Passwall
Passwall | |
---|---|
Level | 2 |
School1 | Transmutation |
School2 | Earth |
Source(s) | |
Casting noise | 0 |
Spell noise | 0 |
This spell tunes the caster's body such that it can instantly pass through solid rock. This can be dangerous, since it takes time for the caster to attune to the rock, during which time they will be helpless. |
Passwall is a level 2 Transmutations/Earth Magic spell that allows the caster to pass through a short range of solid rock in a straight orthogonal or diagonal line. The transfer is instantaneous, but requires an uninterruptible setup phase of wall depth + 1 turns. The maximum range is a function of spell power and ranges from 1 to 14 squares; the minimum guaranteed range is between 1 and 6 squares (1 + floor(spell power/25)).
Passwall must be cast next to a wall, and prompts for a direction. If the wall is too deep to pass through, the MP is spent but you receive a message saying "This rock feels extremely deep." If you have a chance to pass through the wall but you failed this time, the spell will consume MP and say "You fail to penetrate the rock." An attempt on anything other than rock (eg, stone or unnaturally hard rock) wall will result in the message "That's not a passable wall."
Uses
- Passwall can be used to escape dangerous situations, as there's nothing better between you and a dangerous enemy than a wall. Don't get yourself killed during the setup phase, though.
- Passwall can be an aid to Stabbing, since it moves you into a predetermined position instantly. Passwall is silent to cast, so popping up beside a sleeping enemy will allow you to stab it. However, if you passwall into an enemy, the enemy will be displaced and it will awaken.
- If you don't have access to a means of digging, Passwall can be used in a pinch. While you won't be able to create vast tunnel networks with it, it's perfect for getting to items located behind transparent rock walls or for taking shortcuts in long, winding tunnels.
History
Prior to 0.18, Passwall was a level 3 spell.
In 0.15, the range was made dependent on spell power instead of Earth Magic skill.
Prior to 0.8, it was possible to kill yourself with this spell if your destination tile contained lava or deep water. The spell no longer functions in those conditions.
Prior to 0.5, Passwall could be interrupted by attacks, making it much less useful for escape.
Prior to 0.4, Passwall took one fewer turns to cast and could not be interrupted, making it much better for escapes.
In 0.3, a Passwall bug made the spell very risky; instant death would occur if the spell was used around certain arrangements of rock and stone walls, most often found on Tartarus:7. Because of this, going any deeper than 4 tiles was hazardous.
In even earlier versions, death would occur anytime you failed to travel all the way through a wall. This was considered a feature.