Temple Termagant
Posts: 12
Joined: Thursday, 16th January 2014, 17:47
Re: God: Qazlal Stormbringer
The clouds are powerful at low levels, which could be ok if there were more conduct restrictions. The limitation to only using elemental brand weapons proposed above might work. A limitation to only using elemental magic would be extreme, but might be justified if the god is powerful.
A suggestion for Dislikes- poison and necromancy both are non-elemental ways of dealing damage, though treating both as disliked makes Qazlal seem more like a good god. An outside alternative possibility is that Qaz forbids equipping randart items, as he thinks the elements are more important than rare treasure.
For abilities, I think more protection makes sense, either granting rF and rC at one star, or having an invocation at *** that costs piety, grants temporary rF++, rC++, rElectric, but while active you can't heal or recover magic.
Another possible passive ability would be that evoking wands of frost, flame, fire, and cold sometimes generates clouds of fire/ice at random, chance depending on piety level.
Edit: on playing a game to the orb, I'd echo Bloax's point about disaster area's seriously limited usefulness because it hits far from the player. Even when surrounded by enemies, it only hits a few at the outside edge, and I'm guessing the damage is more easily resisted than TSO's blessed fire.