Leda's Liquefaction
Leda's Liquefaction | |
---|---|
Level | 4 |
School1 | Alchemy |
School2 | Earth |
Source(s) | Book of the Earth Book of Sloth |
Casting noise | 3 |
Spell noise | 0 |
Power Cap | 200 |
Flags | Area |
Liquefies the ground around the caster, making it difficult to move through. Any movement through liquefied ground will be slowed, and creatures stuck in the liquefied ground will be unable to fly. Attempts to attack the caster in melee may fail.
The effect starts out with a radius depending on power, which will then shrink, eventually covering only the caster, before it times out. Maintaining the connection to the ground slows the caster's movement, even if they are flying. |
Leda's Liquefaction is a level 4 Earth/Hexes spell which creates an area of difficult terrain around the caster.
Effect
Casting Leda's Liquefaction liquefies the ground around the caster including the square occupied by the caster. The size of this area is based on the remaining duration of the spell (similar to Silence), with a maximum radius of 5. At the end of the duration only the square the caster is standing on will be liquefied. The liquefied area moves with the caster and affects any dungeon feature with a solid floor.
Liquefied ground causes an extra movement delay of 3 for players and 6 for monsters. Creatures in this terrain (except the caster) may lose their footing and waste their melee attacks as though they were fighting from shallow water (even creatures immune to shallow water penalties will fumble). Ranged attacks and spellcasting are unaffected by this, as are creatures that are stationary, insubstantial, clinging, or flying. The caster's movement penalty is not affected by flight.
The spell cannot be recast until the effects have completely worn off. This leaves a brief period of vulnerability, when the radius shrinks down to one tile, where the only effect is to slow the caster.
Strategy
- The chance of enemies fumbling melee attacks makes this spell useful for anyone, but those who rely on ranged attacks to deal damage can especially benefit from the extra turns it takes melee-based opponents to reach you.
- Blink (or preferably Controlled Blink) will allow you to put some distance between yourself and an opponent who manages to finally reach you, giving you several more turns to snipe it in safety.