Spider Stomper
Posts: 242
Joined: Friday, 17th April 2015, 16:22
High Dwarves: the race nobody asked for
High Dwarves are a race with no MP and no spell slots, and are thus incapable of memorizing any spells. To compensate, they have the ability to convert wands into rods: automatically-recharging evocables that hold spells.
-A rod can contain one spell, and costs one wand to make. The properties of the wand do not affect the rod it creates: only the spell chosen to base it off of. A book with the desired spell is required to make a rod.
-Rods do not have to be wielded to be used, and recharge over time.
-Rod spells determine fail rate, spellpower, and hunger cost in the same way as normal spells, except they use Evocations instead of Spellcasting.
-Zapping rods ignores armor penalties (probably too absurd)
-The number of charges a rod has depends on the spell in question. More wands can be sacrificed to increase the capacity of a rod.
-Holding two rods with the same spell is impossible; their magical polarities repel each other (no lugging 50 rods of firestorm around).
-To prevent using the floor for more inventory space, dropping a rod blanks its charges (they aren't designed for contact with the earth).
-Trog forbids the creation and use of rods.
-All backgrounds except Berserker start with a wand of nothing. Magic backgrounds begin with two wands of nothing and one rod already primed with their level 1 spell.
-Evocables that normally cost MP cause skill draining.
-Invocations have their MP costs waived. The bigger, more dangerously spammable ones (drain life, slouch, etc.) cause exhaustion instead.
Aptitudes are mostly Dwarfy with some 1 AM changes:
-1 Exp
+0 HP
-- MP
-1 Fighting
-1 Short Blades
+0 Long Blades
+1 Axes
+0 Maces & Flails
-1 Polearms
-1 Staves
-1 Unarmed Combat
-3 Bows
+1 Crossbows
-1 Throwing
+1 Slings (spoiler this entire block is just deep dwarf apts lol)
-1 Armor
-1 Dodging
+1 Shields
-- Spellcasting
+1 Conjurations
+0 Hexes
-1 Charms
+0 Summonings
-2 Necromancy (instead of burying their dead they just dropped them down onto the surface, so aspiring necromancers struggled to get material to practice with)
+1 Translocations
-1 Transmutations
-1 Fire Magic
-1 Ice Magic
+3 Air Magic
-3 Earth Magic
-2 Poison Magic
+1 Evocations (they should be better in this than deep dwarf probably but +3 in a hybrid spellcasting+evo skill seems like overkill)
+1 Invocations
+1 Stealth