Oct 31, 2006, 07:59 PM // 19:59
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#1
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Furnace Stoker
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Class Idea - DnD Styled Wizard
Wizard
"A powerful magical person, who learns spells by engraving their incantations into his mind..."
Attributes:
Primary - Critical Spell:
For each point in Critical Spell you have a 1% chance when casting a spell to have it become a Critical Spell which has twice the duration, and twice the damage but costs twice the amount of Energy. If you do not have enough Energy for Critical Spell to happen then it won't happen at all for that Spell.
Secondary: Arcane Level 1-3:
Improves the effects of all Level 1,2, and 3 Spells.
Secondary: Arcane Level 4-6:
Improves the effects of all Level 4,5, and 6 Spells.
Secondary: Arcane Level 7-9:
Improves the effects of all Level 7,8, and 9 Spells.
Secondary: Energy Management:
For each point in Energy Management increase your Energy Pool by 2 Energy but lower your Maximum Health by 5.
Spell Chart:
The Wizard can only use a certain amount of each Level of spells. For example, at Level 1 a Wizard can only use 1 Level 1 spell until he has to wait for a Use Recharge.
A Use Recharge happens every 5 minutes and adds 1 use to every Spell level. While a Wizard is not moving a Use Recharge happens twice as fast (due to being able to concentrate better).
While a Wizard is sitting, a Use Recharge happens three times as fast.
Chart:
The first number if the level of the wizard, and the 9 after are the innate and max charges of each spell level (1 through 9)
1 - 1
2 - 2
3 - 2 1
4 - 3 2
5 - 3 2 1
6 - 3 3 2
7 - 4 3 2 1
8 - 4 3 3 2
9 - 4 4 3 2 1
10 - 4 4 3 3 2
11 - 5 4 4 3 2 1
12 - 5 4 4 3 3 2
13 - 5 5 4 4 3 2 1
14 - 5 5 4 4 3 3 2
15 - 5 5 5 4 4 3 2 1
16 - 6 5 5 4 4 3 3 2
17 - 6 5 5 5 4 4 3 2 1
18 - 6 6 5 5 4 4 3 3 2
19 - 6 6 5 5 5 4 4 3 3
20 - 6 6 6 5 5 4 4 4 4
Skills:
[Critical Spell]
Name: Glyph of Critical Spell
Type: Elite Glyph
Energy Cost: 10
Activation Time: 0
Recharge Time: 60
Effect: Your next spell that can be a Critical Spell, is a Critical Spell.
Name: Glyph of Critical Prevention
Type: Elite Glyph
Energy Cost: 10
Activation Time: 0
Recharge Time: 60
Effect: The next time you would have a Critical Spell it is not a Critical Spell, but rather acts normally. You gain twice that Spells Energy Cost.
[Arcane LV 1-3]
Name: Burning Hands
Type: Level 1 Spell (Touch Range)
Energy Cost: 5
Activation Time: 0
Recharge Time: 15
Effect: Deal 5...10 fire damage to target foe and 10...15 additional fire damage to that foe and any adjacent foes if target foe has any of his allies adjacent to him.
Name: Color Spray
Type: Level 1 Spell (Touch Range)
Energy Cost: 10
Activation Time: 1
Recharge Time: 15
Effect: Target touched foe is knocked down, blinded, or stunned for 5...10 seconds.
Name: Ice Dagger
Type: Level 1 Spell
Energy Cost: 5
Activation Time: 1
Recharge Time: 10
Effect: Fires an Icy Dagger at target foe dealing 5...15 cold damage to that foe and slowing them down by 25% for 5...7 seconds. This spell has half the normal range.
Name: Mage Armor
Type: Level 1 Enchantment Spell
Energy Cost: 5
Activation Time: 2
Recharge Time: 30
Effect: You have +20 AL for 10...15 seconds.
Name: Magic Missle
Type: Level 1 Spell
Energy Cost: 5
Activation Time: 1
Recharge Time: 10
Effect: Fires 1 missle for every 2 Levels of the caster at target foe. Each missle deals 1...5 damage.
Name: Death Armor
Type: Level 2 Enchantment Spell
Energy Cost: 10
Activation Time: 2
Recharge Time: 25
Effect: For 15...30 seconds any foe striking you while Death Armor is on is inured for 2...6 damage for every 2 Caster Levels you have.
