Thessir
Would you like to react to this message? Create an account in a few clicks or log in to continue.

New Idea - Mechanic - New abilities for paths or base classes

2 posters

Go down

New Idea - Mechanic - New abilities for paths or base classes Empty New Idea - Mechanic - New abilities for paths or base classes

Post by Cortex Mon Apr 06, 2015 9:51 pm

Born from a very confused and disorganized discussion. New ability ideas for existing/new paths or base classes.

1. Mana Shield: The character gains CL*1+10% of current mana as a shield with +# DR, lasts X/rounds.

2. Spell Blade: Toggle or temporary spell, the character burns 1% of his mana per successful hit, but the opponent takes that amount in magic damage.

3. Soul Burn: Less of a solid suggestion, a mechanic that itself is a spell or empowers another, in exchange of a small % of soul vitality.

4. Soul Theft: Every X kills, or a boss/player kill, the character gains soul vitality back.

5. Mana Ultimatum: The character gains all of his mana back, but he suffers stat penalties, alternatively, a large boost in mana regeneration with lesser or no penalties(limited use).

6. Mana Theft: The player steals a set/% amount of mana from another character(limited use).

7. Mana Burn: The character burns a player's mana by a set/% amount, also causing the same amount(or a multiple) in damage(Very similar to Reaver's absorb mana, a possible upgrade).

8. Phoenix Rising: Cast upon own character, lasts for X rounds as a buff, if the character dies, he returns a round afterwards with a set amount/% of his HP.

9. Unstable Power: A spell or mechanic that functions via stacks, every use adds a stack on the enemy, and when certain conditions are met, the enemy receives X damage depending on how many stacks he had.

10. Gravity Force: A spell that allows two saves, first the character casts a spell at X point, then all enemies around it have a fortitude save or be force moved there by its gravity pull, a second periodic(round) save to decide wether the enemies are able to move normally or stay immobile/slowed in the AoE.

11. Gravity Push: A spell that blasts enemies around the caster a medium distance away, fortitude save negates.

12. Time Stasis: Able to cast on self, ally or enemy. The target becomes unable to do any action, becomes immobile and also invulnerable for a set amount of time(example, 10 seconds), if enemy, will negates.

13. Time Forward: The character vanishes and re-appears a set time afterwards in the same place, he takes no damage-over-time during this.

14. Flesh Eating Poison: Upon used on an enemy, he begins to receive damage every round for the duration of the effect, extra uses of the ability can stack up to a limit. Fortitude/Cure Poison negates.

15. Bloodthirst: Upon killing an enemy, the character gains a bonus to damage/AB, the bonus is greater if the enemy was a boss/player.

16. Focused Strike: The character gains a massive attack/damage bonus for one attack, afterwards he receives temporary penalties to physical stats even if he misses(limited use).

17. Deathsurge: Upon taking massive damage(example: CL*3), the character receives a massive adrenaline boost, becoming temporarily hasted with a boost to damage/attack(barbarian).

18. Army of the Dead: The caster creates a negative energy zone(or something) which will create three undead minions, for the duration of the spell, the minions are replaced one round after being destroyed.

19. One For All: For every two enemies more than party members(own character included), the character gains +1 AC. (Example, in a 1v3 scenario, he would receive 1 AC, and in a 2v5 scenario, he also would receive 1 AC).

20. All For One: For every extra party member, the character gains +1 will and discipline. Allies gain +# will.

21. Death Mark: The character casts a spell(can be from distance) at a target(will negates), if it succeeds, the character can land a strike to trigger the mark and deal bonus damage.

Maybe more to post later.
Cortex
Cortex

Alignment : True Neutral
Posts : 24
Join date : 2015-03-31

Back to top Go down

New Idea - Mechanic - New abilities for paths or base classes Empty Re: New Idea - Mechanic - New abilities for paths or base classes

Post by Everlasting Empathy Mon Apr 06, 2015 10:08 pm

Dark Magus

  1. Mana Theft: The player steals a set/% amount of mana from another character(limited use).
  2. Mana Burn: The character burns a player's mana by a set/% amount, also causing the same amount(or a multiple) in damage(Very similar to Reaver's absorb mana, a possible upgrade).


Warlock

  1. Mana Shield: The character gains CL*1+10% of current mana as a shield with +# DR, lasts X/rounds.
  2. Soul Burn: Less of a solid suggestion, a mechanic that itself is a spell or empowers another, in exchange of a small % of soul vitality.
  3. Soul Theft: Every X kills, or a boss/player kill, the character gains soul vitality back.
  4. Unstable Power: A spell or mechanic that functions via stacks, every use adds a stack on the enemy, and when certain conditions are met, the enemy receives X damage depending on how many stacks he had.


Necromancer

  1. Army of the Dead: The caster creates a negative energy zone(or something) which will create three undead minions, for the duration of the spell, the minions are replaced one round after being destroyed.
  2. Deathsurge: Upon taking massive damage(example: CL*3), the character receives a massive adrenaline boost, becoming temporarily hasted with a boost to damage/attack(barbarian).
  3. Flesh Eating Poison: Upon used on an enemy, he begins to receive damage every round for the duration of the effect, extra uses of the ability can stack up to a limit. Fortitude/Cure Poison negates.


