Class idea: Binder

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Lord Estraven
Uruivellas
Posts: 718
Joined: Tue Dec 13, 2005 12:35 am

Class idea: Binder

#1 Post by Lord Estraven »

AKA "semi-balanced alchemist."

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
Whoah, what's this you say, no Prayer skill? Yes, Binders get no prayer skill. They can worship gods, but they tend to look at any supernatural being as something to be manipulated, enslaved, and/or imprisoned to power some magical item, and that severely hampers their ability to communicate with any god in good faith.

... 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. ;)

Yottle
Reaper
Posts: 1753
Joined: Sun Jan 26, 2003 11:49 pm
Location: West Virginia

Re: Class idea: Binder

#2 Post by Yottle »

The create randart would not be useful. Why sacrifice 50 hp when you can farm great wyrms and get unlimited randarts?

What about being able to turn one of your temporary artifacts into a permanent one?

Also, if the class has the ability to create maces, then shouldn't it have hafted-mastery?

Lord Estraven
Uruivellas
Posts: 718
Joined: Tue Dec 13, 2005 12:35 am

Re: Class idea: Binder

#3 Post by Lord Estraven »

Yottle wrote:The create randart would not be useful. Why sacrifice 50 hp when you can farm great wyrms and get unlimited randarts?
Hmm. Maybe get rid of the HP loss then? Dunno.
What about being able to turn one of your temporary artifacts into a permanent one?
Maybe. Not sure how to code that, I'll see.
Also, if the class has the ability to create maces, then shouldn't it have hafted-mastery?
No, too powerful. I just chose maces randomly because they fit with the whole evil-master-of-spirits thing.

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