Wisp Armor is a protective spell that blocks a percentage of magical attack damage and makes the caster temporarily immune to mind control effects.[2] When cast, the crawler sees a countdown timer and sparkling lights twirling around them like comets.[3]
AI Description
Wisp Armor
Cost: 5 Mana
Target: Self Only
Duration: 5 minutes + 1 minute per level of spell. Requires 5 minute cooldown.Surrounds your body with tendrils of light. While ineffective against physical attacks, this spell negates 75% of incoming damage from magic-based attacks. Provides temporary immunity to mind-control effects. Higher skill levels increase both effectiveness and duration. It also makes you look all wispy and ethereal and druid-like. A great spell to have if you’re a club kid or trying to bang a vegan.[1]
Story
Book 1
Carl receives a Tome of Wisp Armor in a Bronze Boss Box after defeating the Hoarder on the First Floor, but is unable to learn it because he only has (2) mana points available.[2]
Book 2
Even after Third Floor race and class selection, when he gains enough intelligence to learn the spell, he decides to save it to sell on the Fourth Floor.[4]
Ultimately, Carl learns the spell after confronting Ringmaster Grimaldi at Grimaldi's Traveling Circus on the Third Floor... and just before eating an ice cream cone full of parasitic brain-controlling worms.[3]
Book 3
After Hekla's betrayal of Katia Grim is revealed during the Vermillion Line Rescue, Carl immediately casts Wisp Armor to protect him and Donut from magical attacks. [5]
References
- ↑ 1.0 1.1 Dinniman, Matt. Dungeon Crawler Carl (Chapter 12) (p. 107). Dandy House. Kindle Edition.
- ↑ 2.0 2.1 Dinniman, Matt. Dungeon Crawler Carl (Chapter 12)
- ↑ 3.0 3.1 Dinniman, Matt. Carl's Doomsday Scenario (Chapter 11)
- ↑ Dinniman, Matt. Carl's Doomsday Scenario (Chapter 2)
- ↑ Dinniman, Matt. The Dungeon Anarchist's Cookbook (Chapter 23)