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'''Disjunction''' is a level 8 [[Translocations|Translocation]] spell which [[blink]]s away nearby monsters for a short time. | |||
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==Useful Info== | |||
When cast, an [[aura]] of disjunction with radius of 4 appears. The duration of the aura is randomized and depends on [[spell power]] (min. 6 turns). | |||
The chance of a monster blinking away depends on how close it is to the center. [[Willpower]] isn't effective against Disjunction; if the monster is able to blink, it can be blinked away. | |||
== History == | ==Strategy== | ||
While Disjunction is active, it's almost impossible for monsters to stay in melee range for more than 1 turn. | |||
As a level 8 utility spell, it's a big investment for most characters doing a 3-rune game. Species with amazing Translocations aptitude ([[Felid]]s, [[Spriggan]]s) can find it reasonable to cast, especially if you've trained the skill for a spell like [[Malign Gateway]]. In [[extended]], there's infinite XP, so anyone can cast it eventually. | |||
==See Also== | |||
*[[Dispersal]] | |||
==History== | |||
*Prior to [[0.28]], Disjunction caused 750 - 1250 points of [[magic contamination]] per cast. | |||
*Prior to [[0.17]], the aura was circular and had radius of 5. | |||
*Disjunction was added in [[0.12]] | |||
==References== | |||
<references/> | |||
Latest revision as of 17:38, 23 August 2023
| Level | 8 |
|---|---|
| School1 | Translocation |
| Source(s) | Book of Chaos Book of the Warp |
| Casting noise | 8 |
| Spell noise | 0 |
| Power Cap | 200 |
| Range | 4 |
| Flags | Escape, Utility |
| Destabilises the space in a sphere around the caster for a while, causing anyone nearby to blink away from the caster. The chance of blinking depends on the distance from the caster, being nearly certain when directly adjacent. |
Disjunction is a level 8 Translocation spell which blinks away nearby monsters for a short time.
Useful Info
When cast, an aura of disjunction with radius of 4 appears. The duration of the aura is randomized and depends on spell power (min. 6 turns).
The chance of a monster blinking away depends on how close it is to the center. Willpower isn't effective against Disjunction; if the monster is able to blink, it can be blinked away.
Strategy
While Disjunction is active, it's almost impossible for monsters to stay in melee range for more than 1 turn.
As a level 8 utility spell, it's a big investment for most characters doing a 3-rune game. Species with amazing Translocations aptitude (Felids, Spriggans) can find it reasonable to cast, especially if you've trained the skill for a spell like Malign Gateway. In extended, there's infinite XP, so anyone can cast it eventually.
See Also
History
- Prior to 0.28, Disjunction caused 750 - 1250 points of magic contamination per cast.
- Prior to 0.17, the aura was circular and had radius of 5.
- Disjunction was added in 0.12