Talent tree - Magical Training - Generic

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Talent tree - Magical Training - Generic

#16 Post by Aquillion »

Rather see Doomed get a fun-to-use early-game tree that's more specific to them and doesn't become useless later on.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Talent tree - Magical Training - Generic

#17 Post by Nagyhal »

Hello,

A lot of ideas were batted around a while ago with the intention of creating a very specifically low-explosives mage class--the mythical Hedge Wizard (link!).

While the ideas in this thread are good, there's a lot worthy of consideration in that thread if you're interested in making talent trees with a sort of bare-bones arcane fundaments flavour about them. Truth be told, though, sadly, I think the old discussion was only just heating up before we abandoned it.

Don't disregard the potential for enriching the game's lore and setting in introducing any substantial new play options, too. As briefly mentioned in the Hedge Wizard thread, there'd been the idea of having to take on a course of training at Angolwen, perhaps including an powerful tree that would act as a kind of anti-Antimagic.

What I'd most like to see of all would be separate Cantrips and Runic Mastery talent trees--that one's a hobby-horse of mine, as I'd love to see actually viable attack runes that can be grafted on to any class to make an instant fearsome mixed-range hybrid. All the more, now, that infusions have a generally available talent group that caters to them, there's no excuse for runes not getting any special attention!

Aside from that... any cool new tricks for staves will be very well met.

So, if I were to sketch out a pair of dream talent categories from these two threads, they'd go like, well... there are plenty of good runic trees already in the Hedge Wizard thread, including one I posted there, so there's my first. An interesting and viable Cantrips tree might look like this, with a take on the very nice and very overdue Counterspell tacked on for surprise and wonderment, though a better Tier 4 might let you simply reuse differing cantrips with the same cooldowns from the lesser schools lower in the list:

Spell/ Cantrips

Lesser Conveyance/ Activate, cooldown 10->6, mana 5, 1 turn

Cast on yourself to use Fleetfeet, increasing your movement speed by [50->85%, MAG] for 5 turns. At level 3, target a square you can see in range [2->3] to use Blink, hopping instantly into that square. At level 5, target an enemy within range 3 to use Push, knocking it back up to 5 squares. The teleport chance will increase with Magic.

Lesser Divination/ Sustain, cooldown 30, mana 30, 1 turn

At level 1 you gain Suspicion, causing a vague apprehension when you approach enemies up to 5 squares out of line of sight, or an undetected trap within up to 3 squares, but not allowing you to learn their precise location. At level 3 you acquire Detect Items, detecting items within a range of [10+2*TL, MAG]. At level 5 you gain Augur, warning you of great dangers and legendary treasures that await on any level.

Lesser Phantasm/ Activate, cooldown 12->8, mana 10, 1 turn

Cast on a foe in range 5 to use Daze, dazing it for 5 turns. At level 3, cast on an empty square in range 5 to use Figment, creating an insubstantial apparition that will scare enemies for 3 turns. At level 5, target yourself to use Vanish, becoming invisible for 3 turns at power XX, though using any ability will break the effect.

Counterspell/ Activate, cooldown 20, mana 30, instant

Negate all incoming magic projectiles within range 4+TL. If not currently under fire, you ready your counter for TL turns in expectation of a coming struggle of mystic mettle. Readied counters will set off instantly, and will also affect instant travel spells. At level 3, you learn to deflect magics with enough force that you blast the originators of any attack for XX arcane damage. At level 5, this also dazes for 3 turns.

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