arcanemacabre
08-29-2006, 02:18 AM
Class Concept: Chaos Mage (or if you can think of a better or more fitting name for the GW universe)
While Elementalists master control of the four elements, the Chaos Mage embraces and masters that which has no control... Chaos itself. Mesmers touch on the insanity of Chaos a little in their use of Illusion Magic, though they only delve into how the mind perceives Chaos, and how to manipulate that. The Chaos Mage has learned how to see Chaos how it truly is.
While no mortal can control such hapless forces, a Chaos Mage can weave the powerful forces of Chaos to do what is mostly intended by the caster. This incredible force of will can have dire circumstances. Not only has the Chaos Mage nearly lost all sanity due to the nature of the magic, but occasionally, the Chaos Mage's own spells can come back on them! This rare event, known as Paradox, injures the caster because of their own foolishness, the foolishness of not realizing the true randomness of Chaos itself!
Armor: Standard caster armor (with +2 energy regen, max AL 60)
Weapon: Standard caster weapons
New Mechanic: Paradox!
I mostly got the idea for this class and this mechanic from a tabletop/LARP RPG called Mage, from White-Wolf. The idea here is basically a Necro-esque life sacrifice, that only has a percentage of actually happening. So basically, you could have a spell with a 10% chance of Paradox. In essence, 1 out of 10 times, Paradox will hit. What Paradox actually does is inflict a certain percentage of damage, which is also random. I think a fair randomality would be 20% chance of either 5%, 10%, 15%, 20%, or 25% life taken. Or, maybe a 4% chance of any percentage of life taken from 1-25%. Also, the primary attribute, Chaos Weaving, can lower the chance of Paradox by 4% for each point.
Example: A Chaos Mage with 16 points in Chaos Weaving can lower the chance of Paradox by 80%. So if he casts a spell with a 10% chance of Paradox, there is actually only a 2% chance of Paradox. If that Paradox actually hits, there is then the random chance of how much life will be taken.
BTW: Paradox is the name I have slapped on there, but since it was actually the term used in Mage (the White-Wolf publication), it would probably be a good idea to change the name to something a little more, Guild Warsy.
Example Skills are in format = name - (energy - cast time - recharge time - paradox) - skill type - description
Attributes:
Chaos Weaving - Primary. For each point in Chaos Weaving, you gain +5 Health each time you are hit with Chaos Damage. Every 2 points in Chaos weaving gives you +1 Energy each time you inflict Chaos Damage with a skill. Each point also lowers the chance of Paradox by 4%.
Example Skills:
1. Power Trip - (5e - 2c - 15r - 10p) - Spell - One nearby foe loses 5...15 Energy. You and one nearby foe gain the same amount of Energy.
2. Weird Happenings - (10e - 3c - 30r - 20p) - Spell - For 3...13 seconds, all foes near the area in which this spell was cast lose one enchantment, but gain +3...+1 Health Regeneration.
3. Chaotic Surge - (15e - 2c - 45r - 10p) - Spell - One of the following occurs: One nearby foe loses 10...76 Health, One nearby Ally gains 10...76 Health, One nearby foe loses 5...10 Energy, One nearby Ally gains 5...10 Energy
4. Foolish Pride - (10e - 2c - 10r - 20p) - Enchantment Spell - For 8...18 seconds, you gain 25...65 Health each time you are interrupted. All your spells become easily interrupted.
5. Signet of Chaos - (0e - 3c - 20r - 0p) - Signet - For 3...9 seconds, all damage you recieve becomes Chaos damage.
6. {E} Lucky Break - (10e - 1c - 30r - 0p) - Enchantment Spell - For 15...30 seconds, the next time you recieve damage that would drop your health to 0, that damage is negated, inflicted on one nearby foe, and you gain an equal amount of health.
Celestial Magic - No inherent effect. Many Chaos Mage skills, especially spells which deal Chaos Damage and hex foes, become more effective with higher Celestial Magic.
Example Skills:
1. Bolt From Beyond - (10e - 1c - 10r - 10p) - (projectile) Spell - Target foe is struck with 10...41 Chaos Damage. Adjacent Foes are blinded for 1...5 seconds.
