REVISED CLASS BREAKDOWN:
MAGEBecomes more focused on elemental magic -- magical "physicist" as opposed to warlock "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, 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.
Losesdivination spell tree:
gaze, find object, locate object, farseefear, possessionbody alteration:
infravision, blindness, strength, dexterity, water breathing, weakness, clumsiness, haste, lethargy, feeblemindstone skin retooled into crystal tree?
maybe loses
darkencandleGainsnew elemental spells? summoning generic elementals?
noxious cloud part of an acidic/toxin tree?
golem crafting -- requires binding of elemental creatures to animate bodies, should be mage and not warlock
Illusion tree:
Invisibility/mass invis, displacement, dancing lights, ventriloquate and color spray could become part of an illusion tree, perhaps also some of the illusionist ideas I posted to Dentin (largely as a thought exercise rather than a serious attempt to create a new class) like more prismatic, color sprayish-type spells. Maybe illusionary wall to 'block' exits, too?
Could have a skill called mock spell or mimic spell that allows you to cast an illusionary version of many other mage attack spells (provided you know the spell) that would throw against mental stats and cost less mana. Couldn't duplicate spells with physical components (like frostbite, noxious cloud or shards), just pure energy ones like fireball, cone of cold and lightning bolt.
Illusions in this case would be quasi-real constructs made from magical energy, conjured and shaped by the mage from extra-planar components rather than in the mind of the target(s).
CLERICA functionary of a deity, who must keep in that deity's good graces to be effective. Keeps
refresh/protection tree,
heal/harm trees,
detect/turn undead, groupcasting, ward spells,
presence, word of recall/group recall, flamestrike, cure poison tree,
cure blindness, remove curse (cleric version of dispel magic), detect align tree,
spirit hammer, etc, etc. Clerics stand as representatives/intermediaries of the gods. Works best in groups.
Losescharm, squeaky floors, Durhams guiding spirit, famine, confusion, mass confusion, animate dead, sense life, preservation, entangling roots, create food/water, blizzard, ice fog, earthquake, faerie fire/fogGainsmore aligned abilities? -
consecrate/desecrate weapon,
claws of darkness, etc.
candle -- replaces continual light
demonfire/balefire?
treat disease tree? - brewable?
THIEFTakes on some of my proposed bard skills to add to Dentin's "spoil the fight" creedo. Keeps stealth tree, thievery tree,
backstab, dodge, trip, throw, throw potion, poison tree,
bribe and pretty much everything thieves do. 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.
Losesforage
Gains"bardic" skills --
luck, gamble (restrung as
gambit),
bluff, maybe
risk and
chance, too
luck tree mechanics repost:
luck -- 1st level skill, passive -- The bard has a percentage based chance (something like (bard level/5)%, minimum 0.25%?, cap at 4-5%?) of having 1d(charisma score - 10) added to its hitroll, damroll, dodge, parry or castability any time a revelant check is made. Abilities that lower the bard's charisma below 10 could result in this roll being a negative amount, so it could be turned against the character in very rare circumstances. The luck formula could be used to calculate the bonuses bestowed by some of the bard's song abilities...
gamble - 1st level active combat skill, this ability consumes movement (1d20+20?) each time it is activated. Basically, the bard tries a risky manuever in combat, adding +40 or 50 to his AC (which is bad in this game) while adding an amount equal to (bard level/2 + (charisma score -10)) to either his hitroll, damroll or attacks (chosen at random) for a number of rounds equal to some sort of level or charisma based equation. Basically, it's a sort of mini-berserk. There could be multipliers to the bonus for higher level bards (x2 at 21, x3 at 32 maybe?)
bluff - active combat skill, functionally, an aggro control for the group-oriented bard class. Bard does a charisma/level check against single target -- target might back down and lose its aggressiveness for a time if cowed. If the bard is significantly more powerful and wins the bluff by a large amount, the target may flee. Basically the bard is claiming that he knows the ancient art of Krapudu and will pluck out your eyes and show them to you before you die (or something similar through body language to opponents that can't understand him.)
chance - active combat skill, tries to force a luck event, costs small chunk of movement, failure results in bard falling into prone position as if bashed. Mechanics could be charisma/dex based.
risk - active combat skill, bard lures an opponent into a compromising stance by purposly taking a blow -- when the ability is activated (You prepare yourself to take a risk... sent to self only), you forfeit dodge/parry attempts against the next successful melee attack from an opponent, which does 50% more damage. The pay off is that you have a chance of stunning him or knocking him prone as if bashed and dealing damage equal to your luck bonus to damroll (this damage should receive multipliers at higher levels maybe).
