Difference between revisions of "Dazzling Flash"

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{{spell info}}
 
{{spell info}}
  
'''Dazzling Flash''' is a Level 3 [[Conjurations]]/[[Hexes]] spell that attempts to [[blind]] all monsters within range.
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'''Dazzling Flash''' is a Level 3 [[Fire Magic|Fire]]/[[Hexes]] spell that attempts to [[blind]] all monsters within range.
  
[[Conjurer]]s and [[Enchanter]]s alike start with this spell available.
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[[Enchanter]]s start with this spell available.
  
 
==Effect==
 
==Effect==
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==History==
 
==History==
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*Prior to [[0.32]], Dazzling Flash was a [[Conjuration]]/[[Hexes]] spell.
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*Prior to [[0.31]], [[Conjurer]]s also started with Dazzling Flash.
 
*Dazzling Flash was added in [[0.25]], replacing [[Dazzling Spray]].
 
*Dazzling Flash was added in [[0.25]], replacing [[Dazzling Spray]].

Latest revision as of 20:59, 28 October 2024

Version 0.32: This article is up to date for the latest stable release of Dungeon Crawl Stone Soup.
Dazzling flash.png Dazzling Flash
Level 3
School1 Fire
School2 Hexes
Source(s) Book of the Senses
Book of Spectacle
Casting noise 0
Spell noise 0
Power Cap 50
Range 2-3
Flags Area, No ghost
The caster erupts in a scintillating display of light. Any living creature nearby may be dazzled and left stumbling blindly.

Dazzling Flash is a Level 3 Fire/Hexes spell that attempts to blind all monsters within range.

Enchanters start with this spell available.

Effect

When Dazzling Flash is cast, all vulnerable creatures within range and LOS may be blinded for 4 to 8 turns, with the chance of success increasing with spell power and decreasing with monster hit dice. At full power, the odds are 95% - (4 * HD).

Dazzling Flash has no effect on the undead, nonliving, or plants. Additionally, some creatures with powerful senses (or no eyes!) are immune to blinding, such as wolves and jellies.

Strategy

While useful to anyone as an occasional escape spell or to slow down a crowd while you whittle it down to size, stabbers benefit the most, as this spell ignores both willpower and see invisible. Its effectiveness tapers off toward the endgame, where more monsters are immune or have high HD. For single targets, Confusing Touch lasts much longer and has multiple chances to hex per cast.

History