Thought of another spell idea.
Necromancy -
Dark Rites Necromancy: 3 // AP: 0 // Duration: Instant. // Cooldown: 1 turn.
The Necromancer sacrifices 20-33% (TBD) of their maximum HP to give 1 AP to the targeted ally (including self). Optional: Also sets Bleeding on the Necromancer, bypassing physical armor.The idea is to allow the Necromancer to use their life force to power the attacks of themselves or someone else by sacrificing some of their life force in exchange for 1 AP to the target. Possibly, it might also set Bleeding on the Necromancer, but I'm not sure if that's too much.
This is more damaging than the Elf's Flesh Sacrifice at low levels, but that can change at higher levels depending on how much the Elf invests into CON. This skill requires 3 points into Necromancer to learn.
It also can synergize nicely with Sacrificial Gift and Blood Pact. The Necromancer at full health casts Sacrificial Gift on an ally in danger, dropping their health to 50%. They can sacrifice another 20+% to give someone an extra AP, which puts the Necromancer in range to activate Blood Pact.
If Kalrakh's suggested changes to weapon damage based on type go through, that will allow for some damage types to do some amount of direct health damage bypassing physical armor, so the lowered health will be more dangerous than it is currently.
You could summon Skeletons in DOS1 out of nowhere, why should you now need a corpse? Does not make much sense in my eyes.
Because the skill tree is called Necromancy now, and this distinguishes it from Summoning. Flavour distinguishing classes is important. A ton of other things have changed between games in the series, not like one more makes a difference.
Sorry, my bad. I meant: Heals for 75% of current life if you sacrifice 50% of your current life. Or perhaps better: Heal 4 turns for 25% of current life, but sacrifices 50% of current life. (Of course can't be cast on yourself.)
Why would you get more life out if you used your own life force as a healing source? That would violate the laws of the entropy of magic.
I have certain things in mind for the concept of the skill, and that it does not heal for more than what it costs the caster is one of them. Another one is that it is a one-shot instant heal which does not last over several turns.
I most definitely do not want Sacrificial Gift to heal for MORE than Restoration does or over more turns. In these games, Water is considered THE Healing school. Even the Ice incarnate by default can only heal and not attack. Water should be the best at healing, but that doesn't mean that it should be the only way to heal.
Now, however, if this Necromancer has Sacrificial Gift and the Blood Pact Talent, they
could heal for 112.5% of the 50% health they sacrificed, but that won't be much good for healing since their current health would be under 30%.
Honestly I'm not sure if not even then just learning Restoration for one point into Water would be more attractive. Probably would need also some kind of buff for the target or the caster?
Lhose restoration might restore less at once, but the restoration restore life for 3 turns if I'm not mistaken.
Okay, let's say that you've also spent a point into Hydro and learned Restoration. You cast Restoration on someone, and then either they are still taking a bad enough beating that they still need healing, or someone else needs healing too.
But Restoration is still on cooldown. You've already used it, and can't use it again for a few turns. Bob needs healing
now. Having an additional source of healing can only be a good thing.
Just because water is better at healing doesn't mean this won't be useful. Oh, and I've decided to lower the cooldown on Sacrificial Gift to 2 turns. It didn't make sense to have it at 4 if it had downsides unlike Restoration.