Alistair's Intoxication
Alistair's Intoxication | |
---|---|
Level | 5 |
School1 | Transmutation |
School2 | Poison |
Source(s) | |
Casting noise | 2 |
Spell noise | 0 |
This spell works by converting a small portion of brain matter into alcohol, confusing all intelligent humanoids within the caster's view (although poison-resistant creatures will suffer no negative effects). It is strongly focused on the caster, however, and so poison resistance will not protect them. It is frequently used as an icebreaker at wizard parties. |
Alistair's Intoxication is a 5th level Transmutation-Poison Magic spell which attempts to confuse all monsters in your line of sight, but may inflict vertigo on you.
The monsters affected must:
- be Natural;
- have Human intelligence; and
- not have clarity or poison immunity.
Monsters with rPois have a 2/3rds chance to resist, and monsters with poison immunity always resist.
The chance of confusing each monster is (40+spell power/3)%, and the chance of giving yourself vertigo is (60-spell power/3)%. At maximum power (capped at 100), monsters will be affected 73% of the time, and you will get vertigo 27% of the time.
This spell cannot be learned by mummies, and cannot be cast if you are in lichform. It can be learned by (and can affect) player ghouls and vampires. Poison resistance offers no benefit to players when casting this spell.
Tips & Tricks
- Alistair's Intoxication is a common strategy for tackling level 5 of The Vaults, where the entrance stairs are surrounded by dozens of extremely tough creatures.
History
- Prior to 0.18, Alistair's Intoxication was level 4, could never affect rPois monsters, and could would or int-drain the player instead of causing vertigo.
- In versions 0.9.2 and earlier, susceptible monsters would be affected 100% of the time.