Passwall

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Passwall.png Passwall
Level 3
School1 Transmutation
School2 Earth
Source(s)
Casting noise 0
Spell noise 0
This spell tunes the caster's body such that it can instantly pass through solid rock. This can be dangerous, since it takes time for the caster to attune to the rock, during which time they will be helpless.

Passwall is a LV3 Transmutation-Earth Magic spell that allows the caster to pass through a short range of solid rock in a straight orthogonal or diagonal path. The transfer is instantaneous, but requires an uninterruptible setup phase of wall depth + 1 turns. The maximum range is a function of Earth Magic skill and spell power and ranges from 1 to 13 squares; the minimum guaranteed range is a function of Earth Magic skill alone and ranges from 1 to 4 squares (1 + floor(Earth Magic/8)).

Passwall must be cast next to a wall, and prompts for a direction. If the wall is too deep to pass through, the spell will do nothing and say "This rock feels extremely deep." If you have a chance to pass through the wall but you failed this time, the spell will say "You fail to penetrate the rock." An attempt on anything other than rock (eg, stone or unnaturally hard rock) wall will result in the message "That's not a passable wall."

Uses

Passwall can be used to escape dangerous situations, as there's nothing better between you and a dangerous enemy than a wall. Don't get yourself killed during the setup phase though.

Erik Piper is known to have used Passwall as an aid to Stabbing, since it moves you into a predetermined position instantly. Passwall is silent to cast, so popping up beside a sleeping enemy will allow you to stab it. However, if you passwall into an enemy, the enemy will be displaced and it will awaken.

Version notes

In previous versions of Crawl, it was possible to kill yourself by trying to pass through a wall that's too deep, but this is no longer the case. However, it is still possible to get yourself killed if the other side leads to deep water or lava.

In the 0.5 branch, Passwall was no longer interruptible.

In the 0.4 branch, Passwall has 1 higher delay and is interruptible.

In the 0.3 branch, Passwall additionally has a bug which causes instant death when used around certain arrangements of rock and stone walls, such as exist on Tar:7; and did not distinguish between deep and extremely deep, making the safe limit of Passwall 4 tiles.