New Mage Class: Experimentalist
Posted: Sat Jun 23, 2012 9:03 pm
I've loved this game and it's continual development for some time, but two things bug me.
1.) No mages get an ability to grant elemental resistances as a passive. Mages deal with these forces all the time. They should be able to learn to cope with them.
2.) There are remarkably few damaging cold spells, and those that exist tend to be light AOE DOT.
To address these two things, I came up with this:
***************
The Experimentalist:
The experimentalist mage is the most feared of all mages by the standard community, and even most mages see them with some fear after the Spellblaze scarred the world. Experimentalists are not satisfied with the magics of the world today and instead seek new powers and new ways of using those mages are already familiar with.
Experimentalists use mana to fuel their spells, but also have a % chance of failure, resulting in one of three effects: a miasma of the chosen element fills the area dealing DOT for X turns; a wave of the chosen element shoots forth from the mage in a random direction; the spell collapses inward, striking the mage with damage of the chosen element.
SPELL TREES:
Precautions:
Elemental Safety (x/5) Passive: The experimentalist takes special precautions when dealing with elemental forces, reducing all fire, cold, lightning, and nature damage taken by spell backlashes by (15-75)% and reducing all other damage of those elements by (10-50)%.
Natural Safety (x/5) Passive: The experimentalist takes special precautions when dealing with natural forces, reducing all acid, nature, light, and darkness damage taken by spell backlashes by (15-75)% and reducing all other damage of those elements by (10-50)%.
Unnatural Safety (x/5) Passive: The experimentalist takes special precautions when dealing with unnatural forces, reducing all mind, temporal, arcane, and slime damage taken by spell backlashes by (15-75)% and reducing all other damage of those elements by (10-50)%.
Precautionary Master (x/5) Passive: The experimentalist takes great care when exploring, gaining X trap detection and Y see invisible.
Wildfire (unlock)
Ice (unlock)
Stone (unlock)
Storm (unlock)
Frostweave:
Hoarfrost (x/5) Activated, Target: Connects the target to a realm of ice through magical frost lines, freezing the outer layer of the creature, dealing X cold damage, and having Y chance to slow the creature by 25% for Z turns.
Frozen Web (x/5) Activated, Ground Target: Creates a web trap that, when triggered by a creature, pins them for X turns, dealing Y cold damage every turn.
Frost Spiders (x/5) Activated, AoE Target: Summons a swarm of tiny frost spiders in a radius of X around the target. These spiders swarm over any creature in the area and suck the heat from it, dealing Y cold damage every turn the creature remains in the field and for an additional Z/3 turns outside of the field. The field lasts for Z turns.
Freeze Ray (x/5) Activated, Beam Target: The experimentalist fires a beam of pure cold at the target, dealing X damage to it and freezing it for Y turns.
Time Flux:
Temporal Instability (x/5) Activated, Target: The experimentalist partially disrupts the target's standing in time, forcing parts of their body from the past and future to merge with the body from the present. For X turns, the target takes Y temporal damage every turn. The target also has a chance of becoming confused every turn.
Temporal Nuances (x/5) Activated, Self: The experimentalist replaces damaged body parts with those taken from a hypothetical future, restoring X hp. There is also a chance that one of the caster's physical stats may be altered by +/-Y.
Groundhog's Day (x/5) Activated, Target: The experimentalist forces the target into a temporal loop, making them repeat their last 3 turns for X*3 turns. The target also suffers Y temporal damage with every cycle.
Freeze Time (x/5) Activated, Self: The experimentalist freezes time for X turns, allowing him to freely act. The experimentalist cannot move during this time, and can still suffocate if without air.
Acid:
Vitrolic Ball (x/5) Activated, Target: The experimentalist conjures a small ball of potent acid and launches it at the target, dealing X acid damage. The target is also drenched in acid, taking Y acid damage every turn for Z turns.
Acid Bubbles (x/5) Activated, Target AOE: The experimentalist causes the ground to boil with acidic bubbles that pop up in random locations over x turns, each lasting x*3 turns and exploding if any target moves within radius y of them. Each explosion deals z acid damage to any creature within a radius of y*2.
