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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Make 1 spell
Doomfett
Member
Here's another post from Doomfett keeping people together.If you could make up one spell or ability for your class what would it be?? Keep it true to spec and not over do it.
4
Comments
That's pretty metal
Augment: Trickster (Rogue)
Spell: Mirage
Description: User turns invisible for 2sec, leaving behind a Mirage that attacks his enemies for 2sec. After the 2sec, the mirage explodes and inflicts the bleed and daze effect on all surrounding enemies in a 2m radius.
That reminds me of my fav LoL champ shaco without the boxes. Love it
Augment: Bladedancer (Bard)
Ability: Bladethrow
Description: User throws a blade at the targets location and can dash to the blade for the next 3sec. If user dashes, then inflict bleed effect on all targets in projected path. If user does not dash, then blade explodes into shards, inflicting bleed effect on enemies in a 2m radius.
Augment: Duelist (Fighter)
Ability: Challengers Mark
Description: User marks enemy as his opponent. Only User can damage the marked enemy and vise versa.
Augment: Bladecaller (Summoner)
Ability: Swordrift
Description: User summons a mystical sword at target location, dealing magic damage instantly and slowing enemies for 3sec in a 5m radius. User can switch places with sword.
I like this
That is because it is also from LoL xD (Katarina mechanic in a nutshell)
Spell: Flare
Cooldown: 1 Minute
Description: Condenses light magic into a single point before unleashing it, creating a flash of light. Blinds enemies who are facing towards the caster for 3 seconds. Exposes enemies hiding in the shadows. Allows for friendly targets to see entities while blinded by dark magic for 5 seconds.
does it take 6 logins to cast?
That is because of the overall fantasy of mages in d&d... Wizards are those that channel magic externally, through incantations and rituals, and lob fireballs through the air, while sorcerers are those that channel magic through their body.
Channeling magic through your body would also mean that you yourself would be closer to the danger, and a melee mage with devastating magic is too op tbh.
Augmentation: Archwizard (Mage)
Spell: Thunderclap
Description: User claps his hands infront of his body, releasing a wave of thunder in a 5m cone. Enemies that are hit are stunned for 1sec, and take x amount of magic damage.
Class: Mage
Augmentation: Spellhunter (Hunter)
Spell: Homingbolt (Reactionspell)
Description: User can cast Homingbolt each time, after he was hit by an enemies ranged spell. Homingbolt deals 15% of the innitially recieved damage as chaos damage.
Class: Mage
Augmentation: Spellstone (Tank)
Spell: Runestone
Description: User places a runic stonemarker at his position. The stonemarker has x amount of hp, and absorbs ranged attacks in a 10m radius around it, until it dies.
To activate you need to hit "/all i need everyone to raise their hands and lend me their power" in the chat box
summon a divine spirit that wraps around a target for 30 seconds, making them immune to all damage, cc and heals them for the duration and doubling their resource gain for the duration. CD 10mins.
Augmentation: Necromancer (Summoner)
Spell: Summon Corpsecarrier
Description: User summons an undead minion that will fight for him for 1min. The user can sacrifice the Corpsecarrier and heal surrounding allies by the amount of the minions remaining healthpool (healing is divided by number of healed allies).
Enemies in a 10m radius surrounding the corpsecarrier at the moment of the explosion will be inflicted with the 'Greenblood Plague', slowing their movementspeed, energy regeneration and healthregeneration for 10sec.
Even for a 10min cd, that is pretty strong xD. Make it so that people wont be able to interact with everything else and cant cast or attack during the duration and it would be kinda ok? :'D
It's like a oh shit button don't move wait don't do anything.
Class: Mage
Augmentation: Acolyte (Cleric)
Spell: Stasis
Description: User traps targeted ally or enemy in a stasis crystal for 15sec, making them invulnerable for the duration. Trapped user cant use any items, attacks, spells or actions until freed, while trapped user has increased mana and health regeneration.
Spell: Precognition
Description: The caster is able to tear the winds of time and foresee the near future. Cast on a target area, the caster can see future movement and attack patterns 10 seconds ahead of time for 10 seconds of enemies in that area (basically shows an overlay of the enemy AI moving about and attacking - designed for complex enemy AI).
Augmentation: Oracle (Mage)
Spell: Mana-Fountain
Description: Caster rips a rift into the ground beneath him, summoning a mysterious well of mana. Allies standing in the well will recieve x amount of additional in-combat mana regeneration.
That would not really work in PvP though ;D (and it would be brokenly op as well xD)
How about:
Spell: Precognition
Description: Caster sees through the veil of time, foreseeing the near future. Raises the dodgechance of the caster for 10sec by 100%. CD: 3min
Yeah it's meant for PvE; it could be one of the special utility spells each class gets to predict guard/mob movement to sneak past areas. Just going for something a bit different than a buff/debuff/damage spell