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Chaos Mage *FINAL DRAFT*

Added level titles, edited racial selection, added exp pen, added Earthquake spell, added mana range to "Discordian Strike".

Further possibilities include: Making the Mage's backlash-causing spells create a Chaos counter (available in prompt). As the Chaos counter increases, the Mage's chance of getting a backlash from his/her spells also increases. A moderately taxing spell called "Drain Chaos" could be added. Chance of success goes up with proficiency. Spell can either lower Chaos counter by varying degrees, remove it entirely, or increase it slightly. This would address the concern of heavy backlash, while making the Chaos Mage a class that, much like Invokers and Battlemages, requires a good amount of awareness to play. If you don't watch your Chaos counter, you could end up killing yourself. Chaos flare, anyone?


Races: Human, Elf, Drow, Avian, Werebeast, Gnome, Illithid, Undead, Demon

Alignment: Any Chaotic

Religion:

EXP Pen: 200

Level Titles

Level 1: the Apprentice of Magic

Level 2: the Student of Magic

Level 3: the Youngling

Level 4: the Wilder

Level 5: the Learner of Discord

Level 6: the Chaos Apprentice

Level 7: the Student of Chaos

Level 8: the Destructive

Level 9: the Initiate of Entropy

Level 10: the Magician

Level 11: the Untamed

Level 12: the Initiate of Chaos

Level 13: the Amateur of Bedlam

Level 14: the Discordian

Level 15: the Force of Energy

Level 16: the Force of Discord

Level 17: the Force of Chaos

Level 18: the Anarchist

Level 19: the Creator of Mayhem

Level 20: the Initiate of Force

Level 21: the Tumultuous

Level 22: the Pandemonist

Level 23: the Lord/Lady of Chaos

Level 24: the Learned of Entropy

Level 25: the Student of Ataxia

Level 26: the Acerbic

Level 27: the Master/Mistress of Energy

Level 28: the Greater Discordian

Level 29: the Begetter of Destruction

Level 30: the Master/Mistress of Disaster

Level 31: the Summoner of Chaos

Level 32: the Lord/Lady of Entropy

Level 33: the Supreme

Level 34: the Caller of Force

Level 35: the Initiate of Catastrophe

Level 36: the Destroyer

Level 37: the Harbinger of Doom

Level 38: the Master of Holocaust

Level 39: the Patron of Discord

Level 40: the Wreaker of Havoc

Level 41: the Grand Demolitionist

Level 42: the Lord/Lady of Disintegration

Level 43: the Greater Disrupter

Level 44: the Summoner of Blight

Level 45: the Bearer of Destruction

Level 46: the Antithesis of Order

Level 47: the Supreme Demolitionist

Level 48: the Master/Mistress of Carnage

Level 49: the Destroyer of Worlds

Level 50: the Overlord of Apocalypse

Skills

Level 1: Dagger, Sword, Staff, Mace

Level 3: Meditation

Level 6: Parry

Level 8: Fast Healing

Level 10: [Minor Ritual]*

Level 14: Trance

Level 15: Shield Block

Level 19: [Minor Ritual]*

Level 25: Dodge

Level 27: [Major Ritual]*

Level 30: Subvocalize*

Level 34: Two Handed

Level 40: [Major Ritual]*

Level 50: [Master Ritual]

Spells

Level 1: Armor, Chilling Touch

Level 2: Detect Invis

Level 4: Invisibility

Level 5: Burning Aura*

Level 6: Faerie Fire

Level 7: Shield

Level 9: Curse

Level 10: Summon Familiar*, Detect Magic

Level 11: Stone Skin

Level 12: Discordian Strike*

Level 14: Freezing Aura*

Level 15: Earthquake

Level 16: Veil of Darkness

Level 18: Protective Shield

Level 19: Lightning Bolt

Level 20: Entropic Shield*

Level 21: Pass Door

Level 22: Poison

Level 25: Subdue*

Level 27: Chaos Blade*

Level 29: Word of Recall

Level 30: Thunderclap, Summon Familiar*

Level 33: Focus Energy*

Level 40: Chaos Aura*

Level 44: Blink*

Level 45: Summon Familiar*

Level 50: Armageddon*

Minor Ritual -> Ritual -> Major Ritual -> Master Ritual

The Chaos Mage, in an attempt to harness the raw energy that lies within, is able to perform rituals in order to gain some small measure of control over their intensely powerful innate magic. These rituals are varied, and the effect of each depends on the training an individual Chaos Mage chooses to undertake.

