Difference between revisions of "Flame Wave"

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{{spell info}}
 
{{spell info}}
  
'''Flame Wave''' is a Level 4 [[Conjuration]]/[[Fire Magic]] spell. It deals fire damage to adjacent creatures, then when channeled by hitting '.' (like [[Searing Ray]]), casts the spell again for 1 MP and an increasing radius. It can be channeled twice, for a total spell cost of 6 MP. [[Vehumet]] will allow this spell to be channeled an additional time, hitting everything within 4 tiles from the caster.
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'''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.png Flame Wave
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.
Spell Details
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