Difference between revisions of "Malign Gateway"
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{{Flavour|This spell tears a gash in reality, creating a self-sustained but thankfully temporary portal to an unknown, tainted otherworld. Which dastardly denizens of this place might choose to poke their tentacled appendages through, nobody knows, but certainly nobody would want to be nearby when it happens.}} | {{Flavour|This spell tears a gash in reality, creating a self-sustained but thankfully temporary portal to an unknown, tainted otherworld. Which dastardly denizens of this place might choose to poke their tentacled appendages through, nobody knows, but certainly nobody would want to be nearby when it happens.}} | ||
− | '''Malign Gateway''' is a level 7 [[Summonings]]/[[Translocations]] spell which summons a portal through which an [[eldritch tentacle]] emerges. These horrors are powerful and fast, capable of hitting the average monster for up to 70 HP of [[chaos | + | '''Malign Gateway''' is a level 7 [[Summonings]]/[[Translocations]] spell which summons a portal through which an [[eldritch tentacle]] emerges. These horrors 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. Fortunately, it will be friendly for a number of turns dependent on your [[spell power]], but eventually it will either turn neutral and attack all creatures around it or simply die when the spell ends, closing the portal and severing the tentacle. Each time you cast this spell, you face a 20% chance of taking 1d3 points of temporary [[intelligence]] damage. |
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 monster-created portal is referred to in-game as "a portal to somewhere," and because of the danger inherent in facing a hostile tentacle, attempting to move next to a hostile portal triggers the warning: {{crawlquote|Are you sure you wish to approach this portal? There's no telling what its forces would wreak upon your fragile self.}} | 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 monster-created portal is referred to in-game as "a portal to somewhere," and because of the danger inherent in facing a hostile tentacle, attempting to move next to a hostile portal triggers the warning: {{crawlquote|Are you sure you wish to approach this portal? There's no telling what its forces would wreak upon your fragile self.}} | ||
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==Strategy== | ==Strategy== | ||
*Summoning the tentacle is not instantaneous. After summoning the portal you will have to wait awhile for the tentacle to come out. Use it with other summons. | *Summoning the tentacle is not instantaneous. After summoning the portal you will have to wait awhile for the tentacle to come out. Use it with other summons. | ||
− | *A [[ring of sustain abilities]] is useful for minimizing intelligence damage | + | *A [[ring of sustain abilities]] is useful for minimizing intelligence damage. |
Revision as of 00:18, 3 May 2013
Version 0.10: This article may not be up to date for the latest stable release of Crawl.
Malign Gateway | |
---|---|
Level | 7 |
School1 | Summoning |
School2 | Translocation |
Source(s) | |
Casting noise | 6 |
Spell noise | 10 |
This spell tears a gash in reality, creating a self-sustained but thankfully temporary portal to an unknown, tainted otherworld. Which dastardly denizens of this place might choose to poke their tentacled appendages through, nobody knows, but certainly nobody would want to be nearby when it happens. |
Malign Gateway is a level 7 Summonings/Translocations spell which summons a portal through which an eldritch tentacle emerges. These horrors 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. Fortunately, it will be friendly for a number of turns dependent on your spell power, but eventually it will either turn neutral and attack all creatures around it or simply die when the spell ends, closing the portal and severing the tentacle. Each time you cast this spell, you face a 20% chance of taking 1d3 points of temporary intelligence damage.
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 monster-created portal is referred to in-game as "a portal to somewhere," and because of the danger inherent in facing a hostile tentacle, attempting to move next to a hostile portal triggers the warning:Are you sure you wish to approach this portal? There's no telling what its forces would wreak upon your fragile self.
Stepping into such a portal will cause you to take minor irresistible damage and blink.
Strategy
- Summoning the tentacle is not instantaneous. After summoning the portal you will have to wait awhile for the tentacle to come out. Use it with other summons.
- A ring of sustain abilities is useful for minimizing intelligence damage.