erikbroo / chengband

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[Spell school] Wild #8

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
Spells of the Wild school are characterized by their variability.  All effects 
have some degree of randomness, which is always a 1dN effect.

Potential spells from existing pool:

Teleport (except make it distance 1d(5*clvl) or so)
Wonder (not that anyone ever uses it)
Alter Reality

New spells:

Mania - grants a temporary +10 speed or -10 speed for 1dN turns. (Low level 
spell)

Wildstrike - direct damage spell that does 1d999 damage to 1 target.

Wildblast - direct damage spell that does 1d666 damage with radius 1d5. 
However, each monster in the ball has a 1/2 chance of evading the blast (you 
probably need to make it an orb type spell, as in it doesn't lose damage for 
distance from center)

Original issue reported on code.google.com by caltech....@gmail.com on 1 Nov 2010 at 8:55

GoogleCodeExporter commented 8 years ago
Old ideas from post way long time ago:

--------------------------------------
Book 1: Uncertainty Principles
--------------------------------------

Wildstrike: Level 1, 2 SP, Fail rate 20%. Fire a bolt of (acid, fire, cold, 
lightning, or poison) for 1d(18+x*1.2) damage.

Wild Teleport: Level 6, 10 SP, Fail Rate 40%. With 1/3 probability, you 
teleport (x/5) squares. With 1/3 probability, you teleport (x) squares. With 
1/3 probability, you teleport (5x) squares.

Uncertain Mind: Level 8, 12 SP, Fail rate 20%.
Roll d5 and consult the following table
1 Bless for 1d40 turns
2 Heroism for 1d60 turns
3 See Invisibility for 1d50 turns
4 Berserk for 1d60 turns
5 Fear (self) for 1d20 turns

Random Regrowth: Level 9, 15 SP, Fail Rate 25%. Heals 1d(20+2x/5) damage

Wonder: Level 10, 20 SP, Fail Rate 50%. Similar effect as activating Wand of 
Wonder (but different from the Chaos spell and wand).
Roll 1d20, Lookup effect on following table
1 Clone Monster
2 Haste Monster
3 Heal Monster (1d40)
4 Polymorph Monster
5-7 Light area
8-10 Confuse Monster
11-13 Wildstrike (1d54 bolt of acid, fire, cold, lightning, or poison)
14-16 Trap/Door Destruction
17-18 Teleport Other
19 Greater Wildstrike (1d160 ball of acid, fire, cold, lightning, poison, 
light, or dark with radius 1d(x/7)-1).
20 Detection

--------------------------------------
Book 2: Embracing Entropy
--------------------------------------

Confusion Blast: Level 15, __ SP, Fail rate __%. 1/3 chance of Confuse target, 
1/3 chance of beam of confusion, 1/3 chance of ball of confusion (radius 1d4).

Random Deflector: Level 20, 35 SP, Fail rate 50%. Gives Reflection for 1d50 
rounds

Greater Wonder:

Greater Wildstrike: Level 25, SP 30, Fail Rate 50%. Fires a ball of (acid, 
fire, cold, lightning, poison, light, or dark) with damage 1d(100+2x) and 
radius (1d(x/7)-1).

Recharge: As standard spell

Chaotic Surge: 50% chance of +10 speed each round for 1d(5x+50) turns.

Wild Terrain: Earthquake with radius 1d15

--------------------------------------
Book 3: Maxwell's Demonslayers
--------------------------------------

Wild Position: For 1d(2x/5) turns, the player teleports with range (1d20) at 
the beginning of each turn (this does not consume his move).

Perilous Lore: Identifies the target item. If 1d20 > X / 7 + 10, then player's 
INT is drained. If 1d20 = 20, then the item is destroyed, unless it's an 
artifact.

Uncertain Healing: Level 35, 70 SP, Fail Rate 75%. Heals max{300, 1d(player HP 
/ 2)}.

Dragon's Breath: Breath deals 1d(current HP) damage to cone, of a random element

Kaleidoscopic Doom: 1d50 damage from every element (fire, cold, lightning, 
acid, poison, light, dark, sound, shard, nether, nexus, chaos, disenchant), 
radius 2. (Expected damage 325)

Chaotic Mind: Immediately cures hallucination. 50% chance of ESP each round for 
1d200 rounds. Cannot be hallucinated for the duration.

