Disclaimer: Not a class idea anymore. I'm aware classes are no longer being released.
Disclaimer: Obviously was in the works too. Certain names for abilities and skills were just placeholders and in terms of skill balance just a rough draft.
Well, a few years ago (a year before alchemists came out), I started designing a class dubbed "Spellweaver". I did a lot of work but ultimately didn't get around to the flavour text (although I had a lot in mind).
The first skill was Spellweaving, a different type of casting where a spell had to be woven in advance before casting, but with effects that could alter a person or room for the duration of the spell. It went through a few different builds but here's how it ultimately ended up. (Note: Haven't worked on it for about a year so this is before area combat was reduced)
Each spell requires an amount of 'Weaves', and the total weaves a Transcendent Spellweaver can hold is 5.
Some spells are continuous and occupy the weaves for their duration, others are instant cast and free up their weave slots again after use. WEAVE <spell>, then INVOKE <spell> <target>.
The signature move never got a cool name, but I called it Unload. It releases all woven spells at the same target at once.
Another was Severance (3 weaves), which is continuous and disables one of the target's skillsets. Spellbind allows the spellweaver to move rooms without spells breaking Occupation (mutually exclusive with spellbind), allows the spellweaver to invoke spells on any target in the area. Ideally the spellweaver would use the Roots spell (just like grove roots) with occupation to prevent being mind thrown and losing any continuous spells. (1 + 1, leaving 3 weaves open for casting).
Here is the left half of my Mac spreadsheet as a scrolly .gif so you can have a look. Note that mangle was removed, and I hadn't gone through pruning the others but as fun as Unloading 2 lock affs at once would have been, probably best to remove from a mage class.
Descriptions of abilities. A few new features in there. Please point out any that you'd like to see in game.
Many of the spells focus on altering a room or person to make them easier to kill or fight, using an ongoing spell, while the bulk of the combat was done in the other two abilities.
______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______ ______
The 3rd skill was a sort of tradeskill called -- brace yourselves -- Talismans. Yes, I thought of Talismans 3 years ago, but they're not the same thing, obviously. They were a sort of sigil type item with magical effects. Each talisman had up to 5 effects.
POINT AT ME
POINT AT <adventurer>
POINT AT ROOM
POINT AT <item>
The effects were a combination of new functions and old functions, some combat and some utility (you can figure out which). They either had a number of uses or months worth of uses.
Given their power, talismans were made of a number of pieces you had to join together, called "splinters", the result of some grand Meropis event or something. Funny coincidence, huh? :P
Splinters could be found in ship trades or Shop of Wonders bundles and so on. I did talk to a few people in Partytells so I don't know if I inspired any of the current talisman incarnations but either way...
I came up with the 2nd skill in the set last. Being a battlemage, it had to involve staff fighting, which is nearly nonexistent in Achaea. The placeholder I chose was Tansuda.
Sounds like "Tekura" a little but is actually a corruption of "Tang Soo Do", the martial art I took. Tansuda is a semi-acrobatic martial art, little bit of anime flavour, that really was never fleshed out very much. I took a different approach to limb balance, where limbs recovered balance at different times so that instead of 1-2-3 combos like Tekura, it would be 1-pause-2-pause-3-pause-4-pause... as each limb got balance, resulting in a continuous and somewhat rapid assault from one limb at a time.
With a lot of raid utility in mind, one nifty and shamefully anime move that stood out, I dubbed "StarHop". Meant to be a melee engage from anywhere in the area, the battlemage would channel for a moment, then launch themselves skyward and become essentially a human meteor. Upon landing, battlemage breaks all shields, prones everyone else in the room, and everyone (including caster) receives 1 second stun. Requirements include a wielded staff and no mass or levitation.
I know, pretty cuckoo stuff.
Other features include Doublestance, which channels two environments for different benefits. The second stance has 50% reduced benefit.
So if you stance Mountain (+10% Defense, -10% damage) then doublestance Desert (-5% defense, +5% afflict), you get (+5% aff, +5% def, -10% dmg).
The affliction chance is a bonus to the probability of your battlestaff's talisman effect.
Battlestaves can be Affixed with one talisman that will last 30 months (staff is permanent and can be summoned back like a Daegger, only 1 staff). While affixed, the battlestaff can be POINTed to function just like its Talisman. In addition, every strike the staff makes has a % chance to cause an additional effect based on its type. So yes, it's like a Runeblade mixed with an enchantment.
The right column has the on-hit effects. If you notice, some of the effects are undesirable for combat. For example the Gemini talisman, which has high utility, may create a hostile clone of the target that will attack you. Similarly, the Nest, which acts like a reusable Hermit to one location, may banish your target to that location. Depending on the location, could kinda suck.
As you'll notice, I had ideas about aerial combat, where you'd use a high leap in order for some fancy staff maneuvers, essentially fighting on top of their heads. I don't know what Dragonstrike was supposed to be as I didn't give it a description... but I'm sure it was badass.
- Windmill strike - like shatter, but has a 40% chance to add a break level to any limb (procs 4 times on completion)
- Splitkick, Staffkick, and Kickstaff - seriously just read those and tell me it's not badass.
- Feint punch - part of the locking strategy in tandem with Unload/Spellweaving. Prep twice with it, on the 3rd fake, impatient.
- Concussion/Sweep combo -
- Peaceofmind and Trance - both based around how intently the Battlemage has to juggle willpower vs. endurance
All the % afflict attacks mean that it benefits from attacking very often. I didn't have a particular endgame with the class unfortunately. It's definitely all over the place.
But enjoy. It'd be great to see bits and pieces added to Magi or other classes. Hope my spoilers worked.