Ignite Poison

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Version 0.29: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Ignite poison.png Ignite Poison
Level 3
School1 Fire
School2 Poison
School3 Transmutation
Source(s) Everburning Encyclopedia
Trismegistus Codex
Casting noise 4
Spell noise 0
Power Cap 100
Flags Area
Converts all nearby poison into liquid flame, burning poisoned creatures from within. It also turns clouds of poison and mephitic gases into flame. The caster is not affected directly.

Ignite Poison is a level 3 Fire/Transmutation/Poison spell which causes all nearby poisoned creatures and poisonous clouds to burst into flames.


All poisonous and mephitic clouds in the caster's line of sight are replaced with flame clouds. All poisoned monsters in line of sight take fire damage and lose their poisoned status. Higher spell power increases the duration of the flame clouds and the damage taken by poisoned creatures.

Poisoned creatures take direct damage according to how many poison stacks they have, dealing approximately 200%-300% of the potential poison damage immediately, depending on spell power.

Duration of the flame clouds is 3 + (1d(20 + <power>) - 1) / 10 turns[1]—that is, from 3-5 turns to 3-15 turns.


Ignite Poison deals heavy, unavoidable fire damage to every poisoned creature in sight. With Poisonous Vapours, it is strong against single targets. Combine it with ways of applying poison to multiple enemies at once, such as Olgreb's Toxic Radiance, for a powerful crowd-clearing tool. Or, use it to ignite poisonous clouds to fry all the monsters standing inside.

  • Ignite Poison works great when used together with Mephitic Cloud; the noxious clouds generated by the former spell turn into clouds of fire. First confuse them with Mephitic Cloud, possibly casting it a few times to cover a larger area, then cast Ignite Poison and let the monsters stumble through the flames. Be sure not to be standing in your own poisonous clouds when you set them ablaze.
    • Monsters will happily walk into a cloud that they're immune to. As few monsters are immune to poison AND fire, venom mages can use Ignite Poison to kill undead, ice beasts, and other poison-resistant monsters.
    • It doesn't matter where the clouds come from -- some enemies (such as swamp drakes, swamp dragons, and green draconians) are perfectly happy to fill the dungeon with poisonous clouds. Turn that tactic against them by converting their breath weapons into a sea of flames.
    • A scroll of poison or low-powered Condenser vane evocation (around 5 Evo or less) can produce ignitable clouds -- combining them with this spell can be highly effective. Just make sure you have no immediate plans to move anywhere.
  • Vehumet considers this spell destructive; Venom Mages looking for this spell should consider worshipping this god.


  • Venom Mages started with this spell in 0.25 and 0.26.
  • Prior to 0.18, Salamander mystics had Localized Ignite Poison in their spellset.
  • Prior to 0.17, Ignite Poison was a level-5 spell, but affected monsters with venom-branded attacks, poisonous flesh, and potions of poison. It did not use the Poison Magic school.
  • Prior to 0.8, Ignite Poison used to be an amazingly painful way to eliminate poison from one's own system.