New Class\ Mage Hunter
Posted: Sat Jul 14, 2012 1:19 pm
I love the Zigurath anti-magic plot line, and the lore behind it, but I feel that, at the moment, it's kind of short. It needs more fleshing out. Most specifically, if there's a whole city of anti-magic specialists, dedicated to the complete eradication of magic from all of Maj'Eyal, and it's not a small city at that, where are all the mage hunters? Where are all the people they raise up and train, not just recruited from the outside and given a few pointers, but people raised up from small children to hate magic?
Enter the Mage Hunter, who's primary stats will be Willpower and something physical, player's choice based on weapon tree they take.
Talent Trees:
-Combat Training
-Two-handed Mastery
-Shield Mastery
-Two-weapon Mastery
Disruption:
-Disrupting Blow (activated): The mage hunter infuses his weapon with natural magic-disrupting energies, dealing X additional slime damage and causing magic disruption on the target (should magic disruption deal additional turn damage to undead?).
-Resist Magic (passive): The mage hunter has learned to resist the effects of magic better. Gain X resistance to any magic-sourced damage, as well as Y spell save.
-Cone of Silence (activated): The mage hunter projects natural magic-disturbing energies forward in a cone of X radius, silencing all in it for Y turns.
-Repel Magic (sustained): While active, the mage hunter has a (mindpower-based) chance of repelling any magic spells cast at them, turning them back on the caster instead (AoE effects that don't specifically target the mage hunter are excluded).
Slime (I know there was an old Slime tree, is that still around?):
-Spit Slime (activated): The mage hunter spits slime at an enemy, dealing X damage and having a chance to cause magic disruption.
-Slime Coat (sustained): The mage hunter coats himself in a layer of slime. Any target attacking him in melee takes X slime damage. Additionally, the mage hunter gains Y resistance to fire, ice, and electricity. (should it also grant resistance to other magic damage types, like time, gravity, light, darkness?)
-Slimeball (activated): The mage hunter projects a ball of slime at the target, doing X slime damage to it and anything within radius (small), and dealing an additional Y damage a turn for Z turns. Additionally, there is a chance every turn for the magic disruption status to be inflicted.
-Mage-hunting Slime (sustained): The mage hunter infuses some slime with natural magic-hunting instincts for X turns, creating a mage-seeking ooze which is highly resistant to magic. This ooze will seek out and hunt any targets using magical energies (equipment or spells) and deal slime damage to them, possibly inflicting magic disruption. The ooze will not attack anything without magical energies.
Magic Hunting:
-Mage Rush (activated): The mage hunter rushes at the target, covering up to X tiles in only one turn (can be activated if more than X tiles from target). If he reaches the target, he also attacks them dealing normal weapon damage plus additional damage proportional to the target's spellpower. (or should the rush range be proportional to spellpower?)
-Magic Sense (passive): The mage hunter can sense magical energies. Magic-using enemies and magical traps can be sensed within X tiles (maybe mages can be sensed from further than those only using magical items?), even through walls and doors. (Maybe the tile the magic is in is simply illuminated empty if not in LoS, if so, it should also grant significant see invisible)
-Magical Concealment (sustained): The mage hunter sheathes himself in natural energies which shield him from detection by mages (magic users only, not those with magical items). Grants X stealth vs mages. (would this be too hard to implement?)
-Mage-killer (activated): The mage hunter hits the target with an attack that causes their magical energies to collapse on themselves. Deals normal melee damage, drains mana, vim, and positive or negative energy, and deals (elemental-appropriate?) damage to the target proportional to the energy drained. Even those with magical items are affected, taking X damage for every arcane-powered item they have equipped.
Starter area:
I figure the Mage Hunter has to be a Zigurath, so he should start out there, maybe given a 'final graduation trial' or the like. This would be different from the battle test that people taking the AM path face. I'm thinking a dungeon filled with magic-themed enemies that have been captured by the Zigurath for training purposes. At the end of it, a mage (boss) has taken captive a young woman. When you beat him, the young woman tells you her story, how she is an alchemist (mage) who has spent her life trying to help people. The Zigurath found her and brought her here. Will you free her? If you do, the Zigurath fail you and expel you from their city (starter dungeon complete, AM path and Zigurath sealed). If you kill her, you pass the Zigurath test and are sent out into the world to hunt mages (starter dungeon complete, AM path taken and Zigurath open).
Is granting AM at the beginning too much? This class would bypass a rather difficult trial most characters have to take to become AM. Do any of the above abilities clash too much with the AM path talents? I know most people take AM for the Silence spell, and I've tried to limit silencing in these abilities, as the mage hunter generally has to close to melee or cone range to silence a foe. Should the mage hunter be given any choice about taking the AM path, or should they be forced along it? Would the above abilities be over powered with access to runes and arcane equipment? Should the mage hunter have a permanent magic disruption effect on himself? Maybe generate one any time he uses any of his mage hunter talents?
