-Acrid ball
-Acrid bolt
Causes an acrid smell either in straight line from caster to some
direction
or in an area around the player. At low efficieny this will only cause
a
temporary "fear" effect as the monsters try to get away from the
smell.
At high efficiency this might cause a temporary paralysis as the
monsters
need to stop to throw up.
-Calk monster
Melee-range spell like burning hands. Partially cover the target with
a
layer of calk. When used on golems (probably only stone golems) this
will
act like a healing spell, repairing the damage done. When used against
other monsters it will first act as temporary slow monster spell,
covering
the monster partially until the target manages to scrape off the calk.
The
spell is cumulative. When used several times on same target in
succession
it will cause temporary paralysis as the target is unable to move
under
such a layer of calk. If used enough times the monster will eventually
suffocate under the thick layer of calk.
-Cute disease
Melee-range spell like burning hands. The target is temporarily
transformed
(in reality or just a vision) into a WAYYY cute little thing. Big ugly
brutes (and undead) can't bear to look at such a cuteness and will
either
attack the target furiously, stop to throw up or flee in terror.
-Dankness
Causes the temperature of the surrounding area to become lower and
will
raise the humidity in that area. Temporary effect only, but may cause
iron
to rust and paper items to be drenched. May be useful in the ToEF.
-Deaf ray
Nuff' said. Reflective beam causing temporary deafness in those that
are hit.
-Earquake
Will cause a hellish racket around the surrounding area. Those that
are not
deaf will be temporarily stunned by the noise.
-Warsight
Self or neighbouring creature. The target is temporarily transformed
into a
true killing machine (and is automatically in Berserk-state during the
spell)
being faster and doing more damage.
Down side: The char is true berserk, and there will not be any request
to
confirm attacking someone/thing. Also all other beings are shown as
same
char, making it impossible to tell apart the difference between a
feline and
an ancient dragon.
-Wire bolt
-Wireball
Will cast a strand of wire in one direction (wire bolt) or in all
surrounding
directions (wireball). Creatures that get in the way of the wire are
captured
as the wire coils around them, effectively paralysing them for a
moment.
At higher efficiency the wire is stronger, making the paralysis last
longer.
-Frost dolt
Summon a tame frost giant. Unfortunately it is so stupid that it tends
to
forget orders and may end up attacking those it shouldn't, not
attacking
those it should or walking off in other direction.
-Hear
Opposite of deaf ray. Works like healing spells in ADOM.
-Nice ball
Creates a temporary crystal (or something like that) ball that is
SOOOO nice
to look at that monsters in the vicinity will just go and stare at it
until
it either disappears or they are attacked.
-Improved wireball
Like wireball but the starting point can be chosen.
-Macic rock
Create a random magical rock. For instance an unerring rock of
penetration
-Shun ray
Create a temporary repulsion effect between the player and the
monsters that
are hit by it.
-Fish
A magical fish appears. The fish may either be hostile and attack the
player,
just disappear, stay as a pet or grant the player one fish - sorry,
wish.
If a wish is granted the result may also be something quite different
from
the actual wish if the player is unlucky.
Any others ? There are 3 rules (and the resulting name must have only
valid words):
1. Remove at most 2 letters
2. Add at most 2 letters
3. Change at most 2 letters
These rules may be combined.
J.
*r*ock?! ::evil grin::
--
there is a cheer. the gnomes have learned a new way to say hooray. [-shpongle]
address is scrambled - remove the superfluous "x" marks to reply
> -Nice ball
>
> Creates a temporary crystal (or something like that) ball that is
> SOOOO nice to look at that monsters in the vicinity will just go and
> stare at it until it either disappears or they are attacked.
Sounds like the "World's Most Interesting Bomb" from MDK.
> One day I was playing with spell names in ADOM, substituting letters,
> removing them or adding new ones and thus making some odd spell names
> like deaf ray, wireball and shun ray. Then I started thinking of
> effects for these new spells (crazy I know). Here are some results:
>
<snip>
> Any others ?
Neat idea!
Length of Atlas
Causes the PC to grow enormously tall for a period of time determined by
efficiency. Acts like blessed 7lbs in the wilderness, and prevents entry
to caverns or buildings; causes instadeath if used indoors or underground.
Heavenly Jury
Convenes a divine court of law, balance, or chaos, according to the PC's
alignment. All non-coaligned creatures in LOS are punished (exactly how
depends on the alignment of the jury). If the PC is a fallen champion or
has angered his/her god, the PC may be punished as well.
Mystic Hovel
Creates a small, magical room the PC can enter and be safe from enemies.
Disappears after a period of time determined by efficiency.
Divine Snigger
Entreats the PC's god to laugh at and humiliate all non-coaligned
creatures in LOS, causing them to be paralyzed with shame for a while.
Fun!
> One day I was playing with spell names in ADOM, substituting letters,
> removing them or adding new ones and thus making some odd spell names
> like deaf ray, wireball and shun ray. Then I started thinking of
> effects for these new spells (crazy I know). Here are some results:
Inept spellcasters might learn some combination of:
Fire Dolt
Dorkness
Dweeb
Strength of A lass
Magic Miss
Neutralize Poise (Ap -20)
A fashionable sorceror might want to cast spells of:
Lordly Tights
Nether Belt
Hellish Flab (maybe skip this one)
Create Site (perfect for those web surfing monsters)
Holy See (summons the pope?)
Heavenly Furby (Freezing Furby)
PetrifyRation (for those really long journeys?)
