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crawl wrath

May 5th, 2017
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  1. TSO:
  2. Do nothing if not following an evil god.
  3. roll 1d7
  4. 3/7: _tso_summon_warriors
  5. "The Shining one sends the divine host to punish you for your evil ways!"
  6. Summons 1 + (0...(XL/5)) + (0...2) holy warriors.
  7. These are angels or daevas, decided by coinflip.
  8. 2/7: _tso_blasts_cleansing_flame
  9. "The Shining One blasts you with cleansing flame!"
  10. Casts cleansing flame on top of you with power (5 + XL*7/12)
  11. Damage is, according to a comment, 2dPower, x1.5 for undead/demonic characters.
  12. At XL5, 2d7 damage
  13. At XL10, 2d10 damage
  14. At XL15, 2d13 damage
  15. 1/7: _tso_shouts
  16. 1/7: _tso_squelches
  17.  
  18. ZIN:
  19. Do nothing if not following an evil or chaotic god.
  20. roll 1d7. if player has no mutations, roll 1d6 instead.
  21. 3/7: "Zin recites the Axioms of Law to you!"
  22. roll 1d3
  23. 1: inflict confusion for 5-7 turns
  24. 2: inflict sleep
  25. 3: inflict paralysis
  26. 2/7: half current satiety
  27. 1/7: scroll of noise
  28. 2/7: remove good mutations
  29.  
  30. MAKHLEB:
  31. 1/2 chance of destruction, 1/2 chance of servants
  32. destruction:
  33. if XL<9, severity 0
  34. if XL<14, severity 0...1
  35. if XL<18, severity 1
  36. if XL<28, severity 1...2
  37. If severity == 0, pick one of throw flame, pain, stone arrow, shock, spit acid
  38. If severity == 1, pick one of bolt of fire, fireball, lightning bolt, sticky flame,
  39. iron shot, bolt of draining, orb of electricity
  40. If severity == 2, pick one of fireball, crystal spear, orb of electricity, flash freeze, ghostly fireball
  41. cast it at player as if from a monster with the player's XL for HD
  42.  
  43. servants:
  44. severity = 1 + (XL/2) + (0...(XL/2))
  45. if severity > 13, summon 2 + (0...(XL/5 - 2)) greater servants
  46. if severity > 7, 80% chance to summon one greater servant
  47. else, don't summon any greater servants
  48. then maybe summon some minor servants
  49. greater servants are executioner, green death, blizzard demon, balrug, cacodemon
  50. lesser servants are hellwing, neqoxec, orange demon, smoke demon, ynoxinul
  51.  
  52.  
  53. KIKU:
  54. if no corpses nearby, and (0...XL) > 4, summon corpses (and continue)
  55. 50% chance to cast corpse rot (and continue)
  56. XL in 27 chance to torment you. 3 necro miscasts if player is torment-immune
  57. if above line fails, and (0...XL) > 4, necro miscast.
  58. 1/5 chance of 2 miscasts, 1/25 chance of 3, 1/125 chance of 4, etc. if RNs align can be arbitrarily many
  59. finally, cast animate dead
  60. Additionally, when casting any necromancy spell, 1/20 chance of a (second) necro miscast happening.
  61. (This does not make the spell fail, or depend on if the spell failed or not.)
  62.  
  63.  
  64. YRED:
  65. 50% chance of just a necro miscast
  66. otherwise, if you still worship yred and have slaves, 50% chance of undead slaves abandoning you ?_?
  67. otherwise, send servants to punish you.
  68. number of servants is 1 + (0...(1 + XL/5)) (rolled twice and averaged)
  69. each servant has a 1 in XL chance to be a random zombie or skeleton of a dungeon monster from depth (5+XL)
  70. else, send a servant (via the usual method; may be more than one flying skull which counts as one servant)
  71. servants scale with XL by some weird means.
  72.  
  73.  
  74. TROG:
  75. 50% chance of sending monsters to punish you. same logic as brothers in arms (yikes!)
  76. 33% chance of "trog's wrath"
  77. -1/6 chance of rotting 3-6 HP
  78. -2/6 chance of (1 + 0...(str/5)) strength
  79. -1/6 chance of paralysis by "passing out" for 2-7 turns
  80. -2/6 chance of slowness for 100 turns
  81. otherwise, random fire miscast
  82.  
  83. BEOGH:
  84. irrelvant if not a hill orc lol
  85.  
  86. OKAWARU:
  87. send in 1 + (XL/5) warriors to fight you
  88. these are durably summoned and spawn adjacent to you. They can be bands, which count as one warrior.
