Freeze
Version 0.21: This article may not be up to date for the latest stable release of Crawl.
Freeze | |
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Level | 1 |
School1 | Ice |
Source(s) | |
Casting noise | 1 |
Spell noise | 0 |
Freezes an adjacent creature, dealing damage that bypasses any armour the target may have. This may temporarily slow cold-blooded creatures. |
Spell Details | |
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Damage Formula | 1d(3+Power/3) cold |
Max Damage | 1d11 |
Max Power | 25 |
Range | 1 |
Targeting | Beam |
To-hit | |
Special | Unavoidable, ignores AC |
Freeze is a level 1 Ice Magic spell which deals unavoidable cold damage (1d11 at max spell power) to an adjacent target 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 an opportunity to run away, it's usually not a good idea to let a hydra attack you, 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.
History
Prior to 0.17, Freeze delayed enemies without cold resistance for 0-6 auts.