Metamagic (Or Augmentor) - You may heighten a spell by adding more AP to increase its damage, 1AP adds +15% (or something similar) Limit this by requiring at least 2-3 points in any one magic school.

Elemental Augmentor- For an extra 2AP, you may substitute one elemental damage type for another, but this element must be taken from a skill you know. (So PCs could, if they had blitz bolt and fireball, cast an electric "fire" ball for 6 AP, and other combinations like that.) Of course, to balance this, perhaps require 1 point in each elemental school.

Manic Mage- Each spell you casts requires a static 2AP, no matter what, but each skill casted is RANDOM. Like a wild mage from D&D. (Also, could use an effect increase to compensate for the added randomness)

Focused Mind- Choose a school, and choose two others. The first school gains a damage (or effect) increase of +30% and range increase of +10% (numbers of course are adjustible), the other two have their range and effect reduced by the same amount.

Control Freak- All CC skills deal an extra 10% damage to targets who still have the appropriate type of armor, but do -30% damage to enemies that are unarmored, and all other skills have -10% damage.

Quickdraw- Halve (or eliminate) the AP cost for switching weapons.

Nimble Hands- All tasks that would normally provoke attacks of opportunity no longer do. Moving out of an opponent's threat range still triggers an AoO. (Requires a certain rank in thievery)

The biggest problem I see with talents right now is definitely that they're either too situational or not interesting/powerful enough for a player to want them, at least compared to some others.

Definitely give some feedback on these, I love discussing potential additions to the game, and of course, these numbers are adjustable for balancing purposes.

I could probably see myself modding this game once it comes out fully.

Last edited by Editorial; 20/11/16 08:25 AM. Reason: New idea popped into my head