Race Idea: Elemental
Weirdness/Mutations:
- As a being of mostly energy, you are weak to energy draining attacks rN- (More damage from Draining Effects, no effect on Torm)
- Spirit Shield
- MP + 100%.
- Magical contamination slows your MP regen, eventually making it run negative for a time; instead of causing glow. Effectively severe contam makes you frail until the contam clears.
- At XL 12, you gain an element; this brands your UC permanently, grants you a single resistance and changes your apts slightly.
- Fire Elementals get Flaming UC, rF++ and +Fire -Ice Apt.
- Water Elementals get an auxillary attack that prevents casting and causing damage that checks rDrown. rC++ +Ice, -Fire Apt.
- Air Elementals get Electric UC, rElec EV+4 +Air -Earth Apt
- Earth Elementals get Vorpal UC, AC+8 +Earth -Air Apt.
- Code:
El: Fighting: -1, Short: -1, Long: -1, Axes: -1, Maces: -1, Polearms: -1, Staves: -1, Slings: -1, Bows: -1, Xbows: -1, Throw: -1, Armour: -2, Dodge: 1, Stealth: 2, Shields: -1, UC: -2*, Splcast: -1, Conj: 1, Hexes: 1, Charms: 1, Summ: 1, Nec: -1, Tloc: 1, Tmut: 1, Fire: (3!/0/-2), Ice: (3!/0/-2), Air: (3!/0/-2), Earth: (3!/0/-2), Poison: -1, Inv: 0, Evo: 1, Exp: 0, HP: -5*, MP: 3