Dispersal

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Version 0.30: This article may not be up to date for the latest stable release of Crawl.
This page describes the Dispersal spell. For the ammunition brand, see Dispersal (brand). For the trap, see dispersal trap..
Dispersal.png Dispersal
Level 6
School1 Translocation
Source(s) There-And-Back Book
Book of the Warp
Casting noise 5
Spell noise 0
Power Cap 200
Range 1-4
Flags Area, Escape
Teleports away any creatures within a short distance of the caster. Any creature with the Will to resist will still be irresistibly blinked a shorter distance, and any monster it affects at all has a separate Will-based chance of being confused by the warping of space.

Dispersal is a level 6 Translocations spell which attempts to clear away all monsters adjacent to you.

Useful Info

If the spell manages to beat a monster's willpower, the monster is instantly teleported away. If the spell fails, the monster will blink away, even if they have infinite willpower.

Any affected monster may get confused for 1d(power/10) turns[1] if it fails a separate willpower check.

Strategy

Dispersal is useful in crowded situations, where some monsters will be teleported away completely, and the others will at least be sent back some distance. It's especially great against guardian serpents and draconian shifters, as Blink Allies Encircling can quickly surround you with enemies.

Compared to Iskenderun's Mystic Blast, Dispersal is 2 levels higher and isn't also a Conjurations spell. IMB deals damage, but Dispersal will never fail to blink monsters away, while IMB can fail based on size. Also, Dispersal has the ability to teleport monsters away. Overall, the 2 level difference is a key drawback, as the Translocations investment is substantial for many character builds.

See Also

History

  • Prior to 0.12, there was only a 50% chance that the monster would blink away when the teleport attempt failed.

References