Passage of Golubria
Passage of Golubria | |
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Level | 4 |
School1 | Translocation |
Source(s) | Great Wizards, Vol. VII Book of the Moon |
Casting noise | 3 |
Spell noise | 8 |
Power Cap | 100 |
Range | 2-7 |
Flags | Escape, Neutral, Selfench, Target |
Opens two gateways (one always near the caster), which allow instantaneous transport to random other open gateways to any creature entering them. There is no limit to the number of gateways that can be open at one time, but a gateway will close when entered, or after a moderate amount of time. |
Passage of Golubria is a level 4 Translocations spell which creates a wormhole, allowing instantaneous passage between two points.
Contents
Useful Info
When cast, you select a target tile within range. Two portals are immediately created: one within 2 tiles of your location, one within 2 tiles of the targeted tile. Portals can only form on ground tiles; shallow or deep water, lava, stairs, altars, doors (closed or open), or any other dungeon feature are ineligible. There must be at least one valid spot for both portals to spawn.
Entering a portal's tile (if on top of one, use < or >) will immediately teleport you to another portal, noisily destroying the entry portal in the process. The destination portal remains - it can be used if there's other portals. Since each casting creates two additional portals, casting PoG multiple times will leave you with 3+ portals. In this case, the destination tile is randomly chosen.
Portals last for 30-49 turns; this does not depend on spell power.[1] Portals also expire if you leave the floor.
On any level of the Realm of Zot, or while holding the Orb of Zot, the Passage will be less accurate and portals will expire quicker (in 10-19 turns). It is completely unusable in the Gauntlet. However, Passage of Golubria is not considered a teleport, so Formicids can use portals normally.
Strategy
The spell is not entirely silent; any portal that is entered or allowed to dissipate will make a modest amount of noise. Creating portals or exiting from a portal is silent, however, so feel free to use this to help close the distance to an enemy with fewer turns spent in its line of sight. Just be sure that your entrance portal is some distance away and preferably behind a door or wall.
Monsters will enter your portals as well, if they're dumb enough or if there's no alternate route between you and them. This allows you to create traps and separate bands of enemies. In areas with lots of lava or deep water, you may be able to strand dangerous enemies on islands or on the opposite side of a river, effectively preventing their pursuit.
As an escape spell, be careful when casting more than once. If, say, you are running away while a horde is in fast pursuit, an immediate second casting of the spell has a 50% chance of delivering you right back where you were, with the horde now interposed between yourself and your original destination. On the other hand, if you have run 20 tiles after the first use, being blinked to your original site might not be an unwanted outcome. This is one way to use a low powered Passage.
Wormhole tile |
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History
- Prior to 0.28, this spell could create passages from full LOS, regardless of spell power.
- Prior to 0.26, this spell did not function at all in the Realm of Zot or while holding the Orb.
- Prior to 0.19, this spell functioned normally in the Realm of Zot.
- Prior to 0.17, you couldn't enter portals while standing on them.
- Prior to 0.11, portals didn't make a noise when they timed out.
- Prior to 0.10, only one set of gateways could exist at one time.
References
- ↑ traps.cc:83 (0.28.0)