2. Dark Supernova - (15e - 2c - 15r - 10p) - Spell - All adjacent foes are struck for 10...75 Chaos Damage.
3. Lyssa's Sign - (10e - 3c - 20r - 20p) - Hex Spell - For 10 seconds, this Hex does nothing. When this Hex ends, target foe and all adjacent foes become Dazed for 5...15 seconds.
4. Unstable Reality - (15e - 2c - 10r - 40p) - Spell - For 8 seconds, one foe near the area this spell was cast is struck for 5...30 Chaos Damage each second.
5. {E} Cast from Flame - (10e - 3c - 10r - 20p) - Hex Spell - For 5 seconds, this Hex does nothing. When this Hex ends, target foe is struck for 15...58 Chaos Damage and set on fire for 1...3 seconds.
6. {E} Warped Mind - (5e - 1c - 5r - 10p) - Spell - Inflict 10...41 Chaos Damage to target foe for each Hex they are suffering.
Space Alterations - No inherent effect. Many Chaos Mage skills, especially spells which teleport and move objects and people, become more effective with higher Space Alterations.
Example Skills:
1. Mistaken Location - (10e - 2c - 20r - 20p) - Enchantment Spell - For 8...18 seconds, the next time you are hit with a melee attack, the damage is negated and you are teleported to a random nearby location.
2. Out of Phase - (15e - 1/2c - 30r - 20p) - Enchantment Spell - For 5...10 seconds, you move 10% slower, but have a 75% chance to evade Physical Attacks.
3. Unequal Footing - (10e - 1c - 20r - 10p) - Spell - Both you and target foe are knocked down for 3 seconds, and become Crippled for 3...13 seconds.
4. Unusual Armor - (15e - 2c - 10r - 20p) - Enchantment Spell - For 3...9 seconds, any foe that strikes you in melee become weakened for 3 seconds. Each time you are struck in melee, this enchantment is renewed.
5. Confused Displacement - (15e - 3c - 10r - 40p) - Hex Spell - For 5...15 seconds, whenever target foe attacks, one nearby foe is struck by the attack instead.
6. {E} Telekinetic Push - (10e - 2c - 20r - 20p) - Spell - Target foe is teleported to a random nearby foe. Both foes are knocked down and suffer 5...25 Physical Damage.
Time Alterations - No inherent effect. Many Chaos Mage skills, especially spells which affect time and speed, become more effective with higher Time Alterations.
Example Skills:
1. No Time to Waste - (15e - 3c - 45r - 30p) - Enchantment Spell - For 5...10 seconds, all party members attack 5...10% faster, and have 5...10% faster cast and recharge rates for all skills.
2. Hex Undone - (5e - 1c - 3r - 10p) - Spell - Remove 1 Hex from target Ally. The foe who cast the Hex gains energy equal to the cost, and the skill used is recharged instantly. You gain 5 Energy.
3. Time Heals all Wounds - (10e - 2c - 15r - 20p) - Enchantment Spell - For 5 seconds, this enchantment does nothing. When this enchantment ends, you gain 5...20 Health for each attack that hit you while the enchantment was active.
4. Revert - (5e - 1c - 10r - 10p) - Hex Spell - For 8 seconds, this Hex does nothing. When this hex ends, target foe is teleported to the exact spot they were when the Hex was cast.
5. Against the Flow - (10e - 2c - 20r - 10p) - Hex Spell - For 3...13 seconds, target foe moves and attacks 50% slower.
6. {E} Outside of Time - (5e - 1/4c - 15r - 20p) - Enchantment Spell - For 3...9 seconds, you move 50% faster. When this enchantment ends, you teleport to a random nearby location.
No attribute
Example Skills:
1. Intentional Mistake - (15e - 1c - 20r - 20p) - Spell - Your next action is interrupted, then all adjacent foes' actions are interrupted.
2. Light of Discord - (5e - 2c - 10r - 10p) - Spell - All nearby foes lose all conditions. You gain +1 Energy for each condition that was removed.
3. {E} Ambivalence - (5e - 3c - 10r - 20p) - Hex Spell - Each time target foe casts a spell, you gain Health equal to the cost of the spell.
Again, this is just an example skill list. I was thinking that interrupts could be more prevalent, but that might make this class a little too Mesmer-ish. Up to you guys. Any ideas are more than welcome, as well as comments/criticism, etc. You know the drill.
