A mentalist can influence the mind of other creatures. His special ability is to make a permanent connection to another sentient being.
- Mind link: 1AP, 2 turns cooldown, range 5 meters, The mentalist establishes a mental link between himself and another creature. The link remains until it is canceled, a link to another creature is created, the connected creature dies or the mentalist gets a status effect that prevents him from maintaining the link. If one of the linked creatures takes damage or healing, the other one may also be healed or damaged (maybe also status effects). The link takes time to be build. Any ability that requires a link can only be used one turn after the link has been created (This is to avoid some abuses, especially at the beginning of combat.).
- Pain link: 1AP, 4 turns cooldown, requires mind link, All creatures between the mentalist and his partner take damage (and/or a status effect).
- Laws of attraction: 1AP, 4 turns cooldown, requires mind link, If the mentalist and his partner are closer to each other than 5 meters, they move 10 meters away from each other in opposing directions. If they are further away than 5 meters, they move towards each other and meet in the middle. The movement is very fast. If a creature is in the path of the movement, the movement will stop and the creature (but not the moved one) takes damage. Maybe you can modify the spell that the impact causes a shockwave and affects more creatures. If The partner of the mentalist cannot move (It is a creature that is much heavier than the mentalist (like an ogre or dragon) or the partner has a status effect that prevents movement) only the mentalist moves. The moved creature will be affected by ground effects.
- Central explosion, 1AP, 4 turns cooldown, required mind link, An explosion will take place at the center position between the linked partners. The effect is dependant (among other things) of the distance between them. Bigger distance = bigger bang in the center. (Taken from the adventure game Resonance)
- Teleport: 1AP, 4 turns cooldown, requires mind link, The linked creatures swap their positions.
- The mentalist can place strong buffs or debuffs on their partner. Those spells are exclusive, only one can be active at a time.
- The mentalist should have other abilities that do not require a mind link.
Note: This was inspired by the cipher class from Pillars of Eternity. While I write this I always think about someone like Kreia from KOTOR2 (My favorite NPC of all computer RPGs I have ever played).
After some thinking I came to the conclusion that the mind link should not transfer damage or healing between the partners by default. Maybe that is posible with another ability that requires the link.