For some time, it really bothered me how there are so few utility spells in regular DCSS. These ideas are not very original, but if anyone likes them well enough, enjoy! The question marks indicate that I'm not sure about the level or spell school(s) for a given spell, and the forward slashes mean the names aren't certain. That's it for now. Feedback is always welcome.
Lee's rapid construction - L5? Earth Utility spell for partially blocking LOS or pursuing enemies.
Power up to 6#
Range @-> or @>
Orthogonal targeting only, no diagonals. Creates three short-lived "rock wall" tiles in the specified directed location. They can be dug through, deconstructed, or shattered as normal. Can't be placed over lava or water tiles.
Olgreb's rebreather/ hazard control/ shielding – L6 Charms/Poison Protective spell
Power up to 8#
Range @
Confers a temporary resistance to poisons, rot, and asphyxiation. Maximum duration would be around 400 auts.
Maybe insert a S.T.A.L.K.E.R. reference in the description text.
Deadly catalyst – L5 Hexes/Poison VMs rejoice!
Power up to 8#
Range @--->
Inflicts -rPois on target. Duration increases with SP, at 6# or above it also halts incoming healing and regeneration. Elyvilon hates the spell, and will excommunicate for using it.
Magic barrier – L4 Charms Protection at a price, because item generation is trolling us all.
Power up to 5#
Range @
Provides up to 60 MR, each resisted spell or ability takes away 1MP while barrier lasts.
Unravelling / Entropic surge – L8? Hexes/Translocations? Damage + debuff spell
Power up to 10#
Range @---->
Area 3x3 with randomly selected 8 out of 16 outer tiles
Disrupts the fabric of time and space in a large area, causing damage and additional irresistible effects. The effects include a random blink, confusion (4d13 auts), secondary light damage, secondary heavy damage, and paralysis (6d11 auts). Targets capable of blinking, teleportation or banishment take 15% less damage, and their maladies last 15% less time (rounded down).
Lugonu acolytes exclusive at 6*?
Damage formula : (SP/20)x(1d5) + 7d7, the additional light and heavy damage to be copied from {distortion}. Not yet sure of the secondary effects % chance distribution, an even 20% for each doesn't seem right.
Cryosleep – L7? Ice Recovery spell
Power up to 8#
Range @
The caster uses magic to enter hibernation, which will drastically increase regeneration rates and reduce stat drain randomly by up to 4 combined. During the effect, the caster is effectively paralysed and will be vulnerable to {flaming} attacks and spells, but also be immune to rot and poisons, and very resistant to cold.
HP and MP rate/turn are set to SP/14 for SP/20-1 turns. After the effect ends, the HP and MP rate/turn are improved by SP/1000 for 3+d4 turns. All actions are slowed as per the Frozen debuff. Recasting Cryosleep within 200 auts has a 33% chance of outright killing the caster. For additional appeal, dying from this titles the character "[Species] popsicle".
Unusable by bloodless vampires, gargoyles, ghouls, mummies.
There is always something new to learn.