  89. they will be one of the following, depending on XL
  90. Orcs (XL 1-3)
  91. Gnolls (XL 1-3)
  92. Ogre (XL 2-6)
  93. Gnoll sergeant and crew (XL 2-6)
  94. 2-headed ogre (XL 3-7)
  95. Orc warrior (XL 3-13)
  96. Orc knight (XL 5-15)
  97. Cyclops (XL 5-15) (no sheep)
  98. Centaur warrior (XL 7-21)
  99. Naga warrior (XL 7-21)
  100. Tengu warrior (XL 7-21)
  101. Merfolk impaler (XL 7-21)
  102. Merfolk javelineer (XL 7-21)
  103. Minotaur (XL 7-21)
  104. Stone giant (XL 9-27)
  105. Deep elf knight (XL 9-27)
  106. Deep elf archer (XL 7-27)
  107. Orc warlord (XL 11-21)
  108. Fire giant (XL 11-27)
  109. Frost giant (XL 11-27)
  110. Deep elf blademaster (XL 13-27)
  111. Deep Elf master archer (XL 13-27)
  112. Classless draconian (XL 13-27)
  113. Titan (XL 15-27)
  114.  
  115.  
  116. LUGONU:
  117. Do translocation retribution, then do minion retribtion.
  118.  
  119. Translocation retribution is a 50% chance of random Tloc miscast, 33% chance of instant teleport, 16% blink.
  120. (Tloc miscasts include banishment!!)
  121. Minion retribution calls in abyssal monsters.
  122. Retribution is nasty if XL > (4...15).
  123. Summon 1 + (XL/7) monsters. If nasty, summon (0...(1+XL/9)) monsters instead. Can be 0. Is 0 if XL<9.
  124. Monsters are:
  125. 3/24 chance of an ancient zyme
  126. 6/24 chance of a thrashing horror
  127. 15/24 chance of an abomination, (XL/2)/15 chance of it being large. (Not the same as XL/30 due to floor rounding)
  128.  
  129. If wrath is nasty, also summon one tentacled starspawn, wretched star, or starcursed mass.
  130.  
  131.  
  132. VEHUMET:
  133. Cast a spell from a temporary monster with HD = player's XL.
  134. Severity is a random number between (1 + XL/5) and (1 + XL/3).
  135. 1: Magic Dart, Sting, Shock, or Flame Tongue.
  136. 2: Throw Flame, Throw Frost
  137. 3: Mephitic Cloud, Stone Arrow
  138. 4: Mystic Blast, Sticky Flame, Throw Icicle, Energy Bolt
  139. 5: Fireball, Lightning Bolt, Bolt of Magma, Venom Bolt, Bolt of Draining, Quicksilver, Metal Splinters
  140. 6: Bolt of Fire/Cold/Acid, Freezing/Poisonous Cloud, Poison Arrow, Iron Shot, Conjure Ball Lightning
  141. 7: Orb of Electricity, Flash Freeze
  142. 8: Crystal Spear
  143. 9: Fire Storm
  144.  
  145.  
  146. NEMELEX:
  147. Draws from the deck of Punishment.
  148. This deck contains, Wraith, Wrath, Famine, Swine, and Torment with equal probability.
  149. Wraith: Drains skills.
  150. Wrath: Picks a random god 100 times and does a wrath effect of theirs if they have one.
  151. Nemelex won't act if it rolls itself.
  152. Aborts when something happens.
  153. If it fails 100 times, "You somehow manage to escape divine attention..."
  154. Swine: Forcibly turns you into a pig.
  155. Famine: "You feel rather smug." if foodless. Else, set satiety to less than Starving, unless this would increase it.
  156. Torment: Torments you. If you are vulnerable to Holy Word, casts that instead of torment.
  157.  
  158.  
  159. SIF MUNA:
  160. Roll 1d10.
  161. 30%: Lose 1 + (0...(int/5)) Intelligence.
  162. 30%: Confuse player for 5-7 turns.
  163. 30%: Set MP to 0.
  164. 10%: Cancellation.
  165. Additionally, 1/20 chance on casting any spell to automatically fail it and get a severe miscast.
  166.  
  167.  
  168. JIYVA:
  169. If player can be mutated, 1/7 chance of adding 1-3 bad mutations.
  170. Otherwise, if player isn't in an uncancellable transformation, turn them into a bat, fungus, pig, tree, or wisp.
  171. Otherwise, if player still worships Jiyva or 2/3 chance passes, inflict potentially very severe contamination.
  172. Otherwise, summon (1 + (XL/10) + 0...2) slimy monsters against the player.
  173. These can be floating eyes, eyes of draining/devastation, great orbs of eyes, shining eyes,
  174. giant orange brains,
  175. jellies, acid blobs, azure jellies, death oozes, or slime creatures with equal odds.
  176.  
  177. Whatever happens, 50% chance to remove one slime-based mutation.
  178.  
  179.  
  180. FEDHAS:
  181. Roll 1d3. If you still worship Fedhas, roll 1d2 instead.
  182. 1: Spawn ballistomycete spores against the player. If this fails, fall through to 2.
  183. 2: Random Ice, Fire, Earth, or Air miscast.
  184. 3: Durably summon oklob plants and wander mushrooms against the player.
  185. Tries to make a ring of plants directly around the player, if there is room.
  186.  
  187. CHEIBRIADOS:
  188. Checks tension (percieved danger player is in currently).
  189. At very high tension, random miscast and 2/3 chance to fall to next effect.
  190. At high tension, puts player to sleep and 1/2 chance to fall to next effect.
  191. At medium tension, slows player.
  192. At low or no tension, random miscast.
  193.  
  194.  
  195. DITHMENOS:
  196. Roll 1d4.
  197. 1: Send shadow monsters to punish you. Produces XL/3 (rounded randomly) shadows of tier XL/9.
  198. These use randomized rounding: A result of 1.33 has a 33% chance to become 1, 66% chance to be 2.
  199. If tier >= 2, the first shadow created has a 50% chance to be a tzitzimitl (shadow fiend).
  200. If tier >= 1, the first three shadows created have a 50% chance to be shadow demons.
  201. All other shadows are just the "shadow" monster that invis-stabs you.
  202. 2: "Dithmenos weaves monsters from the shadows."
  203. Creates 2 + XL/4 summoned monsters native to floor (5+XL) of the Dungeon.
  204. 3: Puts player to sleep.
  205. 4: Applies Mark status.
  206.  
  207.  
  208. QAZLAL:
  209. 50% chance of a "mighty clap of thunder" producing noise (as the scroll of noise).
  210. Either way, either summon hostile elementals, or induce an elemental vulnerability.
  211. If inducing vulnerability, apply one temporary mutation: weakness to fire, cold, or shock.
  212. If summoning elementals, durably summon 1 + (XL/7) (rounded via RNG) "elemental" monsters.
  213. These are XL-dependent:
  214. 1-12: air, fire, earth, water elementals
  215. 2-10: rime drakes
  216. 2-10: basilisks
  217. 4-12: wind drakes
  218. 4-12: fire crabs
  219. 4-14: catoblepas
  220. 8-16: lindwurms
  221. 10-22: spark wasps
  222. 12-27: fire dragons
  223. 12-27: ice dragons
  224. 18-27: storm dragons
  225. 18-27: iron dragons
  226. 20-27: shard shrikes
  227.  
  228.  
  229. USKAYAW:
  230. Roll 1d5. Also pick a nearby hostile monster, if any.
  231. 40%: If we found a monster, drive it berserk if possible. If this fails, do effect below.
  232. 40%: If we found a monster, paralyze the player. If there is no monster, do effect below.
  233. 20%: Make an extremely loud noise (35; louder than the scroll).
  234.  
  235.  
  236. WU JIAN:
  237. Summon 3-5 hostile dancing weapons.
  238. These can be dire flails, quarterstaffs, broad axes, great swords, rapiers, or glaives (equal odds).
  239. They can recieve vorpal, flaming, freezing, electrocution, or speed brands. (equal odds).
  240. The weapon's plus is set to 0...5, and it gets XL*50/9 power.
  241.  
  242. If at least one weapon was created, do one of the following with equal probability:
  243. -Hit the player with barbs that last 5-10 turns "Die by a thousand cuts!"
  244. -Slow the player "Nowhere to run..."
  245. -Cast Silence on the player "This will loosen your tongue!"
  246. -Corrode the player "Suffer, mortal!"
  247.  
  248.  
  249. Ashenzari, Elyvilon, Gozag, and Hepliaklqana wrath works differently. All of them stay angry for two experience levels.
  250. Ashenzari lowers your skills and leaks information to monsters for the duration.
  251. Elyvilon randomly life-saves monsters for the duration.
  252. Gozag randomly mights, hastes, or berserks monsters that come into view for the duration. Also, 33% chance for potions to whiff.
  253. Hep makes you not gain any experience or skill points for the duration.
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