Difference between revisions of "Dazzling Spray"

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(Clarified that it also deals damage, emphasized that it isn't based on MR)
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|range = 6
 
|range = 6
 
|target = Beam
 
|target = Beam
|special = Hits up to 3 targets, may temporarily blind them.
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|special = Hits up to 3 targets, may temporarily [[blind]] them.
 
}}
 
}}
  
'''Dazzling Spray''' is a level 3 [[Conjurations]]/[[Hexes]] spell that fires a spray of energy at up to 3 targets in the same general direction. Along with dealing light damage, it can also blind [[natural]], [[demonic]] or [[holy]] monsters. The success rate of the blinding effect is based on the monster's [[hit dice]], ignoring both [[magic resistance]] and your [[spell power]], making it useful even in the late game.
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'''Dazzling Spray''' is a level 3 [[Conjurations]]/[[Hexes]] spell that fires a spray of energy at up to 3 targets in the same general direction. Along with dealing light damage, it can also [[blind]] [[natural]], [[demonic]] or [[holy]] monsters. The success rate of the blinding effect is based on the monster's [[hit dice]], ignoring both [[magic resistance]] and your [[spell power]], making it useful even in the late game.
  
 
{{crawlquote|Chance of Blindness: If (85 - 3 × HD) > 1d100}}
 
{{crawlquote|Chance of Blindness: If (85 - 3 × HD) > 1d100}}

Revision as of 01:01, 10 April 2013

Version 0.12: This article may not be up to date for the latest stable release of Crawl.
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Dazzling spray.png Dazzling Spray
Level 3
School1 Conjuration
School2 Hexes
Source(s)
Casting noise 3
Spell noise 3
This spell fires a spread of scintillating energy bolts from the caster's fingertips which can dazzle the vision of any living creature they strike, leaving them stumbling about blindly.
Spell Details
Damage Formula 2d(4+Power/8)
Max Damage 2d(10.25) ~ 11.25
Max Power 50
Range 6
Targeting Beam
To-hit
Special Hits up to 3 targets, may temporarily blind them.

Dazzling Spray is a level 3 Conjurations/Hexes spell that fires a spray of energy at up to 3 targets in the same general direction. Along with dealing light damage, it can also blind natural, demonic or holy monsters. The success rate of the blinding effect is based on the monster's hit dice, ignoring both magic resistance and your spell power, making it useful even in the late game.

Chance of Blindness: If (85 - 3 × HD) > 1d100

History

This spell will be added in 0.12.