Augmentation : Chaos Armor -> Wild Growth -> Empowered Aura -> Enhance Chaos

Chaos Armor

Syntax: automatic

In the beginning stages of an Augmentative Chaos Mage’s training, they are most focused in surrounding themselves with Chaos. This concentration allows the Mage to create an almost tangible force out of chaotic energies, creating a substantial protective armor that increases in durability and offers more protection as the Mage grows in strength and proficiency.

Wild Growth

Syntax: store

The second ability a Chaos Mage of the Augmentation path learns is the ability to focus Chaotic forces in their own body and the bodies of their companions, in order to make them stronger, faster, and healthier. However, such growth is not always reliable, and does not come without a price - but as with most things, the higher order of control the Mage gains over their own energy and their ability to utilize such growth, the more reliable the ability’s use becomes.

Empowered Aura

Syntax: store (requires twice-stored energy)

A Chaos Mage of the third circle of Augmentation is able to focus intently on their Chaotic aura, allowing them to enhance the aura’s power and thereby the damage it does to their opponent. Additionally, with the enhanced outward strength of the aura, the inward backlash is lessened, reducing the amount of damage the Chaos Mage takes from the wild flows of Chaos.

Enhance Chaos

Syntax: store (requires thrice-stored energy)

At the final circle of the path of Augmentation lies the ability to truly augment pure Chaos. By doing so, a mighty Chaos Mage is able to increase the potency of their spells, ranging from added protective powers to increased destructive capability. When the mage reaches the highest mastery of their enhancement, it is not unheard of for spells to achieve instantaneous annihilation of a foe. However, the Mage lacks the same control of their Destructive brethren, and therefore the risk of a significant backlash is somewhat higher.

Destruction: Chaotic Touch -> Atrophy -> Entropic Infection -> Disintegration

Chaotic Touch

Syntax: automatic

At the first circle of their training, a Chaos Mage focused on Destruction can learn to imbue his hands and extensions thereof (namely weapons) with a small force of Chaos. This force, based on the Chaos Mage's own strength, can cause harm to the Mage's opponent in battle. However, the force may also attack its caller, harming the Mage instead.

Atrophy

Syntax: store

A Chaos Mage of the second circle may focus the force of Chaos in their hands, causing it to directly attack the muscles of their foe. This results in the accelerated deterioration of their opponent's musculature, which can greatly weaken and enfeeble the Mage's enemy.

Entropic Infection

Syntax: release (requires stored energy)

In the third circle of their training, a Chaos Mage learns how to focus Chaos within the body of their foe. However, the unitiated of Chaos often find themselves lacking the ability to withstand this force. As a result their body turns on itself, attacking the cells infected with the Chaos in an attempt to get rid of them. It also weakens the foe's ability to fight off other infections, as their immune system is focused on attacking the disease at hand. (causes a temporary plague effect, and a longer lasting -spellsvs effect)

Disintegration

Syntax: release (requires twice-stored energy)

Upon completing the fourth and final circle of their training, a Chaos Mage is able to create a pseudo-sentient entity out of pure Chaos. This entity, unlike the entropic infection, enters the victims body and takes complete control. After several hours of incubation, the monstrosity savagely turns its host upon him or herself, causing massive damage and possibly killing them outright. However, this ability is not without its dangers. When meddling with such powerful forces, a Chaos Mage risks their own safety, for the Chaos may turn on them instead.

Protection: Bind Chaos -> Entropic Ward -> Cognition -> Mark of Discord

Bind Chaos

Syntax: automatic

The first thing a Chaos Mage of the protective path learns is to bind their inner Chaos, making it their servant and not the other way around. Such a binding results in a more significant amount of control over the powers the Mage learns, and reduces the chances that their energy will strike back at them.

