Apr 25 2023, 01:18 AM
MORE SPECIALTY-RELATED SUGGESTIONS. Some of these will be dragged from the discord channel. A lot of these are alternative passives for specialties for those that are similar to other specialties or that I think could be cooler.
Alternate passives for Torchbearer
- Light-producing spells produce mild heat, or heat correlating to the intensity of the light
- Included spells will 'linger', leaving an afterimage of light and/or heat
- The character's presence will make nearby fires burn brighter and longer
Alternate passives for Rainbringer
- Summoned weather will persist longer than normal
- Spellcaster can 'mold' weather in unnatural ways, such as creating dry spots in the middle of a storm
Alternate [more like re-worded] passive for Cultivator
- Plants and fungi will co-exist with less risk of 'smothering' each other; Plants are less likely to develop fungal rot
Alternate passives for Master Of The Elements
- Elemental spells less likely to cancel each other out [water putting out fire, etc]
- Spells used in quick succession can 'combine' [fire coming out of a Fissure, etc]
Wrecking Ball
Passive: Momentum-based attacks do more damage, and attackers are more likely to get harmed by spikey armor
Aura: Fur, Feathers, or Scales will naturally form into [non-offensive] spikes.
Spells: Shell, Bodyslam + Swiftstrike, Berserk, Protectors bulwark/guardian shield? Adreneline?
Painfeeder
Passive: Injuries during battle can be more easily ignored; the pain becomes fuel. This won't last forever.
Aura: The gembound's scars are more eye-catching, almost seeming to glow. They have a feral, reckless energy.
Spells: Bonecase Regeneration, Adrenaline, Berserk, Cripple? Attack Flurry?
Magekiller
Passive: Included spells are more effective against preventing magical damage // The gembound is better at detecting magical spells before they truly take effect
Aura: Magical effects are dampened near the user (does not effect active casts), Baubles glow less brightly, etc [suggested by Shaf]
Spells: Interrupt + Deflect, Riposte, Detect Magic, Detect Radiation, Short Circuit? Leech?
Battle Medic
Passive: Healing is more effect in dire situations; more can be done with limited supplies
Aura: This gembound appears more nonthreatening to patients, even if covered in blood
Spells: Medic + Resourceful, Diagnose, Reassure, Protectors Bulwark, Cripple?
Herbalist
Passive: Plants and fungi grown can be influenced to be more or less potent than they naturally would /// Herbs harvested and remedies made have a longer shelf life and more potent effects
Aura: The smell of herbs- minty, bitter, etc- constantly follows this gembound.
Spells: Apothecary + Herbalist, Emerge, Fungal Wake, Blossom, Propagate, Preserve... Cooking for funsies?
Alternate passives for Torchbearer
- Light-producing spells produce mild heat, or heat correlating to the intensity of the light
- Included spells will 'linger', leaving an afterimage of light and/or heat
- The character's presence will make nearby fires burn brighter and longer
Alternate passives for Rainbringer
- Summoned weather will persist longer than normal
- Spellcaster can 'mold' weather in unnatural ways, such as creating dry spots in the middle of a storm
Alternate [more like re-worded] passive for Cultivator
- Plants and fungi will co-exist with less risk of 'smothering' each other; Plants are less likely to develop fungal rot
Alternate passives for Master Of The Elements
- Elemental spells less likely to cancel each other out [water putting out fire, etc]
- Spells used in quick succession can 'combine' [fire coming out of a Fissure, etc]
Wrecking Ball
Passive: Momentum-based attacks do more damage, and attackers are more likely to get harmed by spikey armor
Aura: Fur, Feathers, or Scales will naturally form into [non-offensive] spikes.
Spells: Shell, Bodyslam + Swiftstrike, Berserk, Protectors bulwark/guardian shield? Adreneline?
Painfeeder
Passive: Injuries during battle can be more easily ignored; the pain becomes fuel. This won't last forever.
Aura: The gembound's scars are more eye-catching, almost seeming to glow. They have a feral, reckless energy.
Spells: Bonecase Regeneration, Adrenaline, Berserk, Cripple? Attack Flurry?
Magekiller
Passive: Included spells are more effective against preventing magical damage // The gembound is better at detecting magical spells before they truly take effect
Aura: Magical effects are dampened near the user (does not effect active casts), Baubles glow less brightly, etc [suggested by Shaf]
Spells: Interrupt + Deflect, Riposte, Detect Magic, Detect Radiation, Short Circuit? Leech?
Battle Medic
Passive: Healing is more effect in dire situations; more can be done with limited supplies
Aura: This gembound appears more nonthreatening to patients, even if covered in blood
Spells: Medic + Resourceful, Diagnose, Reassure, Protectors Bulwark, Cripple?
Herbalist
Passive: Plants and fungi grown can be influenced to be more or less potent than they naturally would /// Herbs harvested and remedies made have a longer shelf life and more potent effects
Aura: The smell of herbs- minty, bitter, etc- constantly follows this gembound.
Spells: Apothecary + Herbalist, Emerge, Fungal Wake, Blossom, Propagate, Preserve... Cooking for funsies?