Thursday, 3rd April 2014, 01:45 by tasonir
I think it's fairly easy to brainstorm active caster abilities. Of course, no one would ever use my ideas, but hey!
In no particular order, some are more powerful than others, etc etc.
Spell Berserk: +archmagi, +wizardry, +5int, haste. Lasts ~15 turns if you are casting, takes ~3-5 turns off for any turn you don't cast. After it wears off, exhaustion, -wiz, -archmagi, slow. Possible silence effect if that's preferred. Probably overkill with the slow already on there - silence could be used instead of slow, but then this is very powerful for hybrids who have decent melee. Depending on how you balance it with exhaustion/hunger effects, probably no piety cost. You could remove the hunger cost and have it be a small piety cost, also. "Trog doesn't like magic? I don't like Trog."
Silent Casting: For X turns, spells you cast make no noise. Let those Lightning bolts fly! Low piety cost. "I was never here."
Overload: For 1 additional mana, each spell you cast for the next X turns does 50% more damage. Hexes are more likely to land, charms last longer, etc. Could possibly include your spells being less likely to miscast. Medium to high piety cost depending on how long it lasts, and what % extra damage. "You know what's better than fire? More fire."
Absorb Magic: The next time you are hit by a conjuration, it is instead absorbed harmlessly, and restores 1d5 mana. This could probably be instant, if that isn't too strong. Medium piety cost, no mana (can therefore be used to regain mana). "Your Mana shall become part of a greater cause: mine."
Strip Magic: Scales based on your invocations vs a monster's HD; if you pass the monster is hit with a longer lasting effect equal to an anti-magic weapon. Should last 10-15 turns or so, making it unlikely they can cast. Medium piety cost. "I'll show you who the real wizard here is!"
I'm starting to get attached to the idea of an active magic god <.<