Crypt Cleanser
Posts: 723
Joined: Monday, 9th June 2014, 13:39
Spell Proposal: Countermutation
Name: Countermutation
Schools: Transmutation/Hexes
Level: 9
Book: Transfigurations
Function
This spell allows the caster to transmute gold into a hexed elixir that is instantly absorbed through the skin, thereby creating a hyperaware state that allows for the controlled removal of one non-native mutation.
The spell costs gold to cast, whether successful or not. This is the primary limiting factor against abuse. The amount of gold used should be a random value between 400-600 (+/-150) gold per level of the mutation selected for removal. A Boolean prompt is issued before attempting to cast it, because any attempt to cast the spell, successful or not, will result in a permanent loss of gold, the amount depending upon the following factors.
Once the player confirms their intent to cast the spell, the random value of the cure is determined unseen. This can range from 250 gold at the lowest to 2250 gold for a level 3 mutation. The player must then select the mutation to remove, which can be either good or bad. A successful casting will always cost 100% of the calculated total of the cure. Spell failure will also still result in the loss of gold, but equal to the total cost times the spell failure rate, with no cure effected. These are extreme disincentives for ill-considered attempts to remove mutations.
Note that no check is made upon the player's funds in the beginning of the process. In the case of a player whose funds are not sufficient for the cost of the cure, then all the gold is spent fruitlessly in the unsuccessful attempt to make the cure, noted by a message such as, "All of your remaining gold is transfused into your body, but it wasn't quite enough."
Also, when there is more than one level of the selected mutation to be cured, and the gold available is only enough for curing one level, then that one level of the mutation will be cured, but again all remaining gold will be spent in the process, noted by another message such as, "You feel that you could have effected a full cure with more gold."
The fact that the actual cost is unknown except roughly at the outset will require that the player highball estimates before attempting to cast the spell, which will also help counter abuses, since the loss of so much gold for nothing would be costly.
Finally, the spell is severely taxing to the player's health. The dermal transfusion of hexed gold that comes from a successful casting permanently reduces HP by the number of levels of the mutation that were cured, paralyzes the player for 10-20 turns, followed by exhaustion for 20-50 turns, and then wrapped up with rotting status until cured, the result of the used elixir decaying in the body. This spell will not be cast mid-battle. It will require judicious use in all cases.
Purpose
This proposal is an attempt to solve the problem of the mutation seesaw, especially in extended, where mutations generally end up being an all or nothing affair for anyone who doesn't worship Jivya. Any attempt to manage mutations otherwise is limited to the carpet-bomb approach of the potion of cure mutation, which destroys mutations numerously and indiscriminately. The seesaw is to get mutations, some good, then get more bad, then quaff !curemut until the superbad is gone, usually resulting in all of them being gone, then repeat, and then repeat, over and over. It is senseless and not very fun. This spell would provide an alternative for anyone who wishes to get more out of mutations, and although it would require a serious desire and effort to make it work, it would be available to almost all. Certainly not early, probably not abundantly, but perhaps, maybe, mercifully.
Alternative
Just create a new potion called "remove mutation" that does something similar, and rename the current potion to its proper appellation of "cure mutations." The rarity of the new potion could be set equal to that of a potion of experience, which would seriously limit availability outside of ziggurats.
Summary
The mutations aspect of the game is too widely important to be limited to one's god choice. This spell provides a prospect for advancing that part of the game. The potion alternative would work, too, but wouldn't be nearly as fun or challenging.
Implementation
If there is interested approval for this idea, then I would endeavor to work on the code myself. My intention is not to create work for others to do, but to see whether or not others would like for me to do some work.