Illusionist

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Description

The illusionist is a mage derivative for those adventurers who have a background in the healing arts of the cleric class. The healing abilities of the previous clerical class gives the illusionist a better understanding of the brain's internal structure, allowing him to manipulate it into seeing things differently than they actually exist. Like other mage classes, they are skilled in the arts of violent magic. They have a wide variety of offensive spells, but have trouble using any weapon with a long blade.

Skills

Mana costs assume the spell is trained to level 10.

Level Skill Description Effect Type Mana Cost
1 Magic Missile This spell conjures up a powerful bolt of magical energy and launches it at the target.
  • At higher character levels the caster can cast multiple missiles at a time.
  • Each magic missile does a small amount of damage to the target.
Combat 5 per missile
1 Appraise This skill gives the user detailed information on the target of the skill. This skill can be used to identify objects in the user's inventory, equipped items, objects on the floor, player characters, and mobiles. Noncombat N/A
2 Detect Invisibility Allows the user to see invisible objects and characters. While active, the user can see invisible objects and character. Otherwise, the character would be unaware that invisible things are even present. Buff 10
2 Detect Magic Allows the user to detect magical auras. Allows the user can see magical auras, such as in regen rooms or the presence of a glyph of warning. Buff 10
3 Chill Touch This spell focuses cold in the air around the caster into a beam of energy that is directed towards a single target. Deals a small amount of cold damage to the target. Combat 10
3 Infravision This spell grants the user infravision, also known as night vision.. While active, the user can see in dark rooms as if the room was lit. Buff 10
4 Armor Forms a magical defensive aura around the target. Provides a small bonus to the player's defense (+4% at skill level 10). Buff 15
4 Invisibility Causes a character or object to become invisible.
  • Invisible players and objects cannot be seen by other players unless they are affected by Detect Invisibility.
  • Invisible players receive a bonus of 8% to defense.
Buff 25
5 Burning Hands The caster coats his/her hands with fire while grabbing hold of the target. Deals a small a mount of fire damage to the target. Combat 10
6 Locate Object Allows the caster to attempt to find a specified object in the world. Returns the location of some items that match the specified keyword. Noncombat 20
6 Refresh Relieves the tiredness of the user or a target player. Restores a moderate amount of movement points to the target. Noncombat 25
7 Shocking Grasp With this spell a caster coats his/her hands in magicial sparks and grabs hold of the victim. Deals a small amount of damage. Combat 15
8 Sleep The caster attempts to put a target NPC to sleep. If successful, the target NPC will remain asleep until attacked or awakened by a player. Noncombat 25
8 Encompassing Aura With this spell, the caster can surround the target with a faint glowing aura that will make the target easier to hit. The target suffers a temporary penalty to his/her defense (6% at skill level 10). Noncombat 5
9 Blindness The caster attempts to blind the target. A blinded character cannot see anything and suffers a penalty to his/her attack (-5%) and defense (-8%). Combat 25
9 Lightning Bolt Allows the caster to summon a lightning bolt with which to strike a target character. Deals a small amount of damage, which is slightly increased if used while outside in stormy weather. Combat 15
10 Control Weather This spell allows a caster to change the weather. The caster can cause the weather to get more or less severe and can cause the temperature to grow warmer or colder. Noncombat 25
10 Detect Poison With this spell the caster can determine if a target character or object is poisoned. Using this spell tells the caster if the target is poisoned. Noncombat 5
11 Color Spray This spell casts a spray of magical energy at an opponent. Deals a small amount of damage and has a chance to blind the target. Combat 15
11 Dispel Magic This spell attempts to remove magical enchantments from a target character, object, or room exit.
  • If successful, one or several enchantments will be removed from a target character.
  • If the target character is the caster, then all enchantments are removed.
  • Removes enchantments from objects such as Invisibility, and from room exits such as Shield Room.
Combat 15
12 Word of Recall This spell returns the user to the center of the nearest major city.
  • Teleports the caster to the nearest room that has been specified as a recall point.
  • Due to its complexity, this spell takes some time to cast and can be interrupted if the user sustains too much damage.
Noncombat 10
12 Llyods Beacon Allows use of special beacon objects found randomly throughout the game.
  • Teleports the caster to the last room in which he/she dropped a beacon object.
  • Due to its complexity, this spell takes some time to cast and can be interrupted if the user sustains too much damage.
Noncombat 10
12 Whirlwind Summons a powerful gust of wind if used outdoors. Deals a moderate amount of damage to all NPCs in the caster's room, which is increased if used outside during windy weather. Combat 20
13 Mass Invisibility Invokes the invisibility spell on all characters in the room at once. Causes all characters in the room to become invisible, granting them an 8% bonus to their defense. Buff 35
