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Homebrew Class - Erudite Elementalist; For definitely non-Exalts who want to make their spells ridiculously awesome and unwieldy.
Topic Started: Mar 29 2016, 07:51 AM (595 Views)
CouncilOfShadows

So here's something I just made with Magicka as my main inspiration and a healthy dose of madness. Enjoy.

Characteristics: Charisma, Willpower, Dexterity
Skills: Arcana, Academic Lore, Common Lore, Forbidden Lore, Deceive, Weaponry
Spell Schools: Abjuration, Evocation
Sword Schools: Eldritch Advent
Gun Kata: Elemental Gearbolt
Completion Bonus: +1 to all Evocation Focus Power tests.

Silly Student
Level: 1
Prerequisites: Academic Lore 2, Arcana 2
Elemental Mastery I
Elemental Mastery I
Eidetic Memory
Obtain Familiar OR Implement Focus
Spell Might
*Tested
*Weapon Proficiency (Basic)

Amazing Academic
Level: 2
Prerequisites: Elemental Mastery I x2, Evocation 1, Academic Lore 2, Arcana 3
Elemental Mastery I
Elemental Mastery I
Spell Book
Spell Focus
Improvisational Magic
*Eldritch Trick

Erudite Elementalist
Level: 3
Prerequisites: Elemental Mastery I x4, Spell Focus, Evocation 2, Academic Lore 3, Arcana 4
Elemental Mastery II
Elemental Mastery II
Spell Book
Spell Penetration
Touch Spell Specialisation
*Eldritch Trick
*Wizard Tradition

Crazy Caster
Level: 4
Prerequisites: Elemental Mastery II x2, Spell Penetration, Evocation 3, Academic Lore 4, Arcana 5
Elemental Mastery II
Elemental Mastery II
Spell Book
Greater Spell Focus
*Eldritch Trick
*Wizard Tradition

Mad Mage
Level: 5
Prerequisites: Elemental Mastery II x4, Greater Spell Focus, Evocation 4, Academic Lore 5, Arcana 5
Elemental Mastery III
Elemental Mastery III
Spell Book
Greater Spell Focus
*Eldritch Trick
*Wizard Tradition

Elemental Mastery I
This feat may be purchased multiple times. Each time that you purchase this feat, choose one of the options below to become available for you to use. Whenever you attempt to cast an Evocation spell (but before you take the Focus Power test) you may choose a number of the options up to your caster level and apply one of the damage types and all TN modifiers of those chosen to the Focus Power TN of the spell you are going to cast. If an option taken has an asterisk next to its cost, it can be taken multiple times, and its effects stack with itself.
•Earth: +5 TN. I damage. Targets on the ground are knocked prone.
•Air: +5* TN. I damage. Targets are knocked 5 metres away from you for each time you have taken this option.
•Fire: +5 TN. E damage. The spell gains the Incendiary property.
•Water: +5* TN. I or R damage. The spell gains Proven equal to one more than the number of times this option has been taken.
•Wood: +5* TN. R damage. The spell may be cast as though it were from a piece of plant life within 5 metres of the caster multiplied by the number of times this option has been taken.

Elemental Mastery II
This feat may be purchased multiple times. Each time that you purchase this feat, choose one of the options as an additional option as per the Elemental Mastery I feat.
•Meteor: +5* TN. X damage. The spell gains Blast equal to the number of times this option has been taken or increases an exiting Blast value by the same amount.
•Magma: +10 TN. E damage. The ground underneath targets or, if the spell has Blast, the ground within its Blast area is now lava, setting all this who walk in it on fire, and halving Speed when moving through it.
•Acid: +5* TN. E damage. Targets suffer –1 to their worn armour on the location struck for each time this option has been taken until it is repaired. You may choose to increase the TN of a spell for which this option has been chosen by 5 in order to grant it the Toxic property.
•Lightning: +10 TN. E damage. The spell gains the Shocking property and a static bonus to damage equal to the AP on the targets struck location.
•Ice: +10 TN. R damage. The spell gains the Snare and Tearing properties.