--------------------------------------
Book 4: The Anti-Pattern
--------------------------------------

Volatile Branding: Brands non-ego weapon with (Volatile)

Wild Negation: Level 35, SP 70, 75% Fail. Roll 1d25 and consult the following 
table
1 No Effect
2-5 Dispel Magic on yourself
6-24 Dispel Magic on your target
25 Dispel Magic on yourself AND your target

Wild Defense: Level 46, 150 SP, 70% Fail. First, all temporary effects 
affecting player (both positive and negative) are stripped. Thn, various 
effects are applied, with probabilities as listed below. Every effect is 
calculate individually (meaning one can get all of them, or none of them).
Effect Prob. Duration
---------------------------------------------------------
Blessing 90%
Heroism 80%
Stone Skin 70%
Resistance 60%
Haste 50%
Magic Resistance 40%
Heal 300HP 30% N/A
Wall of Stone 20% N/A
Wraithform 10%

Wild Offense: Level 48, 200 SP, 75% Fail. Various effects, with probabilities 
as listed below. Every effect is calculate individually (meaning one can get 
all of them, or none of them). (Expected damage 383+410=793 for level 50)
Effect Prob. Damage (x = level)
---------------------------------------------------------
Frost Bolt 90% 1d(20+3x) cold
Fire Bolt 80% 1d(30+3x) fire
Mana Burst 70% 1d(20+3x) mana, radius 2; [1d(20+4x) if Mage, High-Mage, or Sorc]
Fireball 60% 1d(100+2x) fire, radius 2
Dispel Evil 50% 1d(4x) holy, all evil in view
Wave of Power 40% 1d(300) force, all in view
Mana Storm 30% 1d(600+8x) mana, radius 4
Wrath of God 20% 1d30 Disintegrate balls (radius 2) near target, each does 
1d(50+6x) disintegrate damage
Soul Strike 10% 1d(4 * player HP) damage to single target, no save; player HP 
reduced by 1d(player HP / 2). 

Original comment by caltech....@gmail.com on 1 Nov 2010 at 9:18

GoogleCodeExporter commented 8 years ago
Oh, for the Wild School, the SP cost is random, uniformly distributed between 1 
and the listed value.  So Wildstrike costs 1d2 SP, and Random Regrowth costs 
1d15 SP.  More craziness, right!?

Original comment by caltech....@gmail.com on 1 Nov 2010 at 11:29

GoogleCodeExporter commented 8 years ago
I suppose you'd need a precautionary message along the lines of, "You MIGHT not 
have enough mana to cast this spell"... :)

If the idea is to have maximum variability, how about making it so that the 
minimum fail rate for Wild spells is 1%? Then you could have interesting 
effects on failure, like...

Confusion
Blink
Teleport
Electric ball centered on you doing 1dX damage
Disintegrate ball centered on you doing 1dX damage
Polymorph all adjacent monsters
Teleport away all adjacent monsters
Reduce own mana by 1dX, to a minimum of 0
Reduce HP by 1dX
Slow all adjacent monsters
Radius 3 earthquake

---

None of the fail effects should be lethal or crippling under avoidable 
circumstances, but this could be a way to introduce more unpredictability.

Original comment by djaban...@gmail.com on 2 Nov 2010 at 3:36

GoogleCodeExporter commented 8 years ago
I suppose the "disintegrate ball" failure effect would mean instadeath in a lot 
of situations. Maybe it's too much.

Original comment by djaban...@gmail.com on 2 Nov 2010 at 3:38

GoogleCodeExporter commented 8 years ago

Original comment by ckou...@gmail.com on 12 Nov 2010 at 10:27

GoogleCodeExporter commented 8 years ago

Original comment by ckou...@gmail.com on 13 Nov 2010 at 10:49

GoogleCodeExporter commented 8 years ago

Original comment by caltech....@gmail.com on 28 Nov 2011 at 8:09

GoogleCodeExporter commented 8 years ago
Migrated to Wiki page

Original comment by caltech....@gmail.com on 2 Dec 2011 at 2:28