Difference between revisions of "Searing Ray"

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{{version029}}{{spell info}}
{{spellinfo}}
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{{AttackSpell
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|name=Searing Ray
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|formula = <div>
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2d(4.5 + Power/14)
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</div>
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|maxdmg = 2d8
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|maxsp = 50
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|range = 4
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|target = Bolt
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|tohit = <div>
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11+Power/8
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</div>
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|special = Channeled spell}}
  
'''Searing Ray''' is a level 2 [[Conjurations]] spell which fires a [[penetration|penetrating]] beam of energy. The caster gains a '''Ray''' [[status effect|status]] once they fire it, and each subsequent turn that they perform no other action, the searing ray refires at the original target (if applicable) or along the last beam path. It will do this 3 times. Each additional ray costs 1 [[MP]], thus costing 5 for a full cast.
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'''Searing Ray''' is a level 2 [[Conjurations]] spell which fires [[penetration|penetrating]] beams of energy over multiple turns.
  
Note that, in order to continue casting Searing Ray, you must ''pass your turn'' with the '''s''' or '''.''' key after casting it only once. The tab or shift tab key will also automatically advance the spell. Recasting the spell will simply start a new ray (at the full MP cost). Also, be aware that [[paralysis]], [[confusion]], [[sleep]], full [[petrification]], and [[berserk]] will end the spell immediately, as will being moved by any effect (an [[elephant]]'s trampling attack, the [[Primal Wave]] spell, an unintentional [[blink]], etc.). [[Silence]] however will not.
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[[Conjurer]]s start with this spell in their libraries.
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==Useful Info==
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Searing Ray is a [[channeling spell]]. Once fired, the caster gains a '''Ray''' [[status effect|status]]. For 3 turns, every turn ''[[wait]]ed'' (with '''s''' or '''.''') will fire another searing ray, which costs only 1 [[MP]]. Thus a "full cast" is 5 MP. Channeled rays will target the monster you targeted; if the target is invalid, or if you aimed at the ground (with '''f .'''), it will travel across the last beam path.
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Being moved by any effect (an [[elephant]]'s trampling attack, the [[Primal Wave]] spell, an unintentional [[blink]], etc.) ends the channel, as does [[Silence]]. [[Paralysis]], [[confusion]], [[sleep]], and full [[petrification]] will pause channeling.
  
 
==History==
 
==History==
*This spell's power scaling [[0.27]], dealing <code>3d(3+Power/12)</code> damage with a max of 3d7 prior.
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*Prior to [[0.28]]. Searing Ray dealt <code>3d(3+Power/12)</code> damage.
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*Autofight with this spell became smarter in [[0.27]].
 
*Prior to [[0.25]], Searing Ray grew more powerful with each additional ray, and only the last one was [[penetration|penetrating]]. The spell was unable to follow a specific target, and would always follow the same path.
 
*Prior to [[0.25]], Searing Ray grew more powerful with each additional ray, and only the last one was [[penetration|penetrating]]. The spell was unable to follow a specific target, and would always follow the same path.
 
*Searing Ray was added in [[0.13]].
 
*Searing Ray was added in [[0.13]].

Latest revision as of 09:18, 16 October 2022

Version 0.29: This article may not be up to date for the latest stable release of Crawl.
Searing ray.png Searing Ray
Level 2
School1 Conjuration
Source(s) Book of Conjurations
Casting noise 2
Spell noise 2
Power Cap 50
Range 4
Flags Dir or target, Needs tracer
Fires a continuous piercing ray of arcane energy from the caster's hands. So long as the caster maintains focus upon the spell and supplies it with magical power (by waiting in place and not taking any other actions), the ray will follow the caster's target if it should move.
Spell Details
Damage Formula

2d(4.5 + Power/14)

Max Damage 2d8
Max Power 50
Range 4
Targeting Bolt
To-hit

11+Power/8

Special Channeled spell

Searing Ray is a level 2 Conjurations spell which fires penetrating beams of energy over multiple turns.

Conjurers start with this spell in their libraries.

Useful Info

Searing Ray is a channeling spell. Once fired, the caster gains a Ray status. For 3 turns, every turn waited (with s or .) will fire another searing ray, which costs only 1 MP. Thus a "full cast" is 5 MP. Channeled rays will target the monster you targeted; if the target is invalid, or if you aimed at the ground (with f .), it will travel across the last beam path.

Being moved by any effect (an elephant's trampling attack, the Primal Wave spell, an unintentional blink, etc.) ends the channel, as does Silence. Paralysis, confusion, sleep, and full petrification will pause channeling.

History

  • Prior to 0.28. Searing Ray dealt 3d(3+Power/12) damage.
  • Autofight with this spell became smarter in 0.27.
  • Prior to 0.25, Searing Ray grew more powerful with each additional ray, and only the last one was penetrating. The spell was unable to follow a specific target, and would always follow the same path.
  • Searing Ray was added in 0.13.