bcadren wrote:- Immune to Silence means you can cast silence as much as you want and still cast. This makes some of the worst threats in the game trivial [Ancient Liches, Greater Mummies, etc.] Yes; Tomb will probably be easier with Myrma than it would with Kiku.
And how is that so different from a melee-focused character who picks up Silence on the side? He can still do what he does best (hit things) while silenced, and it does trivialize aliches and greater mummies. Allowing a mage to do the same thing is not that different.
- Immunity to Mesmerize affects exactly one enemy. I have no opinion because it's such a tiny effect.
Fair enough.
- Spellpower boosted by X, which is your Invocations
I'll cut you off right there because X is not your invocations. I said X increases with your invocations, in a manner unspecified. For example, X = 1.5 at invocations 20 seems reasonable to me. That's a 50% boost to pre-stepdown spellpower, same as archmagi, but requires 20 invo. If that turns out to be excessive, some other scaling could be devised. I don't think it is excessive by comparison to the gobs of MP Veh gives you. On one "tank" of MP, a Veh character could usually dish out more damage.
- Multiplying noise; you do just mean Casting noise, right? Multiplying casting noise (which is between 1 and 5) is reasonable. Multiplying spell noise (like the 50 noise of a crack of thunder after a lightning bolt) would easily overtake Shield of the Gong as loudest thing in the game.
I mean multiplying all spell noise. It wouldn't be a meaningful downside if it only applied to quiet noises. The god is powerful, and that is in part balanced by being loud.
- Noise as your primary cost to be very powerful steps on Qazlal's toes.
- Distracted by Song and Lost and Song both step on Ru's toes. [Similar to Aura of Power].
First, noise is not the only downside. Having to invest XP in invocations is another, and -wiz is the third, all of them very major.
The list of gods that have similar powers to each other is very long. Ru's aura of power is similar to Zin's Recite. Recite, in turn, is noisy and used constantly, similar to Qazlal. Beogh grants permanent allies - so does Yred. Yred helps with the undead - so does Kiku. Sif grants MP - so does Vehumet. TSO grants temporary allies - so does Trog. Jiyva grants good mutations - so does Xom. Qazlal gives you direct damage invocations - so does Makhleb. etc. etc.
- Choir seems unnecessarily complicated and advocates bad behavior (keep weaker creatures following you for free +Spellpower).
They are neutral and don't attack, and thus it's difficult to make them follow you. I think it could be an interesting mechanic, as it effectively boosts your spellpower if you fight in the same place for a while - something which, due to the noise, will happen a lot.
This is a less essential part of the god, so perhaps it could be replaced with something else. Why don't you come up with something?
- Immune to silence on it's own is powerful; with the god also having a source of silence...ehh; remove quietude and require the player to find a book with Silence to use it, at least.
And have one of the god's main advantages tied to something that doesn't even appear in many games? That would be too much of a risk for players.
As for who would use it; Skalds would benefit the most actually; as would Enchanters, ironically enough. In both cases, they have spells that are easy to cast (low level) and very reliant on spellpower. IE: Ozo's Armour with a huge Spellpower boost means A LOT more AC; while since it's only 3 spell levels, the -Wiz is almost 0 cost to getting it online. Similar note for getting Confuse or Tukima's to pierce MR. Conjurers could use it; but the -Wiz would actually hurt their ability to get later spells online and they would actually have to train the individual schools more than Invo because of this. If this god ever came to existence; I'd recommend an IE to try it; rely on melee and boosted Ozo's Armour early; use a Staff of Wiz to get Cone of Coldness online late. Branch into Air for Freezing Cloud, Repel Missiles and Silence.
It's aimed at blaster casters, since they are the ones who care most about spellpower. They also have weaker melee which means they also care about the silence immunity. Blaster casters of Myrva would have to satisfy themselves with somewhat lower level spells, which is often a good idea even for Vehumet followers. Wild magic is generally good for conjurers.
But yes, anyone who relies on spells a lot and cares more about their spellpower than their castability could benefit.