Temple Termagant
Posts: 6
Joined: Friday, 26th July 2013, 04:55
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Temple Termagant
Posts: 6
Joined: Friday, 26th July 2013, 04:55
Shoals Surfer
Posts: 329
Joined: Tuesday, 7th May 2013, 17:09
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Temple Termagant
Posts: 6
Joined: Friday, 26th July 2013, 04:55
ackack wrote:. In all seriousness, I wonder if you couldn't turn something like present djinni into a transmutations form.
Shoals Surfer
Posts: 267
Joined: Friday, 26th April 2013, 17:05
Temple Termagant
Posts: 8
Joined: Tuesday, 25th June 2013, 07:15
Shoals Surfer
Posts: 329
Joined: Tuesday, 7th May 2013, 17:09
RandomEntity wrote:Perhaps something like the following?
Leyline Tap: Level 4(?) Charms/Transmutations. You meld temporarily with the dungeon floor, becoming unable to move (and immune to being knocked back by trampling creatures) - obviously, this spell can only be cast when not flying. Your newfound connection with the world around you ensures that you recover an extra 2 MP every turn, on top of your usual mana recovery. Unlike most transformations, this one cannot be ended prematurely without risk - attempting to detach from the leylines without letting the spell run its course triggers a magical explosion, with size and power depending on the remaining time, that damages you and possibly any nearby creatures.
Tomb Titivator
Posts: 832
Joined: Wednesday, 17th April 2013, 13:28
RandomEntity wrote:Perhaps something like the following?
Leyline Tap: Level 4(?) Charms/Transmutations. You meld temporarily with the dungeon floor, becoming unable to move (and immune to being knocked back by trampling creatures) - obviously, this spell can only be cast when not flying. Your newfound connection with the world around you ensures that you recover an extra 2 MP every turn, on top of your usual mana recovery. Unlike most transformations, this one cannot be ended prematurely without risk - attempting to detach from the leylines without letting the spell run its course triggers a magical explosion, with size and power depending on the remaining time, that damages you and possibly any nearby creatures.
Temple Termagant
Posts: 8
Joined: Tuesday, 25th June 2013, 07:15
Vaults Vanquisher
Posts: 508
Joined: Sunday, 16th June 2013, 14:01
Dungeon Master
Posts: 762
Joined: Thursday, 25th April 2013, 02:43
1010011010 wrote:Vehumet used to decrease spell costs of spells level 5 or higher, by one mp. I'm not entirely sure why it was removed, but it was nice. If it was flat reduction, even on lower spells then level 1 spells become free. A percentage reduction would be weird since we're dealing with small integers.
elliptic wrote:Remove Vehumet's MP discount for supported L5+ spells.
The sharp cutoff between L4 and L5 never worked very well; why would you ever
use a L4 spell if you could just spam fireballs for 4 MP or L6 spells for 5
MP? This ability created an artificial change in spell balance for Vehumet
characters, so let's remove it for new Vehumet.
Return to Game Design Discussion
Users browsing this forum: No registered users and 124 guests