Blood Mage - RE
Learns the Ability Blood Aura.
Blood Aura: Transfers your mana to your health pool, Spirit increases health regen. Unable to gain
any mana and all spells that use mana use your health pool instead. Certain spells and talents have
added bonuses. Immune to silence and mana burn. Immune to being healed by outside means.
Can not use any rage or energy abilities. Heals casted by a Blood mage can only effect other
players. some spells and abilities are changed to match the blood mage EG (chain heal is a beam
of red to symbolise blood ect).
most spells are all converted to their blood counterpart, you only need one of certain
spells example, Shadow bolt, Frost bolt, and Fireball are all transformed into Blood Bolt, Blood Bolt
is effected by modifiers to all three spells, you only need one of these for Blood Bolt to benefit
from all trees. Blood Bolt utilizes all trees to 50% capacity, so slows from frost bolt are only 50% of
their value, the slow from blood bolt effects the blood in their veins from their legs to coagulate
to slow them down, they also burn with Blood Fire, their blood begins to boil to extreme
temperatures burning from the inside of their bodies plus added modifiers from the fire tree.
Blood Bolt uses half the mana it would normally cost as health IE: 300 mana = 150 health to cast.
Talents from Destruction tree that say increase shadow damage are instead converted to Blood
Damage, same with frost and fire tree. Blood Damage can be resisted by all three resistances,
frost, shadow, and fire combined or the highest resistance for balancing issues.
Blood Bolt will only benefit from one talent that reduces the cast time, it will not benefit from all,
Blood Bolt's cast time will be the sum of all three spells cast time, the damage is also the sum of all
barriers are converted to blood barriers and can only be cast on the blood mage IE Power word
shield, Ice Barrier, Mana Shield are all converted into Blood shield and is benefited by talents
from all three trees.
Blood shield gains benefits of the talents from all the trees. Blood Shield takes all three shields,
adds up the base value then is divided by 1.75 EG: 500 + 600 + 300 = 1400 / 1.75 = 800. Blood
shield is simular to its effect as ice barrier or Power word shield NOT mana shield, you will not lose
health when taking damage with blood shield up. Blood shield uses the same formula for
calculating the mana cost only dividing by 1.5 instead of 1.75.
Frost nova is tranformed into blood nova, Cone of Cold is Cone Of Blood and ice lance is
Bloodlance, these spells benifit from their counterpart in the Frost Tree. Deep Freeze is
transformed into Pillar Of Blood, a spiked blood pillar erupts from the ground impaling your target
and incasing them in hardened blood for the duration of Deep Freeze including modifiers. Drain
life and Drain mana are converted into Drain Blood, Drain Blood combines the mana drained and
health drained from both spells as damage. Drain Blood is the main spell for the Blood Mage to
heal and as such is more powerful, however drain Blood has a 15 second CD, Benefits from drain
health and drain mana modifiers multiplicity.
You also learn the ability Blood Sacrifice, you sacrifice one of your spells to double the effects of a
blood mage spell, Blood Sacrifice has a 2 minute CD and it puts w/e spell you used to sacrifice on
a 2 Minute CD as well. EG: you sacrifice lightning bolt, lightning bolt can not be used until 2
That's all I have so far, I just thought it would be cool to play a blood mage of sorts.
I'd simplify your enchantment to: "You gain the Blood Magic effect. Blood Magic removes your mana and increases your hit points, but causes your spells to consume a portion of your health. Blood Magic causes you to be immune to silence effects, but also prevents you from casting healing spells on yourself."
I absolutely love the idea behind this enchantment, but it's far too complicated, in my opinion. Although it'd be nice to ensure all spells and abilities fit the aesthetic you're going for in your individual class lore, it would be a significant amount of work for a very niche audience.
For example, I wouldn't worry about changing Mana Shield. In fact, I'd leave the description as-is and make it so the initial casting costs health, but make it so the damage absorption doesn't cost anything (because you have no mana to drain). The spell simply lasts the full duration or is dispelled when it absorbs the maximum amount of damage; such is the advantage of using your health to cast spells. On the other hand, using Drain Mana would drain the mana of your target but would not give you any mana in return; in this case, Drain Life would simply be the better choice.
The one concern I have with this enchantment is the possible abuse by tanks. Could a tank go Intellect-primary, pick up this enchantment to boost their total health and then just not use any magic at all to give them an advantage?
Oh yeah Definitely I was just kind of throwing as much information as possible to get the devs
some ideas if their going to follow one concept or all ect. I personally Like the idea of changing
all frost spells to blood spells instead. I can see how tank's could abuse this but they can't
use rage or energy abilities so I guess a pally tank can abuse this to a degree. I just more or less
want some cool blood effects and spells. The easy part is the concept, the difficult issue is
balancing it so it's not either over powered or underwhelming. Honestly I just want some form
of blood mage or even blood samurai or something.
Bound by Blood:
Draw your blade across your body to magically enchant it to deal bleed damage per hit, you are
constantly hemorrhaging blood and health while this ability is active but your bleeds deal 30%
Anything blood related, I was always drawn to blood mages in Dragon Age or the blood bender
in Avatar, it's a really cool concept that is rarely to never utilized in any mmo.
@Khamilleon I got distracted by the new abilities you suggested, I missed the part where you banned rage or energy abilities as well, so that would solve the tank concern.