13 Sense Death Allows the caster to detect any recent deaths. Displays the names of any characters recently killed in the same room as the caster, along with the name of the killers. Noncombat 5
11 Breathe Water Adapts a player's lungs to be able to breathe water as they would normally breathe air. Allows the player to survive in underwater rooms, which would otherwise result in drowning. Buff 10
13 Shield Room Creates a magical force that either weakly covers the room in general or can be focused on one specific exit.
  • Shielding a full room prevents any NPCs from entering.
  • Shielding a specific exit prevents NPCs and players from using that exit.
Noncombat 50
13 Protection from Fire Protects the user from fire-based damage. Adds 20 to fire resistance. Buff 10
14 Curse Puts a curse on a target player or object.
  • Provides a bonus enchantment to evil-alignment characters (+4% attack and +4 resistance to magic), and provides a negative enchantment to good-alignment characters (-3% attack and -4 resistance to magic) .
  • Causes a weapon to permanently have a chance to do small bonus damage to good-alignment characters.
Buff 5
15 Fireball Summons a ball of fire to strike the target. Deals a moderate amount of fire damage to the target. Combat 30
15 Waterwalk This spell enchants the target's feet such that the character can walk across water. Allows the character to walk across surfaces of water, but not the open ocean. Buff 10
15 Frost Lance With this spell the caster can fashion a lance of ice from moisture in the air and launch it at a single target. Deals a moderate small amount of cold damage, which is increased if the spell is used outside during a snowstorm. Combat 15
16 Teleport This spell allows the caster to teleport.
  • Teleporting will place the caster in a random room on the same continent.
  • Due to its complexity, this spell takes some time to cast and can be interrupted if the user sustains too much damage.
Noncombat 15
16 Charm Person This spell attempts to temporarily subjugate an NPC to the caster's will. A charmed NPC will join the caster's group and respond to his/her orders. Noncombat 30
17 Sense Life This spell grants the user the ability the detect hidden characters. The player will be able to see if any hidden characters are in his/her room, but not their actual names. Buff 10
17 Flesh Armor This spell causes the caster's skill to harden into a steel-like substance. Grants a small bonus to the caster's defense (5% at skill level 10). Buff 15
18 Wizards Lock This spell places an invisible enchantment on a closed door, locking it with magic. Anyone wishing to open a wizards locked door must use the knock spell. Noncombat 20
19 Chain Lightning Summons a bolt of lightning to strike all NPCs in the caster's room. Deals a moderate amount of damage to all NPCs in the room, which is increased if used outside during a rainstorm. Combat 20
20 Glyph of Warning Allows the caster to create a magical glyph to monitor a location, which can only be detected by Detect Magic. While active in a room, a glyph will notify the caster whenever a player enters. Noncombat 50
20 Knock Allows the caster to remove a magical enchantment sealing a door shut. Nullified the effect of Wizards Lock on a door. Noncombat 20
20 Protection from Cold Protects the user from cold-based damage. +20 to resist cold. Buff 10
21 Mirror Image The casting of this spell will create duplicate images of the caster, which mimic his/her every move. Creates mirrors images of the caster (6 at skill level 10). Any melee attack directed at the caster will have a chance to instead hit a mirror image, destroying it instead of damaging the caster. Buff 25
21 Displacement With this spell the caster can cause his body to appear to be in a slightly different location from where it actually is. Grants a small bonus to the user's defense (+4% at skill level 10). Buff 7
22 Dimensional Rift Allows the caster to create temporary rifts in space.
  • Creates a magical one-way portal from the caster's room to that of the target.
  • If the target is unreachable, any player entering the rift will die.
Noncombat 75
23 Mindshock This powerful spell sends a pulse of mental energy outward from the caster. Deals a moderate-large amount of damage to all NPCs in the same room as the caster. Combat 23
25 Wizards Eye Launches an invisible, magic eye in one specified direction. The eye reports back to the caster whatever it sees in each room it enters. Noncombat 25
25 Frost Bite With this spell the caster can touch the target character and inject a magical cold venom into his/her blood. Has a chance to deal a moderate amount of damage to the target and/or cause a temporary strength penalty. Combat 25
26 Detonate This spell causes a large explosion within the body of the target character. Deals a large amount of fire-based damage to the target. Combat 25
27 Flame Touch Allows the user to coat a weapon with swirling flames. The flames add a small amount of damage to each successful melee attack using that weapon. Noncombat 7
30 Blink Attempts to make the user suddenly vanish and appear in another nearby room.
  • If successful, the caster will appear in a nearby room.
  • Due to its complexity, this spell takes some time to cast and can be interrupted if the user sustains too much damage.
Noncombat 20

Class Benefits

  • Naturally have more mana than any other class
  • More powerful offensive magic
  • Access to mirror images spell

Class Negatives

Multiclassing

Illusionist is formed by a cleric multiclassing to mage.



Necromium Classes

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