2012年4月18日星期三

Fan Class: Invoker

Just an idea of mine. If anyone could tell me how to upload jpegs, I've got a picture of one of the summons. Anyways, hope someone enjoys, feel free to flame or praise.

Background

An ancient heresy describes a tribe of demons that refused to fight alongside Diablo and fled to Sanctuary hoping to avoid his wrath. Being ethereal, these so called jinn had no bodies of their own, so they formed new ones from the elements of wind, earth, and fire. Hoping to avoid humans, the jinn hid in distant, empty lands. However, time went by and mankind spread out, until the day came that a group of nomads happened upon a jinn that had taken the form of a burning bush. Seeing a kindred love of freedom in these men, the jinn pledged his loyalty to the nomads in exchange for a human host. The nomads agreed, and even to this day that pact survives. With Diablo's forces once again on the move, the Invokers have revealed themselves, as jinn and host both share a common hatred for the Prime Evils and their minions.

Class Description

The Invoker treats his body as an empty vessel, allowing on of his tribe's jinn allies to possess him. As such, he superficially resembles the D2 Druid, however he draws his powers from demons. In essence, he is fighting fire with fire. The class is best described as a caster that fights in melee range, handling blows with a variety of powerful self-buffs. In addition, the Invoker can empower weapons with a variety of buffs, further boosting his melee abilities.

Sample Spells

Elemental

Enflame: A sphere of flames erupts from the Invoker, blasting away nearby enemies and scorching the earth beneath his feet.

Sandstorm: Calls forth desert winds from the Eastern wastelands. This attack blinds nearby enemies that get caught in it. The winds follow the Invoker around, sort of like D2's Druid's Hurricane.

Gout of Flame: The Invoker breathes fire as long as the spell is maintained. Spiritual sister to the Sorc's Inferno.

Summoning

Call Ifrit: The Invoker calls forth Ifrit, the jinn of flames. Ifrit immediately possesses the Invoker, changing his form to that of a fiery demon and granting him fire absorption and a fire damage aura. Casting this spell in town will cause the townspeople to attack you. Ifrit lasts until the jinn decides he has taken enough damage and retreats (there is no time limit on the spell, but there is a cooldown. The spell ends after you take a certain amount of damage, like Bone Armor). While empowered by Ifrit, you can only cast fire-based magic. Ifrit has a personality, and will often make comments about your playing style and crack sarcastic jokes when summoned.



Call Marid: The Invoker calls forth Marid, the jinn of stone. Marid immediately possesses the Invoker, changing his form to that of a stone giant and granting him greatly boosted armor and melee damage. Casting this spell in town will cause the townspeople to attack you. Marid lasts until the jinn decides she has taken enough damage and retreats (there is no time limit on the spell, but there is a cooldown. The spell ends after you take a certain amount of damage, like Bone Armor). While empowered by Marid, you cannot cast any magic, and move slowly. Marid has a personality, and is very concerned about her host's safety.

Call Genie: The Invoker calls forth Genie, the jinn of stone. Genie immediately possesses the Invoker, changing his form to that of a living whirlwind and turning him ethereal, allowing him to pass through enemies and greatly reduces the damage you take from physical attacks. Casting this spell in town will cause the townspeople to attack you. Genie lasts until the jinn decides he has taken enough damage and retreats (there is no time limit on the spell, but there is a cooldown. The spell ends after you take a certain amount of damage, like Bone Armor). While empowered by Genie, you cannot attack with weapons and take extra damage from magic attacks. You also can only cast wind based magic like Sandstorm. Genie is surly, and likes to complain about all the hard work you make him do. He is also a drunk.

Invocation

Fireblades: Summons three or more burning blades to attack your enemies. These magic weapons float in the air as if carried by an invisible hand.

Windsword: Enchants a weapon with the power of wind, greatly increasing attack speed but also speeding up the rate at which it loses durability. Can only be cast on bladed weapons.

Razorwind: Barrage your enemies with shuriken.

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