Well it's been a while but here's another one of my prof, it was inspired by fury's prof so he does deserve some of the credit :-]
This prof which i've dubbed Avon has the unique ability to assist his party with powerful nukes and suporting spells while he himself remains at a save distance.
I know this provides problems with PVE gameplay, but it's nothing an AI update cant fix.
Now: how does the Avon cast these high range spells?
He does this by creating an astral projection of himself, there is more than one projection each with their modifications but 1 thing count for all and that is that they're invulnerable.
Most projections (thinking of calling them avatars or incarnations) can fly (height will increase as the height of the terrain increases) and move at fenomal speed which will are described by a lvl 1-7 where 1 is 100 percent of the normal speed.
The Avon isnt forced however to deploy these projections, although some skills will not be usable without one, most of his spells work just as well at normal range, BUT the Avon is slow in casting and moving so this might be illrecommended.
I would also like to add that the distance at which a spell can be cast differs from incarnation to incarantion. As you fly further and further away from your body the cost of your spells will increase (This phenomenon will be know as stress), now this additional cost does not differ from spell to spell, which is why you better use high cost spells at high-range and if your stress equals the total ammount of energy you have left the projection will automaticaly end and you will receive a dazed penalty depending on the ammount of stress (you can end a projection at any time of your choosing, watching your total and stress will be important if you want to be a powerful Avon), nevertheless a high energytotal is vital to an Avon.
Which brings me to his weapon, The Kelpa:
A kelpa is a large ring or several rings floating around it's users waist possible with blades or flails attached. This weapon allows the Avon to use its astral projection (without a kelpa you can not use these skills!) and also gives him/her an enermous ammount of energy (30-40 max), its innate downside is that it slows its wearer down (wearing a kelpa you'll move at 60-80 percent of your speed).
Now how does the kelpa work? normaly the kelpa is inanimate but each time you use magic the kelpa will charge depending on the energy used for that spell. That charge is indicated in points (lets say 1 point each 5 energy) and just like adrenaline they will dissapear if you dont use any spells for a while.
The maximum ammount of points depends on the kelpa and depending on the ammount of points the kelpas additional effects will be activated, these effects can vary from blocking projectiles or magic to health regen and more. Example: a kelpa shaped like a circlesaw will start inflicting slashing dmg and causing bleeding to all adjacent foes if it gets charged. As you can tell choosing the right kelpa for your build is crucial.
Anyway, lets move on to some sample skills
Kelpa magic: These skills are activated using the kelpa points i mentioned earlier. Oh and i might need to explain a new skilltype: Sendskills: Untill these skills have been completed you will no longer benefit from the kelpas effects (energy included).
Powerfrenzy: Lose all kelpa points, for X seconds per point lost this way the kelpa will be fully charged and its effects doubled. You cannot gain additional points during powerfrenzy
Release: all adjacent foes are hit for X holy dmg.
The Forger: sendstance: Your next direct dmg spell does +X dmg
The Tormenter: hex send skill: for 7 seconds target foe suffers X holy dmg each second.
The Warden: elite hex send skill: for X seconds all of that foes projectile and direct dmg attacks are blocked.
Power to the Master: Lose al kelpa points you gain 2 energy for every point lost this way.
Heaven Allegiance: Gain power from the gods of the heavens: generaly intended as a partysupportive attribute, lots of barraging nukes and supportive spells. Also i'll explain a second new type of skill: chargespells: these are special nukes that last longer or do more dmg if you dont move after you cast the nuke, you will lose additional energy if you do so.
Punish: this skill can only be used in astral form: target foe suffers X lightning dmg (this is a fast spammable spell)
Tornado: chargespell: (btw, avon nukes have a larger diameter than the ele ones): summon a Tornado which inflict X dmg and removes one stance each second ,this tornado will move in a random direction, charging it will increase duration.
Projection of Virtue: projectionspell, speed 2, energy degen 6, whenever you cast a spell all allies surrounding Projection of Virtue will loose 1 condition.
Star barrage:chargespell: For X seconds foes in this area suffer 30 holy dmg each second, charging will increase duration. This spell can only be used in astral form.
Heaven's Blessing: all allies in the area have X health healed.
