I started to wonder if there is something in the spells I would like to change, starting from "why don't I use this or that spell".
Turns out that I use almost all priest spells, but in mage arsenal there is quite a lot of room for tweaking.
Priest:
Cure xxxx wounds. These are too expensive compared to potions, and they are prone to failure while stunned and can't be used while confused and blinded. They should be better.
Brand weapon. Extremely rarely used. Could turn big-dice weapon to something better, but by the time you get it you are using ego or artifact that beats all single-brand weapons big dice or not. Also this should be mage spell, not priest. Some sort of "bless weapon" should work better. (I also think enchant weapon/armor should be mage spells).
Cause fear and turn undead. Fear is not very effective against monsters you care about. If it affects the monster it is too weak to bother using against. If you turn turn undead a duration-spell like blessing causing fear to any undead, it could work better, but still it would be rather useless.
Annihilation. Completely useless compared to OoD. Too restricted and too high manacost. IMO should be removed. Add in one of the shallower books a "holy light" or something like that beam of light (like mage spell).
Detect monsters. Mostly redundant. By the time you find Godly Insights you are usually capable of casting Detection instead. Detect evil is nearly as good if not better (detects invisibles, but not hounds).
Alter reality. There just isn't much use to it, except abuse a combo of clairvoyance & alter reality.
Mage:
All elemental ball spells, shards, meteors etc. destroy items at floor. There also is (too) wide variety of them, which causes annoyance in picking the right one (you can do only so much macros).
All elemental bolt spells. Same problem with selection. These IMO need to be a bit more effective compared to mm.
Create doors and stairs. Both just feel wrong. Create door could be replaced with "wizard lock" which enforces and jams the door (maybe from distance). Works a bit like rune in a door preventing monsters from opening or bashing it down easily. Create stairs is just "dive faster" shortcut. As such it makes balancing game a bit harder, it allows mage to go around restrictions that stairs in a level causes.
Confuse and sleep monster. Too few monsters are affected by them.
Polymorph other. Not interesting enough to be used. Could turn uninteresting monster an interesting one, but very rarely used by me.
Bedlam. Confusion ball just isn't useful enough. Anything that stuns works better, so this has rivaling spell shock wave that just is better than Bedlam. If Bedlam can work, then mass sleep works too, and mass sleep is better.
Rune of Protection. This IMO should be priest only spell. Mage could get "globe of invulnerability" which prevents all combat in both directions instead including banishments, earthquake and destruction. Doesn't prevent things that mage does to himself (haste, hero, teleport self, curing, healing etc.)
Mage version of elemental brand brands ammo. This is too powerful. It needs to be changed to something else or removed. In my games with especially ranger I have made rule to self that does not allow me to use this.
N:58:Ice Storm
I:90:5:4
D:Shoots a radius-3 cold ball.
(that one also stuns monsters. It is ice-attack, not just cold attack, so description needs to be changed. Very useful).
Rend soul and chaos strike. I don't recall what these do, so I probably have not used them much. Weaker than other same manacost spells?
Turns out that I use almost all priest spells, but in mage arsenal there is quite a lot of room for tweaking.
Priest:
Cure xxxx wounds. These are too expensive compared to potions, and they are prone to failure while stunned and can't be used while confused and blinded. They should be better.
Brand weapon. Extremely rarely used. Could turn big-dice weapon to something better, but by the time you get it you are using ego or artifact that beats all single-brand weapons big dice or not. Also this should be mage spell, not priest. Some sort of "bless weapon" should work better. (I also think enchant weapon/armor should be mage spells).
Cause fear and turn undead. Fear is not very effective against monsters you care about. If it affects the monster it is too weak to bother using against. If you turn turn undead a duration-spell like blessing causing fear to any undead, it could work better, but still it would be rather useless.
Annihilation. Completely useless compared to OoD. Too restricted and too high manacost. IMO should be removed. Add in one of the shallower books a "holy light" or something like that beam of light (like mage spell).
Detect monsters. Mostly redundant. By the time you find Godly Insights you are usually capable of casting Detection instead. Detect evil is nearly as good if not better (detects invisibles, but not hounds).
Alter reality. There just isn't much use to it, except abuse a combo of clairvoyance & alter reality.
Mage:
All elemental ball spells, shards, meteors etc. destroy items at floor. There also is (too) wide variety of them, which causes annoyance in picking the right one (you can do only so much macros).
All elemental bolt spells. Same problem with selection. These IMO need to be a bit more effective compared to mm.
Create doors and stairs. Both just feel wrong. Create door could be replaced with "wizard lock" which enforces and jams the door (maybe from distance). Works a bit like rune in a door preventing monsters from opening or bashing it down easily. Create stairs is just "dive faster" shortcut. As such it makes balancing game a bit harder, it allows mage to go around restrictions that stairs in a level causes.
Confuse and sleep monster. Too few monsters are affected by them.
Polymorph other. Not interesting enough to be used. Could turn uninteresting monster an interesting one, but very rarely used by me.
Bedlam. Confusion ball just isn't useful enough. Anything that stuns works better, so this has rivaling spell shock wave that just is better than Bedlam. If Bedlam can work, then mass sleep works too, and mass sleep is better.
Rune of Protection. This IMO should be priest only spell. Mage could get "globe of invulnerability" which prevents all combat in both directions instead including banishments, earthquake and destruction. Doesn't prevent things that mage does to himself (haste, hero, teleport self, curing, healing etc.)
Mage version of elemental brand brands ammo. This is too powerful. It needs to be changed to something else or removed. In my games with especially ranger I have made rule to self that does not allow me to use this.
N:58:Ice Storm
I:90:5:4
D:Shoots a radius-3 cold ball.
(that one also stuns monsters. It is ice-attack, not just cold attack, so description needs to be changed. Very useful).
Rend soul and chaos strike. I don't recall what these do, so I probably have not used them much. Weaker than other same manacost spells?
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