Gnome Proposal
Posted: Mon Jun 11, 2012 2:10 pm
Please comment on the below proposed new race:
Items with question marks are considered but not guaranteed as part of this draft.
GNOMES
Gnomes are magical tinkerers and inventers. They love material items, and the more complex the better. As such, their spells almost exclusively deal with items to one extent or another. A well-arranged gnome will have much better ac, hitroll, damroll and stats than any other character. However, they are vulnerable in getting none of the usual combat abilities. Playtesting will get this to be properly balanced. Their spells, being cast on objects, will have high casting costs, but leave very long-lasting affects on the items targeted. They are designed towards a prepare-then-go playstyle, and in the current draft would actually have little to do in direct combat - their preparations would determine how well they fared. They are best at breaking down opponents - quickly incapacitating them or otherwise reducing their capabilities to fight through their multiple-imbue weapons. They also have very little out-of-guild items, as their dedicated focus on objects leaves them with little crossover.
-----------------------------------------------------------------------------------
SLIST:
2: force dagger boost defense consume brighten
3: force shield imbue essence
4: boost magic drain resistance
5: detection imbue frost
6: frighten mute
7: boost int boost wis electrify
8: force helm boost endurance
9: imbue force dim sight
10: boost accuracy identify limn
11: force mace camouflage envenom
12: drain accuracy accelerate healing
13: force greaves sense
14: boost dex imbue fire
15: boost resistance explosion
16: drain power acid coating
17: boost con air bubble
18: force vambraces ethereal armor
19: boost str cancel
20: repair drain defense
21: force axe disenchant
22: boost fortitude fast healing
23: force gauntlets
24: vampiric
25: boost power mirror armor
27: paralyze
28: force boots
30: recharge
31: force spear
35: force plate
37: scribe brew
41: force sword
51: teleport astral track
53: locate object
65: firm grasp
80: multiattack
-----------------------------------------------------------------------------------
IMBUES:
These are cast on items in the gnome's inventory, then add eq-based affects (like fly or invisify gear) to the wearer once they are worn.
CAMOUFLAGE
Add invis, hide on wear.
DETECTION
Add detect invis, detect magic on wear.
SENSE
Add detect evil, empath (modified?) on wear.
LIMN
Add detect hidden, infra on wear.
Add faerie fire to enemy on hit.
ETHEREAL ARMOR
Add pass door on wear.
-hitroll.
BRIGHTEN
Add light token to armor (acts as torch/light ball when worn).
This would allow gnomes to not wear lights and still see. Call it a replacement continual light for them.
ACCELERATE HEALING
FAST HEALING
Add regen on wear. (Per tick for accelerate, per round for speed.)
MIRROR ARMOR
Add mirror image on wear. Regens images slowly when not in combat.
Mirror image is as the d&d spell: attacks have a chance to hit the image instead of the pc, at which point there's one less image to hit (better chance to hit the pc).
AIR BUBBLE
Add water breathing on wear. Runs out of air like scuba, refills automatically when not underwater.
----------------------------------------------------------------------------------
WEAPON IMBUES:
These are targetable only on weapons, and would trigger their effects like spell weapons upon a successful hit. The mob would have a chance to save against most of these. Unlike spell weapons, ALL of these that are on a single weapon would trigger on every successful hit, plus the gnome would get a physical hit.
DRAIN STR/INT/WIS/DEX/CON ?
DRAIN ACCURACY/POWER/DEFENSE/RESISTANCE
The offensive version of boosts, these cost the gnome some of his statistics in return
for draining enemies more seriously upon hits.
Essentially, this would have some -stat (for whichever stat is cast), but would perform a stackable -stat affect on the enemy on each hit.
CANCEL
Dispel magic on enemy on hit.
Auto-disenchant on all non-permanent affects on item every tick.
Not a valid target for permanence? Or is the auto-disenchant enough?
FRIGHTEN (scare or demoralize instead?)
Chance of awe, aggro bit removal, flee, trip, vertigo on enemy on hit.
ELECTRIFY
ACID COATING
IMBUE FIRE/FROST/FORCE/ESSENCE
Extra damage on enemy on hit with various damage affects.
EXPLOSION
Group based damage hits. (May also add a room-based damage affect.)
