mrpyro wrote:How about something like this?
Ascension
Level 9 Transmutation
Become a being of pure energy
-50% hp
Health and Mana are combined
Everything but Rings and Amulets melded
AC set to 10 (no GDR)
Unarmed Damage = 15 + (str + int + dex) / 3
Immunity to Rot, Poison, and Torment
Regen 3
Wild Magic 3
Archmage
No Hunger costs for spells
Gains the ability "Gather Power"
Gather Power - Spend 3 turns gathering power from the nearby area. When completed, your mana is fully restored and you become exhausted and drained. Casting any spells will end the effect, but not cause drain.
You're just making a suggestion to make a suggestion here, and that's not particularly helpful. Additions to the game need to add something unique or fill a hole in gameplay design or fix annoyances with the game, otherwise they're just bloat.
Further, this spell is
awful. I'd hardly consider using it at level 3, and even then I'd just be using it as a super scummy Cure Poison+regen after combat ended. -50% HP and MP+HP combined means that you're coming into the spell at a ridiculously low HP total, and with gear melded and terrible AC, you're basically guaranteed to get killed at that point against anything worth caring about. Further, the majority of your benefits aren't that useful. Regen 3 is, last I checked, 60% of the "Regeneration" spell, and a huge boost to spell power at the point you can cast ninth level spells isn't terribly relevant unless you're a blaster, and if you're using 9th level form transmutations, blasting might not be your thing. Losing a lot of success on your utility spells is a big penalty though, which is another knock against this spells usefulness.
Rounding it out, spell hunger, rot, and poison immunity aren't that big of a deal at the point you can cast level 9 spells, and torment immunity would be great if the spell didn't basically torment you on casting. Plus, these resistances make it seem like it's supposed to be "Necromutation but more!!!!!" which isn't good design to begin with. Gathering Power is both suicidal and seriously against Crawl design, since taking no actions three turns to fully heal yourself when your max HP is probably around 150 means you're spending three turns pressing S with no defenses in hopes of a big payout.
Rounding it out is the weird part, ridiculously ludicrous melee damage. I feel like that has to be a mistake, since it's Blade Hands +++, but even if it isn't I'd never want to melee with -50% health, 10 AC, low EV, and forced Guardian Spirit.