galehar wrote:How about adding an interesting high level poison spell to crawl? To be a welcome addition, it needs to be sufficiently differentiated from existing spells. Also, spells which disable rP are a really bad idea in my opinion, so I would suggest to try something else.
I just want to quote this to draw attention to it, because it seems like the bottom line here. Given the two basic facts that poison is quite strong where it's used and that not everything is supposed to be useful everywhere, abstract arguments about how it's comparatively lacking are all easily sidetracked. I think people understand that adding a properly scaled level 8 or 9 version of Sting/Venom Bolt/Poison Arrow wouldn't break the game per se, but because justifications for the "role" of that sort of spell haven't been sufficient, all it amounts to in the eyes of cynics is its "nature" (which is certainly quite boring).
Here are some actual serious ideas--two of which borrow the themes of 'smog' and 'toxic waste', one an attempt at a plague spell, and one a suggestion for OTR. If devs don't think any of these ideas have any potential whatsoever, then I pretty much have no idea how to theoretically approach designing an interesting high-level poison spell.
4 - Poison - Olgreb's Toxic Radiance
Change this to cause sickness. Preventing monsters from regenerating health seems like it could be a mechanic that scales up well even against things like giants and dragons.
7 - Poison/Hexes - Contagion
My attempt at a basic plague spell (mumra may have already presented much better ideas somewhere, I don't know). Starts by infecting the player.
Poisons, blinds for 3-6 turns, and in the case of the player also confuses.
Poison resistance protects from blindness and poison, but not the player-only confusion (which can be blocked by clarity).
After the 3rd turn, the infected become contagious: infectible monsters have a 33% chance to be infected any turn they're adjacent (or perhaps it's a matter of MR instead of being a flat 1/3). Being contagious lasts for 10 turns, and immunity to re-infection lasts 100 turns.
Only being undead protects from infection itself (i.e. it doesn't affect demons, but they can be used to spread the virus--useful for packs of demons+natural creatures).
8 - Poison/Air - Blast of Smog
1st and 2nd turns create a ring of clouds of smog (confusion+weak poison) radius 1 and then radius 2 around the caster. 3rd turn blasts that ring into surrounding enemies, dispersing it while causing all visible enemies to take Air Strike-level wind damage, in addition to strong poison for those not poison resistant.
8 Poison/Earth - Toxic Waste
3-turn delayed spell. On the third turn, any visible non-water/lava/etc. tile has a 66% chance to erupt in toxic waste, dealing Stone Arrow-level damage and strong poison.
"Maturity: among other things, the unclouded happiness of the child at play, who takes it for granted that he is at one with his play-mates."
- Dag Hammarskjöld