Difference between revisions of "Searing Ray"
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|special = Multiturn conjuration}} | |special = Multiturn conjuration}} | ||
− | '''Searing Ray''' is a level 2 [[Conjurations]] spell which fires a beam of energy that starts out weak, but grows in power over time. 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 along the original beam path. It will do this 3 times, each more powerful than the last, and at the most powerful stage, the ray becomes a penetrating beam. | + | '''Searing Ray''' is a level 2 [[Conjurations]] spell which fires a beam of energy that starts out weak, but grows in power over time. 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 along the original beam path. It will do this 3 times, each more powerful than the last, and at the most powerful stage, the ray becomes a penetrating beam. Each additional ray costs 1 [[MP]]. |
==History== | ==History== |
Revision as of 15:26, 17 July 2013
Version 0.13: This article may not be up to date for the latest stable release of Crawl.
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Searing Ray | |
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Level | 2 |
School1 | Conjuration |
Source(s) | |
Casting noise | 2 |
Spell noise | 2 |
This spell fires a continuous ray of arcane energy from the caster's hands. Though initially mild, so long as the caster maintains focus upon the spell and supplies it with magical power, the ray will grow in strength until it becomes a surging beam able to tear clean through the ranks of the caster's foes. |
Spell Details | |
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Damage Formula |
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Max Damage | 4d(7.16) |
Max Power | 50 |
Range | 4 |
Targeting | Beam (final ray: Bolt) |
To-hit | |
Special | Multiturn conjuration |
Searing Ray is a level 2 Conjurations spell which fires a beam of energy that starts out weak, but grows in power over time. The caster gains a Ray status once they fire it, and each subsequent turn that they perform no other action, the searing ray refires along the original beam path. It will do this 3 times, each more powerful than the last, and at the most powerful stage, the ray becomes a penetrating beam. Each additional ray costs 1 MP.
History
Searing Ray will be added in 0.13.