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Post subject: New Class: Blood Mage
Posted: Jun 13, 2012 - 02:32 AM
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Respectable

Joined: Feb 10, 2008
Posts: 158
Status: Offline
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Blood Mage
My idea is for a hybrid class that uses health as the source for its power. Blood Mages would be a hybrid class that can summon the undead, stack poison on targets, and cast a few utility spells. The Blood Mage would have medi-healing similar to a Wizard, and every spell would cost HP. The Blood Mage would use meditation as a "stance" and be able to meditate while in combat. Moving would still break the meditation trance. To balance out the medi-healing "stance" Blood Mages would only be allowed to medi-heal and cast spells in robes. In addition Blood Mages would be allowed to cast and meditate while using a weapon. Blood Mages would only be allowed to use glaives, spears, and sickles. Melee and Anatomy would be capped at one, however Blood Mages would rely on poison stacking (see poisoning skill below) to inflict harm while in melee range. Blood Mages would have the same HP as fighters, since Blood Mages use HP as an energy source.
Primes:
Poisoning - Gives the Blood Mage the ability to poison weapons, higher poisoning levels allow weapons to "stack" poison on a target depending on poisoning level. Maybe for every poisoning level higher than the skill required to poison a weapon it allows it to stack an additional time. Also higher poisoning levels, could reduce the effects of poison on the Blood Mage.
RM - This balances out the fast leveling speed of poisoning, and this skill goes well with the class design.
Blood Mage Magery -
Level
1. † † †Distract - causes the enemy to miss or attack slower, strength would depend on magery level
4. † † †Curse - puts the babble curse on an opponent, the curse time depends on magery level
5. † † †Summon Skeleton - Summons one skeleton, for every magery level higher than 5, it raises the skeleton's level by one.
6. † † †Summon Zombie - Summons one zombie, for every magery level higher than 6, it raises the zombie's level by one.
7. † † †Teleport - teleports the enemy to a location of the caster's choice
8. † † †Reanimate/reincarnation - revives a dead pet, but kills the caster (uses all HP)
9. † † †Lower Resistance - lowers the RM level of a creature by 1, for every magery level higher than 9, it lowers RM an additional level
10. † † Summon BM - Summons one BM (cannot cast summon skeletons), for every magery level higher than 10, it raises the BM's level by one |
_________________ Varto-noob cleric
Last edited by Buckner on Jun 13, 2012 - 11:53 AM; edited 2 times in total
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Post subject: RE: New Class: Blood Mage
Posted: Jun 13, 2012 - 03:55 AM
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Peasant


Joined: Aug 20, 2008
Posts: 67
Location: Yonder
Status: Offline
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Nice idea! I think adding more classes to Obie would be fun!
One thing I noticed is that you don't mention the summoned undead creatures having a time limit. Maybe the length undead creatures stay should depend on the casters level? I think these creatures should last no longer than when a Druid summons elementals.
Also I don't see how reanimate would work as animals don't turn into ghosts in death so there wouldn't be anything to target.
But otherwise great ideas  |
_________________ Leader of The Pillars
http://thepillars.proboards.com/index.cgi?
Negithy of Lerilin
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Post subject: RE: New Class: Blood Mage
Posted: Jun 13, 2012 - 08:26 AM
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Peasant


Joined: Jul 25, 2009
Posts: 27
Status: Offline
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Dragon Age much?
Nice idea though |
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Post subject:
Posted: Jun 13, 2012 - 11:46 AM
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Respectable

Joined: Feb 10, 2008
Posts: 158
Status: Offline
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Thanks for the feedback, yes I think the summons should work exactly like druid's summons. I am not sure how the revive pet would work, maybe you can click on the Druid and the game would bring back his most recent pet who died. I am sure that is a mess to code though.
I played DA, but never the Blood Mage, I was thinking more of the Warlock class from WoW. It was really just a mental exercise to see if I could create a class using preexisting spells and mechanics that are already in the game with minimal overlap (e.g. currently no class shares primes).
There are a few problems though, there hasn't been an "evil" class before. RP wise I could see Clerics having a problem with this class. Also, teleport could be used to troll players, but so can spells already in the game such as invis or TU. TU would have to be changed so it doesn't kill the summoned undead, and it would have to be impossible for the summoned undead to attack players so someone wouldn't train RM.
I think that this class would add to group hunts by having some nice utility spells. It would also encourage Druids to hunt more on D hunts since their pet could be revived.
My main concern is that this class would be too powerful, but I have tried my best to balance it out. Any other comments are encouraged. |
_________________ Varto-noob cleric
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Post subject:
Posted: Jun 13, 2012 - 03:16 PM
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Respectable

Joined: Jun 04, 2009
Posts: 124
Status: Offline
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Just a thought I had while reading that I decided to throw in.
The blood mage can target a dead creature and re-animate it to attack his enemies. Magery level would determine the level of creature able to be resurrected. At a certain level (6 or 7 perhaps, or maybe 8?), this spell or a variation of it could be used to resurrect a druid's dead pet by targeting the corpse. Re-animated creatures should lose 1 level, unless they were level 1 to start with.
Also, I don't think that having the player have to die to get back a druid's pet is reasonable. Clerics don't have to die to resurrect players. Perhaps alternatively the use of the spell could leave him with just 1 or 2 HP and cause something like paralysis (or inability to act/move) for a period of time like 30 seconds or a minute (RT). Also, re-animated druid pets should lose a level if they were leveled above that creature's starting level. (Ex: a level 10 lava spider would drop back to level 9, a level 7 brown bear would remain at level 7). |
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