Difference between revisions of "Ensorcelled Hibernation"

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{{Flavour|This spell attempts to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.}}
 
{{Flavour|This spell attempts to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.}}
  
[[Ensorcelled Hibernation]] is a level 2 [[Hexes]]/[[Ice Magic]] spell which knocks out a single target for a short time, allowing you to flee or [[stab]] them more easily. Although hibernating monsters receive a penalty to their checks against your [[Stealth]] score, they may still awaken as normal as you spend time in their [[LOS]] or make [[noise]], and successfully injuring a hibernating monster wakes it immediately. It is a very common spell for [[enchanter]]s to learn, but can be useful for others. Especially in the [[Lair]] and the [[Swamp]] it is an absolutely useful tool.
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'''Ensorcelled Hibernation''' is a level 2 [[Hexes]]/[[Ice Magic]] spell which knocks out a single target for a short time, allowing you to flee or [[stab]] them more easily. Although hibernating monsters receive a penalty to their checks against your [[Stealth]] score, they may still awaken as normal as you spend time in their [[LOS]] or make [[noise]], and successfully injuring a hibernating monster wakes it immediately. It is a very common spell for [[enchanter]]s to learn, but can be useful for others
  
Ensorcelled Hibernation can affect [[natural]], [[demonic]], and [[holy]] creatures, but not those that are [[cold]] resistant or [[berserk]]. It is also subject to [[magic resistance]]. If the spell cannot be used on a creature it says, "the foo is unaffected", if it resists it can be effected by the spell. But it might take a few tries.
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Ensorcelled Hibernation can affect [[natural]], [[demonic]], and [[holy]] creatures, but not those that are [[cold]] resistant or [[berserk]]. It is also subject to [[magic resistance]]. Casting it on on a creature immune to its effects will generate the message, "the ''foo'' is unaffected." If the message merely says that it resists, it can be effected by the spell, though it might take a few tries.
  
A sleeping monster that is also confused starts to sleepwalk.
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Monsters that awaken from this spell become "sleep wary" and cannot be placed in hibernation again for a few dozen turns.
  
Monsters that awaken from this spell become "sleep wary" and cannot be placed in hibernation again for a few dozen turns.
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==Strategy==
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Couple this spell with confuse when dealing with very dangerous opponents. A sleeping monster that is also confused will sleepwalk, and if it survives waking up, will probably stay confused (and thus mostly harmless) for a few more rounds.

Revision as of 16:20, 27 May 2013

Version 0.12: This article may not be up to date for the latest stable release of Crawl.


Ensorcelled hibernation.png Ensorcelled Hibernation
Level 2
School1 Hexes
School2 Ice
Source(s)
Casting noise 0
Spell noise 0
This spell attempts to lower its target's metabolic rate, inducing hypothermic hibernation. It may have side effects on cold-blooded creatures.

Ensorcelled Hibernation is a level 2 Hexes/Ice Magic spell which knocks out a single target for a short time, allowing you to flee or stab them more easily. Although hibernating monsters receive a penalty to their checks against your Stealth score, they may still awaken as normal as you spend time in their LOS or make noise, and successfully injuring a hibernating monster wakes it immediately. It is a very common spell for enchanters to learn, but can be useful for others

Ensorcelled Hibernation can affect natural, demonic, and holy creatures, but not those that are cold resistant or berserk. It is also subject to magic resistance. Casting it on on a creature immune to its effects will generate the message, "the foo is unaffected." If the message merely says that it resists, it can be effected by the spell, though it might take a few tries.

Monsters that awaken from this spell become "sleep wary" and cannot be placed in hibernation again for a few dozen turns.

Strategy

Couple this spell with confuse when dealing with very dangerous opponents. A sleeping monster that is also confused will sleepwalk, and if it survives waking up, will probably stay confused (and thus mostly harmless) for a few more rounds.