Difference between revisions of "Flame Wave"
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− | '''Flame Wave''' is a Level 4 [[Conjuration]]/[[Fire Magic]] spell. It deals fire damage to adjacent creatures, | + | '''Flame Wave''' is a Level 4 [[Conjuration]]/[[Fire Magic]] spell. It deals fire damage to adjacent creatures, gaining the '''Wave''' status in the process. For every subsequent turn spent waiting (hitting '.' or tab), the wave fires again, growing in radius by one. It can be channeled twice, for a total cost of 6 MP. [[Vehumet]] will allow this spell to be channeled an additional time, hitting everything within 4 tiles from the caster. |
Changing position by any method (whether by moving, [[blink]]ing, teleporting, or being moved by monster attacks like [[trample]] or [[Primal Wave]]) will interrupt Flame Wave. | Changing position by any method (whether by moving, [[blink]]ing, teleporting, or being moved by monster attacks like [[trample]] or [[Primal Wave]]) will interrupt Flame Wave. |
Revision as of 08:51, 22 March 2022
Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Flame Wave | |
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Level | 4 |
School1 | Conjuration |
School2 | Fire |
Source(s) | Book of Flames Book of Scorching |
Casting noise | 0 |
Spell noise | 12 |
Power Cap | 100 |
Range | 3 |
Flags | Area |
Blasts the caster's surroundings with a wave of fire. If the caster maintains focus and supplies the spell with magical power (by waiting in place and not taking any other actions), more and larger flame waves will radiate outward. |
Flame Wave is a Level 4 Conjuration/Fire Magic spell. It deals fire damage to adjacent creatures, gaining the Wave status in the process. For every subsequent turn spent waiting (hitting '.' or tab), the wave fires again, growing in radius by one. It can be channeled twice, for a total cost of 6 MP. Vehumet will allow this spell to be channeled an additional time, hitting everything within 4 tiles from the caster.
Changing position by any method (whether by moving, blinking, teleporting, or being moved by monster attacks like trample or Primal Wave) will interrupt Flame Wave.
Fire Elementalists start with this spell in their library.
Strategy
- Don't get too greedy. While this spell is both damage-heavy and MP-efficent when dealing with adjacent enemies, keep in mind that they'll be striking you every time.
- An amulet of the acrobat will improve your EV while you channel the spell, which can help with survivability.
Spell Details | |
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Damage Formula | 2d(4.5+Power/8) |
Max Damage | 2d17 |
Max Power | 100 |
Range | 1-3 |
Targeting | Radius |
To-hit | Never miss |
Special | Channeled up to twice; to cast at 1 MP, +1 range. |
History
- 0.28 Spell added.