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+  Solace MUD Official Forum
|-+  Solace Development
| |-+  Ideas
| | |-+  New class?
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Author Topic: New class?  (Read 3216 times)
Kontis
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« on: November 10, 2009, 09:53:53 pm »

Class: channeler

Align: evil, neutral?, good??
Ethos: chaotic, neutral?, lawful??
Races: dark elf, wild elf?, elf??, half-elf, human, gnome?, draconian, half-kender??.

Skills:
dagger, staff, mace; hand to hand
scrolls, staves, wands
meditation, trance
dodge
riding, mounted spellcasting
second attack, third attack? with exotic???
focus: if by the end of an hour mana is already full, gains hp and mv regen for the next tick
absorb waste (possibly from manual):
    every time someone nearby (including the channeler) casts a spell (prays etc)
    and loses concentration (or is distracted) the channeler gains 10-50% of mana
    wasted by the caster.
(RSE?)

Spells:
armor, shield (improved armor, improved shield)
detect magic
read magic
ventriloquate
magic missile (improved magic missile)
invisibility
faerie fire
detect invis
fly
haste, slow
detect good?, detect evil?
identify, locate object
create spring
protective shield
power gauntlet:
    channeler can deal slightly increased damage of type energy or fire with bare hand
drain
blink
dimension door?
teleport
trace teleport
mana leech
absorb energy:
    incoming damages of type fire, ice, energy, lightning, holy, or negative are diminished
    by 0-spell level%, the taken damage is converted into the channeler's mana.
word of recall
energy drain (after drain 90%?)
protective sphere:
    diminishes incoming damages by ( 10 + spell level )%, also with (spell level)%
    chance prevents negative affects: blindness (from blindness, blaze, wrath spells),
    slow, weaken, paralyse, faerie fire, curse?
    mutually exclusive with sanctuary, shroud etc.
power source:
    an invoker can allow the channeler to absorb energy from his/her energyshield or
    lightning shield. This makes shield wear off twice faster, and the channeler has
   +3/+2 mana regen while being in the same room with the invoker.
group teleport?
second vision:
    allows to dodge (with normal chance, attempt may cost some mana/moves)
    incoming damage spells, provided they are targeted, non-composite (like chains,
    fork lightning etc.) and have damage type FIELHN;
    also adds (spell level)/4 reflex saves.
    Upd.: any blindness works as half-blindness
absorbing sphere (after at least 90% absorb energy, protective sphere):
    acts same as 'absorb energy' for caster, but with better conversion coefficient;
    also places an affect on the whole group which allows caster to convert
    0-spell level/2% of FIELHN damages aimed at group mates into his mana when
    they are in the same room.
    replaces absorb energy in affects
release energy:
    area damage spell (energy), costs 5+M mana (M chosen by the caster, M <= level*10),
    damage ~M/2-M against zero defenses.
mana transfer?
drain liveliness (after at least 90% haste, slow, energy drain):
    attempts to slow the target and slightly diminishes its mana and moves.
    if the target was slowed, the caster in turn becomes hasted and gains additional
    mana and moves.
mana burn (after energy drain 95%?) - should be improved (same as for invokers)
blast (after 85-90% release energy):
    damage spell (energy), 2 rounds lag, costs 200 mana, moderate damage (against
    zero defenses a bit stronger than that of incendiary cloud)
exploding orb (after at least 95% absorbing sphere, blast):
    caster chooses one damage type (FIELHN) and creates an empty orb which then
    absorbs half of the damages of chosen type aimed at him/her, until it is full
    (capacity: 2000?). At any moment he can throw the orb into someone, damaging 
    him/her with the energies absorbed by it (with a coefficient 1/3-1/2, high
    damages are reduced as usual). Reflexes can help to avoid part of the damage,
    spellbane/spellturn/counterspell do not work.
    There is a chance it will also have an additional negative effect (spell level k/2
    when orb was k% full, can be resisted with spell saves).
    Depending on damage type, it may be:
      fire: similar to fire breath (blindness, burning containers, potions, orbs etc.,
        getting thirstier)
      ice: slow and freeze (diminishes strength and dexterity, prevents hp regeneration
        and unslowing)
      energy: burns mana and throws target into random location within the same area
      lightning: stunning effect
      holy: 'torn heavens' (greatly diminishes will saves, removes and prevents sanctuary/shroud)
      negative: curse
    Also, when not in combat the orb can be opened, leading to relatively small injury
    and an additional effect:
      fire: burns out the forest and dries springs
      ice: creates wall of ice
      energy: room becomes a place of magical regenertion
      lightning: owner gets magnetise and force field affects
      holy: rejuvenation chamber; owner gets remove curse and bless
      negative: block teleport (full, for at least 3 hours)
    or with ~30% chance resulting in the same effect as throwing the orb into oneself.
    Orb cracks and opens on its own after 120(?) hours.
    spell costs 500 mana

(grounding)
(enchant armor)
(locate relics)
(rift gate)
(recharger)
(planar collapse)
(crushing hand?)
(permanency)
(control energies, gold lettered spellbook:
    affect adding +25% resist energy, +10% to energy spells.)
(focus vitality (after 100% absorbing sphere), silver spined spellbook:
    affect adding 10 artifact find, minor fortitude saves, 1 hp regen)
Upd:
(magic cannon, gold lettered spellbook:
    allows to perform a ranged attack with exploding orb)
« Last Edit: November 10, 2009, 10:26:16 pm by Kontis » Logged
bluesky
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« Reply #1 on: November 11, 2009, 04:47:23 am »

overpower?
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"Come to the edge," he said.
They said, "We are afraid".
"Come to the edge," he said.
They come, he pushed them...
and they flew.
Kontis
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« Reply #2 on: November 11, 2009, 05:59:44 am »

In my opinion, no. But anyway I see no problem here: once it becomes evident, they can be tuned down.
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