Spiritual Classes In Luecidea
There is nothing one cannot accomplish when they truly push themselves towards a goal. Your will and resolve must be as strong as steel, and you must make sure you know exactly how or why you are fighting. Once you understand your innermost self, you can attain powers most would think unspeakable"
Dec'mai Breen, High Priest of the Polytheistic.
The Delphi are beings powered completely by their will; and learn how to push their resolve to almost superhuman levels. Although they do not have to be outcast from others; they must learn to act in independence, and gain their power directly from themselves and nobody else. They say that if a Delphi is training to protect others, they will fail. A Delphi's power works in the manner of taking their willpower and converting it into hostile and helpful energies. This allows them to do various feats, such as fly or even teleport. They can charge their will to increase their physical parameters, as well as create an aura over certain parts of their bodies and even weapons. The aura will bestow a various amount of buffs and power bonuses to whatever they cover. NONE of these abilities may be given to others, however. Their healing spells are more effective than any other classes (aside from priests of course), but can only be used on themselves.
CLASS FEATURES:
-Lone Wolf: If the Delphi is fighting alone (in a purely combat sense. Fighting in a group, but only attacking a target that is attacking you still counts), their attack damage increases slightly, and they gain 10% extra Soulpower.
-Know yourself: Delphi have a natural resistance to MIND based illusion. This does not mean they can negate every one; but they extra leeway when dealing with them.
Central Stats: Willpower, Strength, Agility
CLASS FEATURES:
-Lone Wolf: If the Delphi is fighting alone (in a purely combat sense. Fighting in a group, but only attacking a target that is attacking you still counts), their attack damage increases slightly, and they gain 10% extra Soulpower.
-Know yourself: Delphi have a natural resistance to MIND based illusion. This does not mean they can negate every one; but they extra leeway when dealing with them.
Central Stats: Willpower, Strength, Agility
It's a horrifying thing to think of...Whoever pioneered the twisted practice that Sadismicks follow. Their energy comes directly from pain caused on their bodies. It is said that this release of pain channels the energies within them; allowing them to develop horrible powers. Sadismicks gain a potent energy upon hurting themselves, enough to heal their bodies (only of their own, self inflicted wounds) and still produce a powerful attack. These attacks are generally to do with parts of their bodies; such as manipulating their blood, or perhaps creating weapons out of their own bones or limbs, causing new ones to regenerate. The more powerful a Sadismick becomes, the more outlandish their wounds can be; to the point of killing them in technicality. Sadismicks are rarely ever accepted in mainstream societies, causing them to have to keep their powers a secret from most.
CLASS FEATURES:
-Love Pain: Sadismicks who are attacked and hit by hostile forces gain half the damage percentage back in energy. For example, if an attack is calculated to do 20% of a Sadismick's TOTAL health, they will gain 10% of their soulpower back (Note this is liable to be nerfed to a quarter depending on how it goes in rp). They are also able to work under extreme pain without faltering their movements.
-Sweet release: Killing a notable NPC or PC opponent will refill your energy to 50%.
Central Stats: Willpower, Constitution, Dexterity
CLASS FEATURES:
-Love Pain: Sadismicks who are attacked and hit by hostile forces gain half the damage percentage back in energy. For example, if an attack is calculated to do 20% of a Sadismick's TOTAL health, they will gain 10% of their soulpower back (Note this is liable to be nerfed to a quarter depending on how it goes in rp). They are also able to work under extreme pain without faltering their movements.
-Sweet release: Killing a notable NPC or PC opponent will refill your energy to 50%.
Central Stats: Willpower, Constitution, Dexterity
Although one would assume that the polar opposite of a Sadismick would be a good thing; not everything is as it seems. Although some Euphorian's practice their techniques in the sense of positivity, some take their roles much too literally, to horrifying results. A Euphorian gains their power by keeping a positive outlook on their situations and lives, and in some cases that allows the user to be a beacon of hope and optimism for those around him. The ones that take it far too literal however...Are freaks of nature. Unnaturally wide smiles stick their faces for the rest of their lives, laughing manically at any pain given to them. They keep their demeanour in a creepy state of glee, much to the dismay of those who find out their true abilities. Their energy allows them to create horrible beams of pure energy that can burn, sear, and even deconstruct the things they come in contact with. They are also naturally adept at creating clones of themselves for certain periods of time. Although Euphorians are generally accepted into society, they are given a close watch. The most dangerous psycho is often the one who never stops smiling, after all.
CLASS FEATURES:
Smiley: Because of their sometimes unsettling smiles; if a Euphorian can cause a person (outside of the Euphorian tree) to stare at their faces directly for a small period of time, it can cause them to panic, and become unable to attack for one post.
Cause me to Frown: Any status changers such as illusions that change mood or taunts will cease to cause the desired effect on a Euphorian. This can be overcome by reducing their mana pool to half, or their life force to 25%. Note that illusions that cause the notion of bodily harm/other effects still work.
Central Stats: Willpower, Charisma, Intelligence
CLASS FEATURES:
Smiley: Because of their sometimes unsettling smiles; if a Euphorian can cause a person (outside of the Euphorian tree) to stare at their faces directly for a small period of time, it can cause them to panic, and become unable to attack for one post.
Cause me to Frown: Any status changers such as illusions that change mood or taunts will cease to cause the desired effect on a Euphorian. This can be overcome by reducing their mana pool to half, or their life force to 25%. Note that illusions that cause the notion of bodily harm/other effects still work.
Central Stats: Willpower, Charisma, Intelligence
Fezekians are all about helping the ones they care about. They specialize in buffing themselves and others with various helpful effects, ranging from things like basic stat increases, to full on armours. At a high level, Fezekians can often create weapons that others can pick up and use, becoming even more effective if they specifically reference the same class as the person using them. Fezekians must have a clear understanding of who they want to protect to draw their power properly; but it can be a broad sense. For instance, as long as a Fezekian has a good reason to want to protect everyone innocent (or even guilty), their power will still draw as normal. They are known to be the leaders of most Spiritual communities, and although they are seen as simple utilities; a Fezekian defending someone they care about will almost always prove to be a worthy opponent.
Teamwork: The more people that a Fezekian is fighting with, the more powerful his buffs become. This does not count for his outright magical attacks however.
Soul Link: Once a day, a Fezekian can link his soul with another person (who is willing) and allow that persons damage to convert to soulpower for the user. 25% of calculated damage on the linked soul will return as Soulpower to the Fezekian. This does not work both ways, and will only be active if both targets are in the same general area.
Central Stats: Willpower, Charisma, Strength
Teamwork: The more people that a Fezekian is fighting with, the more powerful his buffs become. This does not count for his outright magical attacks however.
Soul Link: Once a day, a Fezekian can link his soul with another person (who is willing) and allow that persons damage to convert to soulpower for the user. 25% of calculated damage on the linked soul will return as Soulpower to the Fezekian. This does not work both ways, and will only be active if both targets are in the same general area.
Central Stats: Willpower, Charisma, Strength