Healer
  1. Rain of Life: The caster creates a large AoE effect, raining magic healing upon everyone for the duration of the spell., including enemies.
  2. Healing Link: For the duration of the spell, every spell cast will heal the caster and the target(if an ally) for a small amount.


Last edited by Everlasting Empathy on Mon Apr 06, 2015 11:17 pm; edited 1 time in total
Everlasting Empathy
Everlasting Empathy
Project Captain

Alignment : Lawful Good
Posts : 403
Join date : 2014-06-21

Character sheet
Name: Seraphina
Gender: Female Female
Race: Human

Back to top Go down

New Idea - Mechanic - New abilities for paths or base classes Empty Re: New Idea - Mechanic - New abilities for paths or base classes

Post by Cortex Mon Apr 06, 2015 10:43 pm

22. Madness Awakened: Upon casting, the character gains a bonus to speed, 5/+2 DR, CL*X temporary HP and bonus attack/damage. Spells cause friendly damage during the duration of the spell, and all people(including allies) within certain range of the caster take a small amount of damage per round.

23. Shadow of the Assassin(s): The character casts a spell on a target, the darkness effect surges for a round, and during it, one or more clones of the caster will appear and attack the target, they have significantly(or no) damage.

24. Mana Tap: Moving or attacking physically increases mana regeneration.

25. Counter Magic Shield: A short lasting spell (3/CL?), creates a DR #/+# shield for the duration, any damage absorbed heals the caster, damage received passes through normally.

26. Mirror Attack: The caster surrounds himself in a mirror like sphere(or something) for X rounds, the next melee attack will be negated, and the damage returned in full(limited used).

27. Dark Spirit: The caster summons a dark spirit, weaker than the average summon, if it is destroyed(except by running out of time as a summon), it explodes dealing AoE damage to the surrounding enemies.

28. Chaos Rift: The caster creates a large AoE effect, where small explosions will occur randomly, damaging all people without prejudice.

29. Rain of Life: The caster creates a large AoE effect, raining magic healing upon everyone for the duration of the spell., including enemies.

30. Healing Link: For the duration of the spell, every spell cast will heal the caster and the target(if an ally) for a small amount.

31. Rampage: For the duration of the spell, every spell cast on an enemy will also deal extra side damage.

32. Limit Crash: Cast upon self, if the caster runs out of mana during the duration of the spell, the spell triggers and gives the caster unlimited casting for a set amount of time, after the timer runs out, mana is reset to 0 and regeneration remains zero for a set amount of time.

33. Last Breath: Spell/ability, if the target drops below 0 HP, the ability/spell is spent. The character can remain below negative HP for a set amount of time, after the timer is up and the target is still at negative HP, the character dies, if he manages to heal, he continues to live. (Temporary negative HP could be limited to a certain amount, such as -100).

34. Revenger Blast: For the duration of the spell, every point of damage taken builds up into energy, a second cast at will create an AoE blast upon target, multiplying the damage absorbed, if the spell runs out, the explosion occurs on the caster as point of origin. (Damage gathered could be limited to CL, or a set amount).

35. Iron Thunder: Upgrade from Balagarn's Iron Horn, effect is the same, but STR DC and AoE are greater.(Limited use?)
Cortex
Cortex

Alignment : True Neutral
Posts : 24
Join date : 2015-03-31

Back to top Go down

New Idea - Mechanic - New abilities for paths or base classes Empty Re: New Idea - Mechanic - New abilities for paths or base classes

Post by Cortex Tue Apr 07, 2015 9:59 am

36. Energy Discs: The character casts the spell on a target, and two energy discs will appear on opposite sides and fly toward the target(area), dealing damage to anyone caught by the discs(similar to lightning bolt, but instead of originating from the caster, it originates from a target point and strikes sideways).

37. Mana Surge: The character creates a surge of mana in an AoE, increasing mana regeneration for allies and enemies alike.

38. Spirit Link: The caster links himself with an ally(s), the damage received is spread amongst everyone linked.

39. Mana Mastery: Every X spells cast, a spell cost is free(no mana spent).

40. Unholy Drain: The character can cast this on an allied undead summon, the undead summon is destroyed and the caster heals for a % of the undead's remaining HP.

41. Unholy Siphon: The The character can cast this on an allied undead summon, the undead summon is destroyed and the caster regenerates mana for a % of the undead's remaining HP.

42. Putrid Plague: The character casts a spell in an AoE, creating a plague fog that deals % of the enemies' remaining/total HP every round.

43. Necro-Worm: The character casts a spell on an enemy target, infecting him with a Necro-Worm(fortitude negates), every round, the character loses 10% of his total HP, after 5 rounds(or so), the character makes a fortitude save or die(receives damage if success), regardless of the save, a necro-worm under the necromancer's control bursts out. Cure Disease removes Necro-Worm effect.

44. Tornado: The character creates a powerful continuous gust of wind that knocks enemies and allies alike down(fortitude negates), every round. (Upgraded Gust of Wind).

45. Mana Overload: Every spellcast on an enemy builds up stacks, when the target dies, it explodes in a magic burst, dealing damage to surrounding enemies.
Cortex
Cortex

Alignment : True Neutral
Posts : 24
Join date : 2015-03-31

Back to top Go down

New Idea - Mechanic - New abilities for paths or base classes Empty Re: New Idea - Mechanic - New abilities for paths or base classes

Post by Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum