First of all, that beautiful tradition of the murder-jokester becomes the Psychotic Comedian: Y'see, folks, a funny thing happened on your way to the Forum: you stabbed a man in the eye socket for jostling you and making you drop your notes! Thank you, you've been a great audience, you're going to kill anyone who doesn't laugh. You'll be here all week! Basically you're playing as the Joker. Note that I am pretty terrible at ideas, so these may need serious revamp. -- Comical Violence (Passive) You know what's odd? Acme sells incredible amounts of dynamite to people with questionable motives, funny hats and names that begin with "The" or "Dark Lord" or "Dr." or something of the like. Not that you're complaining. (Enemy detonates as if stepping on a Dwarven I.E.D. when critical hit contacts; the critical-er is immune to this detonation. Damage scales to Caddishness.) -- Monster's Little Helper [44 Cooldown] Everyone needs a smile once in a while, and you are the happy apothecary for all the depressed and dull monsters in Dredmor's employ- even as they're trying to kill you. You're really a paragon of charity. Of course, you also filled the pills with nitroglycerin, but that's just your little extra humor charge for security. It's practically free. (Sends target to sleep for 5 turns and charms for 10 turns, and also explodes enemy a la Dwarven I.E.D. at 10 turns.) -- The Koan of Mirth [30 Cooldown] You have pondered this impenetrable secret: what is the deal with airline food? The secret is yours, though you refuse to tell; it turns out that your enemies are far more paralyzed with questions on the nature of humor than answers on the questions, and that enemies who are paralyzed with questions on the nature of humor are also very easy to stick sharp things into. (Paralyzes enemies in place for 15 turns as they take constant existential damage, scaling with Savvy.) -- Blasphemariffic! [24 Cooldown] You've learned how to tell jokes so virulently offensive that they summon the wrath of the gods themselves. Luckily, the gods aren't talented at aiming, and they don't really understand what collateral damage means. (Afflicts player and surrounding eight panels with an aura that deals constant righteous damage over 10 turns, scaling to Caddishness.) -- The Slaying Joke (Passive) So the Pope, a doctor and you all walk into a bar and order a Doctor Sanin's New-style Pilsner, and the Pope jostles your elbow. Only you walk out. (Melee Power +1, Critical Chance +5, Counter Chance +5; Blast Damage, Slashing Damage, Piercing Damage and Crushing Damage on crit, based on Caddishness.) -- The Patricians (84 Cooldown) You read this joke from an ancient tome of necrodrollery, and it burnt its cursed image directly into your synapses, leaving a dark and unknowable memory of the world's least socially acceptable humor. Before this, you were just kind of nutty, but now... jeez. You can tell it once in a while, but afterwards you'll need some time and effort to unsurpress the joke from the dark and twisted funfair of your head. (Deals a rainbow of offensive pain: Acidic, Toxic, Asphyxiative, Existential, Necromantic, Putrefying. The works. This joke is corrosive to morals, poison to conversation, causes one to choke on one's words, to question the very nature of such a reality where such things can exist, roils the dark gods themselves with awkwardness and rots the skin and muscles from the bodies of the subjects. Scales with Caddishness.) So yeah.
You may want to consider making the damages (and bonuses?) scale against one or more stats so they stay viable as the game goes on without being overpowered early. (Also, bear in mind blasting damage is affected not only by blasting resist, but also armour absorb.) Similarly, the second-last one, those look like some big numbers - compare against the equivalent level for the weapon skills. Even Not Drizzt doesn't give that much melee power, and someone could acquire that level before the end of dungeon level 2. (My view: the best mod skills are those that are viable replacements for the core ones, but not so good that you'd have to be crazy *not* to take them... The idea itself, though? Definitely amused me.)
Yeah, I'm... I'm not too good at the actual stats thing. Ideas? Certainly. Defined values for those ideas? Never. Thanks for the help- I'll alter to fit.
