Difference between revisions of "Freeze"

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(Thought I made a mistake, but freeze doesn't calculate damage the way most zap spells do)
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Revision as of 23:31, 29 November 2013

Version 0.13: This article may not be up to date for the latest stable release of Crawl.
Freeze.png Freeze
Level 1
School1 Ice
Source(s)
Casting noise 1
Spell noise 0
This spell freezes a creature. This may temporarily slow the metabolism of a cold-blooded creature.
Spell Details
Damage Formula 1d(3+Power/3) cold
Max Damage 1d11
Max Power 25
Range 1
Targeting Beam
To-hit
Special Unavoidable, ignores AC, delays enemies without cold resistance by 0-6 auts

Freeze is a level 1 Ice Magic spell which deals unavoidable cold damage (1d11 at max spell power) to an adjacent target, delays its next action slightly (0 to 1+Power/5 auts if the enemy is not resistant to cold, doubled for rC- monsters), and may slow cold-blooded enemies. It ignores AC, but enemies with cold resistance will take significantly less damage.

Ice Elementalists begin with this memorized.

Tips & Tricks

  • This spell's comparatively high damage and the fact that it ignores both AC and EV make it useful for far longer than most level 1 spells. Ice elementalists will virtually always prefer Freeze to Throw Frost for monsters in melee range, and may even choose to let wimpy monsters into melee range in order to use it on them.
  • Freeze is an excellent spell for taking out out-of-depth giant frogs.
  • While freeze can slow a hydra, giving you the opportunity to run away, it's usually not a good idea to give a hydra the opportunity to attack you at all, and it may resist the slow effect. Don't rely on this.
  • Demonspawn may gain a passive version of this spell which counters all melee attacks for free as a result of one of their demonspawn mutations.