Binders' magic works by grabbing the attention of some poor dumb elemental spirit, and convincing (or maybe forcing) it to take the form of an item.
Binding magic requires blood to work, so it takes HP as well as SP. Spells should not be possible to cast with too-low HP or SP. Additionally the character has to dance around and chant for a while, so it takes 5-10 turns. Finally, the resulting item weighs nothing and is always temporary, except for the results of the last spell. The power level of the item is 5 times the player's skill level.
The following spells would be available:
1. Conjure Weapon (level 1, (skill / 2) HP/SP)
Conjures a phantasmal mace to whack your enemies with. The mace always has the VORPAL and WOUNDING flags due to its immaterial nature, and may have ego powers or be a randart.
2. Conjure Cloak (level 15, (skill) HP/SP)
Conjures a cloak of spirit-stuff. The cloak always provides Hold Life and the basic four resists, and may have ego powers or be a randart.
3. Conjure Mask (level 30, (3 * skill / 2) HP/SP)
Conjures a grotesque mask, which can be worn on the head slot. The mask always provides telepathy, rConf, and Free Action, and may have ego powers or be a randart.
4. Rite of Imprisonment (level 40, (2 * skill) HP/SP)
Permanently imprisons a spirit in one non-artifact item, turning it into a randart. Takes an additional 20 turns and incurs the permanent loss of 50 HP. Uses the item's starting characteristics as a base, but otherwise provides no guarantees as to the nature of the result.
Skills chart for Binders looks like this:
Code: Select all
Combat: 1.0, +0.7
- Weaponmastery: 1.0, +0.7
Sneakiness: 1.0, +0.9
- Stealth: 0, +0.4
- Disarming: 1.0, +0.9
Magic: 1.0, +0.9
- Magic-device: 1.0, +1.0
- Binding: 1.0, +1.0
Spirituality: 0, +0.6
Monster-lore: 0, +0.5
... I'll probably start working on them once I'm done with Cryomancers. Assuming Real Life doesn't get in the way, which it likely will.
