Difference between revisions of "Malign Gateway"
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==Effect== | ==Effect== | ||
− | Opens | + | Opens up a gateway for eldritch tentacle in a random nearby location with floor or shallow water and no adjacent walls. Higher [[spell power]] makes the tentacle remain friendly longer. |
− | It takes <code> | + | It takes <code>1d2</code> turns before a tentacle emerges from the gateway.<ref>{{source ref|0.25.1|spl-summoning.cc|1278}}</ref> The tentacle stays friendly for <code>(1d<power> + 5d(<power> + 1)) / 6 - 1 - (1d4 - 1)</code> turns<ref>{{source ref|0.25.1|timed-effects.cc|1099}}</ref>, or until the gateway is closed and the tentacle is severed. |
There can only be one such portal open at a time. This means that if you cast the spell, enemies who know the spell will be unable to cast it until yours closes (and vice versa). A second portal can be opened by a [[hell effect]], though. | There can only be one such portal open at a time. This means that if you cast the spell, enemies who know the spell will be unable to cast it until yours closes (and vice versa). A second portal can be opened by a [[hell effect]], though. | ||
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==Strategy== | ==Strategy== | ||
*Eldritch tentacles are powerful and fast, capable of hitting the average monster for up to 70 HP of [[chaos|chaotic]] damage per attack and inflicting all manner of extra effects with each hit. | *Eldritch tentacles are powerful and fast, capable of hitting the average monster for up to 70 HP of [[chaos|chaotic]] damage per attack and inflicting all manner of extra effects with each hit. | ||
− | *Although extremely powerful, the tentacle is not summoned instantaneously. | + | *The portal can open in any suitable location in your [[line of sight]]. Try casting the spell in such places where the portal can only appear between you and your enemies. |
− | * | + | *Although extremely powerful, the tentacle is not summoned instantaneously. A couple of turns will pass before the tentacle emerges from the portal, so plan accordingly. |
− | + | *The spell requires an open area to cast. An attempt to cast in a narrow corridor will fail, but it won't waste a turn. | |
*Eldritch tentacles cannot be abjured. | *Eldritch tentacles cannot be abjured. | ||
==History== | ==History== | ||
+ | *Prior to [[0.25]], the tentacle could attack outside of the player's [[line of sight]]. Also, it arrived later after the gateway was opened: it required 2-4 turns instead of 1-2 turns. | ||
*Prior to [[0.17]], casting this spell had a 20% chance of causing 1d3 points of temporary [[Intelligence]] damage. | *Prior to [[0.17]], casting this spell had a 20% chance of causing 1d3 points of temporary [[Intelligence]] damage. | ||
*Malign Gateway was added in [[0.8]]. | *Malign Gateway was added in [[0.8]]. |
Revision as of 20:19, 24 November 2020
Malign Gateway | |
---|---|
Level | 7 |
School1 | Summoning |
School2 | Translocation |
Source(s) | Grand Grimoire |
Casting noise | 6 |
Spell noise | 0 |
Power Cap | 200 |
Flags | Chaotic, Unholy |
Tears a gash in reality, creating a self-sustained but temporary portal to an unknown, tainted otherworld. It requires open space to succeed. After a short time, a powerful clawed tentacle will reach through the portal, remaining bound to the caster's will for a duration depending on power. With the portal's expiry, the tentacle will be severed and turn on the caster. The duration of the portal increases with spell power. |
Malign Gateway is a level 7 Summoning/Translocation spell which summons a portal through which an eldritch tentacle emerges.
Contents
Effect
Opens up a gateway for eldritch tentacle in a random nearby location with floor or shallow water and no adjacent walls. Higher spell power makes the tentacle remain friendly longer.
It takes 1d2
turns before a tentacle emerges from the gateway.[1] The tentacle stays friendly for (1d<power> + 5d(<power> + 1)) / 6 - 1 - (1d4 - 1)
turns[2], or until the gateway is closed and the tentacle is severed.
There can only be one such portal open at a time. This means that if you cast the spell, enemies who know the spell will be unable to cast it until yours closes (and vice versa). A second portal can be opened by a hell effect, though.
Strategy
- Eldritch tentacles are powerful and fast, capable of hitting the average monster for up to 70 HP of chaotic damage per attack and inflicting all manner of extra effects with each hit.
- The portal can open in any suitable location in your line of sight. Try casting the spell in such places where the portal can only appear between you and your enemies.
- Although extremely powerful, the tentacle is not summoned instantaneously. A couple of turns will pass before the tentacle emerges from the portal, so plan accordingly.
- The spell requires an open area to cast. An attempt to cast in a narrow corridor will fail, but it won't waste a turn.
- Eldritch tentacles cannot be abjured.
History
- Prior to 0.25, the tentacle could attack outside of the player's line of sight. Also, it arrived later after the gateway was opened: it required 2-4 turns instead of 1-2 turns.
- Prior to 0.17, casting this spell had a 20% chance of causing 1d3 points of temporary Intelligence damage.
- Malign Gateway was added in 0.8.
References
- ↑ spl-summoning.cc:1278 (0.25.1)
- ↑ timed-effects.cc:1099 (0.25.1)