Difference between revisions of "Channeling spell"
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Searing Ray and Flame Wave cost the normal amount of MP for their initial cast, then 1 additional MP for every turn channeled. Searing Ray can be channeled up to three times, and Flame Wave, two (or three with [[Vehumet]]'s range increase). | Searing Ray and Flame Wave cost the normal amount of MP for their initial cast, then 1 additional MP for every turn channeled. Searing Ray can be channeled up to three times, and Flame Wave, two (or three with [[Vehumet]]'s range increase). | ||
− | Maxwell's Capacitive Coupling instead uses channeling as a timer; after 3-7 turns waiting, it'll activate and instantly kill the closest enemy. | + | Maxwell's Capacitive Coupling instead uses channeling as a timer; after 3-7 turns waiting, it'll activate and instantly kill the closest enemy. It doesn't use any MP past the initial cast. |
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Revision as of 07:11, 13 September 2022
Version 0.29: This article may not be up to date for the latest stable release of Crawl.
For passive MP recovery, see Channeling.
Channeling spells are a group of spells that can be recast ("channeled") on subsequent turns by waiting (with . or s). They include:
Useful Info
Searing Ray and Flame Wave cost the normal amount of MP for their initial cast, then 1 additional MP for every turn channeled. Searing Ray can be channeled up to three times, and Flame Wave, two (or three with Vehumet's range increase).
Maxwell's Capacitive Coupling instead uses channeling as a timer; after 3-7 turns waiting, it'll activate and instantly kill the closest enemy. It doesn't use any MP past the initial cast.