Angband variants already have a vast variety of spell effects such as random teleportation, teleport away monsters, destroy doors, wall destroying, gravity effects, etc. that aren't present in many other games often for technical reasons...I was thinking of a few more that seem like they would make an interesting addition to *bands if implemented right, as spells or abilities for the player or monsters.
-Create wall. Maybe this already exists somewhere; if not it seems like it should. Wall destruction already lets you shape the battlefield to some degree; this is the converse of that. As a monster ability it seems like it would be too potentially buggy, but maybe it could work some way.
-On a similar note, jam doors. You can do it with spikes iirc but it seems like a spell would be good for this too.
-Drain life/mana. Zangband, at least, has a drain life effect for vampire and death magic characters, but it could work well as a spell too. For drain mana, there'd have to be a mana meter for spellcasting monsters (or it could just turn their health into your mana) and the casting cost would be in hit points instead of mana points for obvious reasons.
-A few ideas from Diablo 2....Iron Maiden/Thorns (an aura similar to electric/fire auras in Z where anybody who hits you takes double or more the damage...might be overpowered though), amplify damage (cursed monsters take more damage), attract (cursed monster becomes the target of other nearby monsters until it's dead or the curse wears off).
-Something like the "wraith armor" from Blood Omen, where if you get hit, half the damage is subtracted from your HP and the other half from your SP.
-Ring of Fire or similar - runes of warding already let you create a safe spot on the floor; why not cast a spell on the squares immediately around you that hurt any monsters which step close to you?
Add your ideas or discuss ITT. I think adding new mechanics like this, as long as it's tested to make sure its sound in terms of balance and so on, makes games a lot more interesting as it adds more variables and potential tactics to battle.
Another idea: Banish Unique - might have a high chance to fail, but if you can successfully hit a unique with it, they will vanish from the level permanently, but have a somewhat increased chance of spawning on later levels.
-Create wall. Maybe this already exists somewhere; if not it seems like it should. Wall destruction already lets you shape the battlefield to some degree; this is the converse of that. As a monster ability it seems like it would be too potentially buggy, but maybe it could work some way.
-On a similar note, jam doors. You can do it with spikes iirc but it seems like a spell would be good for this too.
-Drain life/mana. Zangband, at least, has a drain life effect for vampire and death magic characters, but it could work well as a spell too. For drain mana, there'd have to be a mana meter for spellcasting monsters (or it could just turn their health into your mana) and the casting cost would be in hit points instead of mana points for obvious reasons.
-A few ideas from Diablo 2....Iron Maiden/Thorns (an aura similar to electric/fire auras in Z where anybody who hits you takes double or more the damage...might be overpowered though), amplify damage (cursed monsters take more damage), attract (cursed monster becomes the target of other nearby monsters until it's dead or the curse wears off).
-Something like the "wraith armor" from Blood Omen, where if you get hit, half the damage is subtracted from your HP and the other half from your SP.
-Ring of Fire or similar - runes of warding already let you create a safe spot on the floor; why not cast a spell on the squares immediately around you that hurt any monsters which step close to you?
Add your ideas or discuss ITT. I think adding new mechanics like this, as long as it's tested to make sure its sound in terms of balance and so on, makes games a lot more interesting as it adds more variables and potential tactics to battle.
Another idea: Banish Unique - might have a high chance to fail, but if you can successfully hit a unique with it, they will vanish from the level permanently, but have a somewhat increased chance of spawning on later levels.
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