It's time for a teaser of the Mage Revamps! They're at a stage that I feel comfortable upping the hype... at least, upping the hype in an obtuse and silly way.
Skills work, in testing & messaging for everything. A few skills are still in the "HOW I MAKE WORK?!" phase, but that's only like 4.
Sciomancers: Gravitation:(All new) - Skills work, in testing & messaging Singularity Unlock the power of the singularity.
Expand Grow your singularity.
Recall Return your well back to you from afar.
Featherstep Your mastery of gravity lets you traverse water without a care.
Home Transport yourself to your gravity well
Sciomancy: (About 50% new) Shadow Attune to use the element of Shadow.
Blast Blast your victim with a bolt of power.
Nightsight See through darkness.
Bane After a delay, scourge your victim with an affliction.
Night Call forth magical darkness to obscure your surroundings.
Shadowprice Empower your Shadow spells at the cost of your own well-being.
Sorcery: (Mostly old)
Ascendril: Thaumaturgy: (All new) Fulcrum Create and carefully tend a rift between planes.
Collapse Release the magics that bind your fulcrum.
Storage Hide your valuables from detection.
Anchor Affix your fulcrum to a point in space.
Push Move your fulcrum to another.
Elemancy: (About 50% new) You know the following Fire spells:
Ignite Render them ablaze with a snap of your fingers.
Scry Seek out another’s location.
Evaporate Remove traces of water from your location.
* Scorch A gout of flame will cripple their limbs.
You know the following Air spells:
Gust Knock your target from your location.
* Pressurize A sudden shift in local air pressure.
* Lightning Shock your victim with a burst of electricity.
* Windlance Send a spear of air to pierce their shields.
Arcanism: (Mostly old)
Note, that's all coding. Abilities are all planned. Old things don't get factored in until I get around to copy pasting them, so the percents are tricky.
That's pretty disappointing information there. So.. here's some affliction teasers!
hypothermia: Take extra cold damage, cannot gain insulation defence, cannot cure shivering magic_fire (temp name): Requires double mending to cure ablaze trick_flame (temp name): Keeps track of ablaze stacks, so when you cure them, they start again from that number next time
Ascendril: Very planning based. Abilities alter their effects based on previous abilities or current states of the target. The return of the Air element! Earth remains solidly held by the Sorcerer Kings.
Sciomancer: Very give/take based. Abilities gain more power by sacrificing more, powerful passives that lock out actives. To heck with boring elements, they're for utility skills... ALL IN ON SHADOW
(All of this is lies. I reserve the right to change things in production. I will respond to the thread's questions and maybe chime in. Successful guesses of things will be confirmed! Unless I lie.)