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
Demonology
No suggestions from old post, will search the player section for any that do exist.
Udun
Drain (by RavenRed)
- Base level 1 Udun/Mana
- Currently, this spell drains items in the player's possession. At level 10, this should be able to drain monsters of their Mana (as 3.0.0 monsters now have individual mana reservoirs). This more-or-less duplicates the function of the Monster spell "drain mana". To prevent absolute abusability, the player only gets half of the mana drained. This is an attack spell as well as a power-up.
Eye of Barad-Dur (by BitsySpider)
- Base level 10 Udun/Divination
- Asks for an Map Sector reference (i.e. 0,0 is the top left of the map)
- Detects monsters in the area selected.
Black Soul Stance (by BitsySpider)
- Base level 15 Udun
- The character inflicts additional damage with melee attacks, but loses 1 sanity with each hit.
- The spell effect ends if another spell is cast.
Flesh Golem (by BitsySpider)
- Base level 20 Udun/Mind
Animates a corpse (controlled like fire golem) out of a corpse (not a skeleton unless Necromancy >20).
- The corpse/skeleton is leveled up by the spell if necessary.
TheFury: Aren't flesh golems a bit weak? Something like a bone golem might work a bit better at higher levels...
BitsySpider: Not a flesh golem per se, but a zombie/skeleton "ego type" of the dead monster similar to the necromancy effect. Unlike necromancy, though, you're stuck controlling it, it's not a pet.
Choking Vines
- Base level 30 Udun/Nature
- Causes a target to sprout corrupted, flesh-eating vines. Target will be cut and poisoned, and must make a successful saving throw or lose (20 + slvl/2)% of its hitpoints.
- This spell only works against living opponents; undead/nonliving monsters are not affected.
Because morgul spells should be weird and nasty.
Murder Gaze
- Base level 30 Udun/Mind
With a little black magic, looks can kill. Attempt to instakill one monster, and do heavy damage and wounding if its saving throw succeeds. Just for flavor, instakilled monsters should not drop corpses.
- The cost for the player (in addition to mana) is a sanity hit of (spell level * 2), and blindness (no save, no resistance) for (20 - spell level, min. 0) turns.
Chatter
(quoted from original page which was copied here)
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.
LordEstraven: Well, I tend to think of Geno as rather cheesy, but I could always come up with another one... See "Murder Gaze" above.
Light
(Light school and spells suggested by BitsySpider)
- Is not learned through the Sorcery skill.
- Is not available to Geomancers.
- Should be available at 0.75:1 for Varda worshippers.
TheFury: Why won't light be available through sorcery?
BitsySpider: Sorcerors are already quite popular, and adding additional mage schools simply makes them more powerful at no additional cost. Making it unavailable dodges the bullet of having to balance these as "additional" powers. Sorcerors will have access to Light, they just have to buy it independently.
LordEstraven: Perhaps it would be better to just get rid of Sorcerors.
BitsySpider: My personal favorite mage type is an Eru worshipping Geomancer, which with a little bit of creativity can cast just about every spell a Sorceror can without the massive HP penalties (and neat Geomancy tricks as icing).
Control Light (slightly different from Control Dark below, but not much)
- Base spell level 1
- The spell has no improved versions, so it always costs 1 mana regardless of level.
- Can be cast if blind.
- Perma-lights the room or a radius of 3 if player's square is darkened.
- Darkens the room or a radius of 3 if player's square is perma-lit.
Searing Sun
- Base level 5 Light
- Spell can only be cast in a perma-lit area.
- Inflicts light damage on a line of enemies susceptible to light
At level 15 Fire skill it deals holy fire damage if Udun <1
- At level 25 it "bounces" off a wall at a 90 degree angle
- At level 35 the bouncing continues until the spell hits the full normal length
Rainbow Burst
- Base level 10 Light
- Spell can only be cast in a perma-lit area.
Casts SpellLevel/5 "waves" of small elemental damage in random elements if Water > 10.
- Otherwise, generates one wave.
- Waves generated by this spell move about 10 times as fast as Tidal waves.
If Light <10, fire or lightning or cold damage.
If 10<Light<21, gravity or nexus or light or dark damage.
If 22<Light, hellfire or gravity or shards or physical damage
Stand in Light
- Base level 15 Light
- While active, the player is immune to level drain attacks and may not contract the Black Breath.
- The spell effect ends if another spell is cast or the player leaves a perma-lit area.
Prism Shards
- Base level 25 Light
- Spell can only be cast in a perma-lit area.
- Casts a "trap" on the current square which does light damage (not just to light susceptible)
At level 20 the "trap" inflicts an equal amount of shards damage if Earth > 10.
Will o' the Wisp
- Base level 30 Light.
- Spell can only be cast in a perma-lit area.
- Creates a pet monster. The pet has no attacks but many hit points.
The pet does not become angry if Air > 15.
The pet will automatically light a dark room if it enters one if Udun <1.
- Only Light/15 wisps may exist at any time.
Sun's Glory
- Base level 45 Light
- Will kill a vampire that casts it.
Cannot be cast if Udun > 1, Necromancy > 1, Dark > 1 or Melkor worshipper or One Ring in inventory.
- Can only be cast if all squares in a radius of 5 from the player are perma-lit.
- Stuns all non-friends in all visible perma-lit squares.
BitsySpider: Modified slightly to make it match what Gandalf does in the movie version of The Two Towers at the battle of Helm's Deep.
LordEstraven: One Ring in inventory? That sounds excessive. And how about just damaging Vampires (with protection from Light resistance factored in)?
BitsySpider: Flavor stuff, mostly, and none of it critical. The Vampire thing should probably just be damage and stun.
Dark
(Dark school and spells suggested by BitsySpider)
- Is not learned through the Sorcery skill (see comments under Light above).
- Is not available to Geomancers.
- Melkor worshippers may cast spells of this school at 1/3rd current Prayer level.
- Vampires receive a bonus to learning this school.
Control Dark
- Base spell level 1
- The spell has no improved versions, so it always costs 1 mana regardless of level.
- Can be cast if blind.
- Perma-lights the room or a radius of 3 if targeted square is darkened.
- Darkens the room or a radius of 3 if targeted square is perma-lit.
Hide in Shadow
- Base spell level 5
- The player gains a super-potent invisibility effect.
- The spell ends if the player moves, casts another spell, or an enemy is in an adjacent square.
Darkvision
- Base spell level 10
- Can be cast while blind, cures blindness.
- The player is immune to blindness.
Stand in Darkness
- Base level 15 Dark
- The player deals additional damage if the area is not perma lit and they have no light source equipped.
- The spell effect ends if another spell is cast.
Shadow Bolt
- Base spell level 25
- May only be cast in a darkened area, perma-lights a 3 radius area when cast.
- Damage is reduced if there are any perma-lit squares visible.
Darkness Storm
- Base level 30 Dark
- Can only be cast if player's square is dark.
- Inflicts darkness damage to the player and the target (1:10 ratio)
- If player is an undead subtype of race, the spell heals them instead of hurting them.
Dark Fire
- Base level 50 Dark/Udun
- Player must be in Balrog form (Flame of Udun) or wearing the One Ring to use this spell.
- Deals a large amount of hellfire, darkness, and nether damage to a target adjacent to the caster.
- Deals no damage to Good characters of equal or higher level.
BitsySpider: "Dark fire will not avail you, Flame of Udun!" -Gandalf
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