Call Imp
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
(rounded down).[1] The spear will never be branded.
Duration class ranges from 2 (around 18 turns) to 6 (around 171 turns). The formula is 2 + 1d(pow)/5
duration class (capped at 6).[2]
Strategy
Imps are cheap to create, and they can help deal with many earlygame fights. Thanks to their polearm, cerulean imps can attack from behind their caster (or their summons). This makes imps useful, even if you have otherwise stronger summons 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:916 (0.30.0)
- ↑ spl-summoning.cc:910 (0.30.0)