While Elementalists master control of the four elements, the Chaos Mage embraces and masters that which has no control... Chaos itself. Mesmers touch on the insanity of Chaos a little in their use of Illusion Magic, though they only delve into how the mind perceives Chaos, and how to manipulate that. The Chaos Mage has learned how to see Chaos how it truly is.
While no mortal can control such hapless forces, a Chaos Mage can weave the powerful forces of Chaos to do what is mostly intended by the caster. This incredible force of will can have dire circumstances. Not only has the Chaos Mage nearly lost all sanity due to the nature of the magic, but occasionally, the Chaos Mage's own spells can come back on them! This rare event, known as Paradox, injures the caster because of their own foolishness, the foolishness of not realizing the true randomness of Chaos itself!
Armor: Standard caster armor (with +2 energy regen, max AL 60)
Weapon: Standard caster weapons
New Mechanic: Paradox!
I mostly got the idea for this class and this mechanic from a tabletop/LARP RPG called Mage, from White-Wolf. The idea here is basically a Necro-esque life sacrifice, that only has a percentage of actually happening. So basically, you could have a spell with a 10% chance of Paradox. In essence, 1 out of 10 times, Paradox will hit. What Paradox actually does is inflict a certain percentage of damage, which is also random. I think a fair randomality would be 20% chance of either 5%, 10%, 15%, 20%, or 25% life taken. Or, maybe a 4% chance of any percentage of life taken from 1-25%. Also, the primary attribute, Chaos Weaving, can lower the chance of Paradox by 4% for each point.
Example: A Chaos Mage with 16 points in Chaos Weaving can lower the chance of Paradox by 80%. So if he casts a spell with a 10% chance of Paradox, there is actually only a 2% chance of Paradox. If that Paradox actually hits, there is then the random chance of how much life will be taken.
BTW: Paradox is the name I have slapped on there, but since it was actually the term used in Mage (the White-Wolf publication), it would probably be a good idea to change the name to something a little more, Guild Warsy.
Example Skills are in format = name - (energy - cast time - recharge time - paradox) - skill type - description
Attributes:
Chaos Weaving - Primary. For each point in Chaos Weaving, you gain +5 Health each time you are hit with Chaos Damage. Every 2 points in Chaos weaving gives you +1 Energy each time you inflict Chaos Damage with a skill. Each point also lowers the chance of Paradox by 4%.
Example Skills:
1. Power Trip - (5e - 2c - 15r - 10p) - Spell - One nearby foe loses 5...15 Energy. You and one nearby foe gain the same amount of Energy.
2. Weird Happenings - (10e - 3c - 30r - 20p) - Spell - For 3...13 seconds, all foes near the area in which this spell was cast lose one enchantment, but gain +3...+1 Health Regeneration.
3. Chaotic Surge - (15e - 2c - 45r - 10p) - Spell - One of the following occurs: One nearby foe loses 10...76 Health, One nearby Ally gains 10...76 Health, One nearby foe loses 5...10 Energy, One nearby Ally gains 5...10 Energy
4. Foolish Pride - (10e - 2c - 10r - 20p) - Enchantment Spell - For 8...18 seconds, you gain 25...65 Health each time you are interrupted. All your spells become easily interrupted.
5. Signet of Chaos - (0e - 3c - 20r - 0p) - Signet - For 3...9 seconds, all damage you recieve becomes Chaos damage.
6. {E} Lucky Break - (10e - 1c - 30r - 0p) - Enchantment Spell - For 15...30 seconds, the next time you recieve damage that would drop your health to 0, that damage is negated, inflicted on one nearby foe, and you gain an equal amount of health.
Celestial Magic - No inherent effect. Many Chaos Mage skills, especially spells which deal Chaos Damage and hex foes, become more effective with higher Celestial Magic.
Example Skills:
1. Bolt From Beyond - (10e - 1c - 10r - 10p) - (projectile) Spell - Target foe is struck with 10...41 Chaos Damage. Adjacent Foes are blinded for 1...5 seconds.
