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Combat: +1, 0.8
- Weaponmastery: +1, 0.8
Sneakiness: +1, 0.9
- Stealth: +1, 0.4
- Disarming: +1, 0.9
Magic: +1, 0.8
- Magic-device: +1, 1
- Cryomancy: +1, 1
Spirituality: 0, 0.3
- Prayer: 0, 0.5
Monster-lore: 0, 0.5
1. Sense Heat (level 1, 3 SP)
Detects monsters up to 25 spaces around the player, and gives enhanced infravision for (skill level) + d10 turns.
At skill level 5 it detects traps, doors, and stairs.
At skill level 10 it detects invisible monsters.
At skill level 15 it grants See Invisible for (skill level) + d10 turns.
2. Frostbite (level 3, 8 SP)
Imbues your attacks with cold damage for (skill level / 2) + d20 turns. Damage per attack is (skill level) + d25.
At skill level 15 it becomes ice damage.
At skill level 25 it splashes to the spaces adjacent to the targeted monster.
3. Frozen Blade (level 7, 12 SP)
Conjures a temporary weapon made of ice - a sword, a spear, a mace, or an axe (all 25% chance, all 2d6). The weapon has a (skill level / 2)% chance of being a randart and a (skill level)% chance of being a double ego, otherwise it will be ego; ego attributes may NOT include "Flaming" or "Elemental".
4. Song of Winter (level 14, 16 SP)
Heals 30% of max HP. Can be cast while blind or confused.
At skill level 18 it cures poison.
At skill level 22 it cures cuts and stunning
At skill level 25 it cures confusion and blindness, and identifies your equipment and inventory items.
5. Icy Armor (level 20, 20 SP)
Creates a shield of ice around your body. The shield lasts (skill level) + d25 turns, during which time it gives resistance to acid, cold, and electricity, and retaliates against foes for (skill level) + d15 damage.
At skill level 25 the shield gives resistance to poison.
At skill level 30 the shield finally gives resistance to fire.
6. Iceheart (level 25, 25 SP)
Grants heroism and gives a speed bonus of (skill level / 10) for (skill level / 2) + d10 turns.
At skill level 35 it also makes you berserk.
At skill level 40 it also makes you more accurate in combat.
As you can see this would be a melee oriented class, with no direct attack spells and no archery. The major weakness would probably be ranged combat.
Also, Cryomancy skill would have another quirk. It would grant resistance to cold at level 10 and immunity at level 30, but any level of Cryomancy would give the character fire vulnerability.
(I was thinking it could also prevent fire immunity by any means, but that would make Mount Doom unfeasible, so I think it would be a non-starter.)
How does this sound? Does it fit sanely into the magic system? Any changes needed?
(I could set up a git branch for this, but I kind of want to wait until the magic stuff is ported to C++, so as not to make more work for AH.)