Difference between revisions of "Ensorcelled Hibernation"

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'''Ensorcelled Hibernation''' is a level 2 [[Hexes]]/[[Ice Magic|Ice]] spell which puts a monster to sleep, allowing you to flee or [[stab]] them more easily.
|name=Ensorcelled Hibernation
 
|level=2
 
|school1={{Hexes}}
 
|school2={{Ice Magic}}
 
|school3=
 
|sources=<div>
 
*[[Book of Maledictions]]  
 
*[[Book of Dreams]]
 
*[[Book of Ice]]
 
</div>
 
|castingnoise=0
 
|spellnoise=0
 
}}
 
  
{{Flavour|This spell attempts to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.}}
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==Useful Info==
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When Ensorcelled Hibernation is cast and passes a [[willpower]] check, the targeted monster goes to [[sleep]]. Unlike other sleeping monsters, they will not be woken by any means, other than an attack against it, until after the player's next 2 actions. This sleep has no set duration, so a monster outside your LOS can sleep indefinitely so long as it isn't disturbed.
  
'''Ensorcelled Hibernation''' is a level 2 [[Hexes]]/[[Ice Magic]] spell which knocks out a single target for a short time, allowing you to flee or [[stab]] them more easily. Although hibernating monsters receive a penalty to their checks against your [[Stealth]] score, they may still awaken as normal as you spend time in their [[LOS]] or make [[noise]], and successfully injuring a hibernating monster wakes it immediately. It is a very common spell for [[enchanter]]s to learn, but can be useful for others
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Ensorcelled Hibernation is resisted by [[cold resistance|cold-resistant]] creatures, and it won't work on the [[undead]], [[nonliving]], [[plant]]s, or [[berserk]] creatures. Monsters that awaken from this spell cannot be placed in hibernation again for up to 20 turns.<ref>{{source ref|0.30.0|mon-ench.cc|2337}}</ref>
  
Ensorcelled Hibernation can affect [[natural]], [[demonic]], and [[holy]] creatures, but not those that are [[cold]] resistant or [[berserk]]. It is also subject to [[magic resistance]]. Casting it on on a creature immune to its effects will generate the message, "the ''foo'' is unaffected." If the message merely says that it resists, it can be effected by the spell, though it might take a few tries.
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==Strategy==
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A decent spell for XL 2 or so [[Enchanter]]s. Sleep allows for a single, powerful stab on an opponent. However, your opponent, if it survives, will be awake and immune to this spell for some time. And, due to its low power cap, Ensorcelled Hibernation has trouble hexing mid-game / late-game opponents.
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It's often best to cast Ensorcelled Hibernation when you're in melee range of an opponent. This prevents the enemy from waking up before you get a chance to stab them. "
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===Compared to Confusing Touch===
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[[Confusing Touch]] tends to perform better as a general-use [[Hexes]] spell, since it lets you get multiple hex "attempts" to cast. For example, if you have a 20% success rate, Confusing Touch usually costs 3 MP, while Ensorcelled costs an average of 10 MP.
  
Monsters that awaken from this spell become "sleep wary" and cannot be placed in hibernation again for a few dozen turns.
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In turn, Ensorcelled Hibernation has an advantage against enemies with low/no willpower. It takes a turn to "ready" Confusing Touch before you start confusion attempts. Ensorcelled can work on the turn it is cast, which can save turns at high success rates. Also, confusing attacks can miss, wasting turns. Thus, Ensorcelled can see some use in the early game.
  
==Strategy==
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In any case, Enchanters should learn Confusing Touch, at least for situations where an enemy survives a sleep stab.
Couple this spell with confuse when dealing with very dangerous opponents. A sleeping monster that is also confused will sleepwalk, and if it survives waking up, will probably stay confused (and thus mostly harmless) for a few more rounds.
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==Monster Version==
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Monsters normally have access to the [[Sleep]] spell, which has the same effect but has no cooldown and works even with rC+. [[Player ghost]]s still have the proper version of this spell, though.
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==History==
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*[[0.33]] Ensorcelled Hibernation's sleep can no longer be interrupted by noise or failing stealth checks, and has a slightly higher minimum duration.
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*[[0.32]] Monsters put to sleep through effects like Ensorcelled Hibernation cannot be woken by any means until after the player's next action.
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==References==
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<references/>

Latest revision as of 08:39, 30 June 2026

Version 0.34: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Ensorcelled hibernation.png Ensorcelled Hibernation
Level 2
School1 Hexes
School2 Ice
Source(s) Book of Burglary
Book of Dreams
Casting noise 0
Spell noise 0
Power Cap 50
Range LOS
Flags Will check, Dir or target, Needs tracer, Not self, Silent
Lowers its target's metabolic rate, inducing hibernation. After awakening, the target will be unable to be put to sleep again for some time.

“Sweet dreams are made of this; who am I to disagree?”
-Eurythmics, “Sweet Dreams (Are Made of This)”. 1983.

Ensorcelled Hibernation is a level 2 Hexes/Ice spell which puts a monster to sleep, allowing you to flee or stab them more easily.

Useful Info

When Ensorcelled Hibernation is cast and passes a willpower check, the targeted monster goes to sleep. Unlike other sleeping monsters, they will not be woken by any means, other than an attack against it, until after the player's next 2 actions. This sleep has no set duration, so a monster outside your LOS can sleep indefinitely so long as it isn't disturbed.

Ensorcelled Hibernation is resisted by cold-resistant creatures, and it won't work on the undead, nonliving, plants, or berserk creatures. Monsters that awaken from this spell cannot be placed in hibernation again for up to 20 turns.[1]

Strategy

A decent spell for XL 2 or so Enchanters. Sleep allows for a single, powerful stab on an opponent. However, your opponent, if it survives, will be awake and immune to this spell for some time. And, due to its low power cap, Ensorcelled Hibernation has trouble hexing mid-game / late-game opponents.

It's often best to cast Ensorcelled Hibernation when you're in melee range of an opponent. This prevents the enemy from waking up before you get a chance to stab them. "

Compared to Confusing Touch

Confusing Touch tends to perform better as a general-use Hexes spell, since it lets you get multiple hex "attempts" to cast. For example, if you have a 20% success rate, Confusing Touch usually costs 3 MP, while Ensorcelled costs an average of 10 MP.

In turn, Ensorcelled Hibernation has an advantage against enemies with low/no willpower. It takes a turn to "ready" Confusing Touch before you start confusion attempts. Ensorcelled can work on the turn it is cast, which can save turns at high success rates. Also, confusing attacks can miss, wasting turns. Thus, Ensorcelled can see some use in the early game.

In any case, Enchanters should learn Confusing Touch, at least for situations where an enemy survives a sleep stab.

Monster Version

Monsters normally have access to the Sleep spell, which has the same effect but has no cooldown and works even with rC+. Player ghosts still have the proper version of this spell, though.

History

  • 0.33 Ensorcelled Hibernation's sleep can no longer be interrupted by noise or failing stealth checks, and has a slightly higher minimum duration.
  • 0.32 Monsters put to sleep through effects like Ensorcelled Hibernation cannot be woken by any means until after the player's next action.

References