wand = Mana Crystal? is that a good name?
That ought to work nicely.
about spells becoming obsolete: they actually do scale up with your level and abilities. granted, kill will always be more powerful than hurt, but higher level spells have an added 'hunger cost' also. i will work on scaling/balancing
I definitely noticed scaling, at least with some spells (Ice Shield and Heal were the most noticeable). Mostly the obsolescence comes with, for example, Beam and Mind Sling having an inferior damage base when compared to Ice Shard or Chill (not sure about the latter, as it's supposed to be low damage), which become inferior in the face of the Piercing spells, which aren't quite as good as Inferno. Many of those single-shot spells, in turn, are inferior to the bow and a good Body stat (to ensure good to-hit), which deals craploads of damage that usually doesn't have to worry about the element of the enemy. Just something to think about.
- rage, etc. making rage decrease the other stats is a great idea (also scholarship/divinity) . that way you can't just super-power-up everything.
I mention this specially at the end of the LP, but restoring your mind/soul through scrolls or leveling can put you above your supposed max reserves: this is a result of having a higher-than-usual mind/soul stat (seen most significantly with Scholarship/Divinity). Based on this, either there's a bug that the player's max reserves aren't updating properly with artificially-pumped stats, or that restoration surpasses the max at times. If I found that the mind/soul stats were more significant for things other than their reserves, I probably wouldn't mind the reduced max, but it's your call.
i've always toyed with the idea of "demons" that aren't A-Z but higher, weirder characters. maybe that's a use for them. and they can drop equipment.
The mighty schwa!
- reduced range of revelation spell
I don't know if stair-revealing happens with Revelation, but I'd make sure to also remove that feature if it's the case. At least, in my time playing I used Revelation for that reason half the time (may have simply ended up getting lucky with it).
- increased the king's maximum life
I'd be careful with this one. In the 15-floor game I played, I found the king a whole lot harder than in the 20-floor game, and I believe it's because the king is pretty constant when it comes to stats. It would be more balanced to scale his HP with the dungeon length, such that the fight is always a difficult (but doable) one. You may even want to consider adding abilities for particularly deep cases: stuff like teleporting and crazy area-of-effect spells change things up nicely when you're fully decked out and can handle it.
- kept "ice shield" as is, but changed "fortification" to actually reduce incoming damage. still degrades over time.
- fortification slows you down.
Sounds like a good change to me, as there's now reason to get both. (Or, in some cases, choose which one you believe to be more valuable.)
I was also thinking about the possibility to give the player benefits for particular "titles". That might be kind of difficult to do, especially because the titles are (at the moment) more of an afterthought: maybe just grant some extra boosts for players that focus on particular stats, like extra regeneration in the appropriate stat, or speed for high Body and better scaling for mind/soul spells. You should focus on the other balancing issues first, though.