Call Imp
Version 0.30: This article may not be up to date for the latest stable release of Crawl.
Call Imp | |
---|---|
Level | 2 |
School1 | Summoning |
Source(s) | Book of Blood Book of Minor Magic |
Casting noise | 2 |
Spell noise | 0 |
Power Cap | 100 |
Flags | Selfench, Unholy |
Calls forth a minor demon from the pits of Hell. The demon will fight alongside the caster for a time depending on spell power. |
Call Imp is a level 2 Summoning spell which summons a cerulean imp.
Hedge Wizards and Summoners start with this spell in their spell library.
Effect
Summons a single cerulean imp. It will be holding a spear, with an enchantment of pow/10 - 4
.
Duration class ranges from 2 (around 18 turns) to 6 (around 171 turns). The formula is 2 + 1d(pow)/5
(capped at 6).[1]
Strategy
Call Imp is a good "buff" spell, with its imp contributing towards damage in the early game. Cerulean imps can attack from behind the caster, or their summons, making them useful even if you have a stronger summon spell like Call Canine Familiar.
Monster Version
The monster version works similarly to the player version.
The following enemies cast Call Imp:
- h Natasha
History
- Prior to 0.30, this spell would summon a crimson imp, white imp, iron imp, or shadow imp. At higher spellpower, crimson imps were less common and iron imps/shadow imps were more common. It also had a power cap of 50.
- Prior to 0.28, this spell had a summon cap of 3.
- Prior to 0.25, the type of an imp varied with spellpower. Higher spell power increased the probability of getting a shadow or iron imp and decreased the chance of summoning a crimson imp.
- Prior to 0.12, summoned shadow imps could give you permanent undead allies by casting Animate Dead, allowing characters without Necromancy to create undead armies.
- Prior to 0.7, Call Imp was a level 3 spell. Also, it could not summon iron imps.
References
- ↑ spl-summoning.cc:910 (0.30.0)