Another idea: Nodland Knight You're well-acquainted with the world of dreams, and you're prepared to expand the kingdom of Nod via force, if necessary. -- Rite of Nod [20 Cooldown] By invoking certain rites, you can try to exile those lost in their dreams to the great and mighty Kingdom of Nod. Though the technique has a rather low success rate, the successfully exiled will fight you on YOUR terms, not theirs. In addition, Nod itself will reward you for your tribute in the kingdom's dreamscapes. -- Visit to Nod [480 Cooldown] This technique allows the invocation of a Portal to Nod, that you might view the fruits of your labors in converting monsters to Nod citizenry (and then killing them, because fine upstanding citizens still give EXP). Of course, it's going to be a long time between trips- the security is irritating, and you'll have to leave your shoes and your water bottles and get X-rayed constantly by strangers and you just can't handle that for long stretches of time. (The game-changer theme, a la Vampirism or Werediggle. When you begin as a Nodland Knight, you can cast Visit to Nod to create a portal which leads to a randomly generated floor with no objects, enemies or otherwise; there is an automatic portal here which will return you a la the Mysterious Portal. This is Nod. When you encounter a sleeping foe, you can use the skill "Rite of Nod" to attempt to exile them to Nod with a 10% success rate; should you do so successfully, they will be sent to Nod. In Nod, every enemy you kill gives you 1 turn of the buff "Service to Nod" per EXP they give; Service to Nod increases mundane resistances and adds Aethereal, Transmutative and Righteous damage to your attacks.) -- Drowsy Sword [Passive] You've found the exact place on the head to strike to induce sleep in even the most tenacious foe. And you don't mean "no-he's-just-sleeping-little-Billy" double-entendre sleep, you mean straight up bedtime for Bonzo. Of course, when you're fighting agile and tenacious foes, you can't hit that spot every time, but you can try! (Like the Overhau or other such things, but it puts your foe to sleep when it makes contact. Also grants Dream Duelist in Nod, increasing damage instead of causing sleep when hitting a la Overhau.) -- Ire In Irrumabo Ad Somnum [-22 Mana] In Bastarda Latina, the ancient tongue of Nod, many dream-weavers create elaborately tangled phrases of arcane power to separate the waking mind from its ancient fleshy chassis, to free it and let it romp 'tween the stars. Knights, being a much more stolid and practical bunch, only learn a few phrases; this is one of the most popular. (AOE cross-shaped spell that deals a light range of damage and induces sleep in crowds. In Nod deals heavier damage but doesn't cause sleep.) -- Insomnimaniac [Passive] Knights of the Loyal and Unfettered Service of Nod are duty-bound to never falter until the world is granted its rightful rest and all are taken into Nod's hands; this requires the Knights to stay awake constantly- which is ironic. However, you have become an exhaustion-crazed piece of outmoded chivalry armed with enough wands and swords to level a village; nobody is going to point out the irony to you. It's just not done. Of course, the negative effects aren't really there when in the literal kingdom of dreams... (The player cannot be put to sleep by any effects, and Burliness and Caddishness both increase by 1; however -1 to Mana Regeneration and -5 to Mana Pool, though these negatives are not in effect when in Nod.) -- Step Lightly, Young Man [Passive] A Knight of Nod must take care at all times to maintain sleep within his present area, so as to avoid detracting from the subjects of the Kingdom; he must also be skillful enough to destroy those who aren't good citizens- again, in their sleep. You're gonna have to be light on your feet, quick with a blade and as gentle as the pitter-patter of angel footsteps as you cleave a snoring Diggle into two smaller Diggle bits. (When attacking a waking foe in a room with a sleeping foe, the sleeping foes will not be awoken by the sounds of conflict. Only direct attacks will be effective in waking them, and will deal extra damage if on a sleeping foe. Also grants the constant buff "Cloud 9 3/4" while in Nod, increasing Sneakiness and Nimbleness.) -- Sandman's Breath [-86 Mana] Everyone points to the Sandman, the founder of the Knights of Nod and the bringer of sleep to children, as a shining paragon of morality among the rotting morass of worthless and violent Knights that the Lords of Nod hire. With his magic sand, he brings peaceful sleep; far superior, they say, to the brutality and cruelty of the Knights. But the innermost members of the Knighthood know his secret: that sand stings like thaumite infestation, and if that's mercy, you don't want to know cruelty. (Spell that deals high Transmutative/Aethereal damage to sleeping enemy without waking them and puts waking enemies to sleep, also dealing high Transmutative/Aethereal damage.)
And another, though this one is pure concept: the Witch Finder. Witch Finder: Magic is an aberration, a force that curdles milk, hexes children and slaughters cattle in the night. You have dedicated your life to finding its practitioners and getting them to either repent or- more often- die. The Witch Finder revolves around reductions to elemental damage and nullification of your enemy's special attacks, but it decreases your mana regeneration and mana pool with each level taken.