WARRIORSolid, 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.
Losesnothing
Gainsknight/paladin abilities?
WITCH/WARLOCK/SORCEROR
This class is a natural magician, harnessing magic inherient in the land itself for his ends. He is also a woodsy fellow with intimate knowledge of the wild that can communicate with animals. He is a magical 'naturalist' as opposed to the biologist shaman and physicist mage. Sorcerors are the medicine men, hermits and wise men of the woods. Works best as solo.
Gains:from cleric:
entangling roots, create food/water, blizzard, ice fog, earthquake, faerie fire/fog, control weather, sunlight/sunstormfrom thief:
forageNew:calm animals, lure animal, befriend animal -- doesn't summon, but can entice animals into service
hailstoneother druid spells
some sort of dispel?
spells for first level:

?
SHAMAN
A magical "biologist" as opposed to the magical "physicist" of the mage. They can be fortune tellers, spirit mediums, witch doctors, to full on creepy guys in graveyards with undead servants and demon familiars. They have buffing/healing abilities that they can only use on themselves, and usually have to steal energy from an opponent to work. They function as patrons that enslave/entice lesser entities to serve, or bargain directly with equal or greater powers for limited actions (like Durham's). Works best as solo.
Gains
From mage:
divination spell tree:
gaze, find object, locate object, farsee -- reflavored to be entreating spirits/demons to make searches
fear, possessionbody alteration:
infravision, blindness, strength, dexterity, water breathing, weakness, clumsiness, haste, lethargy, feeblemind -- possibly inviting spirits to possess bodies or make the changes?
From cleric:
charm, Durhams guiding spirit (part of divination tree),
famine, confusion, mass confusion, animate dead, sense life, preservation, squeaky floors, continual lightsense life could be retooled to be
scent -- caster gains enhanced sense of smell, so they can sniff out hidden life forms.
Noxious cloud would have additional dehabiliting effects on a target with scent active, and
choking cloud and
poison cloud would prevent the ability from working in a given room (The strong odor would mask any scents).
New
leeching spells --
leech spell (necromancer dispel, lessens spell duration on target, caster regain hitpoints),
leech life, maybe more
more curses
mummification (prepare a corpse using herbs, thus creating an undead mummy when animate dead is cast upon it)
similar skill/spell to above to make skeletons better --
stone bones,
petrify bones?
disease tree?
ward undead? - maybe for cleric...
regeneration/enhancement part of body alteration?
minor conjured constructs like my
soul serpent suggestion
new spells from Dentin? maybe some spells that require sacrifice of hp as well (cutting your palm open for blood offering, that sort of thing)?
leech spell - necromancer spell, when cast on a target, reduces the duration of target's active spells by some amount. Probably some sort of level check would be thrown against each spell individually. The necromancer gains hitpoints equal to <number of ticks reduced>/5.
soul serpent - creates an ethereal, serpent-like entity that assists the caster in combat. It does a low amount of damage (1dcaster's level, no damroll, hitroll equal to caster level, attacks equal to 20 + 1/2 caster level). The "serpent" lasts for a number of ticks equal to 10 + 1/2 the caster's level, or until it deals an amount of damage equal to the twice the caster's level + 20.
When the duration expires or the maximum damage is done, the serpent dissipates, and the caster regains a number of hitpoints equal to the amount of damage the serpent inflicted. If the soul serpent is dispelled, killed or otherwise destroyed, the caster gains no hitpoints.
spells for 1st level:
soul serpent and
continual lightEDIT according to the post from December 14th 2009.