Saturday, January 8, 2011

On mage and warlock abilities.

As I was brainstorming at Holly's coffee shop today, I had another thought for feedback.

Before I explain the thought, here's the background. I plan that each class (Mage, Rouge, Fighter, Ranger) will have about twelve to fifteen abilities. It is possible to divide these into three separate groups, and that has worked pretty well for Blizzard. Such a division could be superfluous, but for now imagine it.

The thought concerns how to divide up the abilities of mages and later the warlock/necromancer or otherwise "evil wizard" class.

Grouping for Mage class seem to fall into three, but maybe four? First group is "Enchantment/Charm" which is anything that affects the mental state of enemy of buffs non-living matter. Sleep and confusion obviously belong here. A buff to character INT belongs here. A second group might be "Invocation" which is where all the dramatic energy things like fireballs and lightening bolts come from. A third might be "manipulation" These spells, rather than summoning energy, alter present matter somehow. A spells that hardens skin (and thus buffs armor) or dramatically reduces the temperature of something belong here.

The only things that doesn't fit very well in this scheme are invisibility spells. Or a "mirror image" spell. Basically, spells that deal with light might not fit so squarely into manipulation category.

For the "evil mage" archetype, I think it is much easier. I can think of three categories. The first could be just generically called "Perdition" and that is any destructive spell. A second could be maleficium, which include curses and hexes. The third would be "demon magic" or something that draws power directly from evil spirits.

Either way, I'm happy to say that this game design slowly progresses toward the goal.

5 comments:

  1. Any chance of getting a tinker?

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  2. Yes, tinker: A non-magical human with advanced knowledge of science and the ability to be thrifty and/or clever

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  3. Sounds rather Steampunk. I' not familiar enough with the Genre to make a character class like that.

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  4. It's like steampunk meets fantasy. This character would be kind of like an alchemist, but with less magical abilities. Fashioning contraptions like hot air balloons or catapults. Would likely carry a crossbow, etc. Would be able to pick locks. A kind of Leonardo DaVinci character. DaVinci would be a great example of a tinker.

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