All ideas with dingotron as a contributor

Several potential additions for the clerical spell school:

  • Bless: this could either be a low-level spell that works like it does in D&D where it gives you a to-hit and damage bonus, or it could be a high-level spell that blesses an item. Possibly it could bless items when cast at Skilled or above.
  • Sanctuary: a medium-level spell that effectively makes monsters treat the 3x3 area around you like a coaligned temple for a limited time, unless you take a hostile action which ends the spell.
  • Command: Drop: forces a monster to drop its weapon.
  • Inflict Wounds: medium-level spell that deals damage while being in the clerical school. Damage should probably scale with skill.
  • Hold Person: paralyzes a monster (or more strictly, a humanoid); fits right in since enemy priests can already cast this.
  • Silence: Temporarily stops a monster from reading a scroll or casting a spell. Not specified if this should be a debuff or create a region of silence.
  • Dispel Magic: Removes magical effects from a monster or multiple monsters. May be of limited use unless added to a variant where monster magic buffs are significant.
  • Freedom of Movement: Grants temporary intrinsic free action, allowing you to free up a ring slot.

In variants that have vulnerability to elements, especially as a temporary debuff that the player can be inflicted with, you should be able to remove the debuff by doing something that would give you intrinsic resistance to that element (such as eating a corpse or tin).

Another possibility, not mutually exclusive, is that you should be able to stack multiple sources of the resistance to negate or reduce the severity of the vulnerability - i.e. two extrinsic sources of the resistance, or intrinsic resistance paired with an extrinsic.

The spell of knock, if cast at a container while Skilled or Expert, should disarm any trap on the container. However, this breaks the consumable-renewable principle (a spell that costs 5 Pw being a free untrap for containers is powerful), so maybe it should be given to the wand of opening instead, and to avoid it being better than the invoke power of the Master Key of Thievery, it should still set off the container trap.

#4895

 · 
EvilHack

Forging a shield of light and saddle together should produce a barding of light, which works the same as the shield except it gets applied to a steed like barding.

#4893

 · 
EvilHack

You should be able to sacrifice an artifact on a broken altar for a 1/3 chance at repairing the altar.

#4747

 · 
vanilla

New object, a fishing rod. It can be applied to adjacent water squares to possibly catch piranhas or snag small items from the bottom of the water.

#4739

 · 
vanilla

Wearing boots with the description “riding boots” or gloves with the description “riding gloves” should have a minor beneficial effect related to riding, though what effect this could be is unspecified.

#4727

 · 
Convict Patch

Convicts should have a 10% chance of starting the game wearing walking shoes, as a reference to The Shawshank Redemption.

#4724

 · 
vanilla

If you are at low HP and transformed due to lycanthropy, praying to your god should fix the lycanthropy rather than fixing the low HP, which is nearly useless since it’s polyform HP. If they decide to fix multiple troubles, and your regular form is then at low HP, they should consider that as another trouble to fix.

#4666

 · 
EvilHack

If you are wielding Dragonbane, dragons should not like eating it. So they should either not try to eat you at all, or regurgitate you after eating you as if you were wearing slow digestion.

#4658

 · 
vanilla

An artifact magic whistle that can find your pets on any levels they have wandered to and summon them to your side, the same as a regular magic whistle can do for any pets on your level.

#4606

 · 
vanilla

Add ice skates, which provide double movement speed and prevent fumbling while traveling across ice tiles. You can also wield them as a slashing weapon.

#2966

 · 
vanilla

Archeologists should have a skill cap of at least Basic in axe.