Currently, Warrior Mages perform actions just like any other class - they choose either to cast a spell or use a weapon, etc. This proposal aims to change this slightly, giving them specialised "spells" or "skills" to be channelled in various situations.
This Skillset makes the assumption that Warrior Mages are essentially weapon users who are distinguished from mages by the following :
- where mages release spells from their fingertips, they use their weapon to release their magic. being able to strike with their weapon increases the effect of the "spell"
- their magic, unlike mages, is instant-cast on-off abilities. where Mages require one action to buff and the buff stays a long time, the WaM is able to buff instantaneously, but it also lapses after it has served its purpose
- it has proved a big challenge writing some of these Skills, in order for it to be cool enough to be (hopefully) attractive to existing WaMs, but also not too overpowered.
When it comes to Spell access, WaM will retain access to all Arcana sphere except those that require more than Mage x2 and above.
(see
http://belariath.com/php/magic/listspel ... ere=Arcana )
- WaMs would retain access : Blood Backlash, Burning Fingers, Chill Touch, Color Spray, Damage Shield, Dampen Flame, Energy Bolt, Far Scry, Fire Bolt, Glimmering Tail, Harden Arrow, Hurl Rock, Ice Shards, Magical Armor, Physical Armor, Quick Foot, Reflux Shield, Rock the Boat, Shocking Grasp, Sleep, Spirit Lash, Stunbolt, Blindness, Deafness, Lavish Attention, Shimmering Armor
- WaMs would no longer have following : Arcane Bindings, Bloodfire, Deadly Repetition, Deviancy, Gravity Sinkhole, Heat Metal, Mimicry;Eye of the Beholder, Mirror Image, Mystical Bindings, Reverse Gravity, Shield of Energy, Spider Climb, Portal, Teleport
- remember, based on the proposal you can only have TWO out of the FOUR trees below...
http://belariath.com/classes/wam.htmlWARRIOR MAGE SKILLSET- these abilities are meant to encourage WaMs to have less Spell Slots and more Skill Points.
- because the maximum effect of any of these Skills are roughly equivalent to an 8 Slot Spell, the net effect would be that WaMs would never be as magically specialised as Mages when it comes to Spells that can be applied using the Skills
- however they do become more reliant on their weapons / armor to bring out maximum effect. in return for this they gain versatility, being able to apply Ranged Spells in Close Combat, or Close Spells in Ranged Combat
- unless otherwise mentioned, none of these Skills may be used simultaneously
- these Skills might gain significant power if Warrior Mages are required to match INT with STR and AGI with RES, and these Skills MUST be revised carefully if the Stat distribution restrictions are completely released because they could be terribly imbalancing.
- these Skills may not be used in conjunction with multi-attack, or AoE spells. they are meant solely for Single-Target spells.
CLOSE COMBAT TREE- combines spells with a melee weapon, ideally taken if the WaM is attuned to a melee weapon
- essentially identical to RANGED COMBAT TREE
Skill Name :
Arcane Slash (Combat)
Class/Race Restriction: Warrior Mage
Level: 10 (Tier 1)
Description : The character is able to charge his weapon up with the magical energies of a spell, turning the weapon temporarily into a contained shape of arcane energies and combining the two to deliver a close attack to deliver the arcane effect of the spell.
Mechanics : This Skill may be used in conjunction with any single-target Arcana spell that uses RanMagAtk or CloMagAtk, but which must be known by the caster. Every 1 Point costs 2 Sta, and adds +2 ATK to the ATK roll. The character attacks using a CloPhyAtk, adding the modifier of the weapon used, and the modifiers from this Skill. The target defends using CloPhyDef but his armor is ignored, although Defensive enchantments can help protect him.
The effect when struck by the weapon is exactly the same when struck by the Spell with slots equivalent to twice the number of Points used. Note that the character can use a <Arcane Slash 4> to land Blindness, even if he has only 1 slot in Blindness it can have an effect equivalent to 8 slots in Blindness.
If the spell does no damage the attack does no damage as well
Skill Name :
Sorcerous Strike (Combat)
Class/Race Restriction: Warrior Mage
Level: 20 (Tier 2)
Pre-requisite : Arcane Slash (2 Points)
Description : Similar to Arcane Slash, the character is able to charge his weapon up with the magical energies of a spell, turning the weapon temporarily into a contained shape of arcane energies and combining the two to deliver a close attack to deliver the arcane effect of the spell. That being said he is better able to control this balance, so that it retains more substance while still containing spell energies - making it capable of doing damage as well as releasing the spell's effect.
