TLDR: Make spells work internally like weapons, with cooldowns, requiring players to have a set level of corruption to use that give you greater power the more physically weak you’re willing to be. Armor restrictions for balance, new light armors for flavor/theme, and utilize as much of the existing technical framework as possible to make it easier to implement.
Dear Funcom,
I really would like to see Sorcery in game in some form. Having been playing since EA, and remembering that you guys said something about technical hurdles that were too difficult to overcome, I wanted to see if there’s a way that it could be implemented into the existing technical framework AND remain thematically friendly. That being said, here’s my personal idea:
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It still requires corruption to utilize, but not as a finite resource, rather as a state-based check to see if a player is eligible to use a given “spell”. I propose corruption level “landmarks” at 5 different points - 10% of total health, 25%, 35%, 50%, and 75%. Levels could be titled as "Tainted → Befouled → Impure → Rotted → Corrupted. Corruption will now be capped at 90% with a title of Decrepit at that point. If you’re running around the map with 90% corruption, then seriously that’s your problem.
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At each landmark, a player is eligible to use a tier of “spells” They must maintain this level of corruption or spells at that tier are disabled. New sources of corruption will be implemented in food as well as placeables. A Befouled Pillar, can be placed to generate corruption at the same rate as an Obelisk’s aura (Yes I know there’s potential for spam/abuse but dbags will be dbags no matter what). However, Eating/Drinking will be the fastest way to gain/maintain corruption. In keeping with thematic elements, Sorcerous exiles would best benefit from staying away from Entertainers and remaining reclusive in order to maintain their levels of corruption.
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Spells are achieved through used of craftable “items” that are either placed in a hotbar and utilized like weapons or utilized from the inventory screen. Some examples: For the spell “Corrupt meat”, a player must use spoiled meat, blood, ichor, bones, and papyrus to create an item with .01 weight that appears in their inventory. When utilized from inventory, the game will check to see if any meat items are in inventory (based upon similar algorithms used in furnaces to detect hierarchy for smelting priority) and convert a piece of meat into rotten meat. It terms of combat spells: By combining Blood, human flesh, bone, ichor, and papyrus) the player creates a exhaustion spell item that weighs .05. It has no use in inventory, but when equipped to a hotbar, allows a ranged attack that applies the cripple debuff for x seconds, balanced for factors.
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“Combat spells” would have cooldowns to prevent spam, balanced for factors. AND they would have limited maximum usages before decaying by tweaking their durability so that powerful spells would allow 2-3 uses before “breaking” and minor spells more uses before breaking. The spells would be “recharged” by gathering the requisite materials and “repairing” them back to “full durability”. Spells are guaranteed to hit, necessitating cooldowns. Multiple instances of a spell on a player’s hotbar/inventory SHARE cooldowns, making it pointless to carry more than 1 copy of each spell.
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Sorcery itself would be a discover-able feat in the exiled lands, with 5 levels all located in increasingly tougher zones. Reagents/Materials for spells would all be thematically related stuff already in-game: Blood, Bones, Bonemeal, Human Flesh, Hides, Severed Animal Heads, Tar, Demon Blood, Powder of Corruption, Corrupted Bones, Witchfire Powder, Spoiled Meat, Skulls, Oil, Ichor, Raw Ash, Silver Dust, Gold Dust, Brimstone, Corrupted Stone, Heart of a Hero, etc.
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A new crafting station (we’ll call it the Profane Altar for now, learned with Witch Doctor) would be used to make Sorcery items/spells. The Altar would accept any priest as it’s thrall, and each priest would bring a religion specific spell at T4. Also, T2 + up would allow exceptional/flawless versions of spells called Enhanced and Intensified that deal slightly greater effects for combat spells.
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A new flag must be applied to players: Armor level. Wearing Heavy or Medium Armors would disable use of Sorcery. Also, add in robes and other cloth-based light armors for the base game AND DLC’s (does not need to be re-purchased) for thematic elements. If possible a new status effect “Stoic” could be implemented with Sorcerous armors that makes a player IMMUNE to Entertained.
