reaver wrote:Sigil of Force: define a "straight line." If you mean in a cardinal direction, it is unlike any other aim in Crawl and leads to oddities like Nethack unicorns. If you aim it, it would be incredibly annoying.
I was thinking it would extend straight in diagonal and orthogonal directions. I definitely agree that aiming it would be awful. I don't see anything problematic about having to do some maneuvering to make use of it, but if it proved problematic, it could affect a different area instead.
reaver wrote:Sigil of Expansion: How does this work with Methatic Cloud, which doesn't always get placed on each of the 3x3 squares? Or Clouds which fill as much space as possible in corridors?
For Mephitic Cloud, it would have a chance to place clouds on the the 16 tiles surrounding the normal 3x3 distribution. For clouds that spread in corridors, it could spread further or not, depending on which seems like the better implementation.
reaver wrote:Sigil of Reach: So you're stealing from Vehement? Also, spells and evokables overlap a lot so it would probably be underused.
You're right that this uses a mechanic from Veh, and so maybe isn't a good choice.
reaver wrote:Sigil of Acrobatics: Why would somebody want this effect? The monster tramples me for free if I dodge their attack? It might be a mild buff for ranged characters who've been snuck up on by melee monsters, but with needing to anticipate it and only moving 1 square why not just pop a scroll of blinking?
Trample displaces you and moves the monster next to you; this gives you a tile of breathing room. You would activate this if you find yourself near something that you wish not to stand next to for whatever reason (you want to run away, you want to be throwing fireballs at it, you're fighting a group of something and want to avoid being surrounded . . .). As for why not pop a scroll of blinking, wouldn't you prefer to use a renewable resource to achieve an effect than a precious and scarce resource?
My goal with these sigils, whether I've achieved it or not, is to add an evokable that creates a unique tactical effect that can be useful, but isn't always useful.