KhymChanur: Playing a spell caster who uses the Disarm spell can be a bit annoying in some vaults, especially ones with long corridors filled with traps, since the Disarm spell only eliminates traps on adjacent squares, so you have to do "step, disarm, step, disarm", over and over. The mana drain is negligable, and not even noticable if you have enough SP, but it's still annoying. And with Tome3, what with Rod Tips of Disarming going away, Staves of Disarming will get drained very quickly, and even if you have a Autocharging Staff of Disarming you'll still have to wait frequently for it to recharged.
So, some ways of beefing up the Disarm spell:
- It starts out as a beam, like Rods of Disarming do. Scrolls of Trap and Door Destruction retain the disarm-adjacent-squares-only effect.
- The spell starts out disarming adjacent squares, then turns into a beam effect at a certain level.
- The spell has a sphere/ball effect, with radius 1 at spell level 1, and rapidly increasing, perhaps changing to LOS at a sufficiently high level. This would make the SP cost go up with level for mages, but they'd have to use it less often.
NeilStevens: I oppose starting it as a beam. Let's leave that to higher levels, both for staves and for direct spellcasting. That gives some value to better Magic-device and Translocation skill levels.
I support it becoming a beam and a view spell at higher levels, though.
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