Difference between revisions of "Invisibility"

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'''Invisibility''' is a status which makes both players and monsters much harder to detect, track, and hit.  It can be granted by the spell of the same name, or by various magic items.
 
 
For invisible players, the status causes monsters without ability to see invisible to have reduced chance to hit. Ranged attacks will be directed generally in player's direction, but usually not in the player's square (greatly reduces chance to be hit by a such attack). The spell will not, however, help the player to escape the attention of the monsters, as they can always see the player.
 
 
Invisible non-friendly monsters (against a player without ability to see them) aren't shown on the map, are harder to hit and little is revealed about their state ("you hit/miss it" is the only information revealed for most attacks). Invisible allies are always fully visible to the player. Gods who appreciate killing still count invisible monsters.
 
 
== Invisibility player spell ==
 
 
 
{{Spell
 
{{Spell
 
|name=Invisibility
 
|name=Invisibility
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{{flavour|This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.}}
 
{{flavour|This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.}}
  
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'''Invisibility''' is a level 6 [[Hexes]] spell which fires a single-target enchantment beam, rendering the first target it strikes [[invisible]]. This generally makes the target harder to perceive by opponents that lack the [[see invisible]] or [[sense invisible]] [[intrinsic]]s, greatly benefiting [[stealth]]y [[stabbing]]-focused characters. The benefits (and drawbacks) of invisibility are more complicated than one might expect. See the [[Invisible]] page for more details.
  
=== Operation ===
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This spell cannot affect targets which are [[Invisible#Backlighting|backlit]] in any way. Casting it on yourself immediately gives you 1d2 points of [[magic contamination]].
Casting this spell allows you to project a single-target enchantment beam; the first creature in the beam's path automatically becomes [[invisible]]. The most obvious use of this is to make ''yourself'' invisible by targeting it in direction ".". Doing so incurs 1d2 points of magic contamination. This beam will never affect backlit targets.
 
 
 
=== Duration ===
 
For the player, Invisibility effects from whatever source have a duration of 14 + 1d(power) turns (subject to a hard cap of 100).
 
 
 
== Invisibility evocation ==
 
Equipping a [[ring of invisibility]], [[cloak of darkness]], or an [[artefact]] with the +Inv power allows you to turn invisible with a power based on your Evocations skill. (You can also ''cancel'' invisibility from any source with 100% reliability if you have such an item equipped.)
 
  
The invisibility evocation has a power of ((2 * (Evocations skill)) + 5), and incurs 1d3 points of magic contamination when activated.
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==Strategy==
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The most straightforward use for Invisibility is to cast it on yourself, greatly boosting your ability to sneak up on and [[stab]] enemies incapable of detecting invisible creatures. This will generate significant amounts of magic contamination if overused, so give yourself time to decontaminate if you find yourself casting it repeatedly. Alternatively, you may wish to use the [[Dazzling Spray]] spell. This level 3 spell both damages and [[blind]]s targets, including many enemies that can [[see invisible]], providing many of the benefits of invisibility with none of the penalties.
  
== Wand of invisibility ==
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Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.
''See [[Wand of invisibility]] for the item properties.''
 
 
 
For the player, a wand of invisibility operates in much the same fashion as the spell (including the 1d2 contamination effect). The power of a wand of invisibility, like any other wand, is 15+2.5×[[Evocations]].
 
 
 
== Potion of invisibility ==
 
''See [[Potion of invisibility]] for the item properties.''
 
 
 
Like all potions, potions of invisibility operate with a fixed power rating of 40. Unlike the wand, spell, or evocation, drinking a potion of invisibility does ''not'' incur automatic magic contamination.
 
  
 
==Monster Version==
 
==Monster Version==
Invisibility applied to monsters from ''any'' source, regardless of power, has a duration of 16 to 56 of the monster's turns. Many spellcasters can cast Invisiblity. They will generally not to do so unless you are in line of sight, so you will at least see them before they become invisible. However, the following monsters are innately, permanently invisible:
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Invisibility applied to monsters from ''any'' source, regardless of spell power, has a duration of 16 to 56 of the monster's turns. Many enemy spellcasters can cast Invisiblity. They will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible.  
*[[Unseen horror]]
 
*[[Lorocyproca]]
 
*[[Shadow wraith]]
 
*[[Vapour]]
 
*[[Ghost moth]]
 
 
 
==Negation==
 
  
Several things can negate invisibility.  Most notably, [[glow]] from any source, including the [[Corona]] spell, [[the Shining One]]'s halo, [[sticky flame]], or [[magical contamination]], will make any invisible being visible and prevent them from becoming invisible.  Also, stepping in water while not [[flying]] will cause you (or a monster) to become temporarily visible.
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See the [[Invisible]] page for a full list on monster's capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.

Revision as of 22:12, 28 February 2014

Version 0.13: This article may not be up to date for the latest stable release of Crawl.
Invisibility.png Invisibility
Level 6
School1 Hexes
Source(s)
Casting noise 0
Spell noise 0
This spell hides a creature from the sight of others. While invisible you will gain magical contamination, which may eventually cause enough glow to make you visible again.

Invisibility is a level 6 Hexes spell which fires a single-target enchantment beam, rendering the first target it strikes invisible. This generally makes the target harder to perceive by opponents that lack the see invisible or sense invisible intrinsics, greatly benefiting stealthy stabbing-focused characters. The benefits (and drawbacks) of invisibility are more complicated than one might expect. See the Invisible page for more details.

This spell cannot affect targets which are backlit in any way. Casting it on yourself immediately gives you 1d2 points of magic contamination.

Strategy

The most straightforward use for Invisibility is to cast it on yourself, greatly boosting your ability to sneak up on and stab enemies incapable of detecting invisible creatures. This will generate significant amounts of magic contamination if overused, so give yourself time to decontaminate if you find yourself casting it repeatedly. Alternatively, you may wish to use the Dazzling Spray spell. This level 3 spell both damages and blinds targets, including many enemies that can see invisible, providing many of the benefits of invisibility with none of the penalties.

Casting Invisibility on your allies does not cause any magic contamination on your part, but provides them with little significant benefit.

Monster Version

Invisibility applied to monsters from any source, regardless of spell power, has a duration of 16 to 56 of the monster's turns. Many enemy spellcasters can cast Invisiblity. They will generally not do so unless you're in line of sight, so you will at least see them for a moment before they become invisible.

See the Invisible page for a full list on monster's capable of casting Invisibility, as well as a list of monsters who are innately, permanently invisible.