Disjunction
| | |
|---|---|
| Level | 8 |
| School1 | Translocation |
| Source(s) | Book of Chaos Book of the Warp |
| Casting noise | 8 |
| Spell noise | 0 |
| Power Cap | 200 |
| Range | 4 |
| Flags | Escape, Utility |
| Destabilises the space in a sphere around the caster for a while, causing anyone nearby to blink away from the caster. The chance of blinking depends on the distance from the caster, being nearly certain when directly adjacent. |
Disjunction is a level 8 Translocation spell which blinks away nearby monsters for a short time.
Useful Info
When cast, an aura of disjunction with radius of 4 appears. The duration of the aura is randomized and depends on spell power (min. 6 turns).
The chance of a monster blinking away depends on how close it is to the center. Willpower isn't effective against Disjunction; if the monster is able to blink, it can be blinked away.
Strategy
While Disjunction is active, it's almost impossible for monsters to stay in melee range for more than 1 turn.
As a level 8 utility spell, it's a big investment for most characters doing a 3-rune game. Species with amazing Translocations aptitude (Felids, Spriggans) can find it reasonable to cast, especially if you've trained the skill for a spell like Malign Gateway. In extended, there's infinite XP, so anyone can cast it eventually.
See Also
History
- Prior to 0.28, Disjunction caused 750 - 1250 points of magic contamination per cast.
- Prior to 0.17, the aura was circular and had radius of 5.
- Disjunction was added in 0.12