New Class: Elementalist
Posted: Sat Jul 31, 2010 11:59 pm
The Elementalist
A class that works with the 4 base elements, at the very highest level it is capable of summoning elementals for brief periods of time. This is probably the most offensive capable class in the game, but it has a major drawback.
After a spell is cast (during its cool down period), the elementalist is much more vulnerable to damage from that class. Which means I suggest that the coolddowns for summoning elementals be fairly long.
School of Fire
Flame As the spell (qv)
Blowtorch A beam of flame
Fireball Area of effect spell leaves a residual heated square for 4 turns
Plasma Beam version of fireball leaves a residual hot square for 4 turns along the path of the beam.
Fire Elemental Summons a fire elemental on the target creature. The creature must attack the elemental and nothing else.
School of Air
Arc An electrical arc doing X damage
Lightning A lightning bolt (as the spell)
Forked Lightning A lightning bolt that forks to hit multiple targets
Ball Lightning Area of effect spell
Air Elemental Summons an Air elemental on the target creature. The creature must attack the elemental and nothing else.
School of Earth
Stone Fires a magical sling shot, no equipment necessary
Shield Increases armour and defence
Avalanche Area of effect spell, multiple stones hitting an area.
Earthquake Like the spell in T2
Stone Elemental Summons a Stone elemental on the target creature. The creature must attack the elemental and nothing else.
School of Water
Geyser Bolt of water
Lance Beam of water
Corrosive Vapour As the spell
Tidal Wave As the T2 spell
Water Elemental Summons an Water elemental on the target creature. The creature must attack the elemental and nothing else.
A class that works with the 4 base elements, at the very highest level it is capable of summoning elementals for brief periods of time. This is probably the most offensive capable class in the game, but it has a major drawback.
After a spell is cast (during its cool down period), the elementalist is much more vulnerable to damage from that class. Which means I suggest that the coolddowns for summoning elementals be fairly long.
School of Fire
Flame As the spell (qv)
Blowtorch A beam of flame
Fireball Area of effect spell leaves a residual heated square for 4 turns
Plasma Beam version of fireball leaves a residual hot square for 4 turns along the path of the beam.
Fire Elemental Summons a fire elemental on the target creature. The creature must attack the elemental and nothing else.
School of Air
Arc An electrical arc doing X damage
Lightning A lightning bolt (as the spell)
Forked Lightning A lightning bolt that forks to hit multiple targets
Ball Lightning Area of effect spell
Air Elemental Summons an Air elemental on the target creature. The creature must attack the elemental and nothing else.
School of Earth
Stone Fires a magical sling shot, no equipment necessary
Shield Increases armour and defence
Avalanche Area of effect spell, multiple stones hitting an area.
Earthquake Like the spell in T2
Stone Elemental Summons a Stone elemental on the target creature. The creature must attack the elemental and nothing else.
School of Water
Geyser Bolt of water
Lance Beam of water
Corrosive Vapour As the spell
Tidal Wave As the T2 spell
Water Elemental Summons an Water elemental on the target creature. The creature must attack the elemental and nothing else.