Phasing

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Revision as of 21:04, 27 October 2019 by Pokedragonboy (talk | contribs) (Added an advancement table and advantages & disadvantages section)
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Phasing
Category

Physical

Cost

4

ID?Use this ID to wish for the mutation
(example: mutation:Phasing)

Phasing

Reality DistortingReality distorting mutations
cannot be used under
the effects of normality.

Yes

Phasing

You may phase through solid objects for brief periods of time.

Cooldown: (103 - 3 * Level) rounds
Duration: (6 + Level) rounds


This grants the ability to willingly shift between phased and not. When phased, if a creature also uses spinnerets to spin webs, those webs will be phase webs.

Stablization

If a creature is forced back out of phase due to Normality gas or any other reason, the creature will suffer ♥2d6 damage.

You take 2d6 damage from being forced into phase.

This damage is of Normality and Phase attribute.

Advancement Table

Mutation Level Duration Cooldown
1 7 rounds 100 rounds
2 8 rounds 97 rounds
3 9 rounds 94 rounds
4 10 rounds 91 rounds
5 11 rounds 88 rounds
6 12 rounds 85 rounds
7 13 rounds 82 rounds
8 14 rounds 79 rounds
9 15 rounds 76 rounds
10 16 rounds 73 rounds

Advantages & Disadvantages

This section is opinion-based. Your mileage may vary.

Advantages

  • Provides an extremely effective panic button.
  • Allows for easy production of phase webs if combined with the Spinnerets mutation.
  • Allows for easy exploration of areas with many security doors without requiring keycards or Psychometry.

Disadvantages

  • If the player (or any creature) phases in inside a wall which is surrounded on all right sides by other walls, they instantly die. (And receive an Achievement)
  • Has a relatively high mutation point cost at character generation.