A lot like DnD, yes, but also adapted for the broad play of FL. Stuff like terrain-dependant spells and spells whose effect changes based on weather/terrain, and the ability to actually change the terrain of a room for a small time.
Class: Blighter
Races: Human or Feral
Prerequisite: Level 30 Ranger, or Druid of any level. Converting to Blighter reverts you to Level 1.
Blighters are a casting-heavy hybrid class, with spells heavily reliant on their environment. Different environments provide bonuses or penalties for some spells, while affording different effects for others. Unlike druids, however, their use of nature is not the touch of life, rather the rot of death.
Lore: In the beginning, there was life. All lived in relative harmony with each other, each having their place in Gaia's eternal glade. However, this was not to remain forever. Legions of the dead erupted into the world, led by the behemoth known only as The Nameless. After countless battles, the threat was finally sealed by clerics of the light. However, a great cost was payed. The war-torn world was scarred, it's land tainted by death. Months later, the foul energies of the rift spilled forth into Aabahran, it's corruption forever changing the face of the world. Where once a lush forest grew, a vast desert known as the Forsaken Lands split the world in twain. Dark entities corrupted life of all forms, most evidently the Feral. It was not only mortals, though, that would succumb to the twisting evil that now beseiged the world. Hgroathar, a Son of Gaia, and powerful conduit of Aabahran's ley energies, bore the brunt of the Rift's taint, unwittingly absorbing it and feeding off it's malevolence. In time, Hgroathar heard whisperings in his mind, doubts in the might of Gaia, his mother and creator. Over centuries, doubts beget misgivings, and misgivings became distaste. Soon enough, distaste became hatred and loathing. Discontent with the perceived failings of his mothers and his siblings, Hgroathar betrayed his lineage, attacking his brothers and sisters and claiming their might for his own until the day of his defeat. However, his brothers and sisters no longer held the power to slay him outright. Only able to contain his power, they sealed Hgroathar deep beneath the earth, inside a runed prison which could not be opened from inside.
Recently, Hgroathar has seemingly found a way for his will to permeate the boundries of his prison. At times, he is even able to project himself into the minds of the weaker willed beings. Cunning use of this ability has renewed his zeal, and even now he plots his escape. With help from the outside, Hgroathar may once again wage war on his brothers and sisters, this time with a powerful following of malcontents. For now, their order exists entirely in secret, their master pulling strings from the shadows. Some worship him as a God, sealed in jealousy by his weaker rivals. Others see him as a means to an end. Whatever their motivations, they are all useful pawns for Hgroathar, for he will be vindicated, even if he has to slay every last one of his siblings to save them from their own blindness.
Skills:
Level 1: Staff, Polearm, Parry, Whip, Flail, Staves
Level 2: Hand to Hand, Dagger
Level 5: Dirt Kicking
Level 6: Fast Healing
Level 8: Meditation
Level 12: Camoflauge*,
Level 14: Track*
Level 18: Haggle, Dodge
Level 24: Second Attack
Level 30: Trance
- Can only benefit from these skills in Desert or Volcanic terrain
Spells:
Level 5: Detect Invisibility
Level 6: Detect Magic
Level 10: Poison
Level 15: Rot
Level 16: Decrepify
Level 17: Unnatural Predatation
Level 21: Lepersy
Level 26: Deforest
Level 30: Magma Burst
Level 32: Rust
Level 36: Leech
Level 40: Cataclysmic Might
Level 43: Harness Nature
Level 45: Mites
Level 50: Touch of Death
Rot: Deals moderate damage and applies the Decompose effect (which works in functionality like a bleed. Frequent 1hp damage ticks that leave bits of flesh where the victim walks). This effect lasts for 3 hours, and the damage is dealt once per round.
Decrepify: Deals significant damage to movement. Victim loses 15% of their current movement.
Unnatural Predadation: In forest terrain, it grants +.2 per level to hit/dam for 8 hours. In Desert, it applies Haste for 5 hours. In Volcanic terrain, it gives a moderate chance for your attacks to deal fire damage, lasting 8 hoours. In city terrain and over water, it provides flying for 12 hours. In swamps/other "gray" font areas, it provides a +5 to dodge and parry for 10 hours. Over mountain terrain, it increases size category by 1 for 12 hours.
Leprosy: Functions like the Curse spell. Has a small chance to cost double mana to also apply plague.
Deforest: Immediately turns the current room from forest to desert. Lasts for 4 hours. While in the deforested room, the Blighter regains significantly increased regeneration. Costs a large ammount of mana.
Magma Burst: Deals fire damage to everything in the room. Even the Blighter is not safe from this spell, though the Blighter takes less damage than other targets. Damage increases with each successful cast, to a cap, and resets when another spell is cast, or the Blighter fails in casting.
Rust: Deals no damage, but has a good chance of destroying a targetted piece of equipment. Only affects metallic arms and armor. Does not work on burnproof items.
Leech: Damages the enemy and heals the Blighter for 1/4 - 1/2 of the damage dealt, depending on the health of the Blighter and the victim. If the Blighter has signicantly lower health than the target, these effects are maximized. The damage and healing falls off the closer the gap in health is. If the Blighter has significantly more health than the target, the spell fails. Applies Hemoplague, which prevents the Blighter from affecting the target with Leech for at least 6 hours.
Cataclysmic Might: In a forest, this spell doubles damage dealt by non-spell sources for 5 hours.. In swamp/"gray" text areas, increases Mal level by 2 for 6 hours. In Mountain, it heals the Blighter as a Level 56 Heal Critical. In a city, it casts a level 52 earthquake. In a desert, it increases Aff level by 2. In volcanic terrain, all Magma Bursts cast at max damage for 4 hours.
Harness Nature: Long lag after cast, 2 round meditation time required. Your next spell within 12 hours that has a terrain-specific outcome also applies the terrain of the room in which Harness Nature was prepared. (i.e. you prepare Harness Nature in a desert, then cast Cataclysmic Might in a volcano, you get both the boost to Aff level alongside your max damage benfit on Magma Burst. Cannot be cast again for 36 hours.
Mites: Victim suffers -15 proficiency to all spells, lasts 3 hours, doesn't stack. Cannot be cast on the same target for 12 hours.
Touch of Death: Kills a non-player follower to deal damage equal to 1/3 it's current health to the enemy. Only usable in Combat. In desert terrain, this increases to 2/3 current health of the non-player follower.
I'm iffy about adding a sanctuary type spell. Not sure if it would give too much utility. If I did, it would be "Hgroathar's Gift" and learned at level 32.