Crypt Cleanser
Posts: 720
Joined: Friday, 7th January 2011, 01:43
Charms and hexes ideas
First of all, let's define each class from what I consider appealing in the game.
Crusaders are mainly melee fighters that use magic as a improvement in combat (by charms) either boosting their aptitudes or enhancing their weapons. So they are not as skillful in combat as a fighter would be but compensate this with temporary enhancement by magic. This class is a warrior-mage but biased to combat. Their name, however, should be changed as it was discussed in another post. Arcane warrior fits better for me but a single word would be even better.
Similarly, Arcane marksmen fight at distance by means of magic projectiles. They are a ranged crusader and use charms, in contrast to conjurers or elementalists that throw magic by spellcasting. Compared to a hunter, the latter is a better fighter and stealthier in a major degree. I think they would be reincorporated because it's a role quite good to some magic affine species like nagas, spriggans or elves. They are the truly magic light infantry -or magic skirmishers-, not the enchanter.
Enchanters should be, for me, mages that use magic (charms and hexes) indirectly to take some advantage over their enemies or, better, to avoid combat at all. In the current definition, they boost in combat (grr) and they are considered a mixed warrior-mage class, with some degree of throwing ability. I don't think so, because the two above class stand up for this role of magic combat. In that sense I consider enchanters a cunning class (high levels are politicians!) that incapacitate enemies in some way or improve their own qualities but not for the combat.
Therefore, I've proposed new spells to fit into the enchanter class:
Magic key (Hex) Applied to doors, it closes them and only can be reopened applying the same hex. Handy when you want to have some breath from a persecution or to close enemies in a room.
Respect aura (Charm/Hex). Applied to oneself, it improves your charisma so monsters seeing you becomes neutral (as a hex does) while the aura lasts on you (as a charm does ), provided that you do not attack to them. Possibly affects sentient beings and not useful on undead or chaotic.
Inspire conflict (Charm/Hex). A halo surrounds you (charm) which incites monsters seeing you to fight against each other (hex) while the effect lasts on you. This also makes allies to fight against you, however.
Clumsiness (Hex) Low level. Targeted on some monster, it nerfs her attacks by reducing accuracy and even a chance to lose her weapon each step it does.
For the enchanter I would remove from the starting book the corona spell, that fits better for the AM, and I will add an improvement to it: missiles reaching a corona-ed monster, does not break and they can be recovered afterwards. With this you get a easier early game not losing so many projectiles.
For enchanter/AM/crusader, another interesting charm,
Fuzziness (Charm/Hex). Your position and shape become somewhat uncertain to those who see you (Hex), so your enemies may attack adjacent tiles instead of your actual position. This has a duration effect on you (charm). It is similar to the displacement cloack of Nethack and I find it useful to avoid attacks for the fragile AM and enchanters.
If there is no major criticism or banishment, I would post it in a wiki as soon as I can to discuss and see how realistic it would be to be coded. Sorry for the long post. For the crusader more war spells will be planned soon.
duvessa wrote:Christ, you can't remove anything without tavern complaining about it.