From: petitc@lib111.its.rpi.edu (Christopher Jon Petit)
Subject: Adding New Magic Class to Moria
Reply-To: petitc@rpi.edu
Organization: Rensselaer Polytechnic Institute, Troy, NY.
Date: Thu, 3 Sep 1992 12:44:34 GMT


  Well, I'm adding a third  MU class to Moria---the Mentalists.  Here is the
class description.  Tell me if you think it is or isn't balanced, and what I
can do to make it more fair...

			Mentalist:  Class Description

	A Mentalist has a forceful, controlling personality.  This personality,
developed in a world of magic and wonder, such as Moria, can create miracles.
These miracles are the heart and soul of a Mentalist's power.

	He is the experimenter of the magical classes, and hence, needs no book
to use his powers.  In fact, he doesn't even have to see to use the powers.
However, confusion still prevents his powers from functioning.

	He is the hardiest and best fighter of any of the straight magic user
classes.  However, since he did not study to gain his powers, he is terrible at
using magical devices.  Also, he lacks subtlety---his stealth is
miserable since he runs right into battle, and he has difficulty trying to
disarm traps left for him.

	He can only gain one power per level, since it requires intense
experimentation to gain these powers.  In addition, he doesn't know what power
he has created.  Nor does he know what powers he CAN posses.

Mentalist:

MENTAL MAGIC
HP added: 3
Freq. of Search: 10
Search Base: 40
Base-to-hit: 50
Stealth: 1
Base-to-hit, bows: 5
Disarm: 10
Magic Device: 20
Save: 30
Extra XP needed to advance: 25%

Added each level:

Extra-to-hit: 3
Extra-to-hit, bows: 1
Extra Disarm: 2
Extra Save: 3
Extra Magic Device: 2

Added when class is selected:

Str: -1
Int: -1
Wis: -1
Dex: +2
Con: +1
Chr: +3

		Spell Listing for Mentalists

Note:  If a Mentalist casts a spell when blind, it acts as if the caster were
5 levels lower, and costs double the Mana to cast.  In addition,
the direction is random.

DETECTION CLASS (10 Spells)

Detect Creatures:  Detects all creatures, EXCEPT undead
Level: 1
Mana: 1
Fail: 20%

Sense Area:  Magic Maps area
Level: 2
Mana: 1
Fail: 25%

Find Objects:  Detects all objects/treasure/traps/doors in an area
Level: 2
Mana: 1
Fail: 30%

Orb of Light:  Lights an area
Level: 3
Mana: 2
Fail: 35%

Extend Sight:  Adds +10 feet to infravision for 3d10 rounds
Level: 4
Mana: 2
Fail: 50%

Sunlight:  Staff of Starlight
Level: 4
Mana: 3
Fail: 50%

Divination:  Detects all creatures, including undead and invisible creatures
Level: 6
Mana: 3
Fail: 55%

Invisibility:  Confuses a monster
Level: 7
Mana: 4
Fail: 60%

Insight:  Identifies an item
Level: 8
Mana: 5
Fail: 99%

Open:  Destroys traps/doors
Level: 10
Mana: 6
Fail: 70%

MOVEMENT CLASS (4 spells)

Blink:  (level*3/2)% chance long teleport, otherwise short teleport
Level: 7
Mana: 6
Fail: 50%

Warp: Word-of-Recall in 5d10-level/2 rounds
Level: 9
Mana: 8
Fail: 60%

Repel: Teleports monster 10+level/5 feet away (1 square+level/5 squares)
Level: 15
Mana: 13
Fail: 80%

Slow World:  Haste Self for 1d12+level/2 rounds
Level: 25
Mana: 20
Fail: 90%

CURATIVE CLASS (5 Spells)

Little Cure:  Cures 5d5+level/4 HP damage to caster
Level: 7
Mana: 4
Fail: 50%

Light Meditation:  Cures 3d9+level/3 HP damage to caster, Slows Poison.
Paralyzes caster for 1d5 rounds.
Level: 11
Mana: 7
Fail: 60%

Sustinence:  Gives caster some food (same as Elvish Waybread for food).
Paralyzes caster for 1d10 rounds.
Level: 15
Mana: 10
Fail: 70%

Deep Meditation:  Cures 5d8+level/2 HP damage, Cures Poison+Fear.
Paralyzes caster for 2d10-level/3 rounds.
Level: 19
Mana: 13
Fail: 80%

Restoration:  Restores ALL lost XP and lowered stats
Level: 25
Mana: 24
Fail: 90%

ATTACK CLASS (10 Spells)

Suspend:  Sleep III
Level: 13
Mana: 12
Fail: 55%

Aura:  Does 2d9 points damage to any monsters around caster (area effect,
never moves, lightning effect)
Level: 15
Mana: 14
Fail: 60%

Mind Blast:  Does 3d8 points damage to any creature, but undead ignore this
attack
Level: 17
Mana: 16
Fail: 65%

Sickness:  Does 3d9+level/4 points poison gas damage to any creature
Level: 19
Mana: 18
Fail: 70%

Lightning:  Does 5d10+level/2 points lightning damage to any creature
Level: 21
Mana: 20
Fail: 75%

Corrosion:  Does 5d7+level/2 points of acid damage to a monster
Level: 23
Mana: 22
Fail: 80%

Rising Sun:  Does 5d5+level points lightning damage in an area
Level: 25
Mana: 22
Fail: 85%

Plague:  Does 4d10+level points poison gas damage in an area
Level: 29
Mana: 25
Fail: 87%

Drain:  Does 10d10 points damage to a monster, and to caster (e.g. Drain Life)
Level: 33
Mana: 28
Fail: 89%

Suicide:  Does 10d20+level points damage in an area around caster, then
Word of Destruction
Level: 37
Mana: 34
Fail: 95%






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