[quote=MULTI_MEDIA_MAN] Okay, I've got my class idea: Spellblade. The simple combination of a warrior's martial prowess and a mage's magical abilities. Special attacks are replaced with magic. The tiers would be simple:Spellblade 1: simple Spellblade. Can use weapons and basic magic.At Spellblade 2, the offensive and defensive sub-tiers are unlocked. Magical abilities cooldown more quickly and the Spellblade can now imbue their weapon with the magic of choice, to harm enemies or protect themselves or allies.Spellblade 3: The Spellblade is more dexterous, receiving a bonus of 20 points to the stat.At Spellblade ,4 the Specializations appear. For an offensive Spellblade, the Sageblade and Dark Knight specializations appear. Dark Knights specialize in pure damage-dealing, even sacrificing their own lifepower to fuel vile, destructive magics. The Sageblade focuses on the combination of magic and weaponry, and is able to create weapons out of pure magical power. For a defensive Spellblade, the Paladin and War Cleric specializations appear. The Paladin is your typical Paladin, specializing in being a tank. They use magic to heal themselves and their allies, but also have a small array of attack abilities. The War Cleric focuses purely on defense, being able to heal, revive and buff their allies. In addition, Tier 4 Spellblades gain a bonus of 30 to their intelligence, to help them learn their new skills more easily. Tier 5 Spellblades gain a bonus of 40 points dependent upon their specialization: A Sageblade gains Intelligence, a Dark Knight Strength, a Paladin Resistance, and A War Cleric Willpower.Tier 6 Spellblades receive the Title, gain a bonus of 20 to Intelligence, Strength, Resistance and Willpower, and finally, gain access to their specialization's Mastery Ability: The Sageblade's : The equipped weapon is infused with pure magic, doubling its damage-dealing potential for a period of time. The Dark Knight's : The Dark Knight steals life equal to the amount of damage they have taken, restoring them to full health and dealing double that amount in damage.The Paladin's : For 30 seconds, the Paladin and every creature, friend or foe, within 50 feet is immune to damage from any source. The War Cleric's : All allies are healed by the War Cleric's maximum HP, and cured of any status ailment they may have, excluding death. [/quote] I like it