Elemental Mastery III
This feat may be purchased multiple times. Each time that you purchase this feat, choose one of the options as an additional option as per the Elemental Mastery I feat.
•Holy: +15 TN. X damage. The spell gains the Orgone Array and, if the target of the spell follows a god of a different pantheon to the casters, Volatile properties. In addition, the spell gains a static bonus to damage equal to the caster’s Devotion and Faith plus one-tenth the target’s Corruption.
•Gravity: +10* TN. X damage. Targets treat their Resilience as being an amount lower equal to the number of times this option has been chosen, to a minimum of 1, for the purposes of the spell.
•Metal: +5 TN. R damage. The spell gains Power Field and ignores up to 2 additional points of Aura on targets for each time this option has been chosen.
•Void: +5 TN. E damage. Wounds caused by this spell may not be healed by resource points or magic, only by time.
•Heart: +10 TN. E damage. The spell gains a static bonus to damage equal to the casters Resolve.
Edited by CouncilOfShadows, Apr 27 2016, 12:50 PM.
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weredrago2
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He Who Posts Too Much
Jesus, that's a lot of options. Like, waaaaaay too many options. Have you tried splitting them up like Elemental Shot? Also, you can change 'damaging spell' to Evocation. Not a lot of damaging spells outside of it.

I don't like the Not and Exalt and Sanity Not Included feats. The first doesn't seem to mesh with the rest of the class (and can just be done with Deceive) and the latter because it's weird and also doesn't seem to have anything to do with the class.
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CouncilOfShadows

Removed Not an Exalt and Sanity Not Included and split Elemental Mastery up into Basic, Advanced and Fun! versions. Any other changes I should make?
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weredrago2
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He Who Posts Too Much
I would put the phrase "but before you make the Focus Power test" in parenthesis for Elemental Mastery and not within the sentence itself. Then, change the text on the other Elemental Mastery feats to "pick another Elemental Mastery like the Basic Elemental Mastery feat".

Instead of Basic, Advanced and Fun!, I would define them as I, II, and III like Elemental Shots. It helps with organization. Then, I would get rid of some of of the Advanced and Fun Elemental Mastery options so that you have less option paralysis. How about you cut it down to 4 or 5?

EDIT: I would also change the Completion Bonus to "-1 to the TN on all Evocation Focus Power tests". Less specific and more applicable.
Edited by weredrago2, Mar 29 2016, 08:30 AM.
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CouncilOfShadows

Done changes as suggested by Weredrago2. Wood moved to Elemental Mastery I. Heart, Astral and Aether removed. Small change to Air. ny more suggestions?
Edited by CouncilOfShadows, Mar 29 2016, 03:48 PM.
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weredrago2
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He Who Posts Too Much
Your classes have waaaay too many prerequisites. Just copy these.

Silly Student
Level: 1
Prerequisites: Academic Lore 2, Arcana 2

Amazing Academic
Level: 2
Prerequisites: Elemental Mastery I, Evocation 1, Academic Lore 2, Arcana 3

Erudite Elementalist
Level: 3
Prerequisites: Elemental Mastery I, Spell Focus, Evocation 2, Academic Lore 3, Arcana 4

Crazy Caster
Level: 4
Prerequisites: Elemental Mastery II, Spell Penetration, Evocation 3, Academic Lore 4, Arcana 5

Mad Mage
Level: 5
Prerequisites: Elemental Mastery II, Greater Spell Focus, Evocation 3, Academic Lore 5, Arcana 5


Also, the completion bonus is wrong.

Completion Bonus: -1 to all Evocation Focus Power Tests.
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CouncilOfShadows

Edits done as suggested, except for the following:

  • Multiple Elemental Masteries in the prerequisites to prevent level skipping.
  • Evocation 4 required for Mad Mage as I felt it fitted it better that way.
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weredrago2
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He Who Posts Too Much
You can't skip levels. You need the same level as a class or lower to take it.
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CouncilOfShadows

I meant as in multiclassing around Amazing Academic and Crazy Caster by taking levels in Magic User for Spell Focus and Greater Spell Focus.
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stellatedHexahedron
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Noneuclidean Polyhedron
mostly minor junk
  • Water should probably deal I damage
  • I'd like Holy to deal E damage but that could definitely just be me
  • Holy is an adjective while all the other elements are nouns. How about "Faith"?
  • I think you should put Heart back, since it's one of the base game's elements.
  • If you do so and also take out Meteor ('cause of it's concept conflict with Energy Meteor), Acid ('cause of the bookkeeping nightmares), or Steam (cause steam is much lamer-sounding than the others), then all of the feats will have exactly 5 options.
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