REMOVED SPELLS ORIGINALLY MAGE SPELLS sleep monster confuse monster slow monster polymorph cure light wounds (the MAGE spell, to cure cuts see new spell) cure poison (see below for new spell) mass sleep resist cold (replaced by new spell, see below) resist fire (replaced by new spell, see below) rune of protection enchant armor (by the time you get it it's useless) enchant weapon (by the time you get it it's useless) elemental brand (too powerful?) detect enchantment (useless) bedlam for major changes to attack spells see below ORIGINALLY PRIEST SPELLS portal (substituted by phase door) remove fear find traps (incorporated in detect stairs/doors like mage) sense invisible (substituted by detect invisible) slow poison scare monster remove curse (with changes to ID no longer necessary) dispel curse (with changes to ID no longer necessary) neutralize poison (see new spell) turn undead dispel undead (all undead are evil, right? otherwise dispel evil should affect all undead) glyph of warding unbarring ways (replaced by same mage spell, different lvl/fail) recharging (replaced by the two mage spells) enchant armor (by the time you get it it's useless) enchant weapon (by the time you get it it's useless) elemental brand (too powerful?) blink (replaced by phase door) alter reality (useless with teleport level) for major changes to healing and bless spells see below _____________________________________________________ MAGE SPELLS NO MODIFICATIONS magic missile phase door detect monsters detect treasures detect stairs/doors/traps <----- change name!!! identify detect invisible spear of light turn stone to mud door creation earthquake stair creation satisfy hunger heroism berserker haste self teleport self teleport other teleport level word of recall resist poison resistance shield lesser recharging banishment rift mana storm MINOR MODIFICATIONS light area - should increase damage and area with lvl to give additional tactical options trap/door destruction - affects a lvl dependant area around @, increase lvl and %fail greater recharging - on fail, doesn't destroy item, BUT inflicts SERIOUS %max hp damage word of destruction - instead of blindness inflict slow for a short duration mass banishment - increase damage inflicted to self MAJOR MODIFICATIONS wonder - see my old thread NEW SPELLS resist heat and cold - same as priest spell, increase mana cost/duration resist acid+lightning - i see no reason in not making available the other two resistances cure ailments - cures poison/stun/cut, inflicts minor %hp damage MODIFICATIONS TO ATTACK SPELLS premise: there is no point in having endless different elemental bolt/ball spells with only minor damage/lvl/mana differences; as i see things our best option is to: 1) make elemental secondary effects meaningful AND significantly different, besides considerations regarding different monster resistances 2) make higher tier attack spells (ie bedlam, ice storm, meteor storm, chaos strike, etc) more unique, reducing at the same time their number 3) generally increase all spell damage, but i won't delve into this - a deep study of mage/priest damage vs other classes is slated for 3.2.0 fire bolt - no beam chance, chance to turn into ball, increases with lvl (at lvl 30 100% ball) ice bolt - temporarily reduces monster AC (non resistable, AC reduced increases with lvl, SHORT duration desn't vary) acid bolt - chance to remove one random lower elemental resistance from monster (including acid, at lvl 50 100% chance, halve chance vs uniques) lightning bolt - much higher chance to beam, increases with lvl (at lvl 15 100% beam) cloudkill - poison element, radius 3 cloud, persists for lvl dependant duration (i don't know if the possibility of persistent clouds is already implemented in the code, some variants have it), low damage explosion - radius 2 ball, shard element, extra damage to monsters vulnerable to rock remover, chance to stun in addition to cuts chaos strike - bolt, no beam chance, chaos elemental, high damage variance, very high max damage, very low min damage rend soul - bolt, no beam chance, nether elemental, chance to heal xx% of damage inflicted (at lvl 40 100% chance, percentage healed remains constant) meteor swarm - unresistable, lvl dependent number of meteors (2 to 4) elemental storm - all 4 basic elements (is this possible? spell does full damage if monster can't resist at least three of the elements), radius 2, chance to create rubble in area of effect ________________________________________________ PRIEST SPELLS NO MODIFICATIONS detect evil satisfy hunger orb of draining protection from evil (all undead are evil, right? otherwise should protect also from undead) earthquake sense surroundings dispel evil (assuming all undead are evil, otherwise affects also all undead) holy word detection