SpellAndShield Posted May 31, 2010 Share Posted May 31, 2010 I have tweaked and rebalanced them and given thought to gameplay balance. Necromancers for example, really concentrate only on one thing, creating undead servants. New Mage Specialty Classes Magebane A magebane is a mage that learns to focus all his magical power on the neutralisation of magic. This may seem paradoxical but magebanes were born of an experiment undertaken by the Templars of the Chantry. They sought to create a mage who was even more effective in combating magic than they themselves. Some were driven by self-loathing to this path but others have recognised the utility of being able to stop other spellcasters in their tracks and have begun to take up this new craft. Effects: +1 Magic, +1 Willpower, +10% spell resistance Mana Bolt Activated The mage fires a bolt of bluish energy that causes no damage but drains a massive amount of mana from the target. Bane of Mages further enhances this ability. Painful Spellcasting Activated Requires Level 10 When this spell is cast on an enemy spellcaster, each time he casts a spell, health is drained in proportion to mana expenditure for the duration of the spell. Bane of Mages further enhances this ability. Absorption Shield Sustained Requires Level 14 The magebane is engulfed in an aura of protective energy. When this shield is active a portion of all spell damage is converted to mana. Bane of Mages Passive Requires Level 16 Mages run in terror of the magebane as no sane mage would wish to encounter a magebane of this rank. +3 magic, +3 willpower, +20% spell resistance Mana Bolt now paralyses the target in addition to draining it of mana. Painful Spellcasting now has a chance of disrupting enemy spells; in addition to its normal effects, there is a significant chance that the enemy spellcaster’s magic is interrupted as he is wracked by pain. Absorption Shield now increases mana regeneration significantly when active. Warlock There is ancient magic far older than anything the Circle of Magi is aware of and even older than that of the Tevinter mages. This magic is the province of the warlock. Only a select few mages these days stumble upon the means necessary to master this magic, those who do, however, are terrors, inciting paralytic fear in their enemies. +1 Spellpower, +1 Willpower, +10% Mental Resistance Spiritual Corruption To become a warlock, a mage must give in to spiritual forces few are willing to engage. Passive +2 Spellpower, +2 Willpower; +20% Spirit damage; +25% Mental Resistance Mass NightmareActivated Requires Level 8 The warlock’s mastery of fear inducing magic is far greater than that of an ordinary mage. The warlock casts a massive nightmare spell affecting multiple targets. This can be combined with sleep to produce a mass waking nightmare effect as a spell combination. Entropic Aura Sustained Requires Level 12 This aura drains all opponents of mana/stamina and transfers it as health to the necromancer. The amount of mana/stamina drained is proportional to the necromancer’s spellpower. Spiritual Annihilation Passive Requires Level 16 The warlock 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. +3 Spellpower, +3 Willpower, +30% Spirit Damage, Duration of all spells of the Entropy class is doubled. Entropic Aura is further enhanced; enemies who enter the aura now suffer constant spirit damage in addition to its other effects and enemies who land a successful attack on the warlock must pass a mental resistance check or be paralysed. Pyromancer It is well known that fireball is one of the favourite spells of many mages. Some mages, however, are not content with merely lobbing fireballs at enemies. They study the very nature of fire itself, learning to master this elemental force at a level beyond what any of their peers can achieve or even dream of. Those who obsessively pursue the power of the flame are known as pyromancers. Effects: +2 Spellpower, +10% Fire Resistance One with the Flame The first step towards mastery of fire, One with the Flame enhances the pyromancer’s ability to manipulate destructive fire. + 3 Spellpower, +20% Fire Damage, +25% Fire Restistance Fireshield Sustained Requires Level 12 The pyromancer is surrounded by an aura of flame which enhances his armour rating, defence and inflicts fire damage on any enemy who makes a successful attack on the pyromancer. Eruption Activated Requires Level 14 The pyromancer explodes in an eruption of flame. Surrounding enemies take fire damage and are knocked off their feet. Pyromaniac Passive Requires Level 16 The pyromancer’s obsession with fire has finally yielded the ultimate benefits. Fire cannot harm him and those who are touched by his flames are incinerated. +5 