Difference between revisions of "Searing Ray"
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==History== | ==History== | ||
Searing Ray will be added in [[0.13]]. | Searing Ray will be added in [[0.13]]. | ||
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Revision as of 13:58, 26 October 2013
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 (by waiting in place and not taking any other actions), 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.
Note that, in order to activate Searing Ray's additional effects, you must pass your turn with the s or . key after casting it only once. Recasting the spell will simply start a new ray. 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 will not, though whether this is intentional or a glitch is unknown.
History
Searing Ray will be added in 0.13.