All ideas tagged "polymorph trap"

#3984

 · 
vanilla

A plan for magic traps to scale according to the depth they appear on. All these effects are still triggered just with the same magic trap - this isn’t adding new trap types.

Possibly remove polymorph traps as an independent trap type since it’s one of the options here.

Effect Dungeon level or branch
Magical explosion: HP damage, Pw increased to full, maxPw increase Any (with fixed 25% chance)
Odd feeling (using standard odd feeling messages, no effect) Any (with fixed 25% chance)
Grateful djinni, wish 1 (with fixed 5% chance)
Remove curse (like uncursed scroll) Outside Gehennom
Curse items (like harassment) Within Gehennom
Horizontal teleport 1-6
Blinds for 1d5+10 turns 3-8
Hostile magic whistle; summons monsters that already exist on the level to appear around the player 5-10
Gain 1 charisma and charm surrounding monsters 7-12
Create a stinking cloud on the space 9-14
Polymorph 11-16
Randomly bless and curse inventory (like confused blessed remove curse) 13-18
Do both the blinding and hostile whistling effects above 15-20
Level teleport 17-22
Surround the player with Z that are buffed by having intrinsic monster detection, being blinded so Elbereth won’t work, and being hasted 19+
Surround the player with & that are buffed in the same way Gehennom
Surround with nasties (like harassment) Gehennom
Surround with nasties that are buffed as above Gehennom

#2243

 · 
vanilla

When a monster triggers a magic (or maybe polymorph) trap, one possible effect is that they turn into a figurine of themselves with appropriate beatitude. However, the trap exploding on them is more likely, so that it can’t be used to farm figurines. A possibly evil addendum is that if the player would have otherwise died from damage from a magic trap, the bones file may contain a figurine of them instead of a corpse.

#2237

 · 
vanilla

Polymorph traps have some percentage chance of disappearing whenever they polymorph anything (some people have suggested it always disappears). This is better for symmetry and means players might be able to deliberately polymorph themselves multiple times, but can’t abuse it on behalf of their pet.

Polymorph, teleport and levelport traps should disappear once used by any monster (including the player). Or else they have a low-ish chance of disappearing per each use.

#578

 · 
vanilla

Set the minimum dungeon level for polymorph traps to a deeper level, to perhaps 12 or 15. Polymorph traps now polymorph you in spite of magic resistance, but you can acquire some property (not as strong as polymorph control) that makes it much more likely or guaranteed that you will polymorph into a form that will preserve your armor and your hands.

#577

 · 
vanilla

Change the definition of polyselfless conduct to “You have never intentionally changed form.” If you step on a hitherto unknown polymorph trap and have an uncontrolled polymorph, the conduct is not broken.

#415

 · 
vanilla

Add a message for a monster you can see that polymorphs via a polymorph trap (or, come to think of it, any source, like the player zapping it at them).

#383

 · 
vanilla

Polymorphs from polytraps, on monsters, revert on death/time out the same as player polymorph. This is to prevent the mines having a balrog forever, or your nice pet archon becoming a leprechaun permanently.

#330

 · 
vanilla

Polymorph traps, when they polymorph the player, always choose a form considered to be “playable” - i.e. has hands, or is fast enough to run from threats, or is well-defended enough to sustain damage until transforming back, must have speed > 0 - but you do not re-form with your original HP when your polyform is killed, you merely die.

Polymorph traps do not instantaneously polymorph you; instead they start a short timer during which the player has time to either stop the polymorph from occurring (through healing potions, or prayer, or some other decently common consumable) or put on a ring of polymorph control or amulet of unchanging. However, magic resistance no longer protects against this effect.