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My ideas for 2 new classes: The Death Knight and The Necromancer...


SpellAndShield

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Death Knight

 

It is well known that the Tevinter Imperium dabbled in the forbidden arts and blood magic but it is less well known that the warriors serving the sinister mages of yore also dabbled in forbidden arts. It is not known how exactly these warriors, then known as Death Knights came to acquire their dark skills but recently uncovered ancient lore has revealed the process by which a warrior can become a servant of death. Death knights tend to be usually pale and their eyes bloodshot; it is said that they hang on the cusp between life and death and are neither living nor dead, nor undead but something more. As this magic art is largely unknown, death knights have no true enemies as do blood mages but it is virtually certain that should knowledge of them come to the light of day, the Chantry and Circle of Magi would oppose them.

 

Effects: +2 Constitution, +2 Strength, +10 Health

 

Unholy Might: upon taking this ability, the death knight gains greater understanding of the twilight realm of undeath, and thus grows closer to it. He gains enhancements as if he were undead.

 

Passive

 

+5 Constitution, +5 Strength, + 3 Armour Bonus, + 10% Physical Resistance, +50% Cold Resistance

 

Soul Reaver: with this ability, the death knight’s blows destroy the very life essence of his opponents, with each hit draining health from his enemies and transferring it to the death knight.

 

Sustained

 

Requires Level 12

 

When this mode is activated, each blow the death knight deals drains the life of the opponent, inflicting spirit damage and healing the death knight.

 

Unholy Aura: Having gained still greater insight into undeath, the death knight can now project an aura of deathly cold and weakness, affecting all enemies. One with Darkness enhances this ability.

Sustained

 

Requires Level 14

When this mode is activated, the death knight is surrounded by an aura of weakness and cold, slowing opponents, and inflicting penalties to attack and defence to all enemies who enter the field. One with Darkness enhances this ability.

 

One with Darkness

 

Passive

 

Requires Level 16

 

Having attained mastery of dark forces no mortal was ever meant to; the death knight overcomes the limitations set upon him by his mortality and leaves a part of his humanity behind forever. He is now neither living nor dead, nor unread but something much more.

 

Immune to Knock Down, Stun, Paralysis, Cold Damage and Fear (Nightmare, etc.)

 

The Death Knight’s other abilities are further enhanced; Soul Reaver now inflicts additional spirit damage and drains mana/stamina from the death knight’s enemy in addition to health, transferring it to the death knight; Unholy Aura now inflicts cold damage to all who enter its field, with a chance of freezing opponents within it.

 

 

Necromancer

 

True necromancy is one of the foulest and most ancient forms of magic on Thedas. It harks back to a time before even the Tevinter Imperium and has been lost since then. The occasional darkspawn emissary has dabbled in it but the black art of true necromancy is unknown to the vast majority of mages. Only a select few even know of its existence and still fewer seek to master its power.

 

Effects: +2 Magic, +2 Willpower, +10 Mana

 

Corrupted Soul: to even begin to comprehend the black intricacies of necromancy, the mage must allow his very soul to become corrupted with something...else.

 

Passive

 

+5 Magic, +5 Willpower, +50% spirit damage, the duration of all spells of the Entropy class is doubled (nightmare, sleep, etc.)

 

Unholy Resurrection: the principal and best known power of the true necromancer is his ability to bring the dead back to unlife to serve him. With this power the necromancer raises a fallen enemy into undeath, serving the will of the necromancer.

Activated

 

Requires Level 10

 

The necromancer brings an enemy back from death, creating an undead servant. This servant has all the abilities it had in its former life.

 

Entropic Aura: engulfing himself in an aura of entropic energy, this dread aura saps the spiritual essence from opponents, be it stamina or mana.

 

Sustained

 

Requires Level 12

 

This aura drains all opponents of mana/stamina and transfers it to the necromancer. The amount of mana/stamina drained is proportional to the necromancer’s spellpower.

 

Spiritual Annihilation: the necromancer has fully given himself over to the black arts and has gained new abilities as a result in addition to enhancing those he already possesses.

 

Passive

 

Requires Level 16

 

+100% Spirit Damage, Duration of all spells of the Entropy class is tripled.

 

Unholy Resurrection now can bring multiple enemies into undead servitude, up to a total of 4.

 

Entropic Aura is further enhanced; enemies who enter the aura now suffer spirit damage and must pass a mental resistance check or succumb to the nightmare spell. Allies within the aura gain bonuses to attack, defence, spirit resistance and are hasted.

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looks similar from DOTA but yea i guess that'l work passives attri is a little too much though may be 2 - 3 stats would be fair for a passive
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Yeah, I am going to chaneg them up a bit, maybe reduce the power.

 

The Necromancer actually looks like what I expected them to be in Oblivion, but they never were, or at least didn't seem that way.

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Yeah, I am going to chaneg them up a bit, maybe reduce the power.

 

The Necromancer actually looks like what I expected them to be in Oblivion, but they never were, or at least didn't seem that way.

 

Do you like the ideas though? Would you like to see them implemented?

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Yeah, I am going to chaneg them up a bit, maybe reduce the power.

 

The Necromancer actually looks like what I expected them to be in Oblivion, but they never were, or at least didn't seem that way.

 

Do you like the ideas though? Would you like to see them implemented?

 

I like them, but I wouldn't personally use them because I am not a big mage player. But I would love to give that specialization to Morrigan. I make her an arcane warrior now because she tends to get in close fighting, and these would definitely make much more formidable as close range fighter.

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Yeah, I am going to chaneg them up a bit, maybe reduce the power.

 

The Necromancer actually looks like what I expected them to be in Oblivion, but they never were, or at least didn't seem that way.

 

Do you like the ideas though? Would you like to see them implemented?

 

I like them, but I wouldn't personally use them because I am not a big mage player. But I would love to give that specialization to Morrigan. I make her an arcane warrior now because she tends to get in close fighting, and these would definitely make much more formidable as close range fighter.

 

The death knight would make playing a warrior a lot more interesting and useful!

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I think somone has been reading at least part of your mind. It's not the same as what you are thinking, but getting warm. ;)

http://www.dragonagenexus.com/downloads/file.php?id=1292

 

Well I really did have something else in mind and let me explain the details of what I meant.

 

In the vanilla game, the spirit healer has the revival spell. Well as everyone knows here I know NOTHING about scripting but the idea was that with some tweaking 'Unholy Resurrection' would be able to revive those dead enemies of yours in a similar fashion. So that genlock rogue you just killed can be 'unholy resurrected' (revived) and becomes an ally. This SHOULD be game mechanic wise plausible. There are plenty of summoning spells out there and that is not what I had in mind. You really should be able to bring back the dead under your command as a necromancer.

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