Class suggestion: Spellsword

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dunky
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Re: Class suggestion: Spellsword

Postby dunky » Sat Oct 22, 2016 2:28 am

I like the idea, but besides a damage buff what are other ideas for weapon spells?

An extra attack would be too similar to Haste, so I think that's out of the question. Same idea with Stoneskin or an armor buff.

I also feel like the idea of giving them spell-enhanced weapons lends to the idea that they are spending most of their time attacking with normal attacks instead of spells.

Would it be a better idea for Spellswords to be able to learn different elemental attacks (fire sword, ice sword, etc.), or does limiting it to their divinity make it simpler to implement (for example the weapon reads that it glows with your divinity's element whenever a spell is cast)?

Again, I'm all for the idea, but it should be made in an interesting way that doesn't feel like it is borrowing from the other classes.

FrostSlayer
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Re: Class suggestion: Spellsword

Postby FrostSlayer » Fri Dec 02, 2016 2:41 am

This is a really good idea and would be a very unique class in the game. What if a combination of melee and spell attacks used properly would have different effects. Eg, 2 spells land, the next melee attack has bonus damage. Something like that, so you would have to chain your spells and attacks accordingly. Maybe some personal or group buffs. Really love the idea though. Please consider.

killa
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Re: Class suggestion: Spellsword

Postby killa » Fri Dec 02, 2016 2:50 am

spell sword?

sword.

#trolling

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Grahf
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Re: Class suggestion: Spellsword

Postby Grahf » Tue Apr 11, 2017 5:48 pm


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Styx
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Re: Class suggestion: Spellsword

Postby Styx » Wed Apr 12, 2017 7:23 am

The spellsword, or battlemage, empowers their weapon with magic, but would be kewl if it was introduced as a antimagic fighter class. Ie each hit can steal mana from the enemy, a fighter whom has been taught to kill evil magic users and vanquish them. I don't think it was mentioned to use actual combat magic, ie blast, and can be debated if I looked up the actual spell classes.

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Mujahideen
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Re: Class suggestion: Spellsword

Postby Mujahideen » Wed Apr 12, 2017 8:45 am

This class essentially would be very similar to Druid.
Troll. I am here to create the issues that plague the game, I will push your buttons and like the outcome.

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Styx
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Re: Class suggestion: Spellsword

Postby Styx » Wed Apr 12, 2017 1:30 pm

That's why I said anti magic, mana stealing fighter basicly, however it has no use for mana, but it hits stealing away mana to kill mages

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Grahf
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Re: Class suggestion: Spellsword

Postby Grahf » Wed Apr 12, 2017 4:50 pm

Mujahideen wrote:This class essentially would be very similar to Druid.


Different weapons, differentarmor, different spells... i can see where you are coming from but thats like saying a druid is basically a paladin.

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Grahf
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Re: Class suggestion: Spellsword

Postby Grahf » Mon Nov 13, 2017 10:02 am

Perusing the forums and noticed the link Maker linked is dead. Here is what i had come up with! Hoping to come back to you guys soon!

Spell Sword/Blade Mage
Class: fighter (1-8)> Caster(9-24) > Blade
Mage(25)

Blade Mages are a unique blend. Not content with training only the body like most fighters or spending their lives in a study like sorcerors, Blade Mages take from both. Using the discipline gained from the martial arts to study practical magics, they are both versatile and resourceful. Blade mage magic is focused on combat and battle magic and is mostly restricted to use on themselves (also keeps them unique and from interferring with sorcerors usefulness. Mana cap could also be reduced to force weapon usage). Advanced Blade mages can bend the very elements to their will, focusing weapons into reality from pure willpower and magic.

[Ideas] The blademage character is built from the code for a Ranger class and can use the same weapons and armor which restricts them from heavy armor. Many of the shared spells the blade mage can use are restricted from what you would see on another class. Due to the divided attention of the blade mage on both fighting and magic the caster's abilities are reduced from that of a dedicated class and also have varied levels they can be learned. I pulled the spell descriptions from another thread (thanks!) And added one. Ill also be designing an area called Abstoria which will can be utlized by rangers for the "pokeballs" and blade mages to find skills there. (Ruins of an old magic city)

Attack Increments At Levels: 5, 10, 25 
Restrictions: 16 Strength, 16 Agility, 16 intellect, 12 wisdom
Needed EXP to Level 25: 400mil
Can wield swords, blunt, staves and daggers
Can wear medium, light, cloth, shields, and helmets
Can dual wield

Spells

Burst
A low level mage spell, Burst focuses the energy of the caster into a material form, and launches it at the target. The effects of this attack differ based on the caster's divinity. The form the the burst depends on the divinity of the caster. Damage can be as much as 108 with 22 intelligence.

Classes: Sorceror (lvl1), Necromancer (lvl1), Caster (lvl8)
Mana Cost 2
Damage Range ?-108
Healing Range n/a
Spell changes based on divinity.


