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

Air

Shocking Grasp (by BitsySpider)


Mist Cloud (by RavenRed)


Swirling Wind Stance (by BitsySpider)

BitsySpider: I've created a set of "stance" spells which are designed to be cast by non-spellcasters, making a "fighter-mage" type more viable. This one is for the archers, obviously, and could be cast through Manwe if all else fails. None of them can be sustained, and all of them have duration in the 100-200 round range that does not improve much with level.


Shockwave (Air @ 20) (by Anonymous)

Make Air a little more useful. Should be pretty much the same as Pulverise, but more damaging.

(see comments in Chatter, below)


Fell Voice on the Air (by BitsySpider)

BitsySpider: Saruman's attack on the fellowship. Should be more of a spam-clearing spell than a major combat spell.

Air chatter

BitsySpider Air is, in my opinion, an incomplete school since Noxious Cloud appears to be the only spell that is actually useful. Poison Blood is good in concept, but few melee types get Air magic to begin with. 12 Air is 18 Manwe Prayer, which isn't too bad if you do all the god quests, but by the time you finish the god quests you're past the point where you'd really want it. Invisibility doesn't actually break LoS, and it doesn't seem to have a large enough effect to warrant casting much. Sterilize is nice in concept, but is extremely specialized. Wings of Winds is OK, but the duration is too short for overland travel and makes it a hassle to maintain. Thunderstorm suffers from working on a 10 speed turn, which is extremely slow by late game.

In short, other than new spells, I would propose: * Poison Blood reduced to level 5 to make it more Manwe useful and automatically gives branding instead of at 15. * Invisibility could be coded to actually block "Line of Sight" to you based on monster level, which would make it invaluable for beating up low level Q's and other harassment summoners. It's actually passable as is for avoiding low level junk, but it's not a spell that justifies carrying around a book. * Sterilize could have additional effects, such as preventing enemy healing. * Wings of Winds could have a *much* longer duration. * Thunderstorm could trigger more often at higher levels.

Mind

Slumber (by BitsySpider)


Mind Blank (by BitsySpider)


Tranquil Thought (by BitsySpider)


Inner Focus Stance (by BitsySpider)


Brainstorm (by Anonymous)

Like a Thaum spell, but more predictable. Getting everything around you really confused is the main idea, but it should be a good damaging spell.


Mental Storm (by BitsySpider)


Nightmare Gaze (by BitsySpider)

Mind chatter

GreyCat: I'm pretty dissatisfied with the Temporal and Mind schools as they are implemented currently.

What I'd do for Mind is severely reduce the power of the Mindcraft skill (remember, in Zangband, it was originally a whole character class unto itself, and that class had hideous penalties in fighting to make up for the power of Mindcraft) and move some of the Mindcraft stuff into the Mind school as spells.

BitsySpider: Gutting Mindcraft would make sense except that it's really one of the main schticks priests have. Mind as a school is somewhat dubious, I agree. The main thing it needs, though, is spells that don't completely fizzle at high levels.

LordEstraven: I suggest that, for starters, Confuse and Stun be made damaging (GF_CONFUSION and GF_STUN_DAM).

DarkGod: Ahh the Nightmare Gaze could make for interresting strategies and would bolster Mind .. mhh :)

BitsySpier: Another thought would be to make Armor of Fear cancel attacks if a monster is scared by it. This would make it much more useful as a defensive spell.

Nature

Tranquil Stance (by BitsySpider)


Draw upon Nature (by BitsySpider)


Crumble (by BitsySpider)

Orc 1: Why'd he drop that ring of speed? Orc 2: Oh noes, we're about to be pwned!


Reincarnation (by BitsySpider)

Nature chatter

BitsySpider Nature isn't a bad school, since it has two extremely useful spells (Healing and Recovery) as well as grow trees, but it could use a little more variety. Spells to benefit Yavanna worshippers in particular (i.e. melee-assisting spells) would be handy.

Temporal

Timedebt (by BitsySpider)


Solar Lapse (by PatashuPatashu)


Timeweave Stance (by BitsySpider)


Weariness (by Anonymous)

A nice attack spell for Warpers, hopefully.

(see comments in Chatter, below)


Future Glance (by PatashuPatashu)


Premonition (by BitsySpider)


Control Time (by BitsySpider, not quite GreyCat's Time Stop, but easier to code)

Temporal chatter

GreyCat: I'm pretty dissatisfied with the Temporal and Mind schools as they are implemented currently.

So, how can we fix this? Good question. Essence of Speed clearly needs to stay, but you can't have a whole skill revolving around just one spell. Slow monster is OK, but I'd make sure it scales well enough to have some usefulness in the early game. I'd move Restoration from Nature into Temporal (or make it dual-school), because reversing life/stat draining seems to make sense as a time-related effect (certainly more so than locking a door!). Also note that time breath attacks drain life and stats, so it would make sense that Temporal magic could reverse that. We could also consider making a spell that would reduce time damage, or give intrinsic stat sustains (and eventually hold life) based on Temporal school skill level. We could add a Wither spell which would "age" your opponents (reducing their speed, attack strength, making them move somewhat randomly to simulate senility -- who knows). Maybe Slow Monster could turn into Wither at high skill levels. Yeah, that fits well. Finally, at the highest skill levels, we could have a good old Stop Time spell. Everyone likes Stop Time, don't they? All monster movement/attacks cease, all poisoning/cuts/regeneration ceases, for a very short number of turns. Effect is cancelled if the player attacks anything. That's what a Temporal school is supposed to give you for your hard work!

LukeHaub: I always thought temporal spells should be made more like the GF_TIME attacks so that you'd effectively turn back time on monsters making them weaker like Curse.

Water

Flowing Water Stance (by BitsySpider)


Ice Wall (by KhymChanur)

Water chatter

BitsySpider Of these, Water is one of the more robust. It's actually a really solid school at low levels, but both Ice Storm and Tidal Wave suffer from working around a 10 speed turn, which is pathetically slow at the +30 to +50 speed encountered at endgame. Geyser's damage to mp ratio could also be adjusted, though it's not bad. Ent's Potion is a clear winner for sheer utility.

General Chatter

(Quoted as transplant from original page)

Sirrocco: I like the "wierd and nasty" flavor of Choking Vines, and it does seem that Udun should have at least one Horrible Little Damage Spell but Udun already has a Nature spell in Genocide. For Shockwave, well... it's pretty redundant. The people who get Air in significant quantities are Geomancers, Sorcerers and Manwe followers. Geomancers and Sorcerers are already pretty heavy on the raw damage spells, and Manwe priests get mindcraft. It might be useful for non-priest prayer-investing followers of Manwe, and Manwe priests who chose not to invest heavily in mindcraft, but.... On the other side, with Weariness, it always seemd to me that the point of Warpers was to see what you could do with specialization in the three big utility schools when you don't have much for native damage. It's a playstyle thing.

IdeaArchive/Player/Spell Ideas: Incomplete Schools-Air/Mind/Nature/Time/Water (last edited 2007-03-08 01:54:29 by c-71-59-222-255)