I like sacrifical gift.
I would change it like:
Life sacrificed is 1/3 only but life gained is 130% of the loss. e.g. for 10 blood of Necro life warrior gets 13hp.
stripping 50% of HP is quite dangerous. It would work only you add other spell witch migh keep Necro caster live or better in a non dead state.
Sure, numbers can be tweaked, I just wanted to suggest the idea of adding a healing skill to Necromancer which came at a cost of their life force.
Add Spell Jesus it can keep Necroplayer close to dead :
"Jesus" its a buff spell which lasts 6 rounds. Cooldown 1 per combat. It does nothing until caster dies. Then it resurrects himself after 3 turns. Together with auto ress it gets levitate effect, aura of radiance,50% Physical and Elementall reduction for 3 runds and high pain reflection for 3 rounds. It might sound like a lot, but get noticed that 3 rounds character didnt help in combat.
Maby jesus is not enoough political correctness so be it "DarkPropeth"
The idea of a skill which resurrects the caster after death with buffs is interesting, but even though that's a lot of buffs the dead guy will get, it still requires three turns before going off, and 3 rounds is a long time in this game.
If your team can handle being a member down for three turns, the combat probably wasn't that threatening in the first place. By the time it goes off, (A) the fight will already be over because you won, or (B) your team is in serious trouble because they were a man down for three rounds, or (C) both sides are still holding their own, in which case your side probably could have wrapped up the combat faster if they weren't a man down.
Also there's no Jesus in Rivellon as it is a completely separate fantasy realm with its own different deities, so it might be called "Death Contingency" or "Death Pact". I dunno.
Shackles sounds fun. I like it. Althou, make it little less powerfull and more tactical - first target needs to be touched. Second target is close range - 8m from caster.
Hmm. Well, one reason why I'm suggesting a change to the existing version of Shackles of Pain is because it connects the caster to an enemy. A caster character probably shouldn't be getting hit all that much in the first place.
A change which requires walking up to an enemy to activate it defeats a large part of the reason why I wanted it changed in the first place.
Such specification of each class tree should be the very basic. Such specification should be accessible for betatesters maby even in the game as description. With this general definition Then create details. Creating skills as piece by piece has current result of messy skills tree with not specific flavor. All is mixed and loud. I see loudness war effect in every aspect of this Larian project. Dynamic is needed badly.
Sorry, I'm having a little difficulty understanding what you mean by loud and "loudness war effect". I guess you mean that the skill sets have too much diversity, and there isn't a solid theme?