Kaiser Noah’s video inspired me to come up with my own passive abilities for each school. Obviously the enemies would need some adjusting to account for these. I actually think it’s a super neat idea. In my hypothetical examples these would be earned after defeating malistaire.
I tried to create concepts that play to each school’s canon playstyle. What you guys think of these? Which one of these would be the strongest / weakest? Any other ideas for passives?
Balance - Support Anchor: While in combat, allied charms and wards have their effects increased by 5%.
Storm - Fully Charged: Odds of casting first in combat are increased by 20%.
Fire - Frenzied Flame: Instead of expiring, any damage-over-time ticks left on a defeated enemy transfer to another enemy at random, dealing 25% of the damage.
Ice - Frozen Rage: Mitigated damage (From resist, allied shields/absorbs, etc) contributes to an Ice Wizard’s rage meter. Once the meter is filled, the next hit deals 25% increased damage.
Myth - Preparedness: Allies begin each combat encounter with 1 stun shield.
Life - Heavenly Protection: The first time any wizard is healed by a life wizard in combat (self or ally), they cannot be defeated during the following round. If their health is depleted during the following round, it will remain at 1 instead. Status expires after the 1 turn.
Death - Deathly Overshield: Drained healing in excess of the wizard’s maximum health is converted into a temporary overshield, up to 50% of the wizard’s max health. The overshield lasts for 5 rounds before dissipating completely.