Stoneskin
Stoneskin provides an aura of energy surrounding the target as if their skin has been magically hardened for a limited period of time. The Armor Count of the target gains a temporary bonus until the spell wears off. The amount of increase grows in power with the caster's level. The bonus varies according to class, light armor classes like Druids will receive a greater bonus than heavy armor classes like Clerics. The caster also receives greater protection when they cast the spell on themselves as opposed to another character.

Classes: Sorceror (@ lvl 1), Necromancer (s lvl 1), [Caster, (@ lvl 1) CAN ONLY BE CAST ON SELF]
Mana Cost 20


Mingster

The target of the spell receives a magical boost, increasing their strength statistic by as much as 10 or 12 points for a short amount of time.

Feel weak? Those pesky Hell Rabbits getting the better of you? Well never fear Mingster is here! This special blend of mana and sweat came straight from Uncle Ming's alchemy... and it makes you stronger

Classes: Sorceror (@ lvl 6), Necromancer (6), [Caster (8) CAN ONLY BE CAST ON SELF]
Mana Cost 10


Zot
Ming's Magical Attack - By combining various components, Ming came up with a powerful spell that damages a target.

The next level of attack over burst, this spell is much more commonly used once it can be learned. Zot casts a similar magical burst of energy at the target that causes damage based on the casters intelligence, up to 156 damage with 22 intelligence. The exact form the energy depends on the divinity of the caster, but can differ from burst's manifestation.

Classes: Sorceror (@ lvl 9), Caster (18)
Mana Cost 5


Warpdoor -
This spell produces a door to the underworld, allowing the caster to call forth a demon from below. The strength of the caster determines what they can call upon.

Somewhat like unkelming, this spell summons a creature into the servitidue of the caster, but the servant called is much different. Rather than calling an elemental based on divinty, warpdoor summons a Midge from the underworlds. Much stronger than elementals, Midges are filthy creatures that can attack those hidden in the shadows or concealed by magical means.

Classes: Sorceror (?), [Caster (@ lvl 20) CAN ONLY HAVE 1 AT A TIME]
Mana cost 25


Curel- A minor healing spell, Curel allows the caster to cure minor wounds that have been inflicted on the recipient.

Those who walk closely with their god gain the ability to heal the wounded. Curel restores a small portion of health to the target, usually between 30 and 100 hit points, depending on the caster's level, intelligence and class. Druids and Paladins tend to have a stronger effect with Curel since Clerics have other more powerful healing tools to rely on and have not refined Curel as the other guilds have. Even so, it is still a weak healing spell.

Classes: Cleric (?), paladin (?), [Caster (@ lvl 8) CAN ONLY BE USED ON SELF]
Mana cost ?


Venin 
This basic spell is learnable by all healers. It soothes away any poison that is inflicted upon the body.

Rumored to have been developed by the Druids, after they had perfected the art of brewing amethyst potions, Venin clears the targets body of all poisons.

Classes: Cleric (?), Druid (?), paladin (5?), [Caster (@ lvl 12) CAN ONLY BE USED ON SELF]
Mana cost 40


Elemental Blade
This spell was discovered in the ruins of Abstoria and its origins are unknown. The caster utilizes magic and their intimate knowledge of blades to will a sword hewn from the elements of nature into reality. 

Lasts for 60 seconds. 20-30% damage added to your equipped sword. (Possibly 5% div damage as well)
Classes: Caster (25)
Mana cost 100-150(?)

Depending on the players divinity, the way the blade is summoned and its elemental nature, will vary. 

(What the player sees)
Fire>
Flames ignite in your hands and flair outward in a brilliant flash of heat and light. When the flash dissapates you are holding a blade forged of white hot fire.

(What others see)
=>Grahf’s hands ignite in a blinding flash of flames. As your eyes adjust you see that Grahf is now holding a blade of white hot fire.

Storm>
A bolt of Lighting crashes in front of you in a brilliant flash of light. In your hands you now hold a crackling blade made of pure energy.

=>Suddenly there is a blinding flash of light and a deafening crash as bolt of lighting strikes in front of Grahf. As your eyes adjust you see that Grahf is now holding a crackling blade made of pure energy.

Night>
Shadows begin to slide toward you from every direction swallowing you in darkness. They begin to swirl and condense into your hands to reveal a blade made from the void that consumes even the light around it.

=>Shadows begin to slide toward Grahf from every direction swallowing him in darkness. The shadows swirl and condense to reveal Grahf holding a blade so black not even light escapes it.

Earth>
You drop to a knee plunging your hand into the ground and the earth begins to quake. As you draw your hand from the ground it is followed by a massive blade made of razor sharp Obsidian.

=>Grahf suddenly plunges his hand into the ground as if it were water and the earth begins to quake. You stumble as Grahf pulls a massive blade of razor sharp Obsidian from the ground that looks as if it were made for a giant.

>Ice
The temperature around you drops suddenly and frost begins to form in your hands. A blade of razor sharp ice so terribly cold it freezes even the air around it, forms itself in your grip.

=>The temperature around you drops suddenly and your breath begins to fog. Suddenly you see a blade of razor sharp ice form in Grahf’s hands that is so terribly cold it freezes even the air around it.


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