Hmm...
Diner Punishment:
This spell forces Big Macs and other garbage down the throat of an adjacent
creature, inflicting them with McDiarrhea. This can have one of two effects:
either the monster flees wildly in search of a toilet, or, if they can't
make it to a toilet, the spell essentially paralyzes them (I needn't say
more). I hate McDonalds.
Glow Monster:
OK, this one isn't actually a boycott announcement. This causes a monster
(including an invisible monster) to glow eerily in the dim conditions of the
underground, making them more visible and therefore easier to hit.
Meal:
This creates a random edible (and therefore non-McDonalds) product for the
caster.
Hail of the Gods:
Simple enough... creatures within range of the storm are pummelled with
chunks of ice (including the caster, of course; those gods don't have the
greatest control over the hailstones).
Remove Purse:
Don't have the Pick Pockets skill? No problem! This spell pulls gold or
items out of the target's pocket.
Divine Flavour:
This spell freezes food consumption for a period of time.
Create Time:
This spell freezes time. This would obviously be a very powerful spell and
would probably demand a high price (e.g. the ingestion of a McFlurry).
C'mon, Monsters!
This summons a group of monsters to join the caster and form a posse. They
may then go drinking.
Blush:
This causes a monster to be paralyzed by embarrassment. Only the monster
knows why. Maybe the spell reminded it of a time back in goblin school when
someone pulled down its pants.
--
Curry Bucket's Controversial Web Presence:
The Pandora's Box of the Internet
http://chat.carleton.ca/~jsingh3/
or http://www.currybucket.cjb.net/
> Diner Punishment:
> This spell forces Big Macs and other garbage down the throat of an adjacent
> creature, inflicting them with McDiarrhea. This can have one of two effects:
> either the monster flees wildly in search of a toilet, or, if they can't
> make it to a toilet, the spell essentially paralyzes them (I needn't say
> more). I hate McDonalds.
Use a pool. Both have water so...
[]s
--
Chaos Master®, posting from Brazil. REPLY TO GROUP!
"People told me I can't dress like a fairy. I say,
I'm in a rock band and I can do what the hell I want!" -- Amy Lee
Note: please don't give me TinyURL addresses.
Nice ones. Some more:
Baptism of Wire
Like wire bolt but only affects neighbouring squares. On the other
hand the wire used in this spell is tougher than the one used in the
bolt spells, resulting in longer lasting paralysis in the target
Lesser Divine Cough/Greater Divine Cough
Results in a earthquake like cough, throwing monsters/items around and
damaging them. Potions and gems are shattered and the greater one may
even destroy some nonmetallic items and items made of lesser metals.
Monsters that are thrown around are stunned (unless they are killed
outright) and may be deaf for a while.
Divine Path
Creates a linear path in the cast direction that is completely safe
from monsters (at least lesser ones) while the spell is in effect.
Monsters can't pass the path after it's been cast unless they are
powerful enough to resist the spell and those monsters that are in the
way when the spell is cast are paralysed for the duration of the
spell, unable to attack in any way.
J.
[snip]
> Any others ? There are 3 rules (and the resulting name must have only
> valid words):
>
> 1. Remove at most 2 letters
> 2. Add at most 2 letters
> 3. Change at most 2 letters
>
> These rules may be combined.
Why stop at spells when we can go on with artifacts?
Loon Tickle
Meelee weapon with no damage, but which tickles monsters into 2d3 moves
of paralysis.
Big Lunch
It has a limited number of charges, and can change your status from
Starving to Bloated!
Pi
When 'u'sed, confuses nearby monsters. Might have other uses, but
finding them is up to the player >:]
Boots of Great Weed
Causes herbs to start growing spontaneously around the PC's location.
Clown of Science
When used, it will say a random true (!) rumor.
Scotch Spear
Beside as acting like an ordinary weapon, it can be dipped in any potion
thus turning it into a potion of booze.
dwarven pick axe "Lamerhead"
Severely decreases the intelligence of monsters. Extremely effective
against intellect-posessing humanoids.
golden gladius "Death's Ping"
Beside ordinary damage, it does a DOS attack on the monster, freezing it
for 2d2 turns (cumulative).
heavy crossbow "The Car Slayer"
Ultra-damage on mechanical constructs >:]
--
Knowledge belongs to the World.
That's why I'm here for.
: Creates a linear path in the cast direction that is completely safe
: from monsters (at least lesser ones) while the spell is in effect.
: Monsters can't pass the path after it's been cast unless they are
: powerful enough to resist the spell and those monsters that are in the
: way when the spell is cast are paralysed for the duration of the
: spell, unable to attack in any way.
Oooh, a wand of those and summoners are screwed. Only the monsters
should be set aside, if there is a room, and if not then killed
(squashed agains walls), unless able to resist.
brojek.
Yech, no. I drink from those.
> > Use a pool. Both have water so...
>
> Yech, no. I drink from those.
I don't drink from pools.
: Yech, no. I drink from those.
You *drink* from those... Ever wondered how they are created? :)
brojek.
Not until now...
... but that would have to be some magic piss. Colourful piss, too. Makes
you wonder what kind of wild stuff those Ancardians are drinking.
>> You *drink* from those... Ever wondered how they are created? :)
>
> Not until now...
>
> ... but that would have to be some magic piss. Colourful piss, too. Makes
> you wonder what kind of wild stuff those Ancardians are drinking.
If they can have green skin, they can have green piss too.
koctyxa