Acid Breath (x/5) Activated, Cone: The experimentalist exhales a cloud of acid in a cone of radius x, dealing y acid damage to anything inside. Creatures caught in the breath also loose z strength if they fail a spell save.
Acid Blood (x/5) Activated, Target: The experimentalist turns a portion of the target's blood into acid, causing x acid damage and possibly causing stun, daze, confuse, or blind.
Unstable:
Void Step (x/5) Activated, Self: The experimentalist tries to create a void between two locations. The experimentalist and all creatures within a radius of (5-1) are teleported to a random location within a radius of (15-5) of the target location. If the spell fails, the effect is knockback and stun rather than damage.
Shimmering Shell (x/5) Activated, Self: The experimentalist errects a shield of strenth X around himself, lasting Y turns or less. This shield is unstable and may collapse at any time (random). When it does, all remaining health is dealt as arcane damage to all creatures in a radius of Z.
Living Flame (x/5) Activated, Target: The experimentalist summons a living flame at the target location. Every turn, the flame will spread (1-2) tiles toward all enemies within sight of the flame, dealing X fire damage to any creatures caught in it. The living flame lasts for Y turns before it dies out.
Psychic Duress (x/5) Activated, Target: The experimentalist uses psychic manipulation to try to force the target to fight by his side. Every turn for X turns, the target must pass a mind save or fight for the caster. If the target passes the save, it takes Y mind damage that turn instead.
***************
The above outlines a class with a lot of direct damage spells, access to fire (one spell only), ice, acid, and temporal damage (before the unlock of more fire, more ice, lightning, and physical damage), a movement spell (though it will take creatures near you with you), a shield spell, a healing spell, a 'friend' spell, AOEs, DOTs, DDs, and a variety of status effects. Altogether, this may make this class far too overpowered.
Of course, this is all just a first crack at something like this. This would be a great class to add all kinds of spells to, and categories like the last one (unstable, theoretical, experimental, practical, etc.) would allow random assortments of spells where a whole theme (i.e. acid, fire, etc.) couldn't be come up with or is already complete elsewhere. I'm also thinking that, to counterbalance the risk of spell failure, either the mana cost, the cooldown time, or both would be somewhat less than they are for the (roughly) equivalent spells for other classes.
1.) No mages get an ability to grant elemental resistances as a passive. Mages deal with these forces all the time. They should be able to learn to cope with them.
2.) There are remarkably few damaging cold spells, and those that exist tend to be light AOE DOT.
To address these two things, I came up with this:
***************
The Experimentalist:
The experimentalist mage is the most feared of all mages by the standard community, and even most mages see them with some fear after the Spellblaze scarred the world. Experimentalists are not satisfied with the magics of the world today and instead seek new powers and new ways of using those mages are already familiar with.
Experimentalists use mana to fuel their spells, but also have a % chance of failure, resulting in one of three effects: a miasma of the chosen element fills the area dealing DOT for X turns; a wave of the chosen element shoots forth from the mage in a random direction; the spell collapses inward, striking the mage with damage of the chosen element.
SPELL TREES:
Precautions:
Elemental Safety (x/5) Passive: The experimentalist takes special precautions when dealing with elemental forces, reducing all fire, cold, lightning, and nature damage taken by spell backlashes by (15-75)% and reducing all other damage of those elements by (10-50)%.
Natural Safety (x/5) Passive: The experimentalist takes special precautions when dealing with natural forces, reducing all acid, nature, light, and darkness damage taken by spell backlashes by (15-75)% and reducing all other damage of those elements by (10-50)%.
Unnatural Safety (x/5) Passive: The experimentalist takes special precautions when dealing with unnatural forces, reducing all mind, temporal, arcane, and slime damage taken by spell backlashes by (15-75)% and reducing all other damage of those elements by (10-50)%.
Precautionary Master (x/5) Passive: The experimentalist takes great care when exploring, gaining X trap detection and Y see invisible.
Wildfire (unlock)
Ice (unlock)
Stone (unlock)
Storm (unlock)
Frostweave:
Hoarfrost (x/5) Activated, Target: Connects the target to a realm of ice through magical frost lines, freezing the outer layer of the creature, dealing X cold damage, and having Y chance to slow the creature by 25% for Z turns.
