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Call Tide: Difference between revisions

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{{flavour|Allows the caster to affect the tidal phase of all water within a large distance. Soon after calling it, the waters on the whole level will reach high tide. Waters near the caster will reach even higher levels than they would normally.}}
{{monster spell info}}


'''Call Tide''' is a monsters-only spell that causes the tides of [[the Shoals]] to quickly rise to their maximum height, turning dry land into [[shallow water]]. This can make it difficult to maneuver around unless you're amphibious or [[fly]]ing, and also gives the [[list of merfolk|merfolk]] of the Shoals improved [[evasion]] and [[movement]] speed.
'''Call Tide''' is a monsters-only spell that causes the tides of [[the Shoals]] to quickly rise to their maximum height, turning dry land into [[shallow water]]. This can make it difficult to maneuver around unless you're amphibious or [[fly]]ing, and also gives the [[list of merfolk|merfolk]] of the Shoals improved [[evasion]] and [[movement]] speed.
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{{monsters with spell}}
{{monsters with spell}}
[[Category: Monster spells]]

Latest revision as of 19:37, 24 May 2026

Version 0.32: This article may not be up to date for the latest stable release of Crawl.
 Call Tide
Casting noise 7
Spell noise 0
Flags Monster
Allows the caster to affect the tidal phase of all water within a large distance. Soon after calling it, the waters on the whole level will reach high tide. Waters near the caster will reach even higher levels than they would normally.

Call Tide is a monsters-only spell that causes the tides of the Shoals to quickly rise to their maximum height, turning dry land into shallow water. This can make it difficult to maneuver around unless you're amphibious or flying, and also gives the merfolk of the Shoals improved evasion and movement speed.

Tiles with stairs on them are unaffected.

The following enemies cast Call Tide: