level 40. Worked out well last time, didn’t it?
Shield Illusion
Cast: Self or Others
Type: Defensive Buff
Duration: Until depleted – requires hematite
Effect: Using the power of your mind you cast a shield around your target, confusing the enemies and negating up to 150 HP of damage. That whole mind magic thing seems to be working out well.
Mesmerize
Cast: Single Target
Type: Breakable Stun
Duration: 48 seconds
Effect: This spell immobilized your opponent for as long as they take no damage, or forty-eight seconds, whichever is shorter. You may cast non-damaging spells on them, and you may renew this casting before the initial one expires. Casting it on your friends probably isn’t a good way to win popularity contests.
In Perpetuity
Cast: Self Only
Type: Buff
Duration: Until death or departure from Somnia
Effect: This buff increases the enchanter’s casting speed for all spells, allowing them to fire them off in quick succession. Combined with Concentration, this buff allows the enchanter to access all of their spells without weaving.
Caution: this requires that the enchanter be fully aware of all of aspects of each spell they cast in this way.
Concentration
Cast: Self Only
Type: Buff
Duration: Until departure from Somnia or death.
Effect: This buff increases the enchanter’s ability to focus on and learn their spells. Combined with In Perpetuity, this buff allows the enchanter to cast all of their spells without first weaving them. Caution: If Concentration hasn’t been fully applied to the spells, the consequences can be disastrous.
Level Thirty-Five (35):
Mana Tide (Upgrade)
Cast: Self or Others
Type: Buff