Halls Hopper
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Re: Thread of Crazy Spell Brainstorming
Quick Change LV4 spell - allows you to instantly equip, remove, or swap armor/shields. Success chance is not effected by current equipment.
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
Halls Hopper
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Vestibule Violator
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Maynot wrote:Mass Casting LV9 spell - cast all your spells that you have memorized in one turn, with each using their normal casting cost. Miscasts can still happen. If you run out of MP, you suffer explosive damage and additional contamination based on amount of MP overdraw.
Sewers Scotsman
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Mines Malingerer
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Halls Hopper
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Sewers Scotsman
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red_kangaroo wrote:Weight Watchers Link (Necromancy, Hexes) - beam-targeted, MR resistable; any food eaten by you is split between you and the affected creature
Ziggurat Zagger
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Confidence Interval wrote:red_kangaroo wrote:Weight Watchers Link (Necromancy, Hexes) - beam-targeted, MR resistable; the bill for any food eaten by you is split between you and the affected creature, though one of you has to get the whole tip
Ftfy. Half the calories, double the fun!
Sewers Scotsman
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Grimm wrote:Confidence Interval wrote:red_kangaroo wrote:Weight Watchers Link (Necromancy, Hexes) - beam-targeted, MR resistable; the bill for any food eaten by you is split between you and the affected creature, though one of you has to get the whole tip
Ftfy. Half the calories, double the fun!
Ftfy. Half the money, double the tip!
Ziggurat Zagger
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Sewers Scotsman
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Sewers Scotsman
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Halls Hopper
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Dis Charger
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Halls Hopper
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Amnesiac wrote:yeah, and the AoE version (10lv necromancy spell) - wail of banshee
Halls Hopper
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Halls Hopper
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Barkeep
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Maynot wrote:Crazy sounds: LV5 Alteration, marks a tile that generates max noise attracting all the monsters on the floor. Lasts for 2d20 turns. If cast directly on a monster, it causes them to go deaf and bleed if they have ears.
Tartarus Sorceror
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and into wrote:I mention this only because I think having more spells or effects influence noise would be a cool addition, but it would have to work with the mechanic already in place...
Sewers Scotsman
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nicolae wrote:White Thought - fills the dungeon with a unidirectional psychic hiss, which increases the ambient mental fuzz of the level, making it harder for anyone to think clearly. Has a similar effect to mass confusion but includes everything in the dungeon, including the player, and does not end until you leave the level.
Mines Malingerer
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