| Commit message (Collapse) | Author | Age | Files | Lines |
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To make it a Necronomicon-unique spell - it was the only highlevel book
spell that was in more than one book (even if they were both highlevel
books). Thematically it fits better in the Necronomicon, and the
Necronomicon also can't really afford to be any slimmer.
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In its previous state, it was fiddly, misleading, and
kind of overpowered. So:
Raise it to level 2 (& remove it from Cantrips, replacing
it with Corona). Remove the stacking-duration effect &
increase the initial duration. Set damage of all hits to
0, and make the first successful (confusing) hit end the
effect.
This should still be useful, but in a level 2 kind of way.
We'll see how that pans out.
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The new effect compared unfavorably to Enslavement. It works
rather a lot better at level 3, and will probably get more use
there, too.
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It was fairly fiddly and unclear in its mechanics, and elemental
summoning is now covered by the elemental evokers (and possibly the storm
god at some point in the future too)ยท Moved Summon Forest from the book
of the Warp to replace it in the book of Summonings, and added Dispersal
to replace it in the book of Wizardry.
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With the weapon branding spells gone it was in a pretty sad shape.
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For the most part they were optimal to cast before every fight,
making them hugely annoying but too useful to simply ignore. They
also encouraged being casted before reading an unidentified scroll,
just in case it might be brand weapon. Warp Weapon and Excruciating
Wounds obviously do not have the latter problem, and since the spells
have noticeable drawbacks they do not have the second problem as
much either.
The books of Ice, Fire, and Necromancy don't get replacements; they
are pretty good anyway. Alchemy and Envenomations get Alistair's.
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Invisibility was the last level 6 spell in a starting book, and was
very powerful and game-changing for Enchanters - more so than was
appropriate for a starting spell, considering the strength of the rest of the
book. Dazzling Spray grants them a weaker alternate method of stabs instead.
Added Invisibility to the book of Burglary (replacing Apportation which is
which is already in 3 other books).
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Replacing Slow (already found in 2 other books, and generally
not very appealing in a non-starter book).
Despite its side-benefits, Mana Viper was rather outshone in the
book of beasts by Monstrous Menagerie which eschews debilitating
things for simply killing them. Putting it in some book that doesn't
also contain a 'better' summon spell might give more chances for
learning it to be appealing to someone.
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Having rods of both Destruction and Fiery Destruction was a bit
awkward in much the same way that Fiends and Dragons were awkward
before they each discovered their respective adjectives.
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This was causing the problem in 8308.
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Also remove Ensorcelled Hibernation from the book of Ice.
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Less boring, at least.
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Add Forceful Dismissal to the Grand Grimoire. Put Spellforged Servitor
in the Book of Wizardry (replacing Fireball, which still shows up in
3 other books). This is maybe too common a location, but I'm not sure
where else to put it right now (Annihilations doesn't feel a good fit
to me) and being common during testing sounds okay. Add Summon
Menagerie and Summon Mana Viper to the Book of Beasts, removing Sticks
to Snakes and Ice Form.
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Summon Ugly Thing was never a particularly impressive spell and the
summon cap changes have left it even more underwhelming these days.
Still, there is a need for a solid midrange summon available to good
god worshipers, and this is a shot at assembling one that might be
more interesting than the ubiquitous ugly things.
The spell can summon either a manticore, lindwurm, harpy (multiples
at higher power), or a sphinx (much rarer except at high power), which
I feel are solid midrange creatures with a shared mythological theme
and some relatively unobtrusive gimmicks (and more of an emphasis
on ranged combat than its immediate 'upgrade' in Summon Hydra).
Somewhat similarly to Shadow Creatures, multiple harpies count as a
single creature for the purposes of the spell's cap, and the creatures
also receive a modest HD boost based on high spellpower (I'm still
somewhat divided on this, unlike with Ice Beast, but it does help the
spell scale more strongly with spellpower that it otherwise would;
perhaps there is some higher-tier creature accessible with high power
that could help bridge this gap on its own?)
As a natural consequence of Summon Ugly Thing being replaced, Kirke
also acquires this spell. This is effectively a buff for her, but as
one of the least dangerous midgame uniques, I am sure she can handle it,
and a selection of Greek mythological beasts are surely at least as
suitable things for her to summon as... whatever ugly things are.
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Mass Abjuration was never an especially popular spell at level 6,
but the recent changes which cause summons to be automatically
abjured upon their caster's death renders its usefulness considerably
lower. This experimental change is aimed at making the spell more
appealing given how readily available this faux-mass-abjuration
already is to everyone.