Spellpower, +30% Fire damage, +50% Fire Resistance Fireshield now has an additional benefit. A portion of all damage done to the enemy by Fireshield is transferred back as health to the pyromancer. Eruption now ignites enemies affected by it, similar to the Inferno spell, in addition to its normal effects. Necromancer Necromancy, the raising of the dead to undeath, is considered by some to be worse than blood magic as it involves the foulest of foul rites in order to be mastered. Few have the temperament and still fewer possess the will to even attempt to master the dark path of necromancy and whereas some speak of blood magic if only to denounce it, necromancy is too unknown and too foul to even cross the tongues of men...save for those who become necromancers. Effects: +2 Spellpower, +2 Magic Unholy Resurrection Sustained The necromancer begins to master his dark craft, calling back a fallen enemy from death to serve him. This ally has full health but only half of the abilities of its previous life. Dark Pact Passive Requires Level 10 Unholy Resurrection now raises back an enemy with all the abilities it had in life. Death Pact Passive Requires Level 12 Unholy Resurrection can now animate up to 2 fallen enemies. Undead Mastery Passive The necromancer is now a lord of the undead and a true master of unlife. All enemies brought back to life, in addition to all previous benefits, return with double their former health and double their former attributes. Link to comment Share on other sites More sharing options...
en4cer Posted May 31, 2010 Share Posted May 31, 2010 WOW your imagination is running rampant ! Slow down bud and give these fine moders sometime to even grasp what your asking for (phew) Link to comment Share on other sites More sharing options...
SpellAndShield Posted May 31, 2010 Author Share Posted May 31, 2010 WOW your imagination is running rampant ! Slow down bud and give these fine moders sometime to even grasp what your asking for (phew) I have no expectation that these will be made any time soon but I have joined a project over at bioware as an idea creator so here I am creating ideas. I will try to finish the warrior and rogue ones by the end of the evening. Link to comment Share on other sites More sharing options...
ActuallyInked Posted May 31, 2010 Share Posted May 31, 2010 En4cer, All his idea's will (hopefully) come to fruition. Me, Stardusk, WolfheartHU, and a few others are working on a grand addition to the game.And, so far, his idea's have been nothing short of spectacular! Link to comment Share on other sites More sharing options...
en4cer Posted June 1, 2010 Share Posted June 1, 2010 Oh don't misunderstand me i think his ideas are sensational but..... Are they feasible ? and doable ........... Link to comment Share on other sites More sharing options...
SpellAndShield Posted June 1, 2010 Author Share Posted June 1, 2010 Oh don't misunderstand me i think his ideas are sensational but..... Are they feasible ? and doable ........... I am not a modder or a scripter but I have spent all day thinking these out; I actually have given thought to game mechanics. None of this should be impossible to do. For example. The Eruption spell of the pyromancer could be scripted in a similar fashion to the battlemage's winter blast, only fire damage is done and enemies get knocked down. I think the mechanics are there. Link to comment Share on other sites More sharing options...
en4cer Posted June 1, 2010 Share Posted June 1, 2010 That already exists btw , pride Demon has got the spell that blasts enemies around with fire . Link to comment Share on other sites More sharing options...
SpellAndShield Posted June 1, 2010 Author Share Posted June 1, 2010 That already exists btw , pride Demon has got the spell that blasts enemies around with fire . Yes, for example. So it is all plausible. Link to comment Share on other sites More sharing options...
ActuallyInked Posted June 1, 2010 Share Posted June 1, 2010 Since I've messed with the toolset and seen what others have done, I think around 98% of this is very possible. As I said, I have a team of great modder's/scripters/idealists.Anything that isn't doable will be corrected so that it can be doable. (also we have Ladydesire, the maker of the Tevinter Warden class on our team now too!) Link to comment Share on other sites More sharing options...
en4cer Posted June 1, 2010 Share Posted June 1, 2010 Spike i just hope this isn't going to be another "Massive new adventure" with 60 hours of game time and blah blah (like i have seen on Bioware Forums) that never sees fruition . Regards :) Link to comment Share on other sites More sharing options...
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