Class Idea: Wild Mage
Posted: Sat Oct 30, 2010 9:02 pm
I thought this was a really great idea when I came up with it yesterday, but after fleshing it out a little, I think it seems maybe a little too much like a Thaumaturgist (not sure if there are plans to implement those in ToME4), but with more variety in exchange for less reliability.
But I already wrote it up, so it's getting posted anyway.
Wilder: Wild Mage (or should this be with the Mages? not really sure)
Wild Mages are born with the ability to see the threads of magic that bind the world together, and recognize magic and nature as two parts of the same universal whole. Unfortunately, they were also born with an extraordinary sense of curiosity, and are prone to recklessly plucking at the threads of magic, sometimes working miracles, and sometimes reducing themselves to piles of smoldering ash.
Every spell you cast increases your Equilibrium by 1 point per tier level of the spell. Wild Gifts add their usual amount of Equilibrium. All of your spells and Wild Gifts are subject to failure due to Equilibrium, but any time a talent fails, the excess energy is released in an unpredictable Surge. The Surge takes the form of a randomly selected spell or Wild Gift, although it is often stronger than if you had used the ability deliberately. As you grow stronger, you can learn to control your Surges, and make them safer and more reliable.
50% of the time, Surges are beneficial (offensive spells targeted on enemies, defensive spells targeted on you, etc.), 25% of the time they are negative (the opposite), and 25% of the time they have a null result (effectively a failure). (Note: characters should start with one point in Serendipity, so the percentages are really 55, 20, 25)
Surges reduce your Equilibrium by an amount equal to the ability's Equilibrium cost, or half of it's mana cost. Abilities that cost more than you have available are not used. Spells or Wild Gifts used have a 50% chance to be the same type (Offensive, Defensive, Utility) as the failed ability.
Unique Class Talent: Force Surge (Cooldown: 15)– Voluntarily create a Surge. (If there are no enemies in LoS, it should only choose beneficial Defensive/utility abilities, or negative Offensive abilities)
Trees (I would consider adding some of the existing Wild Gifts, but they all seem too class-specific. I want them to have a good selection of spells, but they shouldn't be as powerful as an Archmage, and probably should have to unlock trees that involve actual learning and/or study.)
Technique/Combat Training (1.00)
Cunning/Survival (0.90) unknown
Spell/Staff Combat (1.00)
Spell/Arcane (1.00)
Spell/Air (1.00)
Spell/Conveyance (0.90)
Spell/Divination (0.90) unknown
Spell/Earth (1.00)
Spell/Fire (1.00)
Spell/Nature (1.00)
Spell/Phantasm (0.90)
Spell/Temporal (0.90) unknown
Spell/Water (1.00)
New Trees
Wild Gift/Surge Control (1.30)
Serendipity – Passive. Increases the chance of a beneficial result from Surges. Negative result chance is reduced by 5-25%, and beneficial result chance is increased by the same.
Surge Protection – Passive. You take 15-75% less damage from all Surges.
Meta – Passive. If effect is beneficial, 20-100% chance to use Shape Spell (as the Meta Talent). At level 4/5, 60/90% chance to choose target of beneficial spells.
Creative Surges – Passive. Null Surges have 50-100% chance to create an item.
Wild Gift/Surge Release (1.30) (I'm considering replacing these with sustained Talents that affect the outcome of your basic Force Surge ability - activate whichever you think you need, and most of your surges will be of that type.)
Offensive Surge – Active. Voluntarily create a weak beneficial offensive Surge that deals 60-80% damage
Healing Surge – Active. Voluntarily create a weak beneficial healing Surge that heals 60-80% damage
Utility Surge – Active. Voluntarily create a weak beneficial utility Surge (level equal to ranks in this talent)
Overchannel – Sustained. Surges use 15-75% more Eq to increase effect by same. Extra points are taken from health instead.
Wild Gift/Surge Building (1.30)
Amplification – Passive. Level determines level of all abilities used by a Surge.
Tension – Sustained. Every hit taken has 10-50% chance to add 2 Eq
Conservation – Passive. Surges use 10-50% less Eq
Growth – Sustained. All stats are 5-25 points higher for determining Surge effects
Wild Gift/Surge Utility (1.30)
Mirror – Passive. Surges have base 50%+10-50% chance to be same type as spell cast
Feedback Shield – Sustained. 10-18% chance to Surge after taking damage
Interference Pattern – Activated. All spells and Wild Gifts used within a radius of 10-18 have same chance to Surge as yours for 6-10 rounds
Karmic Feedback – Sustained. If you would be killed by damage from a spell or Wild Gift while using this ability, you use all of your Eq to create an extremely powerful Surge that leaves you alive with one health, and casts your attacker's spell/Wild Gift back at them. At level 4, you take no damage from the original spell. Very high cost, long cooldown.
Obviously needs some balancing, and I'm not sure if it would really work at all. There would probably be a lot of first level deaths, before people could get their Surge Control talents up to speed. I don't mind dying at level 1 nearly as much as dying at level 20, though, so I wouldn't be too turned off by that.
Actually, even without this class, the Surge idea might be a way to "fix" Equilibrium - you still fail to do what you meant just as often, but half that time, you get something good anyway (itastelikelove failed to summon fire imp due to Equilibrium. Itastelikelove casts Inferno.). And then one or two of those talent trees might be available for all Wilder classes, so they can make builds based around getting good results from their "failed" spells.