Aura of Abjuration causes the caster to continuously perform a
lower power version of Mass Abjuration each turn for a reasonably
long duration, sending new summons away shortly after they arrive
(given sufficient power). This version could even be a useful
pre-cast option for battles with summon-focused enemies and provides
tactical options which old Mass Abjuration did not, and might give
the spell some play in the current environment.
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This was neither a popular nor powerful nor especially interesting
spell, which was basically 'Call Imp, except a lot more of them'.
Making the demons more individually powerful only further steps on
the toes of the many other demon summoning spells that already
exist, so I think it is fine to simply trim it.
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Summon Dragon was hit extremely hard by the summon cap, as the effective
strength of a summoned monster is superlinear with their quantity, and
2 dragons simply does not provide even remote offensive or defensive
parity with equal level spells in other schools, such as tornado or
shatter (since killing groups of monsters quickly is a pretty good form
of defense). It is true that it could be used in consort with other
summon spells to increase its impact, but the same is equally true of
pairing tornado with other conjurations.
A level 9 spell is a huge investment and its impact should be equally
huge, which does not seem at all the case at present. When testing it
against other equal-level spells in a range of realistic combat
scenarios, Summon Dragon takes more time to defeat even modest encounters
than its peers (often much more), while generally exposing the player
to more danger in the process (both due to its delay in killing ranged
threats and also that you can no longer form an effective screen of
dragons with only 2 of them lasting more than a couple turns). In many
cases, the difference is extreme. And the fact that the dragons last
forever is of limited practical advantage (except in resisting monster
abjuration).
Raising its summon cap might address this somewhat, but rather than
simply making it more spammable in the old sense, I have decided to give
it behavior which further distinguishes it from common summon spells while
making it suitably impactful for its spell level and the investment that
represents.
Summon Dragon is replaced by Dragon's Call, which gives the player a
temporary status that will continuously summon in dragons adjacent to
and attacking random hostiles within the player's LoS. These dragons have
an individually short duration and will appear only while hostiles are
present (so you cannot build up an army while outside of battle, nor
carry your previous army from battle to battle unless they occur with
only short delay between them). The delay between summoning each new
dragon is proportional to how many you already have, meaning that they
will arrive more quickly when you have none, and much more slowly while
several are already active. Each new dragon summoned costs the caster a
small amount of mp, and the effect will end if you run out. Also, it
generates a continuous amount of noise while the status lasts. Finally,
there is a somewhat lengthly cooldown between times the effect can be
activated.
The effect is definitely strong, as befits a level 9 spell, but
interestingly it also excells at slightly different situations than
other level 9 spells do. It is distinctly less powerful against massed
groups of foes, but potentially stronger against a series of moderate
to small encounters back-to-back due to its duration. And it definitely
(to me, anyway) feels splashy in a way that a level 9 spell ought to.
Of course, numbers are still provisional, as always.
(For now I have retained the original Summon Dragon as a monster spell,
as much of the additional complexity of Dragon's Call does not add much
to a monster version over just summoning a couple more dragons in the
usual manner)
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It had OTR (available through staff of Olgreb), Poisonous Cloud (sort
of available through the rod of clouds), and Poison Arrow. A multi-spell
rod which duplicates effects of other items and whose sole remaining spell
is itself a normal spell does not need to exist.
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Weaves shadow creatures roughly from D:<evocations power> (including
out-of-depth D depths).
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Sprays clouds over a cone-shaped area in front of the caster. At low
power it gives rain, mist, or noxious fumes; mid-tier gives flames,
freezing vapour, or poison gas; high-tier gives one of three new cloud
types - acidic fog, negative energy, or storm clouds.
The targeter is from an experimental implementation of a spell called
"Scattershot", hence the name and some of the functionality it provides
which goes unused here.
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Level 9 Conjuration/Ice; generates a cone-shaped great blast of ice
around a specified target. The minimum range of the cone is 3, and the
maximum is LOS at maximum spellpower; damage within a minimum-range cone
is equivalent to Ice Storm, and falls off with the square of the distance
for larger cones.
Leaves freezing clouds over the affected area, like Ice Storm; they
dissipate really quickly over large areas, though.
Targets hit with Glaciate are flash-frozen; they are subject to slow
movement for three turns.
Targets killed with Glaciate have a 3/5 chance of becoming a block of
ice (similar to a pillar of salt).
Also contains a monster-castable version of the spell.
Replaces Ice Storm; most of Ice Storm's code disappears (ZAP_ICE_STORM is
TAG_MAJOR_VERSION == 34'd out). Go fight Lom Lobon to see the monster
version.