Windblast:This spell has half the normal range, target foe is hit for X dmg and i knocked down, this spell cannot be used in astral form.
Solar Rage: elite arena spell: Fire spells cost 25 percent less energy to cast, all allies using fire dmg hit for an additional X dmg, dmg from cold sources is halved: Charge ffect, you lose 4 energy each second, once you've sacrifced an additional 20 energy: for 10 seconds foes in the area suffer X dmg per second and are set on fire for 1 second.
Starlight: elite spell: all foes in the area are blinded for X second and suffer 50 holy dmg.
Summon Thanatos:elite projection spell: project yourself as the angel of death ,speed2, energy degen 5. Summon Thanatos is replaced with Thanatos' Hunger: for 10 seconds you steal X health and 1 energy from each foe in the area. Thanatos' Hunger ends if you move.
Astral Missile: projectionspell: speed 7, the next time you use a spell you deal X dmg to all adjacent foes, astral missile ends and you are dazed for 3 seconds.
Holy Decendance: teleportspell, this spell can only be used in astral form, teleport to incarnations position, all nearby allies are healed for X.
Chaos allegiance: Pledge allegiance to the god of chaos to receive these spell of total carnage that can turn a battle around in one sweep.
Manic form:enchantment spell: For X seconds each time get hit you teleport to a random location you lose X energy and adjacent foes suffer X chaos dmg.
Chaos Core: charging spell: target foe is hit for X chaos dmg and suffers from deep wound for 3 seconds: charge, you lose 3 energy each second, after 3 second target foe suffers X+ dmg.
Rain of Terror: charge spell: fire a series of chaoslightning in target foes direction, all other foe in that line of site are hit for X chaos dmg.
Mark of the Servant: rune spell (rune spells are glyphs that also work on other allies): you suffer -X dmg from chaos sources, the next time you cast a spell that targets a foe Mark of the Servant ends and you gain X energy.
Despair's arrival: elite teleport spell: teleport to target incarnation's position, all foes in the area lose X energy
Horror of Chaos: elite projection spell: this astral form canot fly, speed 6,degen7 Champion of Chaos is replaced with Teeth of Chaos: touch skill, target foe loses X energy.
Rage of the Dark Prince: elite spell: sacrifice X percent health, this spell can only be cast in astral form, you summon X orbs who each spike for 2 dmg and target random orbs in the area of the astral projection, these orbs are created at your body, you must charge this spell for 2 energy each second or the orbs will die out (when the orbs reach the area and cannot find a foe they will remain there untill you stop charging)
Death ball: ( The slowest and most powerfull nuke in the game), at target foes or yours, or astral projection's position, you will summon a ball that inflicts X chaos dmg each second(fire rain diameter) (5 seconds after initial summon), charge effect: lose 4 energy each second, If you lose 40 energy this way, death ball will explode inflicting X+ dmg for 5 seconds (large area).
Human Allegiance: see for yourself :-)
Scout: projection spell: energy degen 4, scout form is invisible, speed 5.
Summon Blades: target foe and all foes from an angle of 30 degrees are hit for X slashing dmg, this spell cannot be used in astral form.
Spinning Doom, this spell can only be cast in astral form, X balls of light will randomly be shot at the ground, all foes hit suffer 3 dmg.
Avatar of Fallen Soldies: elite projection spell: all warriors and sins move 25 percent faster and attack 15 percent faster in the vicinity of the avatar, speed 3, degen 6
Power of Union: AoEspell, each ally in this area suffers -2 energy degen, you gain +2 energy regen for each ally in the area, this spell can not be cast in astral form.
Fear's Scream: This spell can only be cast in astral form, all foes in the area lose X hits of adrenaline.
Immage of the Messiah: elite projection spell: speed 3, degen 8, Whenever a foe or ally in the area attacks or use a skill that target a foe, that foe or ally suffers X holy dmg.
Man that took forever xD, but then again it always does, hope you like this one :-).
Liked this pic because of the coloring, and that it can be interpreted as a dreaming girl summoning a dark angel.
Had planned to use this on my runologist, but i liked it too much to throw it away, btw this is Sydney from Vagrant story