Really like this. I wanted something cooler then just a straight Paradox reduction talent and I think this is it. The only thing that needs to be fixed (and this may already be the case) is how cooldowns continue to go down when you time bubble yourself. My last mage loved to abuse time bubble for the cooldown counter.Taxorgian wrote:A common set for all classes?
Spacetime weaving (skill)
Static History (No paradox cost, 200 cooldown)- Reduce Paradox by WIL*skill level by carefully 'rearranging' your history to make it consistent. You step out of time (like time bubble) for 10 turns so monsters might surround you but cannot attack while you do this action.
Another good idea but I think this one might see a lot of abuse potential. Not only can you end up with infinite healing potions if you're willing to press five enough times on your numberpad, it also would let you artificially inflate your paradox level before a big fight if you where inclined to do so by duplicating something really expensive.Twinning matter (Special paradox cost) - You duplicate an object in your inventory. The paradox cost is 5 times the purchase price from a store for the object; artifacts cannot be duplicated since they are all reflections of a single object outside time.
Making it so duplicate items cease to exist if they leave your person (so you can't sell them or store them in the dungeon) and limiting the number of duplicate items in your possession to 1 per talent point would fix the first issue. Limiting the gp value would fix the second.
Another really great idea! Well an old idea but a great way to go about it!Deja vu (paradox 35) - Rearranging the past, you "remember" where all items on the floor of your level are located. At 3/5 you remember the floor plan. At 5/5 you remember where monsters are located for a few turns.
There's a temporal spell that already does this. But the way things are going I think the temporal tree will stay a mage thing and have some of it incorporated in new ways into the Chronomancy meta-class. Again not a unique idea but good implementation and I LOVE the name!!Damage smearing (paradox 70, activated) - When you take damage from any source, it is divided over the next level+1 turns. For example if you are hit for 250 damage and the skill is at 4/5, you instead take 50 damage each turn for 5 turns. (Since the initial damage already accounts for armor, there is NO reduction of the damage.) The mechanics for this already exist I think in the fire/poison damage code?