VAMPIRIC
Extra damage on hit, gnome gains health in same amount.
VENOM ?
(New) poison affect on enemy on hit.
PARALYZE
Hold person on enemy on hit.
This would move the enemy to a permanent stunned/tripped state that wore off quickly. Basically, you could hit them, they couldn't hit back.
DIM SIGHT
Blindness on enemy on hit.
MUTE
Silence on enemy on hit.
This isn't actually useful yet, since advanced mob AI isn't in (nor is silence), but as that's something I plan to add down the road, I figured I would include it.
------------------------------------------------------------------------------------
CONJURED EQUIPMENT:
These are all specialized eq that is timed, locked into being worn (vanishes on removal), but is markedly better at a base level than standard eq. You'll note not every armor slot is filled. The weapons provide a variety of damage types, and would increase percentage-wise how much better their av dam was over standard with higher leveled versions.
FORCE DAGGER/MACE/AXE/SPEAR/SWORD
FORCE SHIELD/HELM/GREAVES/VAMBRACES/GAUNTLETS/BOOTS/PLATE
A gnome can draw upon his extensive knowledge of items to create a variety of powerful
weapons and armor out of pure force. Created through magic, they are significantly
tougher and stronger than normal items, but last only a short time. They will replace
worn items or fizzle if that slot's item is cursed. As they are bound into place,
the weapons cannot be disarmed, and removing any force equipment will cause the spell
to instantly dissipate.
-----------------------------------------------------------------------------------
BOOSTS:
These are standard armor applies that the gnome will be able to add to their equipment. Most of them will likely improve by only a few points, but will work on (nearly) all of the 17 pieces of eq usually worn (no lights).
BOOST STR/INT/WIS/DEX/CON
BOOST ACCURACY/POWER/DEFENSE/RESISTANCE
BOOST FORTITUDE/MAGIC/ENDURANCE ?
A gnome can add a variety of powerful statistic boosts onto equipment by casting
temporary enchantments. Not all equipment can take all boosts, or at the same level of
power.
-----------------------------------------------------------------------------------
The remainder of the skills and spells will work much the same as standard skills/spells do.
CONSUME
Gnomes can draw magical energies out of items and store them in a crystallized form to
use to power other spells or trade in specialized shops. There is a risk when doing so
that the item thus drained will lose its integrity and collapse into dust or backfire
violently.
Specifically, this will remove magic/bless/dark flags and create specialized currency for use in recharge and purchasing from special stores.
RECHARGE
Advanced gnomes can restore the magical energies of wands and staves, using the crystallized
magical energy they've stored from other items. These can only be recharged so many
times before they lose their usefulness, however, and even with stored energy causes
an additional drain on the gnome's mana per charge. In rare occasions, the wand or
staff will be unable to hold the magical energies and will crumble or backfire violently.
Attempting to overcharge will almost always cause an even more extreme backfire.
SCRIBE/BREW ?
Advanced gnomes can take magical energies and transfer them to the physical mediums of
paper and liquid, creating new scrolls and potions from a few raw ingredients.
I still haven't figured out how to trigger this so that the spells go onto the scroll/potion, since gnome spells obviously won't work for that.
IDENTIFY
With their enhanced comprehension of matter and equipment, gnomes can draw out more
information when using the identify spell than standard casters.
DISENCHANT
As gnomes grow in ability, they can remove and crystallize not only the trace magic auras
that consume works upon, but can actually remove imbued, boosted, and permanent applies
from items. The innate affects of any item cannot be removed as those were worked into its
creation, but any later changes can be removed by a skilled gnome. As these affects are
more volatile, much more of the energy goes loose before a gnome can crystallize it.
This process is also fraught with snags, and has a moderate chance of both failure and
destruction of the item.
REPAIR
As a tinkerer of all things material, gnomes learn early on how to take raw metals, leather,
bone, and wood and use it to repair damaged armor, much as the repair shops in major cities
will do for a fee. Going to a professional still has its pluses, however, as gnomes often
leave some flaws in their work.
------------------------------------------------------------------------------------
As mentioned at the top, please comment with any responses, or concerns. Or if you want some clarification about how I envision some of these skills/spells working.
