The Header Spotlight segment is a way to deliver some information about the specific Headers and to highlight their strengths and weaknesses.
Today, we'll be covering the Blood Mage.
A common archetype in fantasy is a magic user that uses their own blood to cast spells. It's usually considered somewhat profane, just due to the nature of manipulating blood for power. We decided that we wanted this archetype, and designed it so that while it may not be illegal, it's a least considered a little taboo.
The Blood Mage has three attack spells. Drain allows them to do damage and heal themselves, Decrepify gives a slow, and Red Mist does 4 Damage and Agony. Pretty Decent.
As far as Defensive abilities, the Blood Mage gets the Vigor skill, an Avoid against melee/missile/packet attacks, can go to spirit and walk for a brief period of time, and can become immune to aging and may resist metabolic effects and purge them for 1 damage.
The three utility skills that the Blood Mage has are Blood Magic, Surge of Strength, and Control Rigor Mortis. Blood Magic allows the Blood Mage to spend Vitality to power spells, but this Vitality can only be healed after 5 minutes of rest. Surge of Strength gives a Double Grant Melee Attack for 2 Damage. And Control Rigor Mortis allows the Blood Mage to drop an item of their choice when they go to spirit, which is huge if you're carrying the key and you die.
The way people interpret this header may vary, but expect that some people may be turned off by it. That's the trade-off for the power of this Header.
Bound High Magic: Curse of Sight, Ethereal Bond, New Lineage, Unfinished Business
Good Header Combinations: Warden (Great Defense v Elemental and Metabolic), High Magic (some very cool Bound High Magic spells).
Pro: Excellent defense and some good attacks all from one header. No one is better at defending against Metabolic effects.
Con: You may be ostracized, and non-Metabolic attacks are expensive to defend against.
How will you react to Blood Magic? Would you play a Blood Mage? Let us know in the comments!
Today, we'll be covering the Blood Mage.
A common archetype in fantasy is a magic user that uses their own blood to cast spells. It's usually considered somewhat profane, just due to the nature of manipulating blood for power. We decided that we wanted this archetype, and designed it so that while it may not be illegal, it's a least considered a little taboo.
The Blood Mage has three attack spells. Drain allows them to do damage and heal themselves, Decrepify gives a slow, and Red Mist does 4 Damage and Agony. Pretty Decent.
As far as Defensive abilities, the Blood Mage gets the Vigor skill, an Avoid against melee/missile/packet attacks, can go to spirit and walk for a brief period of time, and can become immune to aging and may resist metabolic effects and purge them for 1 damage.
The three utility skills that the Blood Mage has are Blood Magic, Surge of Strength, and Control Rigor Mortis. Blood Magic allows the Blood Mage to spend Vitality to power spells, but this Vitality can only be healed after 5 minutes of rest. Surge of Strength gives a Double Grant Melee Attack for 2 Damage. And Control Rigor Mortis allows the Blood Mage to drop an item of their choice when they go to spirit, which is huge if you're carrying the key and you die.
The way people interpret this header may vary, but expect that some people may be turned off by it. That's the trade-off for the power of this Header.
Bound High Magic: Curse of Sight, Ethereal Bond, New Lineage, Unfinished Business
Good Header Combinations: Warden (Great Defense v Elemental and Metabolic), High Magic (some very cool Bound High Magic spells).
Pro: Excellent defense and some good attacks all from one header. No one is better at defending against Metabolic effects.
Con: You may be ostracized, and non-Metabolic attacks are expensive to defend against.
How will you react to Blood Magic? Would you play a Blood Mage? Let us know in the comments!
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