All ideas tagged "spell levels"

Make scrolls and spellbooks in particular partially identifiable outside of a shop without having to formally identify them or guess based on frequency (which are currently the ‘‘only’’ ways to identify them outside of a shop). Ideas:

  • Higher level spellbooks could be heavier. D&D does this. However, unless the game shows the weights of items to the player, it will be tedious for the player to figure out the exact weight of a book by picking up and dropping items of known weights.
  • Make spellbook appearances more complex based on level. A simple color indicates a 1-2 level book, an unusual color or appearance indicates a 3-4 level book, a very odd or ridiculous appearance or material indicates a 5-6 level book, and a completely over-the-top appearance indicates a level 7+ book. (Example: “red”, “steel”, “bone”, “jewel-encrusted”). Shuffling of the random appearances would need to be changed so that the books retain an appearance in their original bracket.
  • Make scroll label length (or, more complicated, its number of syllables) roughly correlate to its cost. The correlation could be fuzzed a bit, so MAPIRO MAHAMA DIROMAT is probably a 300 zorkmid scroll, but is certainly no less than 200, and NR 9 is probably something really cheap, but might be 100 zorkmid.
  • When you read a spellbook, you are given a menu with three options:
    • Give the book a cursory glance-over. This can fail with low Int/XL but is fairly unlikely and has very minor failure effects. If successful, it identifies the spell level of the book. Takes 1/10 the usual spell study time.
    • Briefly study the book but don’t try to learn its spell. This can fail with mediocre Int/XL but will be reliable at high ones. Moderate failure effects. If successful, it identifies the spell contained in the book. Takes 1/3 the regular spell study time.
    • Study the book normally with normal failure effects and normal spell study time. Learns the spell if successful.

#3938

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vanilla

Scale spellbook generation rates by level and dungeon depth, making lower-level books much more frequent higher in the dungeon, and higher-level books more frequent lower in it.

#3937

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vanilla

Differentiate spellcasting greatly for the different types of spellcasters:

  • Intelligence casters have a spellbook limited by their level, where higher level spells take up more space.
    • Specifically, they can store up to (10 + XL) levels of spells.
    • Higher skill in a spell’s school provides a discount: 1 level for Basic, 2 for Skilled, and 3 for Expert.
    • So for instance, a level 5 character has 15 spell levels available. If they know force bolt and are Unskilled in attack spells, that takes up 1 level. If they know cancellation and are Skilled in matter spells, that takes up 5 levels (7 - 2 because they are Skilled).
    • When they learn a new spell that cannot fit into their existing spell list, they are prompted to forget known spells until they have enough space, or decline to learn the new spell (which still uses up a read charge on the book).
  • Wisdom casters always have all the spells they have learned available so long as they haven’t forgotten them, but are strictly limited in whether they can cast a spell of a given level by their skill in its spell school.
    • If Restricted in a spell school they can only cast spells of up to level 1. If Unskilled, up to 2. Basic, 3; Skilled, 5; and Expert, 7.
  • Charisma casters (which only exist in a couple variants) always have all spells available to cast, but can never cast spells twice in a row; there is always a cooldown of (5 - skill) * 2 * spell level. (Skill ranges from 0 at Restricted to 4 at Expert.)

Reduce the spell level of magic mapping, but also reduce its utility: instead of mapping the entire level at once, you choose a point to center your divination on and a circular or square area, with a radius dependent on your divination skill, gets mapped. After this change, it might be similar enough to clairvoyance to be merged with that spell (the difference with clairvoyance is that it currently always centers on the player; perhaps the new merged spell could instead scale with skill by having a fixed mapping area, but the distance you can target it at increases with skill level.)

This does not change the scroll of magic mapping behavior, which still maps the whole level.

#3013

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vanilla

Spellbooks that you have identified but haven’t actually learned display a “(level n)” on them to indicate the spell level.

#2690

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vanilla

A spellbook’s level determines how long the spell stays remembered after you read it, rather than having every spell be remembered for 20000 turns exactly. Lower level spells are remembered for longer than higher level spells.

#2658

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vanilla

Spell that lets you do a random uncontrolled short-range teleportation, in order to escape from a tricky situation. Actually, it might not be a bad idea to turn the spell of teleport away into this, with a reduced level (3 or 4), and make it unable to shoot a teleportation beam.

#2074

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vanilla

Reduce haste self to level 2, but make its duration significantly shorter.

#2073

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vanilla

Make the spell of detect monsters level 2 or 3.

#2060

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vanilla

Reduce the spell level of invisibility to 1 or 2.

#2059

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vanilla

Reduce the spell level of turn undead to 2 or 3.

#1792

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vanilla

If you try to buy a high level spellbook in a shop while outwardly looking unqualified (low XL, low Int, Barbarian), the shopkeeper raises an eyebrow and condescendingly asks you if you’re sure you can read it. This can help you informally identify high level spellbooks.

#868

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vanilla

Merge extra healing, cure sickness and cure blindness, and make the resulting spell level 6. Or just merge cure sickness with cure blindness, and call it “cure ailment”.

Swap the spell levels of sleep and cause fear: sleep is now level 3, cause fear level 1 (to maintain there being a level 1 enchantment spell).

#667

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vanilla

Bump the spell of sleep up to level 3 or 4.

Reduce the level of the spell of create familiar to 2, and give it a dedicated list of summonable monsters based on skill level: Unskilled creates only kittens and little dogs, Basic will pick a random non-fully-grown dog, cat or horse, Skilled will not create kittens, ponies, or little dogs but otherwise will choose any d, u, B, or f that isn’t a unicorn. Expert will choose from the Skilled list, plus any q or w. If not doing that, as a more minor change, don’t create any monster that is always hostile.