Post Monday, 31st October 2016, 13:18

Let Divine Energy breach Silence

Reasoning? Consistency.

In addition to ridiculous amounts of kiting with fireballs, Divine Energy also prevents the player from being screwed over by eyes of draining, ghost moths, mana vipers and the like, as well as bad luck with their own Spirit Shield. It also gives the player some rHubris if they are a blaster mage, but that's neither here nor there.

MP draining and Silence both serve the same purpose, but one is significantly less effective than the other against the player when they are worshipping Sif. I think it's a pretty neat bonus that Sif invalidates MP draining (much like Ash stops confusion) and I think it should extend to Silence as well so that this benefit is consistent all game.

This wouldn't really make or break any games when it comes to enemy-only Silence, only giving the player a few extra options against Ereshkigal and Mennas. The same is for player Silence scrolls; they are limited so this would be a neat effect for them if worshipping Sif.

The actual Silence spell could pose a problem, but it doesn't work across the board on every magic user and in any case most characters can take out a silenced lich with melee easily enough (though it may take a while in a few of those cases).

Consistency is the main argument here, so this is an all or nothing proposition. Otherwise the player would need even more meta knowledge regarding Silence than they already do.

Edit: Forgot one important detail: Divine Energy would only allow the player a single casting before disabling spellcasting, much like it would do at 0 MP, because, you know, that's how it works.