JJTheJetPlane27
Member
One of the things i really like about the setting is all of the weird supernatural stuff, but i think this game could use a legitimate mage character. As such, here is my concept for a wizard.
Lore:
Bartholomew "Crow" Thorne wasn't born with a silver spoon, but with a magnifying glass clutched in his tiny fist. Raised in a cramped Brooklyn apartment, Bartholomew devoured every book on mythology and folklore he could get his hands on. His obsession with the occult earned him the nickname "Crow," a moniker he wore with pride. Unlike his adventurous father, a sailor with a penchant for tall tales of sea monsters and krakens, Bartholomew craved knowledge, not the thrill of the hunt.
The Great Awakening wasn't a surprise for Bartholomew, it was a revelation. Dusty legends from forgotten pages sprung to life in the bustling streets of New York. Creatures whispered of in hushed tones now roamed subway tunnels, and forgotten spells flickered with potent energy. His life's work, once dismissed as eccentric fancy, became a desperately needed resource.
Beneath the stacks of ancient scrolls, Crow harbors a secret ambition. The Great Awakening, for all its chaos, may have unlocked a hidden door. A cryptic fragment, unearthed in a dusty tome, speaks of a hidden realm, a source of the supernatural spilling into our world. Driven by intellectual curiosity and a sense of responsibility, Crow craves to unravel the secrets behind the Awakening, to understand this hidden realm and Immerse himself in it, becoming a patron in his own right. But for now, he meticulously translates faded scripts, a lone scholar amidst the growing chaos of the supernatural city.
As for his abilities, I really like how spellcasting in the game outward is handled, which is similar to invoker. Basic concept is you combine runes together to cast certain spells.
His abilities are runes he activates that would be the current stats in the game: Weapon, Spirit, Vitality, and his ult would be either Amplification, or Null, as im unsure of which i like better. Unlike invoker, the spells must be cast in a certain order to take effect. Weapon>vitality might give you weapon lifesteal, but Vitality>Weapon might give you a weapon damage shield. As for leveling up your skills, each level will effect a different skill.
Some ideas for spells are as follows:
Weapon>Weapon: Explosive ammo, makes your attacks hit in an AoE.
Weapon>Spirit: Fires an strike of lightning from your gun, hitting a single target.
Weapon>Vitality: Give a target bonus attack speed and move speed.
Spirit>Spirit: Spirits rise up from the ground, dealing damage in an AoE.
Spirit>Weapon: Changes your gun for a wand for the duration, where auto attacks deals spirit damage.
Spirit>Vitality: Leave behind a clone that runs away from the nearest enemy while firing off shots.
Vitality>Vitality: Increases your Hp by 2000, which slowly falls off after a few seconds. You return to your previous health percentage.
Vitality>Weapon: Your attacks deal max health damage.
Vitality>Spirit: Close range targeted ability. You spawn a wraith that connects to an enemy and deals damage. to escape the wraith, move away from it.
As for amplification and null, amplification would be cast at the beginning of the string to amplify the next spell cast, while null would add a pseudo ultimate when cast with a rune.
Null>Weapon would create a zone that gives everyone metal skin for a short duration.
Null>Spirit would do the same against spirit damage.
Null>Vitality would make it to where no one can heal in the Zone.
When null is used, it goes on a long cooldown so multiple ultimate's cannot be cast in a row.
Im open to different variations of spells and these are just what came to mind, but i think 3 string abilities like for invoker might make for a character thats too complex in this game, although i could be wrong. Anyway this is what i got, thank you for reading, and im always open to suggestions!
Lore:
Bartholomew "Crow" Thorne wasn't born with a silver spoon, but with a magnifying glass clutched in his tiny fist. Raised in a cramped Brooklyn apartment, Bartholomew devoured every book on mythology and folklore he could get his hands on. His obsession with the occult earned him the nickname "Crow," a moniker he wore with pride. Unlike his adventurous father, a sailor with a penchant for tall tales of sea monsters and krakens, Bartholomew craved knowledge, not the thrill of the hunt.
The Great Awakening wasn't a surprise for Bartholomew, it was a revelation. Dusty legends from forgotten pages sprung to life in the bustling streets of New York. Creatures whispered of in hushed tones now roamed subway tunnels, and forgotten spells flickered with potent energy. His life's work, once dismissed as eccentric fancy, became a desperately needed resource.
Beneath the stacks of ancient scrolls, Crow harbors a secret ambition. The Great Awakening, for all its chaos, may have unlocked a hidden door. A cryptic fragment, unearthed in a dusty tome, speaks of a hidden realm, a source of the supernatural spilling into our world. Driven by intellectual curiosity and a sense of responsibility, Crow craves to unravel the secrets behind the Awakening, to understand this hidden realm and Immerse himself in it, becoming a patron in his own right. But for now, he meticulously translates faded scripts, a lone scholar amidst the growing chaos of the supernatural city.
As for his abilities, I really like how spellcasting in the game outward is handled, which is similar to invoker. Basic concept is you combine runes together to cast certain spells.
His abilities are runes he activates that would be the current stats in the game: Weapon, Spirit, Vitality, and his ult would be either Amplification, or Null, as im unsure of which i like better. Unlike invoker, the spells must be cast in a certain order to take effect. Weapon>vitality might give you weapon lifesteal, but Vitality>Weapon might give you a weapon damage shield. As for leveling up your skills, each level will effect a different skill.
Some ideas for spells are as follows:
Weapon>Weapon: Explosive ammo, makes your attacks hit in an AoE.
Weapon>Spirit: Fires an strike of lightning from your gun, hitting a single target.
Weapon>Vitality: Give a target bonus attack speed and move speed.
Spirit>Spirit: Spirits rise up from the ground, dealing damage in an AoE.
Spirit>Weapon: Changes your gun for a wand for the duration, where auto attacks deals spirit damage.
Spirit>Vitality: Leave behind a clone that runs away from the nearest enemy while firing off shots.
Vitality>Vitality: Increases your Hp by 2000, which slowly falls off after a few seconds. You return to your previous health percentage.
Vitality>Weapon: Your attacks deal max health damage.
Vitality>Spirit: Close range targeted ability. You spawn a wraith that connects to an enemy and deals damage. to escape the wraith, move away from it.
As for amplification and null, amplification would be cast at the beginning of the string to amplify the next spell cast, while null would add a pseudo ultimate when cast with a rune.
Null>Weapon would create a zone that gives everyone metal skin for a short duration.
Null>Spirit would do the same against spirit damage.
Null>Vitality would make it to where no one can heal in the Zone.
When null is used, it goes on a long cooldown so multiple ultimate's cannot be cast in a row.
Im open to different variations of spells and these are just what came to mind, but i think 3 string abilities like for invoker might make for a character thats too complex in this game, although i could be wrong. Anyway this is what i got, thank you for reading, and im always open to suggestions!
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