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Dungeon Crawler Carl

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Puddle Jumper Spell

Magic System

Line-of-sight teleport spell for up to 4, glow on cast, 20 mana cost, long cooldown/delay.

The Puddle Jumper Spell begins in Dungeon Crawler Carl as a basic line-of-sight teleportation ability for up to four targets, marked by a telltale glow and a hefty 20-mana cost with long cooldowns, serving Carl as an early evasion tool in the brutal dungeon. By Book 2, it evolves into a stealthier 'zap' for instant short-range jumps without visible effects, resetting on a more manageable four-hour cooldown to aid in high-stakes combat maneuvers. In Book 4, it reaches a grotesque pinnacle at level 10, liquifying targets into puddles for greatly extended range teleports on a five-hour cooldown, transforming it into a visceral, game-changing mobility spell amid the series' escalating horrors.

Evolution

Dungeon Crawler Carl: A LitRPG/Gamelit Adventure

Line-of-sight teleport spell for up to 4, glow on cast, 20 mana cost, long cooldown/delay.

Dungeon Crawler Carl - 02 - Carl's Doomsday Scenario

Instant short-range teleportation spell manifesting as a quick 'zap' without visible particles, glow, or portal; resets on 4-hour cooldown.

The Gate of the Feral Gods: Dungeon Crawler Carl Book 4

Teleport spell liquifies targets into puddle then reforms at distant location, level 10 extends range greatly, 5-hour cooldown.

Book Appearances

1

Dungeon Crawler Carl: A LitRPG/Gamelit Adventure

First appears Ch 24

2

Dungeon Crawler Carl - 02 - Carl's Doomsday Scenario

First appears Ch 20

4

The Gate of the Feral Gods: Dungeon Crawler Carl Book 4

First appears Ch 5

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