Mechanics : This Skill may be used in conjunction with any single-target Arcana Spell that uses RanMagAtk or CloMagAtk, but which must be known by the caster. Every 1 Point costs 2 Sta, and adds +2 ATK to the ATK roll. The character attacks using a CloPhyAtk, adding the modifier of the weapon used, and the modifiers from this Skill. The target defends using CloPhyDef but his armor is ignored, although Defensive enchantments can help protect him.
If the Spell's sole effect is to damage, for every Point used the character may extra +2 damage to his Max Damage before rolling for damage.
If the Spell has other effects, the character must declare in his attack if he wants the spell effect (eg. Stun, Blindness) or damage to be priority. On landing a blow, the priority immediately occurs.
Thereafter, the defender can roll an additional, identical roll to defend, not requiring any Sta. If his second roll is lower than the character's initial ATK, he also suffers from the second effect (usually damage).
Note that both effects are applied simultaneously, so the person struck by a weapon with Sleep takes damage and falls into Sleep immediately ; he does not Sleep first, then taking damage, wakes up.
OOC Note : essentially identical to the Arcane Slash, BUT with a slight difference... able to apply damage and effect in a single strike. Getting a strong ATK roll is important to making this work well.
Skill Name :
Focused ThrustClass/Race Restriction: Warrior Mage
Level: 30 (Tier 3)
Pre-requisite : Sorcerous Strike (2 Points)
Description : The character is able to focus his considerable talent for focus and balance enhancing his strike with his intellect and magical ability, letting his attack tread the fine line between the physical and magical worlds, to maximise the chances of landing a successful and devastating hit on his target. However this is draining and the use of it is limited.
Mechanics : This Skill may be used in conjunction with any single-target Arcana spell that uses RanMagAtk or CloMagAtk, but which must be known by the caster. Note that this skill does NOT ignore the target's armor.
When executing this attack, in addition to rolling Str and Agi for the CloPhyAtk, the character may make an extra roll either with his Int or Res, and take the best 2 of the 3 rolls to be his effective ATK roll before modifiers.
The first Point costs 4 Sta, thereafter every 1 Point costs 2 Sta. If the Spell's sole effect is to damage, for every Point used the character receives an extra +2 damage to his Max Damage before rolling for damage. Otherwise it determines the effective number of Spell Slots if the attack should hit.
Number of Points in this Skill is number of times it may be used in one day.
RANGED COMBAT TREE- combines spells with a ranged weapon, though not necessarily requiring ammunition, ideally taken if the WaM is attuned to a Ranged weapon
- essentially identical to CLOSE COMBAT TREE
Skill Name :
Arcane Shot (Combat)
Class/Race Restriction: Warrior Mage
Level: 10 (Tier 1)
Description : The character is able to focus the magical energies of a spell on his ranged weapon, firing a contained shape of arcane energies to deliver the arcane effect of the spell.
Mechanics : This Skill may be used in conjunction with any single-target Arcana spell that uses RanMagAtk or CloMagAtk, but which must be known by the caster. This attack need not use any ammunition, unless the character wishes to use the ATK bonus provided by the ammunition.
Every 1 Point costs 2 Sta, and adds +2 ATK to the ATK roll. The character attacks using a RanPhyAtk, adding the modifier of the ranged weapon used, and the modifiers from this Skill. The target defends using RanPhyDef but his armor is ignored, although Defensive enchantments can help protect him.
The effect when struck by the shot is exactly the same when struck by the Spell with slots equivalent to twice the number of Points used. Note that the character can use a <Arcane Shot 4> to land Stunbolt, even if he has only 1 slot in Stunbolt it can have an effect equivalent to 8 slots in Stunbolt.
Skill Name :
Sorcerous Streak (Combat)
Class/Race Restriction: Warrior Mage
Level: 20 (Tier 2)
Pre-requisite : Arcane Shot (2 Points)
Description : Similar to Arcane Shot, the character is able to focus the magical energies of a spell on his ranged weapon, firing a contained shape of arcane energies to deliver the arcane effect of the spell. That being said he is better able to control this balance, so that it retains more substance while still containing spell energies - making it capable of doing damage as well as releasing the spell's effect.
Mechanics : This Skill may be used in conjunction with any Spell that uses RanMagAtk or CloMagAtk, but which must be known by the caster. If the spell used is a damaging spell, this attack need not use any ammunition, unless the character wishes to use the ATK bonus provided by the ammunition.
