Monday, 16th September 2013, 15:27 by nagdon
What if it automatically targets the most powerful (power = hd or xp value) enemy (or one of the most powerful enemies) in view? This way it could be relatively low level and/or have powerful side effects, because it isn't too useful for escape.
Its primary uses could be reaching meele range of ranged attackers (centaurs, orc priests, yaktaurs, oklobs, electric eels, spellcasters etc.), moving to the other side of an enemy in a corridor and attacking high EV/low AC enemies. It could also be an interesting and dangerous way of stealing runes.
Blinking *behind* the enemy is an interesting effect, I think the spell should always move you there, not just when you are adjacent to the target. Note that if only the places in front of the enemy are free, the spell would still move you there.
The guaranteed hit/no extra damage effect handles stabbing abuses nicely.
I think this variant of the spell should not be penalized by contamination, to make it a viable strategy to repeatedly cast it to kill a high-EV opponent. I don't think that repeatedly blinking to the strongest visible enemy is overpowered. (I know that blinking to a selected enemy is abusable.)
For target calculation I suggest something like calculating (8 + distance from player)*(target experience value)*random(50,100) for each hostile monster in FOV and selecting the one which got the maximal value [summoned/other no reward monsters still use their XP values, but maybe their priority is reduced, no xp "monsters" like plants, IOODs, tentacle segments etc are not targettable even when there is nothing else in the FOV].
If the spell is too strong to be level 3, manipulate the casting time [attack delay, 10 aut, max(attack delay, 10 aut), attack delay+10 aut are all justifiable], if it is too weak, give it some additional effect like minor bonus damage or short-duration EV boost [equivalent to Phase Shift for 15-20 aut] or make the victim loose a few auts to turn around.