22 hours ago, Fool_Hardy said:
@Tantangel As I reread your post, I noted you dropped Divine Intervention.
Not sure that is the right move. The strongest skill nixed, and nothing offered as a replacement.
Just a suggestion, what if we created a "sacrifice" like spell that instead of shoving the target out of danger, the healer recalls the target losing mental strength instead of health. The "target" ends up at their recall fully healed, and the sacrificial lamb is left to deal with the "targets" enemy. The mental strength lost would be substantial, and just to make it interesting give the spell a cool down that prevents the healer from gating. A cool down that stacks. Sacrifice could then be used over and over, to protect a large group, though the Healer becomes stranded. Truly sacrificing themselves for the good of others.
Edit: If you are sacrificed by an evil healer, you return to your pit with 1 hp. The evil healer would get some sort of buff from sacrificing you for his cause.
Perhaps title the good and evil versions of this spell differently, and force a neutral healer to select one or the other.
I dropped it purposely in favor of giving resurrection more of a new look based partially on Religion and possibly other things as well. Such as if you're the path of Greed, rather than being a set +10 to healing hp/mana/moves for every successful one, it could be more based off of the Religion itself. For example, granting cut purse to the Healer as a skill at 100%, addict perk randomly and possibly a level 5 only resurrection, steal skill at 100%, etc. Although DI is powerful, the ones that were useful as far as damage output were mostly Purity and it really affected Undeads most. The others really didn't benefit them too much, and I didn't see it particularly worthwhile to keep given the added benefits of Resurrection if it were fleshed out more and added in. This could make a Healer extremely mysterious when being approached to kill as no one would truly know what to expect from it. I wouldn't say give them blackjack as a potential bonus, just simply some of the lesser Thief skills if Greed was something they followed.
@Celerity I was thinking as far as damage output to balance out the lower damage making them more viable is to allow them to be granted Path of Deceit as Evil, Ray of Truth for Goods, and Blistering Entropy for Neutral paths. This would do one of a few things once added such as blindness similar to flame strike and firestorm but with a higher chance to land based off of protections of armor. Not necessarily saves, but perhaps the lower the armor class, the easier it is to land, and once they hit the -500ac mark it is less than a 5% chance of landing successfully, with the exception of fighting a Feral as they'd already be prone to having it land much easier due to the fire like properties of it and would naturally mean a lot less damage against Fire Giants. If it's used as an opener spell, there's a 2% chance it'll cause an 'aging' like affect causing the person to forget something that's actually useful to them in combat such as a weapon they may be wielding or a spell they'll rely upon heavily in combat. A caltraps like affect that causes movement speeds to be affected possibly causing them to hit less often.
I'm still okay with adding in third attack since they'd still rely more heavily upon spells rather than weapons themselves. It all can be fleshed out more as time goes on so that it's more balanced if implemented. I'm going to assume that I'll be asked how saves will affect the new spell, to which I'll say that it depends on which affect comes into play. Although the damage from the spell itself could easily be targeted as an affliction type, any side affects can be saved against based off of other saves entirely.