BitsySpider: This is a rehash of the old spells suggestion list split into four groups: Complete schools which, in my anything but humble opinion, don't need more spells, Incomplete schools which could use a little sprucing up, Divine Magic, and Other (including new schools and things like Demonology and Udun, which don't fit the paradigm).
Schools
Eru
Sing the Music (by BitsySpider)
- Base level 30 Eru
- Adds the "Blessed" property to a non-artifact item in inventory.
Write the Music (by BitsySpider)
- Base level 40 Eru
- Creates an item appropriate to dungeon depth.
- May only be cast at noon, and automatically shifts time to 12:01 once cast.
Manwe
Wind Blast (by BitsySpider)
- Base level 20 Manwe
- Creates a ball effect centered on the caster which pushes all monsters back, similar to Strike, but affects a larger radius and does not stun.
Gwaihir's Talons (by BitsySpider)
- Base level 25 Manwe
- While the spell is active, the character may attack barehanded as if they had a Barehand Combat skill equal to their prayer skill. They do not receive the other perks of Barehand Combat, just the attack style.
- During the duration of the spell, the character may not use rods, potions, scrolls, wands, activate items, or cast any other spell.
- If the character already has the Barehand Combat skill at equal or higher level, this spell does nothing.
Melkor
Absorb Corruption (by BitsySpider)
- Base level 5 Melkor
- Player must select an object in inventory. If the target is cursed it is destroyed and the caster gains hp and mp. If the target is an artifact, it is dropped from inventory and teleported to a random location on the level.
Corrupt Self (by BitsySpider)
- Base level 15 Melkor
- Adds a corruption to the player if they do not have the Black Breath.
- Player is afflicted by Black Breath after the corruption is gained.
Corrupt Other (by BitsySpider)
- Base level 30 Melkor
- Attempts to polymorph a targeted creature.
- If targeting a pet, increases the level of the pet to a level appropriate for spell level as well.
- If targeting a good creature, deals significant damage.
Tulkas
Triumphant Meditation
- Base level 5 Tulkas
- While the spell is active, the character regains hp equal to the level of each monster killed with a barehand attack.
War Cry
- Base level 30 Tulkas
- Aggravates monsters.
- Attempts to terrify all monsters in a ball centered on caster.
Brand of War
- Base level 50 Tulkas
- Adds slay evil and resist shattering to the player's equipped weapon.
Yavanna
Entish Vigor (by BitsySpider)
- Base level 10 Yavanna
- Increases hit points by 20% temporarily.
- At spell level 10, increases hit points by 40%.
- At spell level 20, increases hit points by 60%.
- At spell level 30, increases hit points by 60% and adds spell level to armor rating.
Nature's Wrath (by BitsySpider)
- Base level 20 Yavanna
- Triples piety gain from killing nonliving creatures, undead, or demons.
- Multiplies by ten all piety losses other than the standard loss over time.
- Increases damage dealt by animal pets.
Ice Bite (by BitsySpider)
- Base level 25 Yavanna
- Imbues your weapon with frost damage.
- At spell level 20, adds an equal amount of shards damage.
- (Does *NOT* increase to a radius 1 attack)
Sanctuary (by LukeHaub)
- Base level 40 Yavanna
- Summons Yavanna's presence creating a natural sanctuary (radius 2-3 cloud of new dam_type GF_SANCTUARY)
- grows grass in the field (the increased regen on grass whilst praying might actually be usefull with this spell)
- The sanctuary field attempts to charm all enemy animals entering it.
- all animals unsucessfully charmed and all other monsters are thrown back using a PROJECT_JUMP force bolt of 0 damage
Chatter
DragonAtma: When casting Absorb Corruption, Artifacts should be teleported into a dungeon and added to the list of findable artifacts. Otherwise, the spell is more abusable than a level 1 Alchemist's Potion of Detonations -- just visit a Mountain square that's 99% unwalkable, and you only have to check a few squares to relocate it and recast the spell!
Sirrocco: yeah, but like the alchemist's infinite money engine, there's a limit to how useful that is. So you can gain an effectively infinite amount of HP and mana if you walk to a mountain square, and take a bit of trouble. You could also regain an arbitrary amount of HP and mana by walking to a grassland square and resting for a while.
LukeHaub: I came up with the sanctuary spell when experimenting with various project flags and new damage types for an enchanter class i've been working on. It effectively prevents you from being melee'd for a short while although offers no protection from enemy spells. It's sort of like a stationary tidal wave. The cool thing is that using project with PROJECT_JUMP inside the 'monster' field of the GF declaration allows you to treat each monster specially doing different things to different types allowing you to keep enemies out whilst letting friends in, maybe even healing them a little bit.
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