Difference between revisions of "Call Imp"

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==Strategy==
 
==Strategy==
Imps are cheap to create, and they can help deal with many earlygame fights. Thanks to their [[polearm]], cerulean imps can attack from behind their caster (or their summons). This makes imps useful, even if you have otherwise stronger summons like [[Call Canine Familiar]].
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Imps are cheap to create, and they can help deal with many earlygame fights. Thanks to their [[polearm]], cerulean imps can attack from behind their caster (or other summons). This makes imps useful, even if you have otherwise stronger summons like [[Call Canine Familiar]].
  
 
==Monster Version==
 
==Monster Version==

Revision as of 00:25, 7 June 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Call imp.png Call Imp
Level 2
School1 Summoning
Source(s) Book of Blood
Book of Minor Magic
Casting noise 2
Spell noise 0
Power Cap 100
Flags Selfench, Unholy
Calls forth a minor demon from the pits of Hell. The demon will fight alongside the caster for a time depending on spell power.

Call Imp is a level 2 Summoning spell which summons a cerulean imp.

Hedge Wizards and Summoners start with this spell in their spell library.

Effect

Summons a single cerulean imp. It will be holding a spear, with an enchantment of pow/10 - 4 (rounded down).[1] The spear will never be branded.

Duration class ranges from 2 (around 18 turns) to 6 (around 171 turns). The formula is 2 + 1d(pow)/5 duration class (capped at 6).[2]

There is a summon cap of 1 imp; casting the spell again will cause the old summon to very quickly time out.

Strategy

Imps are cheap to create, and they can help deal with many earlygame fights. Thanks to their polearm, cerulean imps can attack from behind their caster (or other summons). This makes imps useful, even if you have otherwise stronger summons like Call Canine Familiar.

Monster Version

The monster version works similarly to the player version, though Natasha can summon up to 3 imps at once.

The following enemies cast Call Imp:

History

  • Prior to 0.30, this spell would summon a crimson imp, white imp, iron imp, or shadow imp. At higher spellpower, crimson imps were less common and iron imps/shadow imps were more common. It also had a power cap of 100.
  • Prior to 0.28, this spell had a summon cap of 3.
  • Prior to 0.25, the type of an imp varied with spellpower. Higher spell power increased the probability of getting a shadow or iron imp and decreased the chance of summoning a crimson imp.
  • Prior to 0.12, summoned shadow imps could give you permanent undead allies by casting Animate Dead, allowing characters without Necromancy to create undead armies.
  • Prior to 0.7, Call Imp was a level 3 spell. Also, it could not summon iron imps.

References