Create pool

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Create pool is a monster spell that appears in SLASH'EM, SlashTHEM and Hack'EM.

Description

Create pool is a melee-range spell that can be used by any monster which casts mage spells and is at least level 13, and is only used against the hero.[1][2] When cast, the spell creates a moat at the hero's location as its name implies, which the hero may immediately fall into, and the creation of the moat also removes any engravings on that square and subjects items on that square to water damage.[3] The caster has a 910 of selecting another valid spell if the hero does not have the Amulet of Yendor, and will not cast the spell if they are not in a room or corridor.[4] If the spell is cast at the Castle, the resulting moat will have Lethe water effects like every other moat on the level.

In Hack'EM, the spell is affected by displacement and invisibility, and can also be used on squares containing grass and headstones, but cannot be used on trap squares.

Strategy

The create pool spell represents a significant chance of instadeath by drowning: thankfully, the spell is quite rare before the ascension run due to its mechanics. Even so, players constructing ascension kits for variants featuring the spell should always include a way of dealing with it, which tends to overlap with other standard necessities regardless.

SLASH'EM

In SLASH'EM, the following properties and items are best for handling mage casters that may create a pool under you:

Though you might be able to climb out of the pool and survive, you should not rely on this; most monsters that can cast this spell can also cast summon nasties, which could result in you being surrounded (especially on a maze level). Similarly, while you may be able to teleport out of the pool, this will not work on a no-teleport level. If the spell is cast at the Castle, the water damage to your equipment can be devastating, as it not only rusts but also loses enchantment among other things. Generally, avoid melee range with hostile casters capable of using the spell if at all possible—one should always be flying or levitating at the Castle, if only to avoid accidents with the Lethe waters, and the above strategies become all but mandatory during the ascension run proper.

Heroes just entering the Astral Plane are quite likely to have this spell cast against them by one of the three L, which is likely to be a master lich or arch-lich that warps to meet them; those somehow lacking flying, water walking, or levitation at this point will want to stay out of the one-tile wide corridors until the liches are dealt with. This is particularly relevant for Monks, whose equipment restrictions often preclude a commonly-worn amulet of flying. Heroes for whom the pools aren't a threat may actually find it handy to fight the liches in said corridors: a well-placed pool can serve to prevent monsters from moving between sections of the Astral Plane, enabling a "divide and conquer" strategy. Even the Riders will have trouble getting through, as they lack the ability to displace other monsters from later versions of NetHack.

Messages

A pool appears beneath you!
A monster successfully cast this spell.

References