The basic idea of the AotFL is simple-a mage who specializes entirely in cold and light. I like the combination, both because cold is associated with dark in ToME, usually, and the sun just looks so damn pretty after a fresh snow. The combination feels perfectly natural to me, and it seems like it'd be a fun class to make. So without further ado, the Acolyte Of The Frozen Light:
Stats
100 Life
-4 Life Rating
Magic +5
Willpower+4
Existing Categories
Class
Spell/Water
Spell/Phantasm
Spell/Ice*
Spell/Meta*
Generic
Spell/Conveyance
Spell/Aegis
Spell/Divination
New Categories
Class
Spell/Winter
Spell/Light*
Spell/Frozen Light*
*locked category
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Spell/Winter
Snowfall
CD 30, 30 Mana, Range 10
Affects a 1-3 radius area with heavy snowfall, doing 50-250 cold damage with a chance to freeze. The area hit by Snowfall remains cold for 3-7 turns after, checking against physical save to slow global speed for 5-15%.
Hibernation
CD 50, Sustain 50 Mana, Personal
So long as you are under the effects of Hibernation, your global speed is slowed by 80-40%. However, all passive resource gain (health regeneration, mana regeneration, etc.) is multiplied by 3 times and you gain a +5-25 bonus on all saves. At talent level 3, Hibernation also grants all resist of 4-20%. At talent level 5, unintelligent monsters (animals, mindless constructs, most undead) will not start hostile so long as Hibernation is sustained.
Winter's Wrap
CD 20, 50 Mana, Personal, Instant Cast
Create a shield that absorbs 100-500 damage and lasts 3-7 turns. This frozen shield also gives melee retaliation of 10-50 cold damage with a chance to freeze and gives 10-50% cold resistance while it lasts.
Blizzard
CD 50, Sustain 100 Mana, Personal
Surround yourself in the snowy winds of winter in a radius of 4-8. Enemies in this area have their light radius reduced by 2-6, and any enemy with a light radius of 0 has a chance to be blinded. Any enemy inside this area will also have a chance at suffering Frostbite, which gives 5-20% talent failure. Any enemy who is both blinded and Frostbitten will have a chance to be frozen, with a bonus to spellpower of 5-25 for the purpose of overcoming their save. In addition, everyone except for you takes 5-25 cold damage each turn inside the radius.
Spell/Light
Level 10 Category
Radiant Beam
CD 3, 10 Mana, Range 10
Fire a beam of light that deals 100-300 damage and can blind or daze anything it hits.
Radiance Flare
CD 15, 40 Mana, Radius 5-7
Causes all foes inside the radius to have their wounds of any kind flare with light. Attempts to blind each foe and then deals 40-120 damage to each enemy for each status debuff it is afflicted with, increasing the duration of the debuffs by 1-3 turns.
Orb of Brilliance
CD 10, 50 Mana, Range 5
Summon 1-3 Orbs of Brilliance somewhere within range. Each orb will attempt to Beckon 1-3 foes each turn. Once an enemy reaches the Orb, it will attack with a basic melee attack if it is still affected by Beckon. The Orbs last 5-9 turns and have 50% light affinity, 100% light resist, 50-90% all resist, 10-50 light damage melee retaliation, and will attempt to blind foes with melee retaliation at level 1, blind and pin at level 3, and blind, pin, and stun at level 5.
Radiant Light
CD 30, Sustain 50 Mana, Personal
Increase all light damage by 2-10%, increase light resistance penetration by 17-50%, and ignore 20-100% of your foe's blindness immunity.
Spell/Frozen Light
Level 20 Category, requires Ice and Light to be known.
Freezing Light
Passive
All light damage you deal has a 3-15% to freeze enemies, and all cold damage you deal has a 3-15% chance to blind enemies.
Glowing Tomb
CD 5, 20 Mana, Range 10
Select a frozen enemy. Remove the freeze effect, dealing light damage equal to .2-1 times the health left on the iceblock times the duration left on the iceblock. The light damage is dealt before the freeze is removed, ignoring any damage sharing between the iceblock and enemy but unable to trigger Freezing Light.
Icy Vision
CD 5, 20 Mana, Range 10
Select a blinded enemy. Deal 100-300 cold damage and remove the blind effect, but have an equal chance to inflict daze at talent level 1. At level 2, silence can also be applied. At level 3, pins can also be applied. At level 4, stun can be applied. At level 5, Frostbite (30% power) can be applied.
True Acolyte
CD 30, Sustain 100 Mana, Personal
Increase all light and cold by 3-15%. While active, all cold and light damage now deals 20% of its damage as the other element and resistance penetration is increased by 8.5-25%.
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The class will probably need a lot more work. I'm not sure if the close focus on light and cold would make it overpowered, nor am I sure what kind of numbers to properly assign skills. Plus I do think it could use a unique generic category, but I'm not sure what to add there. I'll be happy to here any advice or critiques to try to make this better.
Finally, I cannot code at all. So if/when this class actually gets worked out, I'll have to hand it off to an actually programmer to make it a reality. Thanks in advance to anyone who helps out.
Acolyte Of The Frozen Light-A Mage For The Winter Season
Moderator: Moderator
Acolyte Of The Frozen Light-A Mage For The Winter Season
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.
It hasn't worked yet.
It hasn't worked yet.