New Class: Wizards

Yeah, there is clearly an intention for a broad range of specialized magic using classes across the board in the base game, but that’s the beauty of modding: You can change things.

So instead of an elementalist and a magma smith and a wizard and who knows how many other high level dudes that can do magic, you have the Arch Mage or Grand Mage or whatever, and his eventual apprentices maybe.

The idea of rarer magic and possibly it being potentially powerful, but low key initially makes me think of Conan the Barbarian and Swords and Sorcery, actually. Maybe in that kind of mod, the costs for increasingly powerful magic…

Well they might not be exactly family friendly. Or entirely pleasant sacrifices (literally mind you in some cases) on your part. But hey, if you wanted a direct way to battle or placate or even control titans or maybe small titan type creatures, that would be the way under that kind of paradigm. Roll out the sacrifices, hope they like it.

Your Wizard might also eventually just generally be sort of demanding to the point of looking suspiciously like the actual ruler of your settlement rather than the supposed rulers. And given the concept of “consequences” for certain actions, if it’s swords and sorcery, he might attract adorable little Barbarians and Adventurers in general seeking to cut off his adorable little head and generally destroy the “evil” wizard. Oh, and rob you too. Can’t have a generic Conan type without randomly killing or beating up some of your guards and stealing your shinies.(And he or she might actually be kind of evil too. Especially if you squeezed the trigger on doing Bad Stuff as supernatural payment.)