First, I want to make sure that I have the right idea when I hear skill tree. For me, a skill tree is something like Diablo or WoW which does not exist in D:OS. I guess you mean fire mage, water mage, earth mage, wind mage, witch, rogue, archer and warrior in D:OS. 5 of those were based on int, 2 on dex and one on str. Maybe there should be more balance between the stats.

I ignore my last sentence and start with the Meta Mage.
A meta mage is somebody who can alter the abilities of himself and maybe others. You need some restrictions or it is completely overpowered. Meta magic does not do any damage. The main disadvantage is that every point spend in meta magic is a point not spend to learn more other spells. But you need other spells to modify something with meta magic. It works together with all active abilities, not only spells (You can enlarge the whirlwind attack of a fighter.) Since it does not do damage (or healing), it is not strongly dependant of an attribute (int, dex or str).

When I write 1AP, it means the meta ability cost 1 AP more than the normal ability.

- Extend spell: 1AP, cooldown 4 turns, The next active ability you use will last 2 turns longer. The cooldown of an extended ability will be increased by one turn. It can only be used in combination with abilities that cause an effect that lasts at least 1 turn.

- Empower spell: 1AP, cooldown 3 turns: The next active ability you use will be cast as if your main attribute for this skill (int, dex or str) was 3 points higher. The cooldown of an empowered ability will be increased by 1 turn.

- Enlarge spell: 1AP, cooldown 4 turns, The area of effect of your next active skill will be increased by 50%. It can only be used with abilities that have an AOE. The cooldown of the enlarged ability is increased by 1 turn

- Seeking spell: 1AP, cooldown 4 turns, The next active ability you use will hit one additional target. It can only be used with abilities that hit a finite number of targets (most spells hit one target, some jump from 1 taget to up to 3 other targets). The cooldown for the seeking ability is increased by 1 turn. If there are not enough targets the spell is cast normally but all penalties (extra AP, longer cooldown) apply. The additional target must be within the range of the ability. This means if you use a spell that hits 1 target and has a range of 2 meters, you need two targets within 2 meters of the caster to have a bonus effect.

- Assist others: 2AP, cooldown as before, shares cooldown with abilities above, high level ability, You spend 2 AP to allow a party member to use meta magic. Example: The meta mage spends 2AP to cast empower spell on the fire mage. The fire mage casts a fire ball as if his int was 3 points higher and the cooldown of his fireball is increased by 1. The effect lasts 1 turn. If the fire mage does not do an ability that works together with the meta magic on his next turn, the effect is lost. This means if the fire mage moves, attacks or is unable to act (like stunned) on his next turn, the meta mage has wasted 2AP.

- Lingering effect, 1AP, cooldown 3 turns, All status effects (positive and negative) that are on the target when this spell is cast will last 1 round longer. Example: A char is regenerating the next 2 turns and also stunned for the next 3 turns. When the meta mage casts this spell on him he will be regenerating for the next 3 turns and stunned for the next 4 turns. Can be cast on allies and enemies.

- Shortening effect, 1AP, cooldown 3 turns, like lingering, but all effects last 1 turn less instead of 1 turn longer. If a status effect lasts only 1 more turn, the effect is removed.

- Seal meta: 1AP, cooldown 4 turns, The target cannot use meta magic for 3 turns


Another Idea would be the tank.
A tank is a strength based warrior who focuses on protecting others. Unlike the Man-At-Arms, he does not have many abilities that do much damage. He can focus on counter attacks. Tanks are good in controlling the position of themselves and enemies on the battlefield. The tank has several stances. That means he spends 1AP and nothing happens at this moment. But he will perform an action automatically when the conditions are met until his next turn. Stances are exclusive. That means selecting one will deactivate all other stances.

- Vengeance: 1AP, 4 turns cooldown, The tank uses 1 AP to prepare for counter attacks. Until his next turn he will do a melee attack with his equipped weapon against every enemy that hits him with a melee attack.

- Shielded: 1AP, 4 turns cooldown, The tank covers behind his shield until his next turn. His block chance is increased by 10% and every time he blocks a melee attack he does a shield bash against the attacker. Shield bash = low damage + small chance of knock down.

- Grappling hook: 1AP, 4 turns cooldown, 15m range, The tank pulls the target towards him. It does not cause damage, but if you pull the target over the ground, the target will be hit by the ground effect. Can be used on allies and enemies.

- Free movement: 7 turns cooldown, The next moving of the tank costs 1 AP more, but it does not provoke attacks of opportunity.

- Protector: 1AP, 6 turns cooldown, 5 meters range, The tank spends 1AP to look at the targeted ally. If the ally is attacked by a melee attack until the tank has his next turn, the tank runs to the ally and takes the hit. If this movement provokes attacks of opportunity, the tank will take damage but his movement will not be stopped.

- Taunt: 1AP, 4 turns cooldown, 10m range, The tank forces an enemy to use his next action with the tank as target. If the enemy cannot perform an action that targets the tank from his current position (no ranged weapon and no ranged abilities can be used), the taunt has no effect.

- Push: 1AP, 3 turns cooldown, The tank tries to push a target away from him. The target is moved up to 5 meters backwards, takes small damage and have a small chance of knock down for 1 turn.

- The tank should have an ability that reduces his damage taken for a short time

Last edited by Madscientist; 09/09/15 02:34 PM.

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