detect monsters (sufficiently different from detect evil, and available at much higher lvl) identify probing (excellent spell now that probing has changed) clairvoyance restoration remembrance banish evil (should affect also all undead, same story as other spells) teleport self teleport other teleport level word of recall MINOR MODIFICATIONS detect stairs/doors - now detects also traps like mage spell, change name! word of destruction - instead of blindness inflict slow for a short duration (like mage) resist heat and cold - increase mana/duration to uniform annihilation - works against everything (was underpowered) MAJOR MODIFICATIONS sanctuary - like banish evil, but works only on monsters in contact with player, and the effect is not teleport but phase door like (in terms of range), if monsters are evil/undead inflicts minor damage; this significantly increases the power level of the spell, should accordingly increase mana cost/lvl/fail rate NEW SPELLS word of power - like dispel evil, but works instead against all living (ie no undead, golems, vortex, etc) creatures, higher damage output, very high caster lvl/mana requirements aura of righteousness - gives temporary +5 speed, +20 AC, +10 to_hit; low duration from mage spellset: phase door - like mage spell resist acid and lighning cure ailments - cures poison/stun/cut, inflicts minor %hp damage (same as mage) trap/door destruction - replaces unbarring ways, same as new mage spell but with higher lvl and %fail lesser recharging - like mage spell greater recharging - like MODIFIED mage spell banishment - like mage spell mass banishment - like MODIFIED mage spell heroism - like mage spell berserker - like mage spell light - like MODIFIED mage spell detect invisible - like mage spell MODIFICATIONS TO HEALING AND BLESS SPELLS premises: the new healing potions are generally considered a great improvement by the community; having something like ten different healing spells and four bless spells is ridiculous; it's still important to differentiate between more and less powerful spell availability (ie required level), so condensing everything in a songle spell is not a good idea ----- new healing spells - three tiers minor healing - works like !CLW to !CSW, % healed depends on clvl; low lvl/mana requirements healing - works like !CCW up to %xx healed, depending on clvl, also heals status ailments; medium lvl/mana requirements healing - works like !heal; high lvl/mana requirements ----- new bless spell bless - like old bless, duration dependant on clvl; at higher lvl AC and to_hit bonus increase (one time only, not linear, sort of like orb of draining radius) _______________________________________________ NEW SPELLBOOK DISTRIBUTION i tried to make all spellbooks appealing for both mages and priests, here goes.... BOOK 1 spell name mage lvl priest lvl mod/new detect monsters low med/high phase door low low detect treasure low X magic missile low X detect STD's low low detect evil X low light low low X minor healing X low X ...... BOOK 2 spell name mage lvl priest lvl mod/new orb of draining X low/med resist heat and cold med/high low/med X resist acid and lightning med/high low/med X bless X low/med X spear of light low X satisfy hunger med low wonder low/med X X ice bolt low/med X X protection from evil X low/med BOOK 3 spell name mage lvl priest lvl mod/new teleport self med med identify med med detect invisible med/high med/high sanctuary X med/high X lesser recharging low/med med/high X cure ailments low/med low X lightning bolt low/med X X ...... ...... BOOK 4 spell name mage lvl priest lvl mod/new teleport other med med/high haste self high X healing X med X turn stone to mud med X trap/door destruction med med/high X sense surroundings X med dispel evil X med/high fire bolt med X X acid bolt med X X BOOK 5 spell name mage lvl priest lvl mod/new resist poison med/high med/high resistance high X shield high X major healing X high X heroism med/high med berserker med/high med restoration X med/high remembrance X med/high cloudkill med/high X X BOOK 6 spell name mage lvl priest lvl mod/new teleport level high high word of recall med/high med/high stair creation med/high med/high door creation med X detection X med/high clairvoyance X high probing X med explosion med X X meteor swarm high X X BOOK 7 spell name mage lvl priest lvl mod/new banishment high high earthquake high high greater recharging med/high high X banish evil X med/high holy word X high rend soul med/high X X chaos strike med/high X X aura of righteousness X med/high X ... BOOK 8 spell name mage lvl priest lvl mod/new rift high X mass banishment high high X word of destruction very high very high X mana storm very high X annihilation X high elemental storm high X X word of power X very high X .... .... BOOK 9 NOT NEEDED !!!!!