New class Idea: Runecrafter

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Shoob
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New class Idea: Runecrafter

#1 Post by Shoob »

yeah I know... but my idea is different.

Unlike t2, the runecrafter knows his runes (doesnt mean he knows all of the runes, maybe add trainers in game to get more) and so doesnt need to have them in his inventory.

runes:fire, water(cold), air(lightning), earth(acid/poison)
Secondary: light, dark, mana, chaos, law.


Unlike regular mages these mages focus on runes and their powers. They are adept at trap spells and enchantments. At the beginning they can choose to focus on several (probably 2 or three of the above) or to be general in their knowlege, much weaker powers than the other, but broader.

talents:

[NAME]Glyph of Light(4 tiers)
[DESC]Summons a glyph that glows brightly for a time, its glow lights up 2 squares.
Investing in this will make the radius increase as well as the duration of the glyph. Can be destroyed.
at lvl 3 it damages light sensitive monsters in its radius.
at lvl 4 it produces holy light, severely damaging undead in its radius.

[NAME]Glyph of Seeing(2 tiers)
[DESC]Summons a glyph that glows brightly for a time, its glow lights up 2 squares.
Investing in this will make the radius increase as well as the duration of the glyph. Can be destroyed.
At lvl 2 it sees invisible.
This will allow the caster to see anything within its radius even if they are far away.

[NAME]Basic Trap(5 tiers)
[DESC]Summons a glyph that discharges its elemental focus on the enemy
Investing in this will make the damage inflicted increase. Activated when a hostile monster walks on it.
At lvl 4 it can be combined with another rune (with each doing 50% damage)
at lvl 5 the multiple rune damage is upped to 60% each damage

[NAME]Slow Trap(5 tiers)
[DESC]Summons a glyph that slows the enemy when they move across it.
Investing in this will make the slow effect increase. Activated when a hostile monster walks on it.
At lvl 4 it can damage monsters
(messages would be:
fire: Hot coal suddenly flare up under the foo. has a chance to stun.
water: Heavy waves crash down on the <foo>. has a chance to stun or confuse.
air: Boistrous winds swirl around the <foo>. has a chance to confuse as well.
earth: Tar seems to cling to the <foo>. monster cannot flee.)

other ideas: enhance weapon/armour. secondary runes can augment primary runes (ie holy fire, etc)

basically this would be a combination of the runecrafter and alchemist and the trapping ability. thoughts, other ideas?
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madmonk
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Re: New class Idea: Runecrafter

#2 Post by madmonk »

Glyphs, Wards and Runes


Glyphs
A glyph is something scribed on a surface and triggered by a 3rd party (or yourself)

So these can be good or bad and so on.

Wards

A Ward is something scribed on a surface and triggered by a 3rd party...

These are your offensive spells, they are in essence traps, but they could also be blocks. Consider the ward spell that Mithrandir used in Moria against the troll.

Runes

A Rune is something scribed on a surface and triggered by yourself...

Always beneficial, consider these your personal buffs.
Regards

Jon.

madmonk
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Re: New class Idea: Runecrafter

#3 Post by madmonk »

Here you go, some more to help out...

Acid
Deals acid damage, with a save for half damage. Save for half damage.

Blast
Target takes force damage, save for half damage.

Blindness
Causes blindness. Save to negate the effects.

Block (Evil)
A special ward versus evil, preventing passage and save to ignore the ward.

Cause Wound
Opens the targets wounds, forcing them to bleed, save for half.

Cold
Deals cold damage with a save for half damage.

Confusion
Causes confusion to one target for. Save to negate effects.

Drain
This glyph drains 1 charge/level from all charged magical items.

Drop Item
Forces target to fall over, drop all held items, stuns. Allow save to negate the effects.

Electric
Deals electricdamage, save for half damage.

Electric II
Deals electrical damage with a save for half damage. This glyph only affects chaotic creatures.

Electrical III
Deals electrical damage with a save for half damage. This glyph only harms lawful creatures.

Fear
Scares target with a save to negate the effects.

Fire
Deals fire damage, save for half damage.

Fire II
Deals fire damage, save for half damage. This glyph only affects evil creatures.

Fire III
Deals fire damage, save for half damage. This glyph only affects good creatures.

Freeze
As the Freeze spell.

Hold
Paralyses one target. Save applies

Level Drain
Inflicts a level drain, save to negate the effects.

Mana
Deals Mana damage, save for half damage.

Phase Door
As Phase door spell. Allows a save to negate the effects

Physical
Deals normal damage, save for half damage.

Physical II
Deals physical damage with a save for half damage, to evil creatures only.

Poison
Poisons target. Save to negate the effects as normal poison.

Polymorph
Causes polymorph on one target. Save to negate the effects

Sanity
Reduces sanity in target, save to negate the effects.

Sleep
Target falls asleep, save to negate the effects.

Sound
Delivers sound damage and stuns, save to only daze opponents for 1 round.

Speed
Speed to halve. Save to negate the effects.

Stat Reduction (DEX)
Deals d6 dex drain, save negates.

Stat Reduction (INT)
Deals d6 int drain to target, save to negate the effects.

Stat Reduction (STR)
Deals d6 strength drain, save negates.

Web
As web spell
Regards

Jon.

darkgod
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Re: New class Idea: Runecrafter

#4 Post by darkgod »

Ohh shiny!

Talents could include one per type (Glyph, Ward, Rune), going up to level 5 and then one talent per rune up to 2 or 3 levels ?

The rune talents could be grouped by categories into talent types:
- Primal (Fire, Ice, Lightning)
- Natural (Light, Dark, Nature(healing))
- and so on ?

Oh I see you posted while I was posting :)
I'd rather not have fixed effects but more like combining the Glyph/Ward/Rune with one or two runes to create your own spells, in the same vein as T2 runecrafters but yet different in that this is much more rafined.

No ?
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Shoob
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Re: New class Idea: Runecrafter

#5 Post by Shoob »

yeah

dont forget acid though ;)

I would group them the same as you, do we want mana and chaos too or no?

and are there going to be runes (like in t2) again? In a sense I would say yes and in another I would say no.

If you make it so that each square has ambient magic, I would say it would be possible to tap into that using the runes (like inscriptions in T2) and that damage is related to how much mana is in the square (ie if there is enough mana, the spell can go off multiple times, but if there is less mana it will only go off once for a percentage of damage) unless the player used a rune (physical, not just from memory) then it does full power. (does this make sense?)
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darkgod
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Re: New class Idea: Runecrafter

#6 Post by darkgod »

No sure what types of damage I'll add in the end, but hose are sure to be in (not speaking of runecraft specifically here):
- netherflamme
- nexus
- arcane (renamed mana)

As for getting mana / square I was thinking about it lately, we could have objects/spells able to tap on it too replinish themselves too.
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Re: New class Idea: Runecrafter

#7 Post by Final Master »

Has there been any further development into runecrafters? I always wanted to play something like this, but I guess it is a bit too similar to how alchemists are currently playing?
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darkgod
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Re: New class Idea: Runecrafter

#8 Post by darkgod »

Still in my backburner but not for the close future :)
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