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	<id>https://wiki.dungeoncrawlchili.org/index.php?action=history&amp;feed=atom&amp;title=Call_Imp</id>
	<title>Call Imp - Revision history</title>
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	<updated>2026-08-02T14:16:35Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.dungeoncrawlchili.org/index.php?title=Call_Imp&amp;diff=1336&amp;oldid=prev</id>
		<title>Maintenance script: Importing CrawlWiki content</title>
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		<updated>2026-06-16T09:10:47Z</updated>

		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version031}}&lt;br /&gt;
{{spell info}}&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Call Imp&amp;#039;&amp;#039;&amp;#039; is a level 2 [[Summonings|Summoning]] spell which summons a cerulean imp.&lt;br /&gt;
&lt;br /&gt;
[[Hedge Wizard]]s and [[Summoner]]s start with this spell in their spell library.&lt;br /&gt;
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==Useful Info==&lt;br /&gt;
Summons a single [[cerulean imp]]. It will be holding a [[spear]], with an [[enchant]]ment of &amp;lt;code&amp;gt;pow/10 - 4&amp;lt;/code&amp;gt; (rounded down).&amp;lt;ref&amp;gt;{{source ref|0.30.0|spl-summoning.cc|916}}&amp;lt;/ref&amp;gt; The spear will never be [[brand]]ed.&lt;br /&gt;
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Higher spell power increases the spear enchantment. It does not increase the summon&amp;#039;s [[HD]].&lt;br /&gt;
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Duration of the summon is around 27 turns; it does not depend on spell power.&lt;br /&gt;
&lt;br /&gt;
There is a summon cap of 1 imp; casting the spell again will cause the old summon to very quickly time out.&lt;br /&gt;
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==Strategy==&lt;br /&gt;
Imps are cheap to create, and they can help deal with many early game fights. Thanks to their [[polearm]], cerulean imps can attack from behind their caster (or other summons). This makes imps useful, even if you have otherwise stronger summons like [[Call Canine Familiar]].&lt;br /&gt;
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==Monster Version==&lt;br /&gt;
The monster version works similarly to the player version, though Natasha can summon up to 3 imps at once.&lt;br /&gt;
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{{monsters with spell}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.31]], the summon [[duration class]] ranged from 2 (around 18 turns) to 6 (around 171 turns). The formula was &amp;lt;code&amp;gt;2 + 1d(pow)/5&amp;lt;/code&amp;gt; duration class (capped at 6).&lt;br /&gt;
*Prior to [[0.30]], this spell would summon a [[crimson imp]], [[white imp]], [[iron imp]], or [[shadow imp]]. It also had a power cap of 100.&lt;br /&gt;
*Prior to [[0.28]], this spell had a summon cap of 3.&lt;br /&gt;
*Prior to [[0.25]], the type of an imp varied with spellpower. Higher spell power increased the probability of getting a shadow or iron imp and decreased the chance of summoning a crimson imp.&lt;br /&gt;
*Prior to [[0.12]], summoned [[shadow imp]]s could give you permanent undead allies by casting [[Animate Dead]], allowing characters without [[Necromancy]] to create undead armies.&lt;br /&gt;
*Prior to [[0.7]], Call Imp was a level 3 spell. Also, it could not summon iron imps.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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