Name: Myroc
Armor: Above average.
Speed: Below average.
Jump: Standard
Damage Type: Varies.
Weakness: Dodging.
Role: Jack-of-all-trades, Berserker
Weapon Dropped: Sword of Vengeance.
Skin:
Sarkhan Vol as depicted on Form of the Dragon. Someone will have to make this. (
Better picture.)
(Disclaimer: Any numbers in this post are not set in stone.)
Gimmick
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The core gimmick of my class is that it is almost exclusively based on Magic: The Gathering, and all my attacks, abilities, and spells are based on MtG cards. As such, one very important idea will be your Hand of Cards. You can have up to 7 cards in your hand at once, and you will draw a random card every 5 seconds (except in LMS, where cards are limited). These cards represent spells, and you scroll through them and activate them just as you would activate items, with different spells having different effects. (As a result, this class cannot pick up, receive or use normal items.)
However, casting these spells, both from your hand of cards and whatever is imprinted on your Spellbinder (I'll get to that shortly) requires mana. Mana is tracked per unit, instead of being represented as a bar, and you can have up to 10 mana stored at once, recharging one unit of mana every second. (For simplicity's sake, all five colors draw from the same mana pool, so color effectively does not matter. If that causes your inner MtG nerd to swell with rage, then just think of
Black Lotuses or something.)
You also have your
Spellbinder - Five of the cards detailed below are listed under "Weapon Replacements"; These cards, when cast, are "imprinted" on your Spellbinder, which gives you an actual weapon, representing the spell. You spawn with a random spell imprinted on it, but you can only have one imprinted spell at a time: Using another weapon replacement spell will remove the old spell.
The Weapons
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Sword of Vengeance - This mighty sword bestows the user with power of the
Angel of Wrath whose sword it is. Deals a lot of melee damage, with an average swing-speed. This is what my class drops upon dying.
Spellbinder - A rare artifact, that can be enchanted to cast a wide variety of spells.
Channel - A mighty spell that can repurpose your own lifeforce as fuel for your arcanery. Being your altfire for both weapons, this spell converts health into mana, at 5 health for every unit of mana, at two mana per second. You cannot channel health you do not have, nor can you channel if your mana is already at maximum.
Legacy Weapon (Instagib) - In instagib, all these card mechanics are thrown out the window (why you would play this in instagib anyway?). You have this spell, an instagib prismatic railgun, with less attack speed than the default instagib weapon. (Bonus points if you make the HUD Urza's severed head.)
In non-LMS modes, you spawn with:
* Sword of Vengeance
* Spellbinder (with random spell imprinted)
* One other weapon spell (in card form)
* Two random one-use cards
In LMS, you spawn with:
* Sword of Vengeance
* Spellbinder (with random spell imprinted)
* Two other weapon spells (in card form)
* Five random one-use cards
You receive no additional cards in LMS.
The Spellbinder Weapon Replacements
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W -
Sunlance - A brilliant beam of solar might, that smites the unjust. Fires an accurate, piercing beam, with ludicrously high projectile speed, above-average damage, but with a slow firing speed. (A railgun in all but name and native function usage.)
U -
Mind Bomb - A devious weapon meant to disrupt sanity. Launches an arcing bomb that explodes on impact with anything. In addition to health damage, it also depletes the ammo levels of the affected target(s).
B -
Consume Spirit - Why use your own health to cast spells when you can steal it from others? Drains life from a single target in your general vincinity. (By launching invisible homing projectiles with limited range, that gives you health upon hitting something.) Short range and below average damage, but fairly mana-efficient and requires little aim.
R -
Fireball - A straightforward and destructive spell. This spell can be charged, ultimately launching a small, fast-traveling sphere that explodes on impact with anything, doing area of effect damage. Damage and radius increases with charge time. This spell will automatically channel if you run out of mana while charging it. (Good old Channel-Fireball combo, where would we be without you?)
G -
Hurricane - A violent spell primarly suited for aerial threats. Launches a homing whirlwind of medium AoE and infinite height, that deals extra damage against airborne targets. (It's the HeXen Arc of Death. More or less.)
Single-Use Spells (Mana cost in brackets)
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W -
Circle of Protection (2) - The next time you are damaged after casting this spell, you gain a 50% resistance against that damage type for a limited duration.
W -
Angel's Mercy (4) - Refills your health. The Planeswalker equavilent to an E-Tank.
U -
Mana Drain (2) - Removes a large amount of ammo from all nearby players, and gives you mana in return.
U -
Unsummon (1) - Teleports a target to a random area of the map. (A banishment device in all but name.)
B -
Syphon Soul (3) - Deals damage to everyone in a wide radius. You gain health equal to the damage dealt this way.
B -
Infernal Contract (3) - Draws a card for each card missing from your maximum hand, costing 10 health for each card. (This card will never kill you, but will only give you cards you can pay for.)
R -
Lava Axe (2) - Fires a highly damaging ripping projectile.
R -
Circle of Flame (2) - Creates a circle of lingering fire around you, dealing damage to everyone who walks through.
G -
Rancor (1) - Increases Sword of Vengeance attack speed and gives it a "cleave" ability (increasing its effective radius) for a limited duration.
G -
Trollhide (3) - Gives you damage resistance and health regeneration for a limited duration.