[Feature] Dark Magic for Mage
Some examples:
Mage Weapon- Dark Blade:
Melee weapon for Mages. Not fleshed out like the other classes, but just a swing of dark magic in front of you that pushes enemies away a distance OR stuns them for half a second. I'd recommend it costs HP to swing the weapon, so it's not spammable. Damage would be low.
Mage Spell- Siphon Life:
Similar to Crows, but instead its bats. They fly off and do 30/40/50/60 damage and then fly back to heal you that amount. Squishy mages being able to keep up their very meager HP pool while using other things or taking minor damage over the course of a scuffle doesn't seem broken at all, and it'd be a cool spell.
Mage Spell- Dark Pact:
Sacrifice 80/100/120/140 HP to heal a target for twice that amount. Mage Heals?? Not very good, but a neat option.
Dark Magic being a thing for new Spells and Weapons seems like a cool idea to me. There's lots of possibilities, as with other magic categories.
Comments: 1
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28 Jan, '23
FiA dark equivalent of the mage as a class would actually be really rad—something like a necromancer.
A few examples of what dark magic spells they can cast to add onto yours:
• A few direct damage spells—one or two that can steal life. (I was thinking about damage-over-time spells, but I feel like a dark version of a cleric—a cultist—should specialize in that and dark debuffs instead.)
• Crowd control spells.
• Raising skeleton props found on the map as their own minions with an unlimited duration. (They are somewhat fragile. Requires channeling/casting time.)
• Raising a dead enemy as their own thrall for a short duration. (This does not affect a player's ability to redeploy after death. Requires channeling/casting time.)
• Raising an undead colossus—similarly to the robot from the idol of cataclysm but with its own A.I.—or an army of undead as their five-star title's special skill.
The number of minions they can have should have a cap.