Book of Touch
|Flags||Dir or target, Needs tracer|
| Conjures a glob of sticky flame, covering an adjacent creature with liquid fire for a short time.
“Give a man a fire and he's warm for a day, but set fire to him and he's warm
|Damage Formula||2d(1.5+Power/24) fire|
|Special||Never misses, the target is covered in sticky flames that inflict 2d4-1 fire damage every 10 auts|
Sticky Flame is a level 4 Conjurations/Fire Magic spell which causes the target to burn for decent damage over several rounds. It has perfect accuracy, and as an added bonus, it causes the target to glow, negating their invisibility and making them easier targets for other attacks. Even at moderate power, it can take down such dangerous creatures as hydras or death yaks. Unfortunately, its max range cannot exceed 1 (even if you worship Vehumet).
The duration of the effect is approximately 4 or 5 turns per every level of the enchantment. The level of this enchantment is a value that depends on the hit dice of the victim, but never a value greater than 4. At maximum duration, the average amount of damage done is approximately:
(Damage per turn) * (Turns per level) * (Levels) = = 4 * 4.5 * 4 = 72
Tips & Tricks
- This is a great spell if you don't mind being up close and personal. Fragile spellcasters should be wary of monsters that can generate a one-shot kill; try confusing or otherwise disabling dangerous opponents before setting them on fire. More durable hybrid characters can use Sticky Flame as a powerful opening salvo before engaging in melee combat.
- With Sticky Flame, you can take down melee-oriented monsters that are otherwise too strong for you to handle (as long as they're not fire resistant). Simply set them on fire and run away -- if they stop burning before they die, recast Sticky Flame. Be sure to have a way to avoid attacks of opportunity if they aren't slower than you, and try to leave yourself a monster-free path to flee along.
- Hitting invisible monsters with this spell (using Z) will cause them to be revealed for its duration. This is a useful strategy for dealing with unseen horrors and flickering sky beasts.
- Entering water will put out the lingering flames (even if you are flying at the time). This tactic works for both players and monsters, so avoid using Sticky Flame around water features.
- If there's no water around, a phial of floods will create enough water to put out the fire.
Some monsters (including all insubstantial monsters) are intrinsically resistant to sticky flames, meaning the flame will not "stick" to them (though they still take a small amount of fire damage from the initial impact).
Standing in or flying above shallow or deep water will grant a similar form of protection. The only other way for players to gain protection from sticky flame is to become insubstantial themselves (through transformations like Wisp Form or Dithmenos's Shadow Form), but the ongoing damage is low enough (especially with fire resistance) that having resistance specifically to sticky flames is largely redundant.
Most monsters use Sticky Flame Range, which is identical apart from having a range of 4.
Player ghosts and spellforged servitors will cast the range-1 spell, however.
- Prior to 0.28, Sticky Flame was a starting spell for Fire Elementalists.
- Earlier versions had more ways for players to gain resistance to sticky flames:
- Prior to 0.25, Tiamat's dragonskin cloak had a 50% chance of providing sticky flame resistance when hit by sticky flames
- Prior to 0.20, mottled draconians and players wearing mottled dragon scales were always resistant
- Prior to 0.22, Sticky Flame would spread between adjacent sheep and dream sheep.