Freeze
Revision as of 19:18, 24 September 2013 by BlackSheep (talk | contribs) (integer math drops remainders)
Freeze | |
---|---|
Level | 1 |
School1 | Ice |
Source(s) | |
Casting noise | 1 |
Spell noise | 0 |
This spell freezes a creature. This may temporarily slow the metabolism of a cold-blooded creature. |
Spell Details | |
---|---|
Damage Formula | 1d(3+Power/3) cold |
Max Damage | 1d11 |
Max Power | 25 |
Range | 1 |
Targeting | Beam |
To-hit | |
Special | Unavoidable, ignores AC, delays enemies without cold resistance by 0-6 auts |
Freeze is a level 1 Ice Magic spell which deals unavoidable cold damage (1d11 at max spell power) to an adjacent target, delays its next action slightly (0 to 1+Power/5 auts if the enemy is not resistant to cold, doubled for rC- monsters), and may slow cold-blooded enemies. It ignores AC, but enemies with cold resistance will take significantly less damage.
Ice Elementalists begin with this memorized.
Tips & Tricks
- This spell's comparatively high damage and the fact that it ignores both AC and EV make it useful for far longer than most level 1 spells. Ice elementalists will virtually always prefer Freeze to Throw Frost for monsters in melee range, and may even choose to let wimpy monsters into melee range in order to use it on them.
- Freeze is an excellent spell for taking out out-of-depth giant frogs.
- While freeze can slow a hydra, giving you the opportunity to run away, it's usually not a good idea to give a hydra the opportunity to attack you at all, and it may resist the slow effect. Don't rely on this.
- Demonspawn may gain a passive version of this spell which counters all melee attacks for free as a result of one of their demonspawn mutations.