Entropic Ward

Syntax: store

A Chaos Mage of the second circle in the hall of protection is taught to ward off assaults of ordered magic, boosting the protective capabilities of the Mage’s own enchantments. The ward of entropy increases the power of the mage’s Entropic Shield, and adds a defensive capability to the chaotic auras the mage is trained in focusing.

Cognition

Syntax: store (requires twice-stored energy)

In the third circle of their protective training, a Chaos Mage gains the ability to concentrate on the powers of their foe, revealing their enemy’s inner Chaos. By sensing the flows of energy surrounding their opponent, the Mage is better able to predict their actions, meaning that they can better prepare for assaults. This means the Mage can effectively predict and therefore dodge attacks that a more vulnerable foe would fall victim to, effectively countering such attempts.

Mark of Discord

Syntax: release (requires twice-stored energy)

At the highest order of the protective sect of the Chaos Mages are those who can call forth a guardian of Discord to protect their body while they are in battle. By marking a foe with the symbol of Discord, the Mage is able to create a being that will attempt to turn their opponent’s blade from its intended course. The recipient of the Mark will also be surrounded by a field of Chaos that will temporarily prevent their body from substantial recovery.

General Abilities (all paths)

Subvocalize

Syntax: subvocalize

Due to the innate nature of their magic, a Chaos Mage is able to withstand the effects of utter silence. A number of their spells are able to be brought forth with mere gestures, or even a glance if the Mage is powerful enough. However, no matter the strength of the mage, a spell unaccompanied by an incantation causes more strain on the Mage’s mind than a normal usage.

Burning Aura, Freezing Aura, Chaos Aura

Syntax: cast ‘burning aura’, cast ‘freezing aura’, cast ‘chaos aura’

At varying stages in their training, a Chaos Mage learns how to focus the Chaos flowing through them into a powerful aura. This shield of energy, while granting rather insignificant mundane protection, is capable of causing a considerable amount of harm to any foe unlucky enough to attempt trespassing into a close proximity of the mage.

Summon Familiar

Syntax: cast ‘summon familiar’

Chaos Mages, or at least those with the potential to become them, are often left in the wild, untrained by those who have forged their own path. These unitiated are often looked down upon by the members of the guild, and seldom live to see a mastery of their unique abilities. To stop this from occurring, the head Mages found a way to send creatures imbued with magic to the struggling mages, in order to guide them in their time of need. The familiar a Mage calls is dependant on their chosen path, and will serve the mage faithfully for the rest of their life.

All mages initially summon the same familiar. Then a lesser familiar and greater familiar will be summoned as the mage gains strength, based on the mage’s chosen path.

Discordian Strike

Syntax: cast ‘discordian strike’

The primary offensive spell learned by all Chaos Mages, the Discordian Strike is a beam of pure chaotic energy. The potency of the strike is based on how much Chaos energy the Mage is willing to expend - and how much they can afford to. The level of the mage’s training, in addition to proficiency in the spell and the mage’s general condition at the time of casting all have an effect on the degree of their energy usable, and on the subsequent effect of the spell. A mage attempting to use too much energy with too little training may find themselves being hit with a backlash of energy.

Entropic Shield

Syntax: cast ‘entropic shield’

Much like the sanctuary granted by the ordered magic of the arcanists, and the prayers of the divine, the Entropic Shield is a protective ability with a basis in Chaos. The shield grants the mage the ability to withstand great attacks that would cripple normal men, by diverting some of the harmful strikes into small bursts of Chaos.

Subdue

Syntax: cast ‘subdue’

Utilizing their own powerful innate energy, a well trained Chaos Mage is able to turn an opponent’s own energy against them. By doing so, their foe’s body begins to slowly shut itself down, energy being systematically withdrawn from their system. With each successful attempt to subdue their enemy, the Mage siphons out a small amount of energy, and in turn can cause render their foe weakened, and possibly even unconscious.

Chaos Blade

Syntax: cast ‘chaos blade’

After much training, a Chaos Mage is not only able to concentrate their chaotic energies into a protective aura, but can also focus the energy into a single central point. Through deep concentration, the Mage can temporarily imbue their weaponry with a potent field of Chaos, causing additional harm to any opponents unlucky enough to be fighting them.

