Draak
Newbie

Posts: 45
god of ice
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« on: September 08, 2009, 11:10:49 pm » |
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I'm going to break it down class by class, current classes first:
MAGE Becomes more focused on elemental magic -- magical "physicist" as opposed to necromancer/wizard "biologist". Keeps elemental spells (electricity,fire,ice,crystal), color spray, noxious cloud, brew potion tree, detect magic/dispel tree, fly, summon/teleport, invisibility tree, Tensor's floating disc, ventriloquate, dancing lights, candle, displace, shield, knock and other non-biological utility spells. Mages learn how to manipulate mana/magic and use it to unravel and reshape the multiverse as they wish. Works best as solo.
Loses divination spell tree: gaze, find object, locate object, farsee fear, possession body alteration: infravision, blindness, strength, dexterity, water breathing, weakness, clumsiness, haste, lethargy feeblemind stone skin retooled into crystal tree? maybe loses darken
Gains new elemental spells? summoning generic elementals? golem crafting -- requires binding of elemental creatures to animate bodies, should be mage and not necromancer/wizard
CLERIC More versatile, can function as druid, shaman, priest. Keeps refresh/protection tree, heal/harm trees, detect/turn undead, groupcasting, ward spells, entangling roots, create food/water, presence, word of recall/group recall, flamestrike, control weather, sunlight/sunstorm, cure poison tree, cure blindness, remove curse (cleric version of dispel magic), blizzard, ice fog, earthquake, faerie fire/fog, squeaky floors, detect align tree, spirit hammer, continual light, etc, etc. Clerics stand as representatives/intermediaries of more powerful, extra-human patrons. Works best in groups.
Loses charm, Durhams guiding spirit, famine, confusion, mass confusion, animate dead, sense life, preservation
Gains New druid spells (calm animal, befriend animal to replace loss of charm?) hailstone? demonfire? treat disease tree? - brewable?
THIEF Takes on dual identity of ranger or rogue. Keeps stealth tree, thievery tree, backstab, dodge, trip, throw, throw potion, poison tree and pretty much everything thieves do now except bribe. Thieves are sneaky guys that use their stealth either to "liberate" items from their owners, or to hunt down and slay enemies, often a mixture of both. Works best as solo.
Loses bribe
Gains From warrior: hunting, forest navigation, climbing, mountaineering, spelunking (basically ranger skills, good synergy with contortionism, forage, etc) trap stuff?
WARRIOR Solid, generic class can function as anything melee. Keeps kick, bash, leaping attack, double attack, berserk, rescue/tank tree, defensive fighting, retreat, taunt/intidimidate/roar tree, valor, unarmed combat, parry, disarm, etc,etc. These guys are characters of any sort that are found on the front lines, either as hitters or tanks. Works best in groups.
Loses hunting, forest navigation, climbing, mountaineering, spelunking
Gains knight/paladin abilities
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