Examples of Spells:
10% tier (learned with Witch Doctor) - New Recipe: Bone Quill: Using Bone and Blood, create the quill that will allow you to write scrolls of profane sorcery (Spells are written onto papyrus and used to represent either “combat spells” or “utility spells”) It functions similar to the glass mold at the furnace in that it is never consumed, Corrupt Flesh (create a rotten meat from any meat), Extract Blood (create blood from any uncooked meat), Corrupt Powder (create powder of corruption from bonemeal), Exhaust (Apply a cripple effect to any actor for 5 seconds, 10 sec. cooldown), Bone Splinter (Created from Bone, Feathers, and Blood - Fire a splinter of bone at a target for base 13 damage w/no cooldown - Alternate attack launches 3 splinters but requires a 3-second charge to fire and causes 3-second cooldown), Hideskin (Increase Armor by 15% for X time, Cooldown would last for Y seconds that allows a short window where the caster is vulnerable before they can recast, all balanced for factors),
25% tier - Floor of Blood (Spell which replicates effects of a Grease Orb except it is directly targeted, and does not enhance fire effects - Cooldown balanced on factors), Torchlight (create a placeable “wall torch” that expires after 1 min. - Could be represented graphically as a simple ball of light stuck to a surface - 1 min. cooldown OR no cooldown but re-casting will cause previous torchlight to fizzle), Deluge (A targeted version of a Water Orb), Witching Hand (Launch a spiritual hand that deals base 35 damage and applies a 5-second cripple - 7 second cooldown), Haven (gain Full Sheltered status for 30 seconds - 1 minute cooldown and buff is lost when hit in combat).
35% tier - Befouled Air (targeted version of Gas Orb - cooldown based on factors), Pain of the Sands (Applies 5 stacks of Bleeding [7 for enhanced, 10 for intensified] Holding the secondary attack for 5 seconds will apply a full 20 stacks - Cooldown based on factors), Corrupt Stone (created corrupted stone by yourself), Rot Armor - (Deals 35 damage and applies 5 stacks of Sunder - cooldown based on factors), Leatherskin (Same as Hideskin but 25% armor increase), Fishgills (30 minutes of waterbreathing), Crack of the Whip (Move as fast as a mount at full dash but WITH their momentum restrictions for 10sec. -meant as a retreat method, 5 min. cooldown), Raise Minion (when Humanoid followers die, they leave now a corpse item with their loot similar to how animal followers do. These corpses can now be converted to an Unstable animation with this spell)
50% tier - New Recipe: Befouled Pillar (a placeable mini-obelisk [Think of Egyptian Style] that generates corruption identical to the obelisks of the Giant Kings), Wyrm’s Gaze (targeted version of Demonfire Orb - Cooldown based on factors), Burden of the Slaves (Applies Cripple, 5 stacks of Bleed, and 2 stacks of Sunder - Cooldown based on factors), Adder’s Kiss (Deals base 10 damage and applies 5 stacks of poison - cbof), Sleep (No effect on players or Interact-able NPC’s - renders targeted NPC unconcious [Sorcerous Uber Truncheon!] - 2 minute cooldown), Stoneskin (same as Hideskin but 50% armor increase).
75% tier - New recipe: Corrupted Guardian (Crafted at the Altar, create a golem of corrupted stone with base stats of 20 Str and 50 Vit, has 100% growth chance for those stats, and will ALWAYS learn Brute, Fierce Vitality, and Might of Giants), Doom of the Slaves (Deal base 15 damage and apply Cripple, 20 Bleed, 5 Sunder, 10 Poison, cbof), Emaciate (Works only on Players: Applies Heatstroke for 7 seconds, Headache, Sets Hunger and Hydration to 0 - 45 minute cooldown and applies Cripple to the caster for 10 sec.), North’s Embrace (Same as Emaciate, with Frostbite instead of Heastroke, shares same cooldown), Corrupt Blood (Create Demon Blood from Ichor, Blood, Human Flesh, Brimstone, Oil, and Powder of Corruption), Conflagrate (Targeted version of a Grease Orb combined with a Demonfire Orb combined with a Gas Orb, cbof), Ironskin (Hideskin with 75%)
90% tier - 1 spell only: Iron to Gold (Convert 20 Iron Ore to 1 Gold Ore).
Religion Specific Spells:
Fangs of Set - A more powerful version of Adder’s Kiss.
Ymir’s Blow - A more powerful version of Witching Hand.
Derketo’s Embrace - Sleep with a 45 second cd (no effect on players still)
Madness of Yogg - Applies 2 Bleed, 2 Poison, 2 Sunder, and Cripple with a Gas Cloud.
Skin of Jhebbel Sag - A version of Hideskin that gives 250% of your armor.
Mitra’s Blessing - Heal 75% over 4 seconds of health on a 2.5 min. cd.
The Strength of Crom (Craftable only if no other religions are unlocked) - Creates a regular, everyday, vanilla, Stone Club, occasionally may result in a Stone Sword.
I hope even a shred of what I propose is even possible in the UE, and I hope this gave you guys at Funcom some ideas. Cheers!