Apportation

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Apportation.png Apportation
Level 1
School1 Translocation
Source(s)
Casting noise 1
Spell noise 0 (30 when apporting the Orb of Zot)
This spell allows the caster to pull the top item or group of similar items from a distant pile to the floor near the caster. The mass of the target item(s) will make the task more difficult, with some items too massive to ever be moved by this spell. Using this spell on a group of items can be risky; insufficient power will cause some of the items to be lost in the infinite void.

Extremely powerful magical items, such as the Orb of Zot, may actively resist the pull of this spell.

It teleports an object in LoS to your character's feet. It does not work[1] through translucent rock walls.

Max mass is 3-5 aum per point of spell power. If you fail to apport a pile, and cannot apport any part of it, nothing happens; otherwise the non-apported part is lost. To apport the Orb of Zot (30 aum), you should be able to apport giant clubs (33 aum) or scale mail (35 aum). To apport stacks of two large rocks safely, you should be able to apport sheep or yak corpses. Hydra corpses for three large rocks.

Strategy

Uses:

  • Great for sneakily grabbing runes and the Orb of Zot. Grabbing the Orb is nerfed in 0.8 (see below).
  • Picking up loot in the Abyss without having to move in a different direction.
  • Retrieving ammo for ranged-combat characters and weapons for Tukima's Dance users.

In 0.8, the distance the Orb travels depend on your spell power and the maximum distance. Most caster's only have a spell power of around 50 or so. For instance, if you have to apport the orb six squares, and your spell power is fifty, it will only move four (50/10-1).

There is a flat one-in-six chance that the orb will "become a dead weight" and straight out resist apportation. Regardless of success, attempting to apport the orb results in it shrieking noisily (with a power of 30).

In addition, the Orb chamber now has statues blocking the Orb of Zot, so no more "Yoink! You grabbed the Orb!"