I'm thinking that, as a whole, this class would be quite powerful against mages (as it should be), and maybe undead (magic dependent), but would be far more vulnerable to natural enemies. A minotaur or wyrm would be a big problem.
Enter the Mage Hunter, who's primary stats will be Willpower and something physical, player's choice based on weapon tree they take.
Talent Trees:
-Combat Training
-Two-handed Mastery
-Shield Mastery
-Two-weapon Mastery
Disruption:
-Disrupting Blow (activated): The mage hunter infuses his weapon with natural magic-disrupting energies, dealing X additional slime damage and causing magic disruption on the target (should magic disruption deal additional turn damage to undead?).
-Resist Magic (passive): The mage hunter has learned to resist the effects of magic better. Gain X resistance to any magic-sourced damage, as well as Y spell save.
-Cone of Silence (activated): The mage hunter projects natural magic-disturbing energies forward in a cone of X radius, silencing all in it for Y turns.
-Repel Magic (sustained): While active, the mage hunter has a (mindpower-based) chance of repelling any magic spells cast at them, turning them back on the caster instead (AoE effects that don't specifically target the mage hunter are excluded).
Slime (I know there was an old Slime tree, is that still around?):
-Spit Slime (activated): The mage hunter spits slime at an enemy, dealing X damage and having a chance to cause magic disruption.
-Slime Coat (sustained): The mage hunter coats himself in a layer of slime. Any target attacking him in melee takes X slime damage. Additionally, the mage hunter gains Y resistance to fire, ice, and electricity. (should it also grant resistance to other magic damage types, like time, gravity, light, darkness?)
-Slimeball (activated): The mage hunter projects a ball of slime at the target, doing X slime damage to it and anything within radius (small), and dealing an additional Y damage a turn for Z turns. Additionally, there is a chance every turn for the magic disruption status to be inflicted.
-Mage-hunting Slime (sustained): The mage hunter infuses some slime with natural magic-hunting instincts for X turns, creating a mage-seeking ooze which is highly resistant to magic. This ooze will seek out and hunt any targets using magical energies (equipment or spells) and deal slime damage to them, possibly inflicting magic disruption. The ooze will not attack anything without magical energies.
Magic Hunting:
-Mage Rush (activated): The mage hunter rushes at the target, covering up to X tiles in only one turn (can be activated if more than X tiles from target). If he reaches the target, he also attacks them dealing normal weapon damage plus additional damage proportional to the target's spellpower. (or should the rush range be proportional to spellpower?)
-Magic Sense (passive): The mage hunter can sense magical energies. Magic-using enemies and magical traps can be sensed within X tiles (maybe mages can be sensed from further than those only using magical items?), even through walls and doors. (Maybe the tile the magic is in is simply illuminated empty if not in LoS, if so, it should also grant significant see invisible)
-Magical Concealment (sustained): The mage hunter sheathes himself in natural energies which shield him from detection by mages (magic users only, not those with magical items). Grants X stealth vs mages. (would this be too hard to implement?)
-Mage-killer (activated): The mage hunter hits the target with an attack that causes their magical energies to collapse on themselves. Deals normal melee damage, drains mana, vim, and positive or negative energy, and deals (elemental-appropriate?) damage to the target proportional to the energy drained. Even those with magical items are affected, taking X damage for every arcane-powered item they have equipped.
Starter area:
I figure the Mage Hunter has to be a Zigurath, so he should start out there, maybe given a 'final graduation trial' or the like. This would be different from the battle test that people taking the AM path face. I'm thinking a dungeon filled with magic-themed enemies that have been captured by the Zigurath for training purposes. At the end of it, a mage (boss) has taken captive a young woman. When you beat him, the young woman tells you her story, how she is an alchemist (mage) who has spent her life trying to help people. The Zigurath found her and brought her here. Will you free her? If you do, the Zigurath fail you and expel you from their city (starter dungeon complete, AM path and Zigurath sealed). If you kill her, you pass the Zigurath test and are sent out into the world to hunt mages (starter dungeon complete, AM path taken and Zigurath open).
Is granting AM at the beginning too much? This class would bypass a rather difficult trial most characters have to take to become AM. Do any of the above abilities clash too much with the AM path talents? I know most people take AM for the Silence spell, and I've tried to limit silencing in these abilities, as the mage hunter generally has to close to melee or cone range to silence a foe. Should the mage hunter be given any choice about taking the AM path, or should they be forced along it? Would the above abilities be over powered with access to runes and arcane equipment? Should the mage hunter have a permanent magic disruption effect on himself? Maybe generate one any time he uses any of his mage hunter talents?
I'm thinking that, as a whole, this class would be quite powerful against mages (as it should be), and maybe undead (magic dependent), but would be far more vulnerable to natural enemies. A minotaur or wyrm would be a big problem.