Frozen Web (x/5) Activated, Ground Target: Creates a web trap that, when triggered by a creature, pins them for X turns, dealing Y cold damage every turn.
Frost Spiders (x/5) Activated, AoE Target: Summons a swarm of tiny frost spiders in a radius of X around the target. These spiders swarm over any creature in the area and suck the heat from it, dealing Y cold damage every turn the creature remains in the field and for an additional Z/3 turns outside of the field. The field lasts for Z turns.
Freeze Ray (x/5) Activated, Beam Target: The experimentalist fires a beam of pure cold at the target, dealing X damage to it and freezing it for Y turns.
Time Flux:
Temporal Instability (x/5) Activated, Target: The experimentalist partially disrupts the target's standing in time, forcing parts of their body from the past and future to merge with the body from the present. For X turns, the target takes Y temporal damage every turn. The target also has a chance of becoming confused every turn.
Temporal Nuances (x/5) Activated, Self: The experimentalist replaces damaged body parts with those taken from a hypothetical future, restoring X hp. There is also a chance that one of the caster's physical stats may be altered by +/-Y.
Groundhog's Day (x/5) Activated, Target: The experimentalist forces the target into a temporal loop, making them repeat their last 3 turns for X*3 turns. The target also suffers Y temporal damage with every cycle.
Freeze Time (x/5) Activated, Self: The experimentalist freezes time for X turns, allowing him to freely act. The experimentalist cannot move during this time, and can still suffocate if without air.
Acid:
Vitrolic Ball (x/5) Activated, Target: The experimentalist conjures a small ball of potent acid and launches it at the target, dealing X acid damage. The target is also drenched in acid, taking Y acid damage every turn for Z turns.
Acid Bubbles (x/5) Activated, Target AOE: The experimentalist causes the ground to boil with acidic bubbles that pop up in random locations over x turns, each lasting x*3 turns and exploding if any target moves within radius y of them. Each explosion deals z acid damage to any creature within a radius of y*2.
Acid Breath (x/5) Activated, Cone: The experimentalist exhales a cloud of acid in a cone of radius x, dealing y acid damage to anything inside. Creatures caught in the breath also loose z strength if they fail a spell save.
Acid Blood (x/5) Activated, Target: The experimentalist turns a portion of the target's blood into acid, causing x acid damage and possibly causing stun, daze, confuse, or blind.
Unstable:
Void Step (x/5) Activated, Self: The experimentalist tries to create a void between two locations. The experimentalist and all creatures within a radius of (5-1) are teleported to a random location within a radius of (15-5) of the target location. If the spell fails, the effect is knockback and stun rather than damage.
Shimmering Shell (x/5) Activated, Self: The experimentalist errects a shield of strenth X around himself, lasting Y turns or less. This shield is unstable and may collapse at any time (random). When it does, all remaining health is dealt as arcane damage to all creatures in a radius of Z.
Living Flame (x/5) Activated, Target: The experimentalist summons a living flame at the target location. Every turn, the flame will spread (1-2) tiles toward all enemies within sight of the flame, dealing X fire damage to any creatures caught in it. The living flame lasts for Y turns before it dies out.
Psychic Duress (x/5) Activated, Target: The experimentalist uses psychic manipulation to try to force the target to fight by his side. Every turn for X turns, the target must pass a mind save or fight for the caster. If the target passes the save, it takes Y mind damage that turn instead.
***************
The above outlines a class with a lot of direct damage spells, access to fire (one spell only), ice, acid, and temporal damage (before the unlock of more fire, more ice, lightning, and physical damage), a movement spell (though it will take creatures near you with you), a shield spell, a healing spell, a 'friend' spell, AOEs, DOTs, DDs, and a variety of status effects. Altogether, this may make this class far too overpowered.
Of course, this is all just a first crack at something like this. This would be a great class to add all kinds of spells to, and categories like the last one (unstable, theoretical, experimental, practical, etc.) would allow random assortments of spells where a whole theme (i.e. acid, fire, etc.) couldn't be come up with or is already complete elsewhere. I'm also thinking that, to counterbalance the risk of spell failure, either the mana cost, the cooldown time, or both would be somewhat less than they are for the (roughly) equivalent spells for other classes.