Cornercat wrote:#'s 4, 5 and 6 made me think of something: Unrandart spells. Generally casters always play the same once you have the spells/ books you want while weapon users get weird weapons every now and then to break up the monotony. It would require some effort to think of enough spells with weird or diverse enough (side-) effects to make it worth while but it seems promising. Planning to go caster but found a scroll or learn treeform? You may ignore it or find a creative use for it later. (These would be in scrolls that do not go into your spell library, you also have to use them like a regular scroll and they are consumed on use.)
(I take it this thread is for throwing out random IDEAS?)
Taking into account this spells that I come up with, I just want to say that some are more achievable than others. The goal was having fun while breathing this stuff. I also want to apologize in advance for the wave of ideas in the same thread, even though someone warned me about this I couldn’t restrain myself. If is too much, just pick two or three.
(Answering that question: yes is for random ideas, kind of.)
IDEAS:1.
The Golden Elephant: Summons a unique beast as a persistent companion that automatically feeds itself with your golden coins to regenerate HP. If your money runs out, it will start eating from your own life pool. – Despite the name, it’s not an elephant, is just an expression. I don’t know what creature could be, perhaps a mutant beast? Suggestions are welcomed!
2.
King of Sheep’s: In exchange for 7 points of your intelligence, your thoughts gain life as seven clouds that reshapes into human looking sheep’s, armored with rapiers, cloaks, gloves and boots. They will then engage in a royal battle to the death, the last sheep standing will gain the honor to serve the player (as a constant summon) until his demise - when your companion perishes, you gain back your 7 intelligence points. - Extra stuff: the wool blanket works as a natural armor; on the top of the head lies a pair of horns; the winner will get a random name.
3.
Sweet Vapours: Conjures a 5x5 cloud mixed with honey that will attract some friendly and hostile bees. – Temporarily appearances.
4.
Enraged Bubbles: Conjures a homing seeking bubble filled with foam that will target a random enemy. After the impact, there is a 50% chance that when it bursts, will coat the enemy in foam smoothing his body and making him temporarily weak (status); if that doesn’t happen is probably because de foam got in his eye, leading him to go berserk. – There is a 100% chance from smoothing an eyeless beast and a 100% chance in temporary blindness for eyeballs (except the great orb of eyes).
5.
Electric Juggernaut: A glowing blue starts to arise from your arms and through the skin, a set of malleable sharp teeth tempered with electricity emerges. - Simply put, it’s a transmutation that covers your arms with electrical spikes, the glowing blue is a side effect from accumulated energy.
- Enhanced Unarmed Combat – the spikes covering your hand will be treated as claws mutation rank 2, dealing additional damage with a chance of cause bleeding plus stun;
- Electricity resistance (rElec+);
- Superior Swiftness - the energy that flows in your body makes you fast (movement delay is reduced by 30%);
- Superior Agility – +10 evasion, +10 dexterity;
- +30% damage bonus to all melee attacks – speed builds momentum;
- Can’t quaff potions or spell-casting;
- No equipment melds into your character;
- Paralysis immunity;
- Medium duration;
- The Spriggan, The Octopode and The Gargoyle can’t use this spell;
- After effects: Slow, Exhaustion, Orange Drain and spell disabled until reaches Yellow Drain, if used on Yellow, it will reach Red Drain;
6.
Translucid Ping-Pong: Is a breath attack that imprisons the enemy in a translucent rubber ball made of air that you can strike and send it flying against other enemies. – Limited to small and medium size foes; the thing inside the bubble only suffers minor damage (you can cast it in yourself); maybe 10 turns duration? After used you need time to catch your breath to do it again; it bounces off in enemies (causing some damage in the enemies and minor damage to the passenger each time that rebounds in something), and walls;
7.
Green Siren: Casts a seed to a close tile that burrows in the ground and instantly sprouts as a singing plant. The singing plant is like a normal plant, but creates a continuous noise that will attract a lot of unwanted attention. In return it will create a 7x7 zone where the sound causes you to go on a hallucination trip where you think that you are a warrior, and by believing, it becomes real.
- Those delusions will manifest in the form of spectral equipment (treated as an transmutation): sword, shield, armor, helmet, boots and gloves;
- Flayed Damage – the only type of damage that you can cause, which will disappear if you step out of the designated area, the plant gets destroyed or if time runs out;
- Leaving the 7x7 area makes the plant disappear as well as your spectral knight form;
- Chanting length is medium and when it’s over, the plant evaporates;
- The fighting, long blades, short blades, armour and shields skills will get a temporary level boost;
- Berserk, Confusion, Corrosion, Fear, Flayed, Paralysis and Mesmerized immunity;
- Strong Magic and Negative resistance – (rNeg++), (MR++);
- Deflecting Missiles Status;
- All gear except for rings and amulets meld into your body;
- Very loud continuous noise;
- Can’t quaff potions or spell-casting;
- The Minotaur, The Draconian, The Troll, The Centaur, The Naga, The Spriggan, The Ogre, The Tengu, The Formicid, The Octopode and The Felid can’t use this spell;
- After effects: Confusion and spell disabled for some turns;
8.
Bright Dreams: You fall asleep, and above your body, pops out a floating eye that’s magically connected with you, so you can appreciate the spectacle rain of burning butterflies that will start falling from the sky/ceiling. They will dove upon random tiles (7x7 area limit) and cause some damage in those who hit. Don’t worry, your square it’s protected from that, unfortunately, while sleeping you are vulnerable for any attack that comes.
9.
Ooze Form: Requires 2 potions of degeneration that will be automatically quaffed when you activate this spell. Your skin will start melting in a river of purple goo, drowning you in several layers until you grow into an ooze balloon, with two arms shaped as eggplants and a small fiendish looking head.
- Enhanced Unarmed Combat – UC + 20, plus great poison and acid damage;
- Natural AC set to 20;
- 34% guaranteed damage reduction;
- Really fast regeneration;
- +10 Strength;
- Rot, Poison, Corrosion, Drain, Berserk, Confusion, Mesmerized, Bleeding, Constriction and Acid immunity - you are a unstoppable force of nature;
- Electricity, Magic and Negative energy resistance – (rElec+), (MR+), (rN+);
- Fire and Cold vulnerability - (rFire--), (rCold--)
- Olgreb’s Toxic Radiance effect;
- Fairly long duration;
- All types of jelly becomes friendly;
- Can’t quaff potions or spell-casting
- All equipment with no exceptions meld into your body;
- The base cost of all actions is increased by 50%;
- Natural Evasion set to 0 – You can’t dodge;
- High hunger cost negated by killing stuff, automatically dissolving their body’s in nutrients when killed, sadly, you also destroy all their equipment in the process;
- Requires 2 potions of degeneration to activate the spell;
- The Mummy, The Ghoul and The Felid can’t use this spell;
- The Octopode will become an abhorrent tentacle blob;
- After effects: Vulnerable, Sick, Yellow Rot and attributes reduced by the 2 potions of degeneration;
10.
Unbound Energy: casts a spell similar to mystic blast that through the air develops sentience and goes rogue. It starts moving with free will and develops magical arms that it uses, to smack a bunch of random enemies at a random number of times. However, eventually it will rise against you, on an explosive suicide attack, leading to fair damage.
(Suggestions!)