Focus Energy

Syntax: cast ‘focus energy’

Chaos Mages, much like other wielders of great power, rely on the source of their strength for their livelihood. This is especially true in the Mage’s case, as the Chaos they call upon is their only defense against their enemies. As such, Chaos Mages have worked diligently to discover a way to preserve their energy to truly save their own life - and in doing so have learned how to focus their energy. By focusing in such a manner, the Mage strips their body of a small amount of pure chaos, in order to restore a small bit of order, healing minor wounds.

Blink

Syntax: cast ‘blink’

cast ‘blink’

By momentarily focusing a burst of energy, a Chaos Mage can dematerialize their own body, sending it to a nearby location. Utilized primarily as a means of escaping to safety, with great proficiency the mage can actually use it as a means of travel. A truly powerful mage can concentrate on a particular target, and attempt to rematerialize near that being. However, much like the mysterious art of teleportation, blinking without proper training can result in appearing in a more dangerous place than the mage left.

Armageddon

Syntax: cast ‘Armageddon’

Few who witness a Chaos Mage calling upon the pure destructive powers of the Armageddon have lived to tell the tale. However, there are stories of an ability so intensely powerful that none can stand against it. The only beings that know the truth of the matter are the Mages that call upon it - and even then they try to forget. The only certainty is that an sane individual does not want to be on the receiving end of this apocalyptic force.

Level 30: the Master/Mistress of Disaster

LOL

Master of Disaster.

Sounds like the sort of cheesey villain you'd get on Spiderman.

In all seriousness, there some good original ideas in there, I'm just undecided on whether I like the whole backlash concept. But hey, what do I know, I get myself killed with or without that sort of thing no matter what I play.

Dey

It's a different kind of hybrid which appears at first glance to be decently balanced. It's like a communer-mage, and an interesting one at that. Very nice.

This seems like a highly offensive type of class with too many defenses.

I would lose dodge. Two defenses at any given time is enough for a caster. I would also trade mace for whip, I just dont see a wizard using a club. I would also get rid of entropic shield for balance. I mean this class has way too many defensive spells: armor, shield, stone skin, protective shield...they dont need sanctuary on top of it. I would also lose curse, poison and veil of darkness, as well as thunderclap. Their power comes from chaos not from maladictive spells. Blink also seems damn powerful, it's like teleport with a chance to gate...how good is the chance to gate exactly at mastery?

Maybe instead of fast healing and meditation they could just get chaotic healing. Basically it would be completely random if they slept an hour, might heal nothing, might make a camping ogre blush.

I am unsure about the three paths you have given them...Augmentation seems the most gimped for pvp and the best for hunting. Giving a new class paths is not always such a good idea because it is that much harder to balance, maybe you could combine the paths and have a spell selection or two instead. I also think you should get rid of the pets. With all the chaos going on with the "aura"(sorta firestorm right?), area attack spells, blinking etc, this class does not need pets.

The balance of the class comes through several aspects.

  1. The moderately high experience penalty.

  2. The fact that the higher power peak you attain, the better chance that you're going to hand yourself your own ***.

  3. The fact that you have to make a choice early on as to whether or not you're going to enable yourself to be very strong (very risky), moderately strong and defensive (moderately risky), or somewhat strong and very defensive (somewhat risky).

Augmentation is actually not the weakest path, as far as pure strength is concerned. It is intended to be a combat-like path, that would allow the mage to rely less on spells and more on their fighting ability (leaving the hybrid behind for more purity). Destruction is the exact opposite, intended to be a more pure spellcaster. While they would still have the same defensive abilities, the added danger comes not from your opponent, but from the additional risk of your own spells. Finally, protection would the most complete hybrid, and allows the mage to choose their own tactics. Ranger paths are exactly the same way. You can choose to be very in-your-face combat oriented with Tracker, geurilla tactics with an Archer, or you can do whatever it is that beastmasters do... Each path has its perks, and makes the class better at fighting a certain way. But a beastmaster doesn't stand much chance against an invoker. An archer doesn't do as well against a blademaster. In the end, each path has its ups and downs, and that's the way customizable classes are supposed to be.

