#4637
Bags of holding can be charged, increasing their weight savings.
Bags of holding can be charged, increasing their weight savings.
Remove the recharge counter from objects. Most tools can be infinitely recharged, so they don’t need one. For wands, replace the recharge count with a chance of a wand becoming eroded when the wand is recharged, or of exploding if recharged when already eroded.
Not specified what happens for the few items that don’t follow this pattern, such as magic markers and the wand of wishing. For the wand, it will likely work to make the erosion guaranteed the first time, and the explosion guaranteed when it’s already eroded. Magic markers could possibly just be un-rechargeable.
Wands of wishing always start at 0:1, but now uses the standard recharge and explosion odds of normal wands: it can be recharged multiple times with an increasing chance of exploding, rather than allowing only one recharge and always exploding on the second recharge. Recharging a wand of wishing only gives it 1 charge back, regardless of whether blessed or uncursed charging was used.
The practical effect is that it becomes an interesting choice for the player whether they should wrest the wand when it is x:0 (which gives 1 more wish guaranteed, but that’s it) or risk recharging the wand (with its standard increasing chance of exploding, so it could either give no more wishes at all or give 1 plus the same choice of whether to recharge again.)
Add two new elemental planes, those of Positive Energy and Negative Energy.
The Plane of Positive Energy:
The Plane of Negative Energy:
Charging a wand of wishing adds 1-3 charges (if uncursed) or 3 charges (if blessed) regardless of how many charges are in it. This means you could turn a 0:3 wand into a 1:6 wand, but since the only-charge-once restriction still applies, this doesn’t grant you more wishes or anything.
Make the ring of conflict chargeable, with the enchantment serving as a timer: when worn, the enchantment slowly ticks back towards +0, and the ring ceases to provide conflict when it’s +0. Negatively enchanted rings tick up in enchantment towards +0. Being cursed doesn’t affect this, it only prevents you from removing the ring as is standard.
Add a system for casting ritual spells: more powerful and more expensive spells which have some esoteric effects you can’t get otherwise. The main differences between ritual and normal spellcasting are that they consume valuable, hopefully non-renewable components, take a number of turns to cast instead of taking effect instantly, and may require you to be in or set up certain circumstances.
Various ritual spells that have been proposed:
Ritual spells come in spellbooks like usual, but aren’t stored in your spell list. Instead, reading the spellbook prompts you if you want to begin its ritual and tells you the necessary ingredients and circumstances you need to satisfy as preconditions. If you meet all the conditions and answer yes, you initiate the ritual. (For simplicity, this should probably burn up / expend all the components instantly.) You cannot begin a ritual while in the process of casting another ritual; this should probably be implemented as a precondition.
Apart from the component cost, rituals act as a constant drain on your Pw until the ritual is complete. If something distracts you in the middle of the ritual, you can go take care of it and then resume the ritual as long as you have the Pw left to finish it. (You could also drink gain energy during the ritual.) The only way for a ritual to fail, possibly backfiring with bad effects, is for you to run out of Pw while it is incomplete.
In addition to its preconditions, each ritual also has some postconditions: common to all rituals is that you have been casting the ritual for at least some length of time, but there may be others, such as standing on the square where you began the ritual, or have another item, or kill a monster, or something. There may also be other conditions such as “moving off the space where the ritual started breaks and halts the ritual”.
Every time you stop casting a ritual (whether it succeeded or failed), it increments the spellbook’s spestudied field; the book will eventually disintegrate after casting it a certain number of times.
You can magically charge up a credit card, which when you take it into a shop makes it good for a certain amount of store credit. Alternatively, applying a credit card with charges just spits out some zorkmids and uses up a charge.
A way to transfer charges from one ring to another, within reasonable limits (such as, probably, the ring gaining charges has to roll for an explosion the same way as if a charging scroll was used on it).
Make the ring of warning chargeable. A higher enchantment increases the radius in which you are warned, with a +0 ring giving around half to two-thirds of the radius it currently provides.
Artifacts whose base item type isn’t chargeable can be charged; this will clear or reduce any invoke timeout remaining.
Revamp ring explosion on charging them: a ring enchanted to a positive value has a enchantment in 7 chance of “vibrating unexpectedly” or something similar. This is a warning and, like weapon vibration, does not hurt the ring. If you get this message, the ring’s otrapped flag is set. Charging a ring with otrapped set always explodes it.
There is no other way to ascertain the otrapped value of a ring, other than getting this message. A ring that generates at +4 or above has an enchantment in 10 chance of already having otrapped set. Discharging the ring via cursed charging or drain life has a 50% chance of removing the otrapped flag per point lost.
Make magic whistles a charged tool. When out of charges, it behaves like a tin whistle. Its initial amount of charges and the amount it gets back by recharging are in the “high” tier like a tinning kit or camera, generating with 30-99 charges.
Some charged tools (such as horns of plenty, crystal balls, and other charged tools, NOT magic markers) slowly recover charges over time on their own up to a reasonable maximum.
Athames are a chargeable weapon-tool, or just a tool. Has tinning kit levels of charges and recharging. Once out of charges, it can’t be used to make a semi-permanent engraving anymore.
Wand of charging: non-directional wand that uncursed-charges an item in inventory. Will explode if an attempt is made to recharge it.
Some limited way to charge rings that isn’t the general-purpose magical charging that also charges wands and tools. Maybe add a “scroll of enchant ring” that, like armor and weapon scrolls, only works on rings.
See also L’s Scroll of Enchantment patch, which merges ring, weapon and armor enchanting into a single scroll.
Assuming bhaak’s bag of tricks proposal is implemented, allowing an empty bag of tricks to function as a sack:
When the bag is recharged, don’t destroy the contents. Instead, just make the contents inaccessible until it becomes empty again. Also, add a possible random effect to using the bag while charged: it spits out one of its contents at random.
Another proposal is to place the items in the bag into the inventories of the monsters created by the bag. It could even influence which monsters get created (e.g. a monster who will receive an orcish helm from the bag is likely to be an orc).
You can apply an empty expensive camera at a yellow light to recharge it.
Instead of being perpetually rechargeable (that opens up a lot of exploits and farming like smoky potion farming and infinite altar farming with the Platinum Yendorian Express Card), horns of plenty now stop being rechargeable after 7 recharges.
Rings of regeneration are chargeable. While positively enchanted ones drain nutrition to increase your life, negatively enchanted ones sap your life to increase your nutrition.
Dipping mundane tools into potions of gain energy charges them with the same beatitude as the scroll would. Possibly extend to magical tools and wands, but only allow the uncursed charging effect.
Make most if not all rings chargeable:
Blessed charging can select a nonmagical instrument, converting it into a (uncharged?) magical version of the same instrument.
Add a few more sources of the uncursed charging effect, because charging resources are rare enough as so that things like common wands never get recharged by players.