High Guard - A Mage Subclass
Posted: Tue May 15, 2018 6:16 pm
Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand.
Primary stats are Magic and Strength. All talents are spells and use only mana. Attacks with both staff and shield, with nearly all attacks (save for bumps) dealing the damage type your staff is currently aligned to.
Base Generic Talents ( 1.3 Mastery unless specified)
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Technique/Combat Training
Spell/Staff Combat
Cunning/Survival (1.0 Mastery)
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Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painter ... ons-part-1
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Get it here or on the Steam workshop.
Any and all feedback is greatly appreciated, especially bug reports.
Enjoy!
Primary stats are Magic and Strength. All talents are spells and use only mana. Attacks with both staff and shield, with nearly all attacks (save for bumps) dealing the damage type your staff is currently aligned to.
Code: Select all
Unique Class Talents:
(X indicates the damage type your staff is aligned to)
Spell/Battlemage
Talents for fighting and defending with your staff and shield.
Arcane Guardian: Allows you to wield a 2h staff in your main hand and increases shield damage. Staff attacks will trigger a shield attack as X damage type, once per target per trun.
Mystic Ward: Passively deflect energy damage ( non-mind, non-phys) based on your block value. Successful teleports will also trigger Block if it is not on cooldown. Blocking and deflecting damage will each restore a small amount of mana.
Magical Defense: Passively gain Block value and projectile deflection chance based on Spellpower.
Greater Channel Staff: When you cast Channel Staff you will also project a melee shield attack as X damage type if the target is within range 4, up to once per target per base game turn.
Spell/Magical Assault
Talents for assaulting your foes.
Magic Burst: Deals X damage type to all targets in a radius 4 narrow cone and reduces target Spell Save by Y for 3 turns.
You may target yourself instead to project the spell in a radius 1 around yourself.
Sorcerous Slam: Deals Y shield damage as X damage type in a radius 4 narrow cone. Targets struck will be afflicted with Occult Obstruction for 3 turns. Melee hits against targets suffering from the effect will put up to Y talents on cooldown for 3 turns, at most once per target per turn.
You may target yourself instead to project the spell in a radius 1 around yourself.
Arcane Projection: Deals Y staff damage as X damage type in a radius 4 narrow cone. Targets struck will suffer from Magical Malady for 3 turns. Melee hits against targets afflicted with Magical Malady will increase all negative effects duration by 1 turn. For each effect extended, all positive effects on the target will lose 1 duration, up to Y.
You may target yourself instead to project the spell in a radius 1 around yourself.
Empowered Arms(sustain): Melee attacks will deal an additional Y damage as X damage type. Critical hits will repeat the damage in a radius 1 ball, striking the initial target again.
Targets struck by Magic Burst will also be afflicted with Eldritch Echoes, dealing Z% of the initial damage each turn for 3 turns. Each tick can crit and any time Eldritch Echoes deals damage they have a chance to be Disarmed, Silenced, or Pinned for 3 turns if they fail to save against your spellpower with their spell save.
Spell/Phasing
Talents for battle mobility and defense.
Phasestrike: Teleport to and attack a target in range 8 for Y damage as X damage type, potentially intimidating (reduces spell, mind, and physical powers) enemies in radius Z around your destination for Z turns.
Phase Charged: Gain spell and phys crit and X damage type penetration for Y turns after hitting with Phase Strike.
Phase Shield: Gain W% increased resistance caps for Y turns after hitting with Phasestrike.. While Phase Shielded and Blocking, you have a Z% chance to shrug off detrimental effects.
Phase Shifted: increases critical shrug off chance by Z% and gain W% affinity to all damage for Y turns after hitting with Phasestrike.
Spell/Battle Channeling
Sustains for combat utility.
Deepsight: gain accuracy, apr and range Y telepathy of all creatures.
Increases fatigue by 15%. No sustained mana cost.
Blinkguard: Any direct damage that would hit you for more than 15% of your max life will have a Y% chance to cause you to teleport to an empty tile within range 1, avoiding the damage and then instantly teleporting back to your original location. This can occur at most Z times per turn. This requires and consumes W mana, increased by fatigue.
Increases fatigue by 15%. No sustained mana cost.
Boltfury: Each time you cast a non-instant spell and after each teleport, you will cast Channel Staff at all targets within range 4 with increased crit chance and crit damage. Casting in this manner consumes no mana, bypasses other targets, and cannot fail, but the base damage of the spell will be reduced by 75%.
Sustaining this spell reduces the base range of Channel Staff by 4. Increases fatigue by 15%. No sustained mana cost.
Phasestride: While sustained you will teleport in place of normal movement. Each teleport takes only Y% of a turn and consumes 8 mana , increased by fatigue.
Increases fatigue by 15%. No sustained mana cost.
Spell/Mage adept ( locked, high level)
Gain greater control over magic.
Magic Beam: Fire a beam of X damage type up to 5 tiles.
Magic Pull: Deal X damage type to a target up to Y tiles away and pull it up 5 tiles toward you.
Magic Blast: Deals X damage type to all hostile targets in a radius 2 ball up to 2 tiles away.
Shield Casting: Magic Burst, Magic Beam, Magic Pull and Magic Blast will have a Y% chance to also strike targets with a shield blow dealing Z% damage as X damage type. Targets hit by a shield strike will have a Y% chance to be stripped of one sustained effect.
Spell/Sorcerous might (locked, high level)
Absorb and store energy with your shield, using it to empower yourself.
Ensorcelled Shield: Each time you Block damage you gain a stack of Sorcerous Might for 8 turns, stacking up to 4 times with new stacks refreshing the duration. Each stack increases Spell Power by Y and Spell Range by 0.Z tiles. If you know Mystic Ward, you have a 25% chance to trigger Sorcerous Might whenever it reduces damage, up to once per turn.
Quickening: Consume 2 stacks of Sorcerous Might to increase attack speed by Z% for 6 turns. (12 turn fixed CD). While Quickened, melee attacks will reduce the cooldown of a random spell by 1/3 (rounded up, minimum 1), up to Y times per turn. This can affect the same spell multiple times. This will not affect talents with a fixed cooldown.
Conversion Field: Consume 2 stacks of Sorcerous Might to create a conversion field for Z turns which will have a 50% chance to reduce incoming damage by 50%, with Y% of negated damage converted to healing.
Sorcerous Retribution: Whenever you take damage from, or are afflicted by a negative effect from, a hostile actor 5 or more tiles away, you have a 10% chance to gain one stack of Sorcerous Might. If you have at least 4 stacks of Sorcerous Might when this occurs, you will also attempt to afflict a Mark of Retribution upon the source. The mark will last 3 turns and increases all damage you deal to the target by Y% per stack of Sorcerous Might, so long as the target is 5 or more tiles distant.
Passively increases the maximum number of Sorcerous Might charges by Z.
Spell/Medic (generic)
Talents useful to a field-medic.
Mend: Heal yourself for Y and Y more over 5 turns as regeneration.
Phase: Teleport to an unoccupied space up to Y tiles away. Alternately, you may target yourself to teleport randomly in radius 4Y with minimum range 2Y, but tripling the cool down (8 CD for direct port, 24 CD for random port).
Field Conditioned: Increase disarm and silence immunity by Y% each and raw mental save by Z.
Cure: Remove up to Y each of Wound, Poison and Disease effects instantly, and each turn for Z turns.
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Technique/Combat Training
Spell/Staff Combat
Cunning/Survival (1.0 Mastery)
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Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painter ... ons-part-1
---
Get it here or on the Steam workshop.
Any and all feedback is greatly appreciated, especially bug reports.
Enjoy!