Presenting:
Eldritch Mastery. It would be a child skill of Eldritch Mixing at 60 CP. Where Mixing focuses on a breadth of knowledge, Mastery rewards focus. The new skill unlocks capstone spells for the wizard. If you know all the 6 spells in a group (such as all of the Electric spells) and this skill, a new spell unlocks - a "signature" spell that more or less exemplifies the element. If you know multiple sets of spells, you get the spell for every set.
Balance
The new spells are big and costly with big damage numbers and/or interesting effects rarely seen elsewhere. All of them cost at least 2 AP and two digits worth of MP. However, since they are the "signature" of a spell tree, some modifiers you can use on normal spells can't be used on these ones. Further, they cannot be learned through other means (so no gems).
Applicable effects
- Spell Parry/Turning, but only as a Wizard with the capstone for the element and this skill. Otherwise gets treated as an "unknown spell". If you learn the new skill, a Wizard Council seat is (generally) easier to defend since the new spells can't be turned into Arcane damage which would count towards the "charged attack" clause. However, not all new spells are direct attacks.
- Fortify Spell, where applicable.
- Arcane Affinity for the MP discount.
- Spell Combat (Sorcerer), Melee Combat (Mortal), Hand-to-Hand Combat (Mortal) and Boxing (Mortal). Depending on the combat tree of the spell, you get accuracy bonuses (and damage, in the case of Boxing).
- Conjure Sinews, Sharp Vision and Tiger claw spells to improve accuracy or damage.
- Combat Clarity, Strength and Typed Affinity potions for better accuracy and/or damage.
- Spellwand, Pattern Weaver (Sorcerer) and Set Spelltrap (Sorcerer), as these spells cannot be put into gems.
- Magical Reserves, the damage bonus is included in the base damage numbers of the spells.
- Deep Spellcraft (Sorcerer), the new spells can't be turned into Arcane damage, nor turn into autohit or AoE spells, nor hit wards for Arcane damage.
- Capstone effects from knowing the spell tree. These new spells have unique flavor that do something more or different than the capstones.
- Eldritch Mixing. The spells are a signature of a given element tree, so they can not be mixed with other elements.
- Font traps. The spells are too powerful - needing only 3 instances of tapping a font to kill someone with it later is too much.
Right then, the juicy bit - what do the new spells actually do? It varies per element. Without further ado:
ConclusionPiercing: Stone LanceSlashing: Petal Storm
- Combat tree: Spell attack, +10% accuracy
- Cost: 2 AP, 12 MP
- Damage: 30
- Special: Ignores a third of all soak and resistances, making it good against soaky targets.
- Inspiration: https://youtu.be/1gMv7PL04e8
Impact: Nexal Smash
- Combat tree: Autohit
- Cost: 2 AP, 10 MP
- Damage: 4 x 6
- Special: Hits 4 times per attack hitting for 6 damage each, causing status ticks to go away faster. Keep in mind, Fortify Spell ups this to 4 x 8.
- Inspiration: https://www.youtube.com/watch?v=KhB6kZuGp14
Cold: Flash Freeze
- Combat tree: Touch (so melee or hand-to-hand), +10% accuracy
- Cost: 2 AP, 14 MP
- Damage: Effectively 10-30
- Special: Deals 3 points of bonus damage for each point of soak on the target (including forts!), up to 10 soak. 10 damage for a 0 soak target, (13 damage -1 for soak = 12) damage on a 1 soak target, up to (40 - 10 = 30) damage on a 10 soak target. On a 15 soak target it would be (40 - 15 = 25) damage.
- Inspiration: Blunt weapons in Mount & Blade, https://www.youtube.com/watch?v=WQEx4nhhQ6w
Fire: Fireball
- Combat tree: Spell attack, +10% accuracy
- Cost: 2 AP, 14 MP
- Damage: 30
- Special: Deals a 5/20 AoE damage to non-faction targets other than the primary target.
- Inspiration: https://2e.aonprd.com/Spells.aspx?ID=596
Electric: Lightning Rod
- Combat tree: AoE, 85% accuracy
- Cost: 8 AP, 24 MP
- Damage: 40/400
- Special: All affected targets are afflicted with the "on fire" status effect, a 1 fire damage/tick effect that lasts for 3 status ticks (multiple instances are possible). Effectively can't be soaked (as it is already at 1 damage), but can be resisted to 0 (IB). Further, if you cast this in a stronghold that isn't your own, it deals 25 points of damage to fortifications.
- Inspiration: https://www.youtube.com/watch?v=U1Gs8WTddI4, https://www.youtube.com/watch?v=jar1LTxxAeM
Death: Seize Heart
- Combat tree: Spell attack, +10% accuracy
- Cost: 2 AP, 12 MP
- Damage: 30
- Special: Summons a rainstorm on the outside of the tile (regardless of whether the attack is a hit or miss), which increases all electric damage dealt by 20% (both inside and out). Also obscures vision like the mist effect does. Lasts 10 minutes.
- Inspiration: https://2e.aonprd.com/Spells.aspx?ID=898
Acid: Acid Arrow
- Combat tree: Touch, +10% accuracy
- Cost: 2 AP, 14 MP
- Damage: 25
- Special: Applies the "Heart Seized" status effect on the target, which works the same as Soul Fray (target dies if at lower than 15% HP). Combining this effect with Soul Fray makes a target die at 30% or lower HP. Lasts 5 status ticks.
- Inspiration: https://www.youtube.com/watch?v=YoZtHY0mbII
- Combat tree: Spell attack, +10% accuracy
- Cost: 2 AP, 14 MP
- Damage: 25
- Special: Applies the "burning acid" effect, dealing 2 acid damage per tick for 10 status ticks. Can be soaked/resisted down to 1, or resisted to 0 (WM). Can have multiple instances applied at the same time, theoretically up to 10 times (because the first instance will have expired).
- Inspiration: https://2e.aonprd.com/Spells.aspx?ID=2
As mentioned, I'd like feedback before I start building the skill and spells, so have at it - balance numbers, flavor/lore considerations, general comments, what-have-you. Please let me know what you think!
EDIT:
- Changed spell names per Repth's suggestions
- Changed attack trees to be more Wizard-like (Archery/Firearms -> Spell attacks)
- Tweaked MP costs
- Tweaked Touch Heart's effect to have a lower chance of causing code spaghetti
- Added interactions with Tap Font and Eldritch Mixing
EDIT 2:
- Lowered Piercing Lance's damage to 30 (from 35), and the soak/resistance ignoring part reduced to 33% (from 50%).
- Lightning Rod's effect is now guaranteed (from 33%), but lowered the base damage to 30 to compensate.
- Fireball and Acid Arrow now have multiple instances of their effect possible.
- Flash Freeze's damage buffed to 30 (from 25).
- Changed Petal Storm to be 4x6 damage (instead of 3x10).