Freeze
Version 0.27: 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 never misses and ignores AC, but enemies with cold resistance will take significantly less damage.
Ice Elementalists begin with this spell 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.
- Freeze is an excellent spell for taking out out-of-depth amphibians, namely adders and bullfrogs.
- While Freeze can slow a hydra, a well-planned Frozen Ramparts can do so at a distance, and the hydra may resist the slow effect. Don't rely on this.
- Players may gain a passive version of this spell as a mutation, which counters all melee attacks with this spell for free.
History
- Prior to 0.17, Freeze delayed enemies without cold resistance for 0-6 auts.