Difference between revisions of "Sticky Flame"
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|special = Never misses, the target is covered in sticky flames that inflict 2d4-1 fire damage every 10 [[aut]]s}} | |special = Never misses, the target is covered in sticky flames that inflict 2d4-1 fire damage every 10 [[aut]]s}} | ||
− | '''Sticky Flame''' is a level 4 [[Conjurations]]/[[Fire Magic]] spell which causes the target to burn for decent damage over several rounds. It has perfect accuracy, and as an added bonus, it causes the target to [[glow]], negating their invisibility and making them easier targets for other attacks. Even at moderate power, it can take down such dangerous creatures as [[hydra]]s or [[death yak]]s. Unfortunately, its max range cannot exceed 1, even if you worship [[Vehumet]], unless you cast it from the [[Tome of Destruction]]. | + | '''Sticky Flame''' is a level 4 [[Conjurations]]/[[Fire Magic]] spell which causes the target to burn for decent damage over several rounds. It has perfect accuracy, and as an added bonus, it causes the target to [[glow]], negating their invisibility and making them easier targets for other attacks. Even at moderate power, it can take down such dangerous creatures as [[hydra]]s or [[death yak]]s. Unfortunately, its max range cannot exceed 1, even if you worship [[Vehumet]], unless you cast it from the [[Tome of Destruction]] or from [[Makhleb]]'s Greater Destruction. |
The duration of the effect is approximately 4 or 5 turns per every level of the enchantment. The level of this enchantment is a value that depends on the hit dice of the victim, but never a value greater than 4. At maximum duration, the average amount of damage done is approximately: | The duration of the effect is approximately 4 or 5 turns per every level of the enchantment. The level of this enchantment is a value that depends on the hit dice of the victim, but never a value greater than 4. At maximum duration, the average amount of damage done is approximately: |
Revision as of 14:51, 20 June 2013
Sticky Flame | |
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Level | 4 |
School1 | Conjuration |
School2 | Fire |
Source(s) | |
Casting noise | 4 |
Spell noise | 1 |
This spell conjures a sticky glob of liquid fire, which will adhere to and burn any creature it strikes. |
Spell Details | |
---|---|
Damage Formula | 2d(1.5+Power/24) fire |
Max Damage | 2d(5.67) |
Max Power | 100 |
Range | 1 |
Targeting | Touch |
To-hit | |
Special | Never misses, the target is covered in sticky flames that inflict 2d4-1 fire damage every 10 auts |
Sticky Flame is a level 4 Conjurations/Fire Magic spell which causes the target to burn for decent damage over several rounds. It has perfect accuracy, and as an added bonus, it causes the target to glow, negating their invisibility and making them easier targets for other attacks. Even at moderate power, it can take down such dangerous creatures as hydras or death yaks. Unfortunately, its max range cannot exceed 1, even if you worship Vehumet, unless you cast it from the Tome of Destruction or from Makhleb's Greater Destruction.
The duration of the effect is approximately 4 or 5 turns per every level of the enchantment. The level of this enchantment is a value that depends on the hit dice of the victim, but never a value greater than 4. At maximum duration, the average amount of damage done is approximately:
(Damage per turn) * (Turns per level) * (Levels) = = 4 * 4.5 * 4 = 72
Tips & Tricks
- This is a great spell if you don't mind being up close and personal. Fragile spell-casters should plan to confuse or incapacitate the victim before venturing into melee range against monsters that can generate a one-shot kill, while more durable hybrid characters can use it as powerful opening salvo before engaging in melee combat.
- With Sticky Flame, you can take down melee-oriented monsters that are otherwise too strong for you to handle (so long as they're not fire resistant and/or faster than you, that is). Simply set them on fire and run away - if they stop burning before they die, recast Sticky Flame. Just make sure you already have a monster-free path to retreat along!
- Hitting invisible monsters with this spell (using Z) will cause them to be revealed for its duration. This is a useful strategy for dealing with unseen horrors and flickering sky beasts.
- If you've been hit with Sticky Flame, entering water will put out the flame. This works for monsters, too. Flight does not prevent this effect. As such, using Sticky Flame on a aquatic monsters will only do a little initial damage.
- Lanolin is very flammable, so sheep are especially susceptible to Sticky Flame.
Player Ability
Mottled draconian players can generate Sticky Flame as a breath ability. Unlike the spell, this breath weapon can splash to monsters adjacent to the target.
Monster Version
The monster version of Sticky Flame differs in that it has significant range, but can be dodged. It can destroy your scrolls every turn that it's active, so beware.
The following monsters can cast Sticky Flame:
- Azrael
- Balrug
- Deep elf conjurer (not always)
- Draconian scorcher
- Smoke demon
The following monster use Sticky Flame as a monster ability:
Flaming corpses have a melee attack with the same effect.
Resistance
Some monsters are intrinsically resistant to sticky flame. The flame will not "stick" to them, although they will take a small amount of fire damage on the first turn. Insubstantial monsters are also resistant to sticky flame. Players can gain sticky flame resistance by wearing mottled dragon armour, or by being a mottled draconian.