Abyss Ambulator
Posts: 1217
Joined: Sunday, 14th April 2013, 04:01
New race- Thaumlings (evoke conduct)
Innate weirdnesses:
Level 7: Wild Magic 1
Level 15: Wild Magic 2
Level 27: Wild Magic 3
Using a rod burns all of its charges and gives it -1 enchantment (wear and tear on the rod)
Using a wand destroys the wand but acts as MP-powered wands 3
Using an elemental evokable burns it out entirely and is removed from your inventory.
Stealth-- (slightly glowing and crackling at all times, not enough for full halo effect though)
Mutation explanations- Both magic usage and wand usage is more bursty- they get more MP than average, but with a higher miscast rate they also need the extra MP.
+1 STR/INT/DEX every fourth level.
Average HP
20% more MP than average
+5 MR per level
Apts:
Fighting 0
Short Blades 0
Long Blades 0
Axes 0
Maces & Flails 0
Polearms 0
Staves 0
Unarmed Combat 0
Throwing 0
Slings 0
Bows 0
Crossbows 0
Armour 0
Dodging +2
Stealth: -2
Shields 0
Fire Magic -2
Ice Magic -2
Air Magic -2
Earth Magic -2
Poison Magic -2
Spellcasting +2
Conjurations -2
Hexes -2
Charms +2
Summoning -2
Necromancy -2
Translocations +2
Transmutations +2
Invocations +1
Evocations +3
Experience -1
- For this message the author TeshiAlair has received thanks:
- Airwolf