Last edited by DarkNecrid; Oct 31, 2006 at 08:24 PM // 20:24..
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Oct 31, 2006, 09:12 PM // 21:12
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#4
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I think its a fine class, with lots niffty skills. I also like the effect of the primary alot.
But the question is, Why? Why have such proff that is a totall combination of Elm/Mes/Necro? I believe A.net split the caster class they way they did, as well as their fashions, in order to step out of the traditional image of the pointy-hat wizard, and don't fully see the need of going back. Also I somewhat question the magic-level attribute splits.
While another caster might be good to have in the future, just don't think need a DnD clone. Buts its a decent adaption-class non-the-less. And the CC sub-forum welcomes you.
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Oct 31, 2006, 09:16 PM // 21:16
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#5
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Doesn't sound like it's GW style....
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Oct 31, 2006, 09:23 PM // 21:23
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#6
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Wilds Pathfinder
Join Date: Jul 2006
Location: Stuck in the UK
Guild: Rage International [RAGE]
Profession: W/Me
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Aren't, like, casters (Eles, Mesmers, Rits etc) already the Wizards of GW already?
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Oct 31, 2006, 09:24 PM // 21:24
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#7
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Why not just have a GW style Wizard, an Elementist.
Anet intentionally split up many of the magical identities into particular abilities to increase the significance of secondary professions and team dependancy. Ever how good you idea is (and no I didn't even bother reading a proclaimed rip off topic), it is a DnD Wizard, not a GW one.
Hopefully you realize this isn't DnD, and GW has an obligation to make original versions of even the same identities if they even use them. Wizards and Sorcers are basicly Elementist with much broader and general implications.
P.S. all professions in GW get their power from some combination of the Gods blessing, not inscriptions of the mind.
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Oct 31, 2006, 09:43 PM // 21:43
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#8
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Furnace Stoker
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"P.S. all professions in GW get their power from some combination of the Gods blessing, not inscriptions of the mind. "
Or jewelry in the case of Signets, yes I know. Doesn't mean they are ALL have to be like that.
Also, actionjack, I've posted here before. I did the Rune Knight concept class found here.
Last edited by DarkNecrid; Oct 31, 2006 at 09:45 PM // 21:45..
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Nov 01, 2006, 12:28 AM // 00:28
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#9
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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eh. Well theres a 0.000000001% chance anet would want that. I could elaorate if you want >.< main reason is simple copyright violation. Sure "wizard" cant be copyrighted cause of over used but level 1-9 spells with a progression (I think) straight out of the book. Million lost in lawsuit.
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Nov 01, 2006, 04:25 AM // 04:25
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#10
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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The power of Signets come from the Gods as well, they just arn't spells. When they made the game the 8 skills represented 8 rings you could wear, which is why skills with no cost are called signets. Thanks for your imput.
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Nov 02, 2006, 12:01 AM // 00:01
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#11
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Furnace Stoker
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"Sure "wizard" cant be copyrighted cause of over used but level 1-9 spells with a progression (I think) straight out of the book. Million lost in lawsuit. "
It's not the exact progression, and Level 1-9 spells with a similar progression isn't copyright at all by TSR..
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Nov 02, 2006, 05:57 AM // 05:57
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#12
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Hey if the song "men in black" got sued for having the same beat as big big house.. I wouldn't touch this with a 10 foot pole. Becides GW sequals = new concepts, not adapted concepts.
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Nov 02, 2006, 11:56 PM // 23:56
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#13
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Furnace Stoker
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"Hey if the song "men in black" got sued for having the same beat as big big house.. I wouldn't touch this with a 10 foot pole. Becides GW sequals = new concepts, not adapted concepts. "
...it isn't copyrighted though.
And GW doesn't have any sequels. Just chapters.
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Nov 03, 2006, 08:46 AM // 08:46
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#14
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Krytan Explorer
Join Date: Jun 2006
Location: Lower Ward, Sigil
Guild: Goda Vos
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Not copyrighted doesn't mean it's impossible to get sued. But you are pulling spells out of the Player's Handbook. Also, TSR is no more... it's WotC now.
But the obvious unoriginality aside, I'm thinking that the mechanics for your Use Recharge is likely too different from the existing GW mechanic for it to be easily implemented.
Also, unless you revamp your durations, this profession will sitting down alot and just waiting.
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