Orvin: I would like to see some spell-casting class be able to increase the spell power of a spell by sacrificing some sanity. This should not be used regularly, but as a special tactic. One way to prevent regular use would be to make the sanity cost depend on the number of times this "power" has been used recently. For example, if used N times in the past 5000 turns, the cost will be 2^N sanity points.

LordEstraven: Interesting. Making your brain more powerful, but less likely to survive sanity-blasting attacks... This sounds perfect for a Lovecraft module. :D

RavenRed: As Neil mentioned in the other thread, remember that Sanity does not regenerate (Mindcraft Module Meditation skill excluded), so this would have to be used SPARINGLY (and be significantly powerful to make it worth having / using). Don't mind the idea, though. TOME 3.0.0's subsystems makes lots of good effects possible with stuff like sanity.Like this for instance... <demonic grin>

KhymChanur: There are randarts that can be activated to restore some sanity every 200 turns, and you can always potion-scum Erebor for !oCureInsanity.

JohnGilmore: There is a quicker way to regain sanity than potion-scumming. At least there is if you're a necromancer - Die and come back to life. Restores it completely. Of course - there is some risk...

LordEstraven: Huh, that might qualify as a bug... Perhaps sanity should only be regenerated if you die from insanity. Better yet, undead form shouldn't protect against death by insanity, since you still have the same mind when you're undead.

BitsySpider: Alternatively, if you get a dungeon town potion shop you can buy up massive numbers of potions of cure sanity. My last character would buy out those shops completely to stock up on useful potions, and always walked away with hundreds of cure serious insanity potions.

IdeaArchive/Player/Sanity and spell power (last edited 2007-03-08 00:28:32 by c-71-59-222-255)