Draft:Levitate (spell)
| Menu name | levitate |
|---|---|
| Base mana cost | 25 |
| Target | Yourself, while unmounted |
| Learning | Apprentice Thief; Druid Senior Priest; general spell learning |
| Related items | Potion of levitation; boots of levitation |
Levitate is a spell that lets you float over many ground hazards and traps. It does not let you pass through walls, and using @ deliberately activates the location beneath you despite levitation.[1]
Learning
The Thieves' Guild teaches levitate on promotion from member to Apprentice Thief at 400 guild XP. Druidism teaches it at Senior Priest rank, requiring the preceding rank, 4,000 priesthood XP and suitable alignment.[2]
It also belongs to the common random research and Knowledge-wish pools, and is taught by identified Kolwynia.[3]
Effects
The initial cost is 25 mana. While unmounted, a cast adds 1–5 ten-minute status updates of levitation. Casting while mounted only produces a feeling of lightness and adds no duration, although the mana has already been spent.[1][4]
Ordinary movement while levitating skips many ground effects, including ordinary water, lava and traps. It does not skip every location effect: ordinary fire, the Void and various services remain active. The protection is bypassed when mounted or when using @ to activate the current location. That command can intentionally reach a skipped feature, but can also trigger the very hazard you were floating over.[5]
Expiry removes levitation and prints a warning; the expiry routine itself does not immediately execute the terrain underfoot. Subsequent movement or activation can encounter that terrain normally. This distinction comes from source inspection, not a gameplay landing test.[6]
Strategy
The early Apprentice reward makes levitation a predictable preparation for hazardous local maps. Cross to safe ground with time to spare, and avoid pressing @ casually above a trap or liquid. See temporary effects before treating the duration as a precise travel budget.
Use breathing when ordinary drowning is the specific problem. Shadow form offers passage through obstacles, but has more severe interaction restrictions and costs more mana initially. Neither should be treated as a blanket guarantee against every special location.
References
- ↑ 1.0 1.1 spell.c in Omega 0.90.4, lines 397–400; spell.c in Omega 0.90.4, lines 614–615; effect3.c in Omega 0.90.4, lines 732–746; movef.c in Omega 0.90.4, lines 9–53; aux1.c in Omega 0.90.4, lines 143–181.
- ↑ guild2.c in Omega 0.90.4, lines 143–155; etc.c in Omega 0.90.4, lines 191–205; priest.c in Omega 0.90.4, lines 332–384.
- ↑ effect3.c in Omega 0.90.4, lines 271–307; effect1.c in Omega 0.90.4, lines 613–620; itemf3.c in Omega 0.90.4, lines 292–307.
- ↑ command2.c in Omega 0.90.4, lines 503–514; aux2.c in Omega 0.90.4, lines 389–393.
- ↑ movef.c in Omega 0.90.4, lines 9–91; defs.h in Omega 0.90.4, lines 1255–1262; defs.h in Omega 0.90.4, lines 1308–1313; defs.h in Omega 0.90.4, lines 1355–1395; command1.c in Omega 0.90.4, lines 168–172.
- ↑ aux2.c in Omega 0.90.4, lines 389–393; movef.c in Omega 0.90.4, lines 48–91.