Searing Ray
Searing Ray | |
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Level | 2 |
School1 | Conjuration |
Source(s) | Book of Conjurations |
Casting noise | 2 |
Spell noise | 2 |
Power Cap | 50 |
Range | 4 |
Flags | Dir or target, Needs tracer |
Fires a continuous piercing ray of arcane energy from the caster's hands. So long as the caster maintains focus upon the spell and supplies it with magical power (by waiting in place and not taking any other actions), the ray will follow the caster's target if it should move. |
Spell Details | |
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Damage Formula | 2d(4.5 + Power/14) |
Max Damage | 2d8 |
Max Power | 50 |
Range | 4 |
Targeting | Bolt |
To-hit | 11+Power/8 |
Special | Channeled spell |
Searing Ray is a level 2 Conjurations spell which fires penetrating beams of energy over multiple turns.
Conjurers start with this spell in their libraries.
Useful Info
Searing Ray is a channeling spell. Once fired, the caster gains a Ray status. For 3 turns, every turn waited (with s or .) will fire another searing ray, which costs only 1 MP. Thus a "full cast" is 5 MP. Channeled rays will target the monster you targeted; if the target is invalid, or if you aimed at the ground (with f .), it will travel across the last beam path.
Being moved by any effect (an elephant's trampling attack, the Primal Wave spell, an unintentional blink, etc.) ends the channel, as does Silence. Paralysis, confusion, sleep, and full petrification will pause channeling.
History
- Prior to 0.28. Searing Ray dealt
3d(3+Power/12)
damage. - Autofight with this spell became smarter in 0.27.
- Prior to 0.25, Searing Ray grew more powerful with each additional ray, and only the last one was penetrating. The spell was unable to follow a specific target, and would always follow the same path.
- Searing Ray was added in 0.13.