Invisibility

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Version 0.28: This article may not be up to date for the latest stable release of Crawl.

This page is about the Invisibility spell. For the item ego, see Invisibility (ego).

Invisibility is a which fires a single-target enchantment beam, rendering the first target it strikes invisible. This generally makes the target (usually the monster) harder to perceive by opponents that cannot see invisible. See the Invisible page for more details.

This spell cannot affect targets which are backlit from Corona, a halo, or glow from magical contamination (which includes casting the spell multiple times in succession) - casting it on yourself immediately gives you a small amount of magic contamination and then gradually more over time as you remain invisible.

Notes

  • Invisibility applied to monsters from any source, regardless of spell power, has a duration of 16 to 56 turns.
  • Monsters will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible.
  • Do note that monsters also will cast it when in sight of your allies (f.e. your undead minions rushing ahead of you). This can lead to an invisible spellcaster coming right at you, without giving you any hints about its presence until the first attack starts. While this may be a niche case, it is a rather deadly and unexpected one. There are also a few enemies which are inherently invisible and will never be seen, namely unseen horrors, ghost moths, shadow wraiths, and lorocyprocas.

See the Invisible page for a full list of monsters capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.

History

  • Prior to 0.28, Invisibility was a player-castable level 6 Hexes spell.

Invisibility