Edited to clear up confusion with EQ Imbues.
Items with question marks are considered but not guaranteed as part of this draft.
GNOMES
Gnomes are magical tinkerers and inventers. They love material items, and the more complex the better. As such, their spells almost exclusively deal with items to one extent or another. A well-arranged gnome will have much better ac, hitroll, damroll and stats than any other character. However, they are vulnerable in getting none of the usual combat abilities. Playtesting will get this to be properly balanced. Their spells, being cast on objects, will have high casting costs, but leave very long-lasting affects on the items targeted. They are designed towards a prepare-then-go playstyle, and in the current draft would actually have little to do in direct combat - their preparations would determine how well they fared. They are best at breaking down opponents - quickly incapacitating them or otherwise reducing their capabilities to fight through their multiple-imbue weapons. They also have very little out-of-guild items, as their dedicated focus on objects leaves them with little crossover.
-----------------------------------------------------------------------------------
SLIST:
2: force dagger boost defense consume brighten
3: force shield imbue essence
4: boost magic drain resistance
5: detection imbue frost
6: frighten mute
7: boost int boost wis electrify
8: force helm boost endurance
9: imbue force dim sight
10: boost accuracy identify limn
11: force mace camouflage envenom
12: drain accuracy accelerate healing
13: force greaves sense
14: boost dex imbue fire
15: boost resistance explosion
16: drain power acid coating
17: boost con air bubble
18: force vambraces ethereal armor
19: boost str cancel
20: repair drain defense
21: force axe disenchant
22: boost fortitude fast healing
23: force gauntlets
24: vampiric
25: boost power mirror armor
27: paralyze
28: force boots
30: recharge
31: force spear
35: force plate
37: scribe brew
41: force sword
51: teleport astral track
53: locate object
65: firm grasp
80: multiattack
-----------------------------------------------------------------------------------
IMBUES:
These are cast on items in the gnome's inventory, then add eq-based affects (like fly or invisify gear) to the wearer once they are worn.
CAMOUFLAGE
Add invis, hide on wear.
DETECTION
Add detect invis, detect magic on wear.
SENSE
Add detect evil, empath (modified?) on wear.
LIMN
Add detect hidden, infra on wear.
Add faerie fire to enemy on hit.
ETHEREAL ARMOR
Add pass door on wear.
-hitroll.
BRIGHTEN
Add light token to armor (acts as torch/light ball when worn).
This would allow gnomes to not wear lights and still see. Call it a replacement continual light for them.
ACCELERATE HEALING
FAST HEALING
Add regen on wear. (Per tick for accelerate, per round for speed.)
MIRROR ARMOR
Add mirror image on wear. Regens images slowly when not in combat.
Mirror image is as the d&d spell: attacks have a chance to hit the image instead of the pc, at which point there's one less image to hit (better chance to hit the pc).
AIR BUBBLE
Add water breathing on wear. Runs out of air like scuba, refills automatically when not underwater.
----------------------------------------------------------------------------------
WEAPON IMBUES:
These are targetable only on weapons, and would trigger their effects like spell weapons upon a successful hit. The mob would have a chance to save against most of these. Unlike spell weapons, ALL of these that are on a single weapon would trigger on every successful hit, plus the gnome would get a physical hit.
DRAIN STR/INT/WIS/DEX/CON ?
DRAIN ACCURACY/POWER/DEFENSE/RESISTANCE
The offensive version of boosts, these cost the gnome some of his statistics in return
for draining enemies more seriously upon hits.
Essentially, this would have some -stat (for whichever stat is cast), but would perform a stackable -stat affect on the enemy on each hit.
CANCEL
Dispel magic on enemy on hit.
Auto-disenchant on all non-permanent affects on item every tick.
Not a valid target for permanence? Or is the auto-disenchant enough?
FRIGHTEN (scare or demoralize instead?)
Chance of awe, aggro bit removal, flee, trip, vertigo on enemy on hit.
ELECTRIFY
ACID COATING
IMBUE FIRE/FROST/FORCE/ESSENCE
Extra damage on enemy on hit with various damage affects.
EXPLOSION
Group based damage hits. (May also add a room-based damage affect.)