2. Dark Supernova - (15e - 2c - 15r - 10p) - Spell - All adjacent foes are struck for 10...75 Chaos Damage.
3. Lyssa's Sign - (10e - 3c - 20r - 20p) - Hex Spell - For 10 seconds, this Hex does nothing. When this Hex ends, target foe and all adjacent foes become Dazed for 5...15 seconds.
4. Unstable Reality - (15e - 2c - 10r - 40p) - Spell - For 8 seconds, one foe near the area this spell was cast is struck for 5...30 Chaos Damage each second.
5. {E} Cast from Flame - (10e - 3c - 10r - 20p) - Hex Spell - For 5 seconds, this Hex does nothing. When this Hex ends, target foe is struck for 15...58 Chaos Damage and set on fire for 1...3 seconds.
6. {E} Warped Mind - (5e - 1c - 5r - 10p) - Spell - Inflict 10...41 Chaos Damage to target foe for each Hex they are suffering.
Space Alterations - No inherent effect. Many Chaos Mage skills, especially spells which teleport and move objects and people, become more effective with higher Space Alterations.
Example Skills:
1. Mistaken Location - (10e - 2c - 20r - 20p) - Enchantment Spell - For 8...18 seconds, the next time you are hit with a melee attack, the damage is negated and you are teleported to a random nearby location.
2. Out of Phase - (15e - 1/2c - 30r - 20p) - Enchantment Spell - For 5...10 seconds, you move 10% slower, but have a 75% chance to evade Physical Attacks.
3. Unequal Footing - (10e - 1c - 20r - 10p) - Spell - Both you and target foe are knocked down for 3 seconds, and become Crippled for 3...13 seconds.
4. Unusual Armor - (15e - 2c - 10r - 20p) - Enchantment Spell - For 3...9 seconds, any foe that strikes you in melee become weakened for 3 seconds. Each time you are struck in melee, this enchantment is renewed.
5. Confused Displacement - (15e - 3c - 10r - 40p) - Hex Spell - For 5...15 seconds, whenever target foe attacks, one nearby foe is struck by the attack instead.
6. {E} Telekinetic Push - (10e - 2c - 20r - 20p) - Spell - Target foe is teleported to a random nearby foe. Both foes are knocked down and suffer 5...25 Physical Damage.
Time Alterations - No inherent effect. Many Chaos Mage skills, especially spells which affect time and speed, become more effective with higher Time Alterations.
Example Skills:
1. No Time to Waste - (15e - 3c - 45r - 30p) - Enchantment Spell - For 5...10 seconds, all party members attack 5...10% faster, and have 5...10% faster cast and recharge rates for all skills.
2. Hex Undone - (5e - 1c - 3r - 10p) - Spell - Remove 1 Hex from target Ally. The foe who cast the Hex gains energy equal to the cost, and the skill used is recharged instantly. You gain 5 Energy.
3. Time Heals all Wounds - (10e - 2c - 15r - 20p) - Enchantment Spell - For 5 seconds, this enchantment does nothing. When this enchantment ends, you gain 5...20 Health for each attack that hit you while the enchantment was active.
4. Revert - (5e - 1c - 10r - 10p) - Hex Spell - For 8 seconds, this Hex does nothing. When this hex ends, target foe is teleported to the exact spot they were when the Hex was cast.
5. Against the Flow - (10e - 2c - 20r - 10p) - Hex Spell - For 3...13 seconds, target foe moves and attacks 50% slower.
6. {E} Outside of Time - (5e - 1/4c - 15r - 20p) - Enchantment Spell - For 3...9 seconds, you move 50% faster. When this enchantment ends, you teleport to a random nearby location.
No attribute
Example Skills:
1. Intentional Mistake - (15e - 1c - 20r - 20p) - Spell - Your next action is interrupted, then all adjacent foes' actions are interrupted.
2. Light of Discord - (5e - 2c - 10r - 10p) - Spell - All nearby foes lose all conditions. You gain +1 Energy for each condition that was removed.
3. {E} Ambivalence - (5e - 3c - 10r - 20p) - Hex Spell - Each time target foe casts a spell, you gain Health equal to the cost of the spell.
Again, this is just an example skill list. I was thinking that interrupts could be more prevalent, but that might make this class a little too Mesmer-ish. Up to you guys. Any ideas are more than welcome, as well as comments/criticism, etc. You know the drill.