All ideas tagged "lamps"

#4146

 · 
vanilla

The game should not assume heroes all carry an unlimited invisible box of matches to light candles and lamps with. Doing that should require a fire source, whether that is Fire Brand, lava, a fire trap, the wand of fire, the fireball spell, or an already lit candle, lamp, or potion of oil. There could also be a new “lighter” tool which enables you to light things, but can get lost or run out of charges.

#4084

 · 
vanilla

Antimagic lamps, which cast an magic-denying field in their light radius. Your magic doesn’t work, but neither does anyone else’s, with everything behaving as if cancelled.

#1752

 · 
vanilla

Fire vortices uniquely among whirly engulfers don’t make your lamp or candle go out when they engulf you; they keep it ignited. In fact, they might ignite any candles you happen to be carrying in main inventory.

#1519

 · 
vanilla

Candles and lamps “burn brightly” when blessed and just “start burning”/”is now on” when uncursed. Lanterns don’t change their messages. Note though that this makes it trivial to tell when a potential magic lamp is blessed.

#1048

 · 
vanilla

Attempting to light a cursed lamp or candle may burn your finger, dealing a little bit of damage: “Ouch! You burnt your finger!” (No damage if you are fire resistant).

Frost lamp, a tool which gives out a radius 3 cold aura. Water and lava within the radius freeze and then revert once out of the radius. Fiery monsters take damage from being in the radius. Eventually runs out and has to be recharged.

A lamp with the same unidentified appearance and base cost as a magic lamp. It is a charged magical tool (has a lifetime, comparable to an oil lamp) that sheds no light, but instead detects unseen in its range whenever it is turned on. This includes invisible monsters, secret doors, and all traps. It also allows vision to penetrate through clouds.