Tuesday, 4th October 2016, 22:01 by and into
Well, not my place to say, and this is all pipe-dream stuff of course, but I'll take a crack at it.
If I had my druthers....
+ Necromancy spell effects are moved entirely to Kiku and Yred.
Yred: Passive stochastic reaping, recall, pain mirror, drain life, enslave soul. Instead of undead pet gifts you get "Netherworld Gate" or w/e which ports in a bunch of undead summons over time. Becomes undead minion god, but without any permanent allies.
Kiku: Passive chance for miasma clouds on some kills, rTorment, rotting immunity. Sublimation of blood, excruciating wounds, torment, death's door. The "other necromancy effects" god.
Yred and Kiku can be re-themed as brothers or something, I dunno. Necromancy as a spell school is removed, as is necromancer background (naturally).
+ Transmutations moved to some new god who gives claws to non-Tr/Gh devotees and moves all your weapon experience to unarmed upon joining, then gives forms and better claws as you gain experience. God counts as chaotic for Zin purposes. Spider form, ice form, statue form, dragon form. As god abilities some of these could be rebalanced/buffed. Dragon could lose rC-. Would be cool if you could shoot net (cost of breath) as spider and got stronger fire breath as dragon or something. Could give ice form and statue form some (a)bility that uses breath mechanic too. Have fun with it.
Trasmutation spell school removed, along with transmuter background.
+ Pretty much all summon spells are just removed, along with summoner background. Aura of abjuration can stay. With some rework I think servitor, malign gateway and summon forest could possibly remain.
shroud of golubria
You cast it to generate an actual magical shroud that takes up the cloak slot. When equipped this provides no AC, lowers max MP by some % + 2, and keeps up a shroud effect. When hit too much the shroud effect goes away temporarily; time until the shroud effect is recast and the strength of the effect varies with spellpower.
death channel (and similar necromancy spells)
If the "remove necromancy" thing is too extreme — these spells could be reworked to hit enemies with a status, upon dying they come back as spectral dudes or whatever and help you out until time expires.
r/dmsl (obv)
At least for the moment can stay as they are, but I'd like to play around with Siegurt's suggestion and see if it could work
delayed fireball
Less problematic imo, can stay at least for the moment, but no big deal if removed either
spectral weapon
Gotta target an enemy in order to cast; it summons a version of your weapon adjacent to you; this weapon can attack only the targeted enemy.
battlesphere
Can only aid against enemies within LOS when cast. Those enemies get a "tracer" on them, only enemies with a tracer can be shot by the sphere.
oz's armor
Let's see if move-speed nerf does anything with this (haven't playtested that enough, myself)
apportation
Just remove already, this is long overdue.
infusion
Try out: Drains a lot of your MP up front for a temporary +slay status. Try to make it good early but less useful later, when the +slay is proportionally smaller and the MP drainage more of a problem. If something like this doesn't work, just remove it (and skalds, then I suppose).
passage of golubria
Upon casting it places two linked portals, one adjacent to you, and one further away. They eventually time out, and do so more quickly as you use them. If cast again it places two new portals. (No more Zot5 cheapness.) Spellpower influences the durability of the portals. They time out very quickly when outside LOS (like clouds).
I don't think darkness or passwall are too problematic actually but I might be wrong!
- For this message the author and into has received thanks:
- Shard1697