Freeze

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Version 0.27: This article may not be up to date for the latest stable release of Crawl.
Freeze.png Freeze
Level 1
School1 Ice
Source(s)
Casting noise 1
Spell noise 0
Freezes an adjacent creature, dealing damage that bypasses any armour the target may have. This may temporarily slow cold-blooded creatures.
Spell Details
Damage Formula 1d(3+Power/3) cold
Max Damage 1d11
Max Power 25
Range 1
Targeting Beam
To-hit Never misses
Special Ignores AC

Freeze is a level 1 Ice Magic spell which deals unavoidable cold damage (1d11 at max spell power) to an adjacent target and may slow cold-blooded enemies. It never misses and ignores AC, but enemies with cold resistance will take significantly less damage.

Ice Elementalists begin with this spell memorized.

Tips & Tricks

  • This spell's comparatively high damage and the fact that it ignores both AC and EV make it useful for far longer than most level 1 spells.
  • Freeze is an excellent spell for taking out out-of-depth cold-blooded monsters, such as adders, bullfrogs, or water moccasins.
  • Freeze can also come in handy for fighting both highly evasive monsters (such as killer bees) or early monsters that can turn invisible (such as orc wizards or sky beasts)
  • While Freeze can slow a hydra, a well-planned Frozen Ramparts can do so from a greater distance, and the hydra may resist the slow effect. Don't rely on this.
  • Players may gain a passive version of this spell as a mutation, which counters all melee attacks with this spell for free.

Monster Version

The monster version of Freeze works identically to the player version.

The following enemies cast Freeze:

History

  • Prior to 0.17, Freeze delayed enemies without cold resistance for 0-6 auts.