Spider Form
Spider Form | |
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Level | 3 |
School1 | Poison |
School2 | Transmutation |
Source(s) | |
Casting noise | 2 |
Spell noise | 0 |
Power Cap | 100 |
Flags | Chaotic, Helpful, Utility |
Transforms the caster into a venomous, spider-like creature. The caster becomes highly evasive and gains a poisonous bite, but gains vulnerability to poison.
While transformed, any equipped weapons and armour are melded, and casting spells becomes slightly more difficult. |
Spider Form was a level 3 Poison/Transmutation spell that transformed the user into a spider-like creature.
Transmuters started with this spell in their library.
Contents
Useful Info
Casting this spell gives you Spider Form for a spellpower-dependent duration. You'll gain the following:
Combat
- Innate AC: 2
- Unarmed Combat: 5 base damage, with an added venom brand.
- Stat Bonus: +5 dexterity
Resistances
Restrictions
- Melded Gear: All armour, weapon and shield.
- Cannot throw items.
- Makes spells harder to cast (increases raw spell failure rate by +10%).
Other
- Tiny-sized, increasing your EV.
- Suppresses many mutations. Species movement delay set to 1.0.
Like all form changing spells, mummies, ghouls, and bloodless vampires cannot use this spell.
The duration of the transformation is 8 + 2d<power>
turns, capped at 60.[1]
Strategy
Spider Form gives access to venom-branded attacks. A dagger of venom is a strong weapon up into Lair, and spider fangs are even better. Once enemies are extremely poisoned (3 poison drops in Tiles), you can back off, letting the toxins do their work. It also gives a bonus to EV.
However, Spider Form has several downsides:
- The evasion bonus is helpful, but be aware that when monsters do manage to land a hit, you'll have very low AC to reduce it.
- While Octopodes and Felids don't have much AC to begin with, both species still lose something with spider form. Octopodes lose their constriction. Felids lose their fast movement speed.
- rPois- is a liability against adders and the like, unless you happen to have poison immunity.
- You can't throw things like darts in Spider Form.
By the time you enter Lair - a branch with many poisonous enemies, and many enemies with rPois - Spider Form starts to get weak. Even if you ignored all the poison, the lack of any AC or SH becomes very noticeable. Transmuters will want to upgrade to Ice Form, or stick to base unarmed combat.
With that being said, it can be great in the early Dungeon. Transmuters can afford 1-2 levels of Poison Magic in order to get the spell running. Even at 30% + failure, this spell is reasonable to use - all you need is 1 successful cast in order to transform.
Spider Form |
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History
- Spider Form was removed in 0.31.
- Prior to 0.28, Spider Form had a power cap of 200.
- Prior to 0.22, Spider Form prevented usage of wands.
- Prior to 0.20, followers of the Shining One incurred penance if they poisoned sentient, non-evil monsters.
- Prior to 0.19, Spider Form gave a large stealth bonus.
- Prior to 0.15, Spider Form provided above-average speed and the ability to cling to walls.
References
- ↑ form-data.h:78 (0.30.1)