But I already wrote it up, so it's getting posted anyway.
Wilder: Wild Mage (or should this be with the Mages? not really sure)
Wild Mages are born with the ability to see the threads of magic that bind the world together, and recognize magic and nature as two parts of the same universal whole. Unfortunately, they were also born with an extraordinary sense of curiosity, and are prone to recklessly plucking at the threads of magic, sometimes working miracles, and sometimes reducing themselves to piles of smoldering ash.
Every spell you cast increases your Equilibrium by 1 point per tier level of the spell. Wild Gifts add their usual amount of Equilibrium. All of your spells and Wild Gifts are subject to failure due to Equilibrium, but any time a talent fails, the excess energy is released in an unpredictable Surge. The Surge takes the form of a randomly selected spell or Wild Gift, although it is often stronger than if you had used the ability deliberately. As you grow stronger, you can learn to control your Surges, and make them safer and more reliable.
50% of the time, Surges are beneficial (offensive spells targeted on enemies, defensive spells targeted on you, etc.), 25% of the time they are negative (the opposite), and 25% of the time they have a null result (effectively a failure). (Note: characters should start with one point in Serendipity, so the percentages are really 55, 20, 25)
Surges reduce your Equilibrium by an amount equal to the ability's Equilibrium cost, or half of it's mana cost. Abilities that cost more than you have available are not used. Spells or Wild Gifts used have a 50% chance to be the same type (Offensive, Defensive, Utility) as the failed ability.
Unique Class Talent: Force Surge (Cooldown: 15)– Voluntarily create a Surge. (If there are no enemies in LoS, it should only choose beneficial Defensive/utility abilities, or negative Offensive abilities)
Trees (I would consider adding some of the existing Wild Gifts, but they all seem too class-specific. I want them to have a good selection of spells, but they shouldn't be as powerful as an Archmage, and probably should have to unlock trees that involve actual learning and/or study.)
Technique/Combat Training (1.00)
Cunning/Survival (0.90) unknown
Spell/Staff Combat (1.00)
Spell/Arcane (1.00)
Spell/Air (1.00)
Spell/Conveyance (0.90)
Spell/Divination (0.90) unknown
Spell/Earth (1.00)
Spell/Fire (1.00)
Spell/Nature (1.00)
Spell/Phantasm (0.90)
Spell/Temporal (0.90) unknown
Spell/Water (1.00)
New Trees
Wild Gift/Surge Control (1.30)
Serendipity – Passive. Increases the chance of a beneficial result from Surges. Negative result chance is reduced by 5-25%, and beneficial result chance is increased by the same.
Surge Protection – Passive. You take 15-75% less damage from all Surges.
Meta – Passive. If effect is beneficial, 20-100% chance to use Shape Spell (as the Meta Talent). At level 4/5, 60/90% chance to choose target of beneficial spells.
Creative Surges – Passive. Null Surges have 50-100% chance to create an item.
Wild Gift/Surge Release (1.30) (I'm considering replacing these with sustained Talents that affect the outcome of your basic Force Surge ability - activate whichever you think you need, and most of your surges will be of that type.)
Offensive Surge – Active. Voluntarily create a weak beneficial offensive Surge that deals 60-80% damage
Healing Surge – Active. Voluntarily create a weak beneficial healing Surge that heals 60-80% damage
Utility Surge – Active. Voluntarily create a weak beneficial utility Surge (level equal to ranks in this talent)
Overchannel – Sustained. Surges use 15-75% more Eq to increase effect by same. Extra points are taken from health instead.
Wild Gift/Surge Building (1.30)
Amplification – Passive. Level determines level of all abilities used by a Surge.
Tension – Sustained. Every hit taken has 10-50% chance to add 2 Eq
Conservation – Passive. Surges use 10-50% less Eq
Growth – Sustained. All stats are 5-25 points higher for determining Surge effects
Wild Gift/Surge Utility (1.30)
Mirror – Passive. Surges have base 50%+10-50% chance to be same type as spell cast
Feedback Shield – Sustained. 10-18% chance to Surge after taking damage
Interference Pattern – Activated. All spells and Wild Gifts used within a radius of 10-18 have same chance to Surge as yours for 6-10 rounds
Karmic Feedback – Sustained. If you would be killed by damage from a spell or Wild Gift while using this ability, you use all of your Eq to create an extremely powerful Surge that leaves you alive with one health, and casts your attacker's spell/Wild Gift back at them. At level 4, you take no damage from the original spell. Very high cost, long cooldown.
Obviously needs some balancing, and I'm not sure if it would really work at all. There would probably be a lot of first level deaths, before people could get their Surge Control talents up to speed. I don't mind dying at level 1 nearly as much as dying at level 20, though, so I wouldn't be too turned off by that.
Actually, even without this class, the Surge idea might be a way to "fix" Equilibrium - you still fail to do what you meant just as often, but half that time, you get something good anyway (itastelikelove failed to summon fire imp due to Equilibrium. Itastelikelove casts Inferno.). And then one or two of those talent trees might be available for all Wilder classes, so they can make builds based around getting good results from their "failed" spells.