Passives
Ever since wom days, i hoped for passives to make their way into the game- scrolls you use into your magic that would consume a spell slot and passively change something- and in my view, i felt like they could be game changing for players, although we haven’t heard anything about it ever, i felt like writing some random ideas for passives i had
Mage passives
Blockade: your projectiles have their lifespan halved
After the lifespan of any projectile ends, generate a blockade (possibly 3 max), classified as a hazard in terms of interactions
Blockades have hp based on the player level and the move used( move that has naturally lower clashing like Multi blast x20 would have low hp)
Blockades receive increased / reduced damage based on clashrate, additionally, blockades also react the same way magics interact ( ex: lightning would electrify a metal blockade)
Blockades would have effects based on magic used
Solid: Blocks both players and projectiles from passing
Non-Solid: only intercepts projectiles
Liquid: gives slowness to whoever passes through them
Heat: increases heat within the surrounding area and deals damage when in contact
Cold: reduces heat within the surrounding area
Also applies whatever status effect the magic is supposed to apply
Volatile hazard!: hazards lifespan reduced by 30%
Whenever a hazard breaks for whatever reason ( broken, or just timed out) they will minor damage around them and apply their effect if any
Arcane architect: Disables the ability to cause destruction
Your attacks will now reinforce whatever terrain they hit, increased their durability against destruction, reinforced terrain now counts as hazard (therefore interacting with other passives), reinforced terrain only applies status effects based on magic used, area and strength of reinforcement should be based on magics destruction and size stat
Elemental Recycling: Charging nearby hazards you generated will cause the hazards to expire, however, you will regenerate energy faster
Magical veins (Version A): Allows for the usage of a singular spell beyond your current energy capacity (30 sec cd)
Magical veins (Version B): Allows for the usage of a singular spell beyond your current energy capacity (30 sec cd), the spell will be casted as if it was fully charged during cast time, in exchange, said spell will now consume part of your health
Scholar’s protection: when your health hits 20%:
Consume all your energy to generate a shield
Hasty mind: -15% damage dealt
Your spells now charge up and reach their full possible output faster
Vengeful caster: +5% damage taken while casting (both startup and charging up)
Getting hit while charging up your spell will now empower said spell
Calm mind: Getting hit while charging up (not startup) spells will cause the spell to fail
You are now able to charge your spells for longer periods, increasing their possible max potential
Arcane shock: Synergies will no longer provide a raw increase in damage, instead they will now apply a dot that will damage over time (slightly higher than what the synergy would have dealt)
Fighting style passives
Alternance: landing two successive hits of the same range type ( 2 melee or 2 projectiles) will empower the next move of opposite type if its used within 3 seconds (example: shot, axe slash then crash, crash would be empowered)
Take-off: Set your air movement to 0
Your Movement type abilities reach farther by 35%
Human Bullet: -15% to size
Your movement abilities travel 15% farther
Acrobatics: -20% to distance traveled using techniques
+1 air movement charge
Burning Last grasp: When your health hits 15%:
You are now unable to heal beyond 15% of your health for the next
Gain overall bonus stats
Your health will now drain until it hits 1% (or 0% if it’s possible to make this effect stop when you kill the enemy)
The hunt: Landing a ranged move increases techniques travel distance
Cowardly tactics: Landing a melee move will improve your ability to retreat
Opportune hunter: -10% damage dealt
Hitting enemies during startup/endlage causes 20% more damage ( total of 10% net positive damage)
Non specific passives:
Passives i felt like could work on any class
Overcharge: Overcharging will now make your next used move empowered
All-out: once your energy is full in combat, your energy will start draining in exchange of increased stats, energy cannot be regenerated once the drain starts
Automated flow: disable manual energy regeneration in exchange for increased natural energy regeneration
Defensive tactics: Blocking (not parrying) restores your energy partially (not disabled with automated flow)
Active flow: disable natural regeneration in exchange of increased manual energy regeneration
Cycle: -10% damage
For every unique ability you use, you gain reduced energy cost for 5 seconds ( refreshes and stacks)
Iron will: if you are hit 5 times within 2 seconds, gain 30% resistance