Every 1 Point costs 2 Sta, and adds +2 ATK to the ATK roll. The character attacks using a RanPhyAtk, adding the modifier of the weapon used, and the modifiers from this Skill. The target defends using RanPhyDef but his armor is ignored, although Defensive enchantments can help protect him.
If the Spell's sole effect is to damage, for every Point used the character may extra +2 damage to his Maximum Damage for every Point used, before rolling for damage.
If the Spell has other effects, the character must declare in his attack if he wants the spell effect (eg. Stun, Blindness) or damage to be priority. On landing a blow, the priority immediately occurs.
Thereafter, the defender can roll an additional, identical roll to defend, not requiring any Sta. If his second roll is lower than the character's initial ATK, he also suffers from the second effect (usually damage).
Note that both effects are applied simultaneously, so the person struck by a weapon with Sleep takes damage and falls into Sleep immediately ; he does not Sleep first, then taking damage, wakes up.
OOC Note : essentially identical to the Arcane Shot, BUT with a slight difference... able to apply damage and effect in a single strike. Getting a strong ATK roll is important to making this work well.
Skill Name :
Focused FireClass/Race Restriction: Warrior Mage
Level: 30 (Tier 3)
Pre-requisite : Sorcerous Streak (2 Points)
Description : The character is able to focus his considerable talent for focus and balance enhancing his strike with his intellect and magical ability, letting his shot tread the fine line between the physical and magical worlds, to maximise the chances of landing a successful and devastating hit on his target. However this is draining and the use of it is limited.
Mechanics : This Skill may be used in conjunction with any single-target Arcana spell that uses RanMagAtk or CloMagAtk, but which must be known by the caster. This attack need not use any ammunition, unless the character wishes to use the ATK bonus provided by the ammunition. Note that this skill does NOT ignore the target's armor.
When executing this attack, in addition to rolling Str and Int for the CloPhyAtk, the character may make an extra roll either with his Agi or Res, and take the best 2 of the 3 rolls to be his effective ATK roll before modifiers.
The first Point costs 4 Sta, thereafter every 1 Point costs 2 Sta. If the Spell's sole effect is to damage, for every Point used the character receives an extra +2 damage to his Max Damage before rolling for damage. Otherwise it determines the effective number of Spell Slots if the attack should hit.
Number of Points in this Skill is number of times it may be used in one day.
DEFENCE TREE- basically a defensive tree
Skill Name :
Arcane ProtectionLevel: 10 (Tier 1)
Description : With his ability to channel magical energies through physical means, this character is able to instantaneously call upon the protective powers of magic for a moment to ward off an attack. While not as strong as an actual invoked spell, it is still potent and the low duration makes it easier to deploy.
Mechanics : For every Point in this Skill, the character is able to instantly activate up to 2 slots of an Arcana defensive spell upon being attacked at the cost of 1 Sta per Point. This effect is instantaneous and lasts for only that attack.
The player can choose to do this AFTER the oponent's ATK roll is made, but he must announce his cast spells BEFORE he rolls his Defence. Note that the player of the character must inform the attacker that the attacker is entitled to reroll his ATK, the attacker can choose whether or not to do so before the character's DEF roll is made.
Defensive Arcana spells include Magical Armor, Physical Armor, Shimmering Armor. The spell must be known to the character in order to be used. Note that such use of Spells may not stack with existing Defence Spells
Skill Name :
Offensive DefenceLevel: 20 (Tier 2)
Description : With his ability to channel magical energies through physical means, this character is able to instantaneously call upon the powers of magic for a moment to to erect a magical shield capable of inflicting damage on his attacker. Such defences are more complex than mere protective spells and require a higher level of expertise and concentration to invoke.
Mechanics : For every Point in this Skill, the character is able to instantly activate a defensive "backlash" spell upon being attacked at the cost of 2 Sta per Point. There are 2 "modes" possible for the caster to choose - Damage or Reflux.
"Damage" returns a damaging bolt to the attacker if and only if the character is injured by the attack.
"Reflux" returns a damaging bolt to the attacker if and only if the character is NOT injured by the attack.
The bolt auto-hits the attacker and does 1d(3 x number of Points used) damage.
This effect is instantaneous and lasts for only that attack.