And as I have said numerous times, this is a very basic skeleton outline of a class, with no code or numbers to back it up. I firmly believe all of the balance problems that concerns have been raised about can be addressed in the implementation of such a class, making it a viable, original, and most importantly, fun class to play.

Edit: And by the way. I just played a Battlemage, and I can tell you that they have, depending on your weapon selection, four VERY reliable defenses, and one partially reliable defense.

Originally Posted by Deykari

LOL

Master of Disaster.

Sounds like the sort of cheesey villain you'd get on Spiderman.

Spiderman would never have a villain that is quite that cheesey. Super-man maybe but Spiderman heck no.

Rens

Spiderman would never have a villain that is quite that cheesey. Super-man maybe but Spiderman heck no.

Rens

And Big Wheel in Amazing Spider-man #180ish wasn't cheesy?

I actually very much prefer the idea of a Chaos counter instead of spells simply randomly backfiring on you. It'd give the class a bit of an invoker feel.

I really enjoyed watching a chaos mage on LARP's several years ago (live action roleplay). It's been like, 'spell #1 I want to memorize is fireball.' The GM then looks at your character sheet and puts some cards into a bag labeled 'spell #1'. For example, he puts five cards into it: three are 'cast fireball', one is blank, and one is cure critical wounds. Then you approach an opponent and yell 'take this, you bastard!', draw a card, and cast whatever that card reads. 60% chance for fireball, 20% chance to just waste a spell, and a 20% chance to heal your opponent. They once killed a party member that way. (two cards in the bag, one was cure wounds, the other was burning hands. Go figure.)

Even though I lack the time to get back into FL playing business again, I'd really like to see something like a chaos mage implemented someday. No risk no fun they say, don't they?

mages + dodge, shield block, and/or two handed = not a mage..instead of making these base skills, might want to move them to the particular paths...two handed at the very least should be removed altogether (if not all three)

also might want to drop communed stone skin--let's be consistent!

My other thought is that this class should have variable lag protection, not something like protective shield

I can't really judge the new spells until I can see some projected numbers on how they will work and what they will boost. Helps are tooooo vague!

I also believe in modification rather than ignoring/abandoning the idea..so thanks for the progressive changes!

Of course, thanks for putting all the work into this idea...maybe it can come after ninja title update!

It's not intended to be a mage class - it's intended to be a hybrid.

Warrior-mage hybrid or communer-mage hybrid?

I'd actually say rogue-mage hybrid.

They're meant to have a kick, with potentially critical drawbacks.

alright, in that case, my earlier case stands

might save dodge though then..

also need a hide-type skill

also need to tone down spell protectives for offensively-minded hybrid

The idea is that they're more defensive than a mage, with about the same powerful as a rogue, with the same setbacks that come from carelessness with both. However, they are intended to be a viable hybrid for neutrals, meaning that they should be able to stand on par with the two other hybrid classes, paladins and DKs. Paladins are more defensive, DKs are more offensive, Chaos Mages would be right in between.

Yes, I could stand to see two handed go away.

well, your problem is that you are mixing the two most offensive types (rouges and mages) and trying to make a half offense half defense class...see where I'm going?

rogue's main problem is attrition/lag protection and mage's main problem is attrition/melee defense...so you should come out with something that has poor attrition ability (no trance!) and somewhat crappy melee defense and variable lag protection...

you'll need a strong opener skill and hide skill for the rogue half...and a mage variety of of offensive spells (mental, affl, male, or physical--depends on the type of mage you want)...the main defenses should be the hide skill and resistance to the same type of spell (mental, etc)...

now to skew the balance away from offense to more defense, you'll need to drop heavy hitting non-opening attacks, any lagging strikes, and maledictive spells...whereas adding resistance/counters to the same

just my thoughts though!

Well, no IMMs have given any input, so I don't know whether they've even given it consideration.

No sense in putting in more effort, until that happens.

agreed

BUMP

Any more feedback on this? Things that people think I should look at again? IMM response?

The amount of work that this would take is not something that is capable of being done at this time.

Besides, it sounds ridiculous. (SARCASM) This may or may not be my opinion. See below.