Mind Flayer
by Charis

Class: Sorcerer (typically)
Tag: FLAY

Introduction

Tall mauve slimy beasts with the head of an octopus, mind flayers are not much to look at. They also have no strength or vitality to speak of, yet they are greatly feared. Why? Their psionic powers are formidable, and their telepathic powers let them know their prey.

Rules

The mind flayer does not speak! They communicate by telepathy, with other telepaths, and with certain others.

Among the townspeople, Adria the witch can understand his telepathic requests. Wirt's mind is weak so he is easily penetrated. Pepin heals all who visit, but does not understand Mind Flayers. (Not buying from Pepin.) Griswold hates Mind Flayers, but would not miss a chance for profit. He marks up everything 50% for flayers. (Drop an additional 50% hidden by the house to South of Gris.)

Among other variants, Netherspawn have limited telepathic powers and can converse. Diakons have mind reading capability, and can also. BAR, MM, and similar classes have built up their immunity to mental attacks, and are incapable of conversing with Flayers. For other, more neutral classes, communication is possible with players who are weaker and more defenseless (clvl-10)

Communication by natural signals is possible at any time (Hotkeys can be used, even if typing is not allowed). Meta-communication, player-to-player not about the current game is allowed. The phrase "You notice that [player name] has no vocal organs" or similar is used to clue in those confused by silence.

Even when communication is possible it is sparse, and frequently impressionistic. "You feel the need to cast a firewall" or "You sense anger from your pincushioned partner"

Although not universally known or used, the reticence of the Mind Flayers have led to common signals to communicate.

- Inferno- "I got something for you"
- Holy bolt (signal only, no attack)- "Go that way"
- Bloodstar - "Danger in that direction!"
- Flash with no opponent next to him - "Retreat! (to choke point)"
- Portal - double cast next to each other "In bad need of town"
- Repeating phasing - "Let's go down the stairs"
- Lightning at an object- "May I?"

The Mind Flayer is physically extremely weak. He does not curse his body, but neither does he depend on it. No lvl up points are ever distributed to physical attributes until magic is maxed. (Elixirs of any kind are fine. And be sure to visit Quiet Shrines to boost your vitality, so that the MS bug is not accidentally abused.)

LoL is a natural, but tough, dual role for the Mind Flayer. (LoL-FLAY fun, but not required.)

Items

Armor
Robes, cloaks, capes are strongly preferred, and plate (even NLP) is never allowed. Scavenger's Carapace, which is an animal hide, is allowed.
Mail may only be worn if it gives resistance or -dfe.

Helms
A Helm, the largest possible (but never a crown) is worn to hide their ugly features.

Jewelry
This lack of toughness leads to a fondness for damage from enemy reducers (-dfe). With Scavenger's Carapace, Osmosis helm, two RoEs and Protector (not a useful setup :) this can be as much as -30.

Jewels may be worn for +mana/magic and resist benefits at all times. +str may be worn if it allows such an item to be worn. +Dex/+vit/+hp may be worn only if the jewel also benefits magic (so +all is allowed), or if it is used to help combat the MS bug.

Shields
Their psionic shield (MS) is critical. A physical shield may only be used if it gives resistance or -dfe.

Weapons
The mind is the weapon. A weapon may worn for a bonus, but never swung, even against stoned creatures.

Spells

The Mind Flayer's focus in on mental spells, so his choices are quite limited.

1. Psionic Shield (Mana Shield) - The key to the Mind Flayer's defenses.
2. Hypnosis (Stone Curse) - Requires the caster's concentration to maintain, so only 1 creature at a time may be hypnotized.
3. Mass Hypnosis (Stone Curse) - Only the most powerful Mind Flayers can cast this powerful spell. They may hypnotize an additional X monsters at once, where X = Clvl - 30.
4. Charm Monster (Golem) - Brings a monster under your control.
5. Mass Charm (Guardian) - Another powerful spell. Up to Y Guardians may be summoned and charmed at one time, where Y = Clvl - 20.
6. Psionic Blast (Flash) - A key spell, which even starting Mind Flayers know. (Gift of Flash book is allowed at clvl 1.)
7. Psionic Ring (Nova) - Most often cast from a scroll, Mind Flayers know how to cast this extremely effectively by selecting a well known spell and casting nova from number off the belt. (This casts Nova at the slvl of the spell selected.)
8. Psionic Smash (Apocalypse) - Likewise popular, and effective.
9. Etherealize - Mental protection, but this is available only in mods.
10. Psionic probe (Charged Bolt) - Used in single casts (not volleys), to probe for creatures.
11. Mass Probe (Charged Bolt) - More than a probe, an attack form for higher lvls can cast CB Z times at once, where Z = Clvl - 20.
12. Psionic Wave (Flame Wave) - A wave of terror consumes his foes.
13. Mind Stab (Bone spirit) - A one-on-one attack form.
14. Mind Melt (Fireball) - Only the true masters can sustain the concentration required for this. Clvl 35 is required, and only one mind melt at a time. (Fireball must hit its target before another may be cast.)