Difference between revisions of "Sticky Flame"
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{{Spell | {{Spell | ||
|name=Sticky Flame | |name=Sticky Flame | ||
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− | + | {{flavour|Conjures a glob of sticky flame, covering an adjacent creature with liquid fire for a short time. | |
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“Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.”<br>-Terry Pratchett, “Jingo”}} | “Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.”<br>-Terry Pratchett, “Jingo”}} | ||
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|dam_denom = 2}} | |dam_denom = 2}} | ||
− | '''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 | + | '''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 with [[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: | ||
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==Tips & Tricks== | ==Tips & Tricks== | ||
− | *This is a great spell if you don't mind being up close and personal. Fragile | + | *This is a great spell if you don't mind being up close and personal. Fragile spellcasters should be wary of monsters that can generate a one-shot kill; try [[confusion|confusing]] or otherwise disabling dangerous opponents before setting them on fire. More durable hybrid characters can use Sticky Flame as a 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! | *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 horror]]s and flickering [[sky beast]]s. | *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 horror]]s and flickering [[sky beast]]s. | ||
− | * | + | *Entering water will put out the lingering flames (even if you are [[fly]]ing at the time). This tactic works for both players and monsters, so avoid using Sticky Flame around water features. |
− | * | + | **If there's no water around, a [[phial of floods]] will create enough water to put out the fire. |
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− | == | + | ==Resistance== |
+ | [[:Category:Sticky flame resistance|Some monsters]] (including all [[:Category:Insubstantial monsters|insubstantial]] monsters) are intrinsically resistant to sticky flames, meaning the flame will not "stick" to them (though they still take a small amount of [[fire]] damage from the initial impact). | ||
− | + | Standing in or flying above [[shallow water|shallow]] or [[deep water]] will grant a similar form of protection. The only other way for players to gain protection from sticky flame is to become insubstantial themselves (through [[transformation]]s like [[Wisp Form]] or [[Dithmenos]]'s [[Shadow Form]]), but the ongoing damage is low enough (especially with fire resistance) that having resistance specifically to sticky flames is largely redundant. | |
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− | + | ==Monster Version== | |
+ | [[Player ghost]]s are the only monsters you'll see that will cast the player version of Sticky Flame. Other monsters use the [[Sticky Flame Range]] spell instead, which is identical apart from having a range of 4. | ||
− | + | ==History== | |
+ | *Earlier versions had more ways for players to gain resistance to sticky flames: | ||
+ | **Prior to [[0.25]], [[Tiamat]]'s [[dragonskin cloak]] had a 50% chance of providing sticky flame resistance when hit by sticky flames | ||
+ | **Prior to [[0.20]], [[draconian|mottled draconians]] and players wearing [[mottled dragon scales]] were always resistant | ||
+ | *Prior to [[0.22]], Sticky Flame would spread between adjacent [[sheep]] and [[dream sheep]]. | ||
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[[Category:Status effects]] | [[Category:Status effects]] |
Revision as of 11:22, 29 August 2020
Sticky Flame | |
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Level | 4 |
School1 | Conjuration |
School2 | Fire |
Source(s) | |
Casting noise | 4 |
Spell noise | 1 |
Conjures a glob of sticky flame, covering an adjacent creature with liquid fire for a short time.
“Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.” |
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 with 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 spellcasters should be wary of monsters that can generate a one-shot kill; try confusing or otherwise disabling dangerous opponents before setting them on fire. More durable hybrid characters can use Sticky Flame as a 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.
- Entering water will put out the lingering flames (even if you are flying at the time). This tactic works for both players and monsters, so avoid using Sticky Flame around water features.
- If there's no water around, a phial of floods will create enough water to put out the fire.
Resistance
Some monsters (including all insubstantial monsters) are intrinsically resistant to sticky flames, meaning the flame will not "stick" to them (though they still take a small amount of fire damage from the initial impact).
Standing in or flying above shallow or deep water will grant a similar form of protection. The only other way for players to gain protection from sticky flame is to become insubstantial themselves (through transformations like Wisp Form or Dithmenos's Shadow Form), but the ongoing damage is low enough (especially with fire resistance) that having resistance specifically to sticky flames is largely redundant.
Monster Version
Player ghosts are the only monsters you'll see that will cast the player version of Sticky Flame. Other monsters use the Sticky Flame Range spell instead, which is identical apart from having a range of 4.
History
- Earlier versions had more ways for players to gain resistance to sticky flames:
- Prior to 0.25, Tiamat's dragonskin cloak had a 50% chance of providing sticky flame resistance when hit by sticky flames
- Prior to 0.20, mottled draconians and players wearing mottled dragon scales were always resistant
- Prior to 0.22, Sticky Flame would spread between adjacent sheep and dream sheep.