The player can choose to do this AFTER the oponent's ATK roll is made, but he must announce his cast spells BEFORE he rolls his Defence. Note that the player of the character must inform the attacker that the attacker is entitled to reroll his ATK, the attacker can choose whether or not to do so before the character's DEF roll is made.
Because this Skill is a hybrid, BOTH Arcana spells Damage Shield and Reflux Shield must be known to the character to use this Skill. Note that such use of Spells may not stack with existing Defence Spells.
Skill Name :
Resolute ResistanceLevel: 30 (Tier 3)
Description : With his ability to channel magical energies his defense, he is able to focus his concentration in an instant to ward off an attack, drawing on both physical and arcane capabilities at his disposal. Such an effect is so potent it can cause his entire person to temporarily blur partially out of existence so he might take less damage, but it is draining and limited in use.
Mechanics : It costs 5 Sta to activate this ability, and in addition to making his Defensive roll, the character can choose to roll 1 out of his 2 other stats also. The highest 2 out of 3 rolls is his effective DEF roll, before mods.
Number of Points in this Skill is number of times it may be used in one day.
MORPHOLOGY TREE- an adaptive tree that allows the WaM to control to a certain extent his effective Stat outlay for that battle.
- they can generally be used with other skills
- this tree is probably more valuable to WaM because of their Stat restrictions
Skill Name :
Battle AdaptationLevel: 10 (Tier 1)
Description : Just prior or in the opening of an engagement, this character is able to quickly refocus some of his wide disciplines in a way that he deems beneficial for an advantage against his opponent(s). However maintaining this requires more concentration than normal for every move he makes.
Mechanics : For every Point in this Skill, the character is able to assign increase any of his four Stats by 2 at the beginning of battle. They remain in effect as long as the character spends 2 extra Sta per action to maintain the Adaptation.
Other Skills may be used while Adaptation is in effect.
He can choose to let it lapse during battle but may not use it again during the battle.
OOC Notes : The main downside to this skill is the Sta Cost. At 2 Points, this is pretty expensive costing 2 Sta for 4 Stat points. At 3 Points and above though it might be considered reasonable.
Skill Name :
Unstable AdjustmentLevel: 20 (Tier 2)
Description : This character is so attuned to adjusting his own abilities in combat situations that he is able to instantaneously tune his capabilities to maximise the effect of an action he does, especially against a stronger opponent. While it is somewhat tiring, it is an unstable inconsistent advantage because of the suddenness with which sometimes its required, and can be maintained only for that action.
Mechanics : For every Point activated, the character spends 2 Sta to instantaneously increase increase any of his four Stats by 1d5, for that action only. This roll must be made everytime this skill is activated.
Other Skills may be used simultaneously with Rapid Adjustment.
If he uses it in Attack, he must declare before rolling ; if he uses it in a Defence AFTER the oponent's ATK roll is made, but he must announce his used Skills BEFORE he rolls his Defence. Note that the player of the character must inform the attacker that the attacker is entitled to reroll his ATK, the attacker can choose whether or not to do so before the character's DEF roll is made.
Skill Name :
Discipline ChannelLevel: 30 (Tier 3)
Description : This character is in full control of all his faculties and abilities, able to adjust them to suit his situation at his whim. By concentrating for one round in combat, he is able to re-channel his ability in various areas to enhance himself, allowign him to move with increased speed and agility, hurl potent spells, be more damage resistant, or even grow in size and strength to an extent. This discipline needs extra effort to maintain but can be very potent.
Mechanics : Unlike all other Skills in this Skillset, this Skill requires one action to activate, costing 3 Sta per Point. Every Point used allows the character to take up to 10% of his points from one stat (rounded down) and put it into any other stat.
This effect remains as long as the character spends 2 extra Sta per action to maintain the Discipline Channel ; once lapsed it has to be re-activated. Other Skills may be used while Discipline Channel is in effect.
OOC Notes : well used, it is very handy, and makes for good RP outside of battle. Assuming all 4 of a WaM's stats are equal, it can increase a particular Stat by up to 40% of its normal value. poorly used though, it allows the opponent a chance to exploit a previously non-existent opening. This is a versatile Skill among the trees though it may not look impressive. It can be extremely unbalancing if a non-WaM is allowed to use it.
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Hope you guys like this
it was a tough to think of something that might be attractive to WaMs, but I think it was worth it because I'm quite happy with the result, and its fun. Yes, a little lazy on the first two trees, basically they are one and the same tree. That being said I am still a little concerned if its overpowered when combined with certain spells. Looking forward to feedback!