Proposal: Replace Poison with Alchemy
As a spell school; Alchemy would replace Poison taking over all of its spells and in addition take the spells from Transmutations that change OTHERS and effects outside the body rather than the self. It would also add new effects revolving around acid and water attacks. Similar to Conjurations and Necromancy, Alchemy is very resilient and combines with most other schools, creating a long list of spells.
Acid damage type is always in two parts; the first checks AC, while the second is not resistible (by AC); both parts check rAcid (which already exists, though at present only Jellies and yellow draconians have it and jellies have all three pips). If either part managed to do damage, there is a chance of the spell also lowering the target's AC. [This effect is similar to enemy acid causing corrosion, but more useful to players.] rAcid would be rebalanced as follows:
- rAcid-- [takes 150% damage]: Creatures made of metal or stones; Golems, Gargoyles, Iron Imp, etc.
- rAcid- [takes 125% damage]: Creatures made of exposed bone; Liches, Curse Skulls, Skeletons, etc.
- rAcid (0) [takes 100% damage]: Most natural creatures. (Hydras, Nagas, Spiny Frogs, non-Yellow Draconians etc.)
- rAcid+ [takes 75% damage]: Natural creatures that spawn with Armor (Orc Knight, Hell Knight, Deep Elf Master Archer etc.). Most Demons (Including fiends). Insects (Spiders, Scorpions, Fire Crabs, etc.)
- rAcid++ [takes 50% damage]: Yellow Draconians, slimes. Insubstantial creatures (Wisps, Revenants, etc.)
- rAcid+++ [immune]: Creatures made of Crystal (Crystal Guardians, Wretched Stars, etc.); Jellies.
Water damage type is also in two parts; the first checks AC/2, the second (engulf/drowning damage) can only be resisted by rDrown. rDrown has already spread through Crawl appropriately for some reason (either because of the phials of floods or because of Yredites enslaving Merfolk Aquamancers.
Initial Alchemy Spells:
Current Spells Changed to Alchemy:
- Sting: Conjurations/Alchemy (1)
- Cure Poison: Alchemy (2)
- Sticks to Snakes: Alchemy (2)
- Mephritic Cloud: Alchemy/Air Magic/Conjurations (3)
- Poison Weapon: Alchemy/Charms (3)
- Spider Form: Alchemy/Transmutations (3)
- Sticky Flame: Conjuration/Fire Magic/Alchemy (3)
- Olgreb's Toxic Radiance: Alchemy (4)
- Condensation Shield: Alchemy/Ice Magic (4)
- Leda's Liquefaction: Alchemy/Earth Magic (4)
- Petrify: Alchemy/Earth Magic (4)
- Create Elemental: Alchemy (4) Changed from 'summon elemental', because it forms material into an elemental instead of actually summoning it through a portal.
- Alistair's Intoxication: Alchemy (5)
- Ignite Poison: Alchemy/Fire Magic (5)
- Venom Bolt: Alchemy/Conjurations (5)
- Poison Arrow: Alchemy/Conjurations (6)
- Poisonous Cloud: Alchemy/Air Magic/Conjurations (6)
- Dissolve: Alchemy (1). A utility spell that is nigh useless in combat. Destroys top object of stack of items on the floor. (Primarily used to mop up weapons you don't want to use, but don't want enemies picking up to use against you.)
- Water Ball: Alchemy/Conjurations (2). A basic non-elemental 'throw' level spell of water damage.
- Acid Arm: Alchemy/Charms (3). Gives your weapon additional acid damage.
- Acid Coat: Alchemy/Hexes (4). Tries to cover the target in a coat of acid causing their armor to dissolve away quickly. [lots of AC loss, low damage.] (must by in melee range)
- Steam Cloud: Alchemy/Air Magic/Conjurations (5). Weakly damaging cloud. Mostly useful to block LoS for escape. [Scroll of Fog on tap, that does 1d5 damage to things without rF+]
- Bolt of Acid: Alchemy/Conjurations (6). The Acid Bolt spell!
- Virulence: Alchemy/Hexes (7). Identical to the Naga Ritualist spell. [Tries to lower all non-undead's rPois by one pip; subject to an MR check, temporary effect.]
- Vitrify: Alchemy (7). Temporarily turns all walls in LoS into slime walls. Uses a skill check to decide how much acid damage it does (to you and your opponents).
- Primal Wave: Alchemy/Conjurations (7). Identical to the spell used by Merfolk Aquamancers. Creates temporary shallow water, knocks primary target back and does 'Bolt' level damage in a cone. Can turn shallow water into deep. Can drown opponents.