Large chunks of this either originate from a patch from Keanan Smith
(Siegurt), seen at https://crawl.develz.org/mantis/view.php?id=7760, or
from the following discussion on Tavern:
https://crawl.develz.org/tavern/viewtopic.php?f=8&t=9854
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The rod of destruction {lightning bolt, fireball, iron shot} is pretty boring,
especially compared to the number of rods with unique spells. The new rod of
of destruction has only one (L5) spell, "Random Bolt," which zaps a random
bolt from the list of venom, draining, fire, cold, quicksilver, lightning,
or crystal.
The rod will prompt for self-harm if it could bounce, even if the bolt that
comes out won't bounce (e.g. fire on rock). This isn't optimal but there's
no really other way to do it, as far as I can tell.
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Battlesphere 4->5 (it is still incredibly MP-efficient for the damage it
can deal), Fulminant Prism 5->4 (it deals Fireball-ish damage but requires
some setup to work).
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This reverts commit 48ad3987cb9c79ccd8913825c84764c1ab90cf7f.
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It very likely shouldn't be in the starting book ultimately, but since
the purpose of the experimental branch is to test the spells, this makes
it easier to do so without needing to find the book of the Warp.
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It's already been replaced in the Summoner starting book, and is one of
the summon spells that mostly just relies on spamming large numbers of
monsters. Alistair's Intoxication is shuffled around in a couple of books
to replace it in Envenomations.
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Summon Guardian Golem to level 4 (was 3), move Summon Forest from Callings
to Warp. Recall was removed from Warp to make room; it could move to Control
if needed.
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The guardian golem is an ally with little attack power, but it can cast
injury bond to protect its allies. When below half health it can overheat,
causing it to explode on death.
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Replaces Summon Scorpions in the Book of Callings.
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It temporarily changes nearby terrain to trees and water and summons a dryad.
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It's one of the various uninteresting multi-spell rods, with Deflect
Missiles as the only notable spell most of the time, and DMsl doesn't work
as a rod spell with its recent changes (and probably shouldn't be a rod
spell even if it did work properly).
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Allowing cheap, infinite digging out of combat is problematic, and with
Felids now able to use wands it's possible for them to dig in places
where they really need to for whatever reason, without needing the spell
to still exist.
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While active, all shots are portalled at the cost of 1MP per shot.
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I left them only where the contents is not indented, like in a namespace
or a template.
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Sometimes, they're there to emphasize a break between two sections of code,
which is good. In a majority of cases, though, they're just inconsistent.
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This reverts commit 99e57c105cffc2f381a9b3517fa39663075e3959.
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It was the only rare-book spell that also occurred in an easy book,
since it was added to Book of Power in 0.8.0-a0-5883-gf4d2e18.
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The wand works fine as a fairly plentiful source of polymorph for players,
and the spell is hardly used.
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Just mimicking guardian spirit, even if it works a bit differently, isn't
very interesting, and it appears to not be useful anyway. It's also
inconsistent in terms of not behaving as a "song" in the same way as Song
of Slaying (and making the two songs exclusive would make it even worse).
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The "special" apparently was missed in
ba7d4b7e00b62146a6ee2a2addbb6033ae714127.
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Note: a +9 rod with 27 Evoc recharges 0.52 mana per 10 aut, ie,
0.312 per 6 aut (a club and thus rod's mindelay).
Should be roughly balanced all the way from D:1 (but not as a starting
weapon) to endgame, although its usefulness depends on the character.
The sweet spot is 14 M&F 27 Evoc 0 Earth, where it beats all regular
competition. For other builds, other top-end choices (dwhip, 2-handers,
enhancer staves) are a no-brainer, but having one niche where it shines
looks right.
Obviously, it's possible I'm on crack, so here are some numbers:
+9 dwhip {nothing} 21
+9 great mace {nothing} 23
+9 rod [charged] 32 (short fight)
+9 rod [empty] 8
-- sustained 15
staff of earth 34
staff of non-resisted 42
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Level 8 Hexes; mass-frenzies everything in LOS.
Found in Book of Enchantments.
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Swap Force Lance for Searing Ray in the Book of Conjurations, add
upgraded Force Lance to the Book of Wizardry, replacing Lightning Bolt.
Also add Fulminant Prism to the Book of Power, replacing Poisonous
Cloud (which already has two other sources). This is a fun spell that
still has midgame usefulness, so it may see a bit more play if it's
more common.
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The massive difference in usefulness for the spell for Draconians and
non-Draconians was pretty silly. Draconians even now still have the
noticeable advantage of keeping their scale AC.
Non-dracs still always turn into fire dragons, possibly this could
be changed somehow but randomising it per-cast sounds annoying in
situations where some resist is particularly desirable, and basing it
on elemental skills seems fiddly.
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Since it has a different mechanic to the already-existing spirit shield
(fully absorbing damage instead of splitting it between health and
magic), it needs a different name! Also add a description.
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