Monster spell proposal: Multi-OoD
Posted: Sunday, 30th April 2017, 22:38
Dodging orbs of destruction is fun, but not very deep (since they are not so hard to avoid even without screwing up your positioning) and spoilery (since it is hard to tell how fast they are moving without tracking how long they have existed). This is a proposal to solve the first problem, by having monster cast more orbs at once.
Spell description:
Upon casting, create one orb (orb #1) heading for the player just like the usual OoD spell. Let S be the smallest square centered on the player and including orb #1. Choose 1d4 tiles on the boundary of S. Throw out each tile that is outside the player's LOS or occupied by a wall. In each of the remaining tiles, place an orb heading for the player.
Expected objections:
A monster with this spell is likely to blow itself up.
Yes, but I think not so likely that the player needn't bother to kill it.
A monster with this spell is likely to blow up other monsters.
Probably this spell should be kept out of branch ending vaults and such.
A monster with this spell is so likely to blow other monsters up, that the player would be incentivized to lure it around.
Probably not; noise alone should make that a bad tactic. It could also be prevented by only giving the spell to fragile monsters (so that it is likely to blow itself up if you lure it for too long) or only giving it to monsters with a second strong attack/hex.
Spell description:
Upon casting, create one orb (orb #1) heading for the player just like the usual OoD spell. Let S be the smallest square centered on the player and including orb #1. Choose 1d4 tiles on the boundary of S. Throw out each tile that is outside the player's LOS or occupied by a wall. In each of the remaining tiles, place an orb heading for the player.
Expected objections:
A monster with this spell is likely to blow itself up.
Yes, but I think not so likely that the player needn't bother to kill it.
A monster with this spell is likely to blow up other monsters.
Probably this spell should be kept out of branch ending vaults and such.
A monster with this spell is so likely to blow other monsters up, that the player would be incentivized to lure it around.
Probably not; noise alone should make that a bad tactic. It could also be prevented by only giving the spell to fragile monsters (so that it is likely to blow itself up if you lure it for too long) or only giving it to monsters with a second strong attack/hex.