Difference between revisions of "Searing Ray"

From CrawlWiki
Jump to: navigation, search
m
(Add interruption notes)
Line 29: Line 29:
 
'''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]].
 
'''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]].
  
Note that, in order to activate Searing Ray's additional effects, you must '''pass your turns''' after casting it once with the '''s''' or '''.''' key. Recasting the spell will simply start a new ray.
+
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==
 
==History==

Revision as of 19:08, 6 August 2013

Version 0.13: This article may not be up to date for the latest stable release of Crawl.
This page is a stub. You could probably expand this page should you wish to do so.
Searing ray.png Searing Ray
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
Damage Formula
  • 2d(3+Power/13) (first and second ray)
  • 3d(3+Power/12) (third ray)
  • 4d(3+Power/12) (fourth ray; penetrating beam)
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.