VAMPIRIC
Extra damage on hit, gnome gains health in same amount.
VENOM ?
(New) poison affect on enemy on hit.
PARALYZE
Hold person on enemy on hit.
This would move the enemy to a permanent stunned/tripped state that wore off quickly. Basically, you could hit them, they couldn't hit back.
DIM SIGHT
Blindness on enemy on hit.
MUTE
Silence on enemy on hit.
This isn't actually useful yet, since advanced mob AI isn't in (nor is silence), but as that's something I plan to add down the road, I figured I would include it.
------------------------------------------------------------------------------------
CONJURED EQUIPMENT:
These are all specialized eq that is timed, locked into being worn (vanishes on removal), but is markedly better at a base level than standard eq. You'll note not every armor slot is filled. The weapons provide a variety of damage types, and would increase percentage-wise how much better their av dam was over standard with higher leveled versions.
FORCE DAGGER/MACE/AXE/SPEAR/SWORD
FORCE SHIELD/HELM/GREAVES/VAMBRACES/GAUNTLETS/BOOTS/PLATE
A gnome can draw upon his extensive knowledge of items to create a variety of powerful
weapons and armor out of pure force. Created through magic, they are significantly
tougher and stronger than normal items, but last only a short time. They will replace
worn items or fizzle if that slot's item is cursed. As they are bound into place,
the weapons cannot be disarmed, and removing any force equipment will cause the spell
to instantly dissipate.
-----------------------------------------------------------------------------------
BOOSTS:
These are standard armor applies that the gnome will be able to add to their equipment. Most of them will likely improve by only a few points, but will work on (nearly) all of the 17 pieces of eq usually worn (no lights).
BOOST STR/INT/WIS/DEX/CON
BOOST ACCURACY/POWER/DEFENSE/RESISTANCE
BOOST FORTITUDE/MAGIC/ENDURANCE ?
A gnome can add a variety of powerful statistic boosts onto equipment by casting
temporary enchantments. Not all equipment can take all boosts, or at the same level of
power.
-----------------------------------------------------------------------------------
The remainder of the skills and spells will work much the same as standard skills/spells do.
CONSUME
Gnomes can draw magical energies out of items and store them in a crystallized form to
use to power other spells or trade in specialized shops. There is a risk when doing so
that the item thus drained will lose its integrity and collapse into dust or backfire
violently.
Specifically, this will remove magic/bless/dark flags and create specialized currency for use in recharge and purchasing from special stores.
RECHARGE
Advanced gnomes can restore the magical energies of wands and staves, using the crystallized
magical energy they've stored from other items. These can only be recharged so many
times before they lose their usefulness, however, and even with stored energy causes
an additional drain on the gnome's mana per charge. In rare occasions, the wand or
staff will be unable to hold the magical energies and will crumble or backfire violently.
Attempting to overcharge will almost always cause an even more extreme backfire.
SCRIBE/BREW ?
Advanced gnomes can take magical energies and transfer them to the physical mediums of
paper and liquid, creating new scrolls and potions from a few raw ingredients.
I still haven't figured out how to trigger this so that the spells go onto the scroll/potion, since gnome spells obviously won't work for that.
IDENTIFY
With their enhanced comprehension of matter and equipment, gnomes can draw out more
information when using the identify spell than standard casters.
DISENCHANT
As gnomes grow in ability, they can remove and crystallize not only the trace magic auras
that consume works upon, but can actually remove imbued, boosted, and permanent applies
from items. The innate affects of any item cannot be removed as those were worked into its
creation, but any later changes can be removed by a skilled gnome. As these affects are
more volatile, much more of the energy goes loose before a gnome can crystallize it.
This process is also fraught with snags, and has a moderate chance of both failure and
destruction of the item.
REPAIR
As a tinkerer of all things material, gnomes learn early on how to take raw metals, leather,
bone, and wood and use it to repair damaged armor, much as the repair shops in major cities
will do for a fee. Going to a professional still has its pluses, however, as gnomes often
leave some flaws in their work.
------------------------------------------------------------------------------------
As mentioned at the top, please comment with any responses, or concerns. Or if you want some clarification about how I envision some of these